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Move Creation Workshop
I a but a noob. But I shall rise to be the glorious leader of the Move Creation Workshop.

Orbital Ring:
>Does it impact her movement?
>How hard is it to break through?
>How wide is the ring?
>How fast do the objects move?
>What's the range of the attack version? The same as her telekinesis range or a bit further?
>Does the move end if she takes damage?
>If an object breaks, is it replaced or does the move end?
>How much can she lift with this move in total?
>Does it count toward the maximum amount she can usually lift, thus reducing the strength or preventing the use of other telekinesis moves?

Tears:
>There's a maximum stat boost or drop with buffs/debuffs. In an AoE buff/debuff, the effect has to be split between everyone effected. So the -2SPD should be distributed between all her targets or targets of her choice, I think.

Conductor:
>What's the range?
>Is there a minimum size of the object? Could multiple small objects be used if so?
>Note that any charge time and potential drawbacks (like not being able to move) are generally just for descriptive purposes and won't impact the move in the case of a super attack. I think.
(07-14-2017, 01:54 AM)Ebonywood Hellscythe Wrote: I a but a noob. But I shall rise to be the glorious leader of the Move Creation Workshop.

Orbital Ring:
>Does it impact her movement?
>How hard is it to break through?
>How wide is the ring?
>How fast do the objects move?
>What's the range of the attack version? The same as her telekinesis range or a bit further?
>Does the move end if she takes damage?
>If an object breaks, is it replaced or does the move end?
>How much can she lift with this move in total?
>Does it count toward the maximum amount she can usually lift, thus reducing the strength or preventing the use of other telekinesis moves?

Tears:
>There's a maximum stat boost or drop with buffs/debuffs. In an AoE buff/debuff, the effect has to be split between everyone effected. So the -2SPD should be distributed between all her targets or targets of her choice, I think.

Conductor:
>What's the range?
>Is there a minimum size of the object? Could multiple small objects be used if so?
>Note that any charge time and potential drawbacks (like not being able to move) are generally just for descriptive purposes and won't impact the move in the case of a super attack. I think.

Orbital Ring (600 OM, Requires Ranged, Telekinesis, Area Attack, Area Defense)
Due to constant exposure to the low amounts of the unique energies emitted from her wand, Aquamarine can create a gravity field around herself and make objects such as trash or furniture around her orbit around herself to protect her while she can charge a attack. Aquamarine can activate the orbit after a second of thinking, and while the stamina drain from maintaining the orbit is constant, she can choose when the orbit can dissipate, though she can also choose to send out the orbit in a ring pattern to launch away nearby opponents at the cost of more stamina being used up, though it will not do that much damage. The orbit can be held up to 5 feet away from Aquamarine, and can be launched up to 35 feet at 50 MPH away before falling to the ground. If the shield is broken up, if Aquamarine was not hit she can replace the objects that were broken, though it will take 5 seconds and a bunch of stamina to do so.

Since the orbit takes a second to form and does not protect from the top, piercing attacks or attacks from the air will not be blocked, and if Aquamarine takes damage while holding the shield, the shield will fall apart, though the ability to launch her orbit can be useful to send away opponents. The shield also protects against the opponent based on Aquamarine's DEF vs the opponent's ATK, with the shield being able to be broken if the opponent has a higher ATK compared to Aquamarine's DEF. Maintaining the shield will also only allow Aquamarine to slowly walk while maintaining the shield, and she can only hold as much as 200 pounds worth of objects for her shield. Lastly, Aquamarine will be able to use the Orbital Ring with her other moves, though she won't be able to use other moves while launching her orbit outward, and she cannot use any other Telekinesis Moves while maintaining the shield.

Blue Aura: Tears (T1 Super Utility, 600 OM, requires Ranged, Debuff, Area)
Using her memories of Blue Diamond and her powers, Aquamarine recreates the sad aura that Blue Diamond can create in order to make everyone around her cry and lose focus. It takes half a second for the aura to be created, and once it is created, everyone within a 50 foot radius around Aquamarine will start to cry, though Aquamarine will be immune to the aura since she is the one creating the aura. Not only will the crying cause anyone to lose focus due to having tears in their eyes, but the crying also lowers her opponent's TEC and SPD by 1 each for one round, split between the opponents in radius. The aura will not be able to affect those using a T1 Super Defense, and will not be able to lower someone's SPD to be lower than 0.

(I changed it to -1 TEC and -1 SPD between the opponents, but yeah she can choose who to divide the stat loss between.)

Yellow Aura: Conductor (T1 Super Attack, 600 OM, requires Ranged, Telekinesis)
Using her memories of Yellow Diamond and her powers, Aquamarine grabs a nearby metal object around a foot in diameter with her Tractor Beam Wand and sends it right in front of her opponent, before exerting yellow sparks around her body and causing the wand to send electricity all the way to the metal object, causing it to electrocute the opponent. This move takes around a second to activate, has a maximum range of 50 feet, and causes a large amount of shock damage to the enemy, though Super Defenses will absorb the shock and negate the attack. Lastly, Aquamarine has to stay still while channeling electricity through her wand and to the metal object.
Orbital Ring
>Does the "gravity" only effect objects? As in, is it literally just telekinesis that you're calling gravity or will larger objects drift towards you slowly and other people feel a pull?
>How fast do the objects orbit? 50mph?
>Does she need to constantly focus on the shield? Or is it fire and forget? The same goes for the attack.
>Why does it take 5 seconds to repair but 1 second to start initial?
>Is there anything stopping you from just making a new shield in 1 second instead?
>You realise bullets probably count as a piercing attack. The same might go for lasers and blasters. Probably arrows. That'd be most ranged attacks that can still hit you or lunch through the shield easily.
>If you take damage, can you just pick the shield up a second later regardless?
>Suggestion: have the shield slowly build up and get stronger over the course of 5 seconds. Most people have simple shield moves and even those usually require 2 seconds of charging up. So, maybe "she focuses for 1 second. Then, rubble, trash, and other loose materials begin to collect around her in an orbit. It takes 5 seconds for the orbit to fill completely. If damaged, it can take a number of seconds proportional to how much of the orbit was damage to repair it, although if Aquamarine is hurt the orbit is dropped completely. Initially building or repairing the shield is more draining than simply maintaining it." Something like that. But maybe in your own words.
>While obvious, you might want to spell out that any idiot who runs into the orbit of trash will probably get hurt.

Tears:
>I would add that it might disrupt vision.
>If she can choose who to divide the stat loss between, then say so in the move.
>I'm not sure on this, but if your aim is to reduce stats, you should probably just make a single target move. For this I think it might be better to just write your debuffs in general terms. Look at Madbull's tear gas move for example.

Conductor:
>1ft in diameter? Not length? I was picturing her pointing a metal bar at someone. But maybe I'm wrong.
The Thirteen Arms - Revolvers of Memory - Xigbar (300 OM, Ranged Prof, Debuff):

The Thirteen Arms, Revolvers of Memory Xigbar are a set of gray and purple revolvers that are reminiscent of the arrow guns that Xigbar once wielded. These don't shoot bullets, but shoot arrows out of them instead. Each shot travels at the speed of an arrow. These take him ten seconds to manifest and are mildly draining to his stamina. They require the use of both hands, so unless he were to get telekinesis, he cannot use weapons, or weapon based moves other than these when these are equipped. Each of them holds six shots, and the reload is instantaneous. However, this comes at a cost.These will always deal pitiful damage to whatever they are shot at and as such, cannot be really effective against an opponent. This does have a debuff however. Each 'arrow' will stop short of an opponent, and explode in a brilliant flash of light, temporarily blinding an opponent for 2 seconds. This weapon has a 20 second cool down, and the blinding doesn't stack.
@Repliku:
Hmm... From what I gather it seems OP, even without the reloads. Because if I understand correctly, you have 13 guns, each with 6 blinding "arrow" shots. So 132 seconds of blinding if used optimally. Also, the cooldown doesn't seem to do a lot, as you said you can reload them instantly. You might want to change it. Anyway, in general:

>Why does it need 2 hands? Does he have to hold two? What happens to all the guns he can't hold?
>Fire rate is required.
>Range is needed.
>Why list the shots if he has to reload? Am I missing something?
>Due to the current stats, you can keep someone constantly blinded and kick them to death.
>If you're spam shooting, 0.5 seconds is probably a more suitable debuff time for the move. It depends on how much time you expend to get the amount of blinding.
>How does the cooldown come into play if you can just reload?
>The use of telekinesis in the future seems potentially broken. Especially when you can then
hold 13 instead of 2 guns. Even if it's inaccurate, that's a lot of bullets for guns that insta-reload.
>Is the ammo unlimited?
(07-18-2017, 10:43 PM)Repliku Wrote: The Thirteen Arms - Revolvers of Memory - Xigbar (300 OM, Ranged Prof, Debuff):  

The Thirteen Arms,  Revolvers of Memory Xigbar are a set of gray and purple revolvers that are reminiscent of the arrow guns that Xigbar once wielded. These don't shoot bullets, but shoot arrows out of them instead. Each shot travels at the speed of an arrow. These take him ten seconds to manifest and are mildly draining to his stamina. They require the use of both hands, so unless he were to get telekinesis, he cannot use weapons, or weapon based moves other than these when these are equipped. Each of them holds six shots, and the reload is instantaneous. However, this comes at a cost.These will always deal pitiful damage to whatever they are shot at and as such, cannot be really effective against an opponent. This does have a debuff however. Each 'arrow' will stop short of an opponent, and explode in a brilliant flash of light, temporarily blinding an opponent for 2 seconds. This weapon has a 20 second cool down, and the blinding doesn't stack.

I also want to add that you'll want to write how many guns this is because the name can be misleading. Also! Ten seconds is a really long time to make them.
[Image: 2e90d321b01d5016a4116390e9d88ebd.jpg]
[Image: ytLTikp.png?1]
01001101 01100001 01100100 01100101
01111001 01101111 01110101
01101100 01101111 01101111 01101011
Quote:Ten seconds is a long time
*Looks at Ebony's spell* *I have nukes instead I guess*



Also, Repliku, I missed something:
>Can he move while summoning.
>Are there any restrictions on Repliku while he summons the guns? If yes, list them, if not, say so.
(07-13-2017, 01:54 AM)Ebonywood Hellscythe Wrote: Disclaimer: I am a noob.

@Ash
Thunder Clap
>I'd base the knockback about their DEF compared to your ATK (although I don't know if you'd need to) and change the wording so it says up to 10ft.
>You said the effects decrease at range. Is there a soft cap of sorts? Say at 30ft for example where the move basically does nothing? Or is this only for close range? You listed physical as a proficiency for this and not range.
>You might need to specify some times. How long does it take to do the largest clap? The smallest one?
>You may wish to add some description to what the sound wave looks like and any other visual effects.

Chain Lightning
>Area is for attacks with splash damage. Since this is one well controlled projectile, you'd need ranged control if you want to divert it mid flight. Although, since you said it's pre-planned, that would mean anyone that moves in range after the bolt has been fired wouldn't get hit? I think you might actually need homing (if not ranged control) for it to zig-zag across a group of people, as the targets will likely move after you've fired the spell so it can't all be pre-planned besides the general direction.
>How fast does it travel?
>If there any delay before if moves to the next person?
>You may have/want to specify a drop in damage for later targets.
>Can it hit the same person twice?
>Why is this 900OM? There's only one thing it can do, and the only variability is the number of targets. Reasonably you might get it for 300OM unless I misunderstood something.

Storm Demon
>Awesome sauce

Thunder Clap(600 OM)
Requires: Strength Prof and Debuff prof.
Used at close range, no further than 5ft away, Ash fuses her palms with magic before smacking them together in a clap. This creates a white sound wave that throws the target off their feet, and up to 10 feet back if they are particularly light. The power of this attack is gauged by how wide her hands are when she claps; the wider her hands and the more force she uses the more powerful the clap.
This leaves a harsh ringing in their ears and deafens a target for 5 seconds, leaving them confused and disorientated, as well as open to any sneak attacks. The closer the target and the more distance between her hands before she claps risks real damage to the eardrums, which can be healed by normal means after the fight.
Ash can do this as many times as she can endure the painful sting in her hands after each smack. (Usually, only 3-6 times in a row without rest, depending on how hard she claps. But if she is desperate she can continue to do so.)

-

Chain Lightning(600 OM)
Requires Ranged Attack Prof, Debuff prof, Homing Prof.
Ash concentrates for five seconds to charge up a large amount of electrical energy which she then releases at a target within 20 feet of her. It strikes as fast as natural lightening at the intended target, and continued to course through the group of people with little to no slowing or lowering of power. Hitting up to seven people almost simultaneously, the electricity jumps randomly from the original target to the next within 10 feet but never back as it follows the direction its casted. While she can sorta direct the direction of the spell, she cannot control it enough to spare any friendlies. No one is safe from becoming a lightning rod except herself.
On top of a powerful shock, every successfully hit target suffers paralysis for 10 vulnerable seconds. In these spare moments, Ash and anyone who can still move, can attack the paralized target(s), bind said targets with whatever will work at the time, or steal what they deem valuable at the time.
Ash can only do this move twice a fight before she needs a rest, and really should only have to do it one.

>> 900 OM for: Attack, Paralyzing, and the ability to attack multiple targets. But if I can get this for only 300 OM I won't be upset.
[Image: tumblr_maolcpnQS61qakj1do1_500.gif]

Warning: Anything that involves Ash should be rated M. Possibly higher.

Erik Vrell : Ash has a 'love' fourth dimensional shape
Erik Vrell : As in its wide and unfathomable for us mere mortals
Chain Lightning shouldn't cost more for having multiple innate effects if they are always active, but shouldn't it require Homing if it automatically jumps to a target?
[Image: QlU6gj3.png]
Yuuka Kazami Wrote:Do you think Yuuka *aims* the Master Spark? No. She decides which half of the world she wants to fuck.
@Ash, Thunder Clap is good, although you need to specify some times. 10 seconds is a bit long for a debuff that can be caused as quick as a clap.

Chain Lightning also may be a bit OP considering you can paralyse a group for 10 seconds, see what the move approval mods think. Besides that, you'll need either homing or ranged control (probably homing so it doesn't miss, although since you can direct it slightly you'll likely need both). Also, it should only be 600 tops as only the number of targets can change.
Homing does sound better than what I was thinking it was. Thanks for the suggestions Yuuka
[Image: tumblr_maolcpnQS61qakj1do1_500.gif]

Warning: Anything that involves Ash should be rated M. Possibly higher.

Erik Vrell : Ash has a 'love' fourth dimensional shape
Erik Vrell : As in its wide and unfathomable for us mere mortals
Cybernetic Arm - (600, Physical Strength, Ranged Proficiency): 

An experiment done to him against his will, the Cybernetic Arm replaces his right arm, which is also his dominant one. Made out of Cortosis, so that it can resist a Lightsaber, the Cybernetic Arm possesses a hidden emitter, that allows it to produce a twelve inch blade of energy out of the wrist, good for anchoring into buildings, or chopping things that get a bit too close. It’s also good at being used as a last resort type defense, should he need such. The Cybernetic Arm also has another mode, that will cause the arm to reassemble, missing the hand but appear to be a smooth cylinder, that is actually a blaster cannon with a range of 75 feet. The blasts of the cannon, and the movements of the wrist blade do low damage, both. The damage cannot be increased. It is moderately draining on his stamina, and can be used with other moves, so long as he doesn’t require the hand of the Cybernetic Arm for other moves.


Stun Burst (300, Debuff, Ranged):

A simple stunning burst of energy that is fired out of the cybernetic arm, with the intent to temporarily stun someone. Charges for ten seconds. Lasts for eight. Has a range of 20 feet. This cannot stack. Furthermore, this cannot be used with other moves, as the Cybernetic Arm is needed in order to use the move, and the other armi is needed to steady the Cybernetic Arm. This hits with the Force of a baseball bat, and does low damage. Travels at speeds of 20 MPH. 


Parry - 300 (Physical Strength, Area Defense):

Using the Energy Blade that he created, Veritas will parry other bladed weapons that are headed his way. This requires the use of both hands, and as such other moves cannot be used with the move. This is a defensive move, not an offensive one, and as such has no value in combat, other than blocking things he really doesn’t want headed his way. This doesn’t drain his stamina much, only amounting to a moderate drain. Takes 3 seconds to perform. Fifteen second cool down on the move.


Rev it up -  (?, Ranged Proficiency, Remote Control Proficiency, Debuff Proficiency.)

Rev it up is a move that activates a futuristic equivalent to a lawn mower that is about the size of the Tumbler from Batman. Driven by joystick, he can use this to attack an opponent without even getting close to them, by having the numerous moving blades on the vehicle do his work for him of grinding up people he finds unpleasant, or annoying, sorta like how a lawn mower eats weeds, and grass, but on a much larger scale. This requires his full concentration, and cannot be used with other moves, either. Takes him about twenty seconds to activate the move, and another ten to teleport the machine to himself, so he can use it.
(Obligatory "I am noob" disclaimer, although it feels like I live here now)
@Veritas
[spoiler]
(07-22-2017, 04:50 PM)Veritas Night Wrote: Cybernetic Arm - (600, Physical Strength, Ranged Proficiency): 

An experiment done to him against his will, the Cybernetic Arm replaces his right arm, which is also his dominant one. Made out of Cortosis, so that it can resist a Lightsaber, the Cybernetic Arm possesses a hidden emitter, that allows it to produce a twelve inch blade of energy out of the wrist, good for anchoring into buildings, or chopping things that get a bit too close. It’s also good at being used as a last resort type defense, should he need such. The Cybernetic Arm also has another mode, that will cause the arm to reassemble, missing the hand but appear to be a smooth cylinder, that is actually a blaster cannon with a range of 75 feet. The blasts of the cannon, and the movements of the wrist blade do low damage, both. The damage cannot be increased. It is moderately draining on his stamina, and can be used with other moves, so long as he doesn’t require the hand of the Cybernetic Arm for other moves.


Stun Burst (300, Debuff, Ranged):

A simple stunning burst of energy that is fired out of the cybernetic arm, with the intent to temporarily stun someone. Charges for ten seconds. Lasts for eight. Has a range of 20 feet. This cannot stack. Furthermore, this cannot be used with other moves, as the Cybernetic Arm is needed in order to use the move, and the other armi is needed to steady the Cybernetic Arm. This hits with the Force of a baseball bat, and does low damage. Travels at speeds of 20 MPH. 


Parry - 300 (Physical Strength, Area Defense):

Using the Energy Blade that he created, Veritas will parry other bladed weapons that are headed his way. This requires the use of both hands, and as such other moves cannot be used with the move. This is a defensive move, not an offensive one, and as such has no value in combat, other than blocking things he really doesn’t want headed his way. This doesn’t drain his stamina much, only amounting to a moderate drain. Takes 3 seconds to perform. Fifteen second cool down on the move.


Rev it up -  (?, Ranged Proficiency, Remote Control Proficiency, Debuff Proficiency.)

Rev it up is a move that activates a futuristic equivalent to a lawn mower that is about the size of the Tumbler from Batman. Driven by joystick, he can use this to attack an opponent without even getting close to them, by having the numerous moving blades on the vehicle do his work for him of grinding up people he finds unpleasant, or annoying, sorta like how a lawn mower eats weeds, and grass, but on a much larger scale. This requires his full concentration, and cannot be used with other moves, either. Takes him about twenty seconds to activate the move, and another ten to teleport the machine to himself, so he can use it.
[/spoiler]

Firstly, this from the move approval thread may be useful. Can you answer all the viable questions? Try scanning that over first before even sending it to the move workshop.
Quote:
  • How powerful is it? Does it have a wide area of effect, or multiple projectiles? How big is the weapon? What size are the projectiles?
  • *Is it instantaneous, or quick to use? Or is it slow?* (Almost instantaneous? A moment? Several seconds? Longer? Be specific.)
  • Once activated, how fast does it travel? (Fast as a thrown ball or slower? Arrow? Bullet?)
  • Is it difficult to aim? Must it be aimed at all?
  • Can the user move around or do other things while using the move, or must they be stationary?
  • Does the user have to keep their focus on the move, or is it 'fire and forget'?
  • Does it have effects that linger after the user is no longer performing the move? If so, how long do they last?
  • What does it look like? How is it performed? How does it feel to get hit with it?
  • Is the move variable, or does it have a fixed method of use?

Secondly, why'd ya kill all your moves? You could have modified or upgraded them without just selling them. Maybe you misunderstood something, or want to revamp your character. But seriously, if you asked the staff now you could probably revert it. I'm pretty sure your old moves actually did similar things to these. You could have just upgraded or changed them to these new moves.

Thirdly, your feedback:
[spoiler]
Cybernetic Arm:
  • How long does it take to change modes?
  • Any restrictions on him while it changes modes?
  • What's the fire rate of the blaster cannon?
  • How fast do the blasts go?
  • Where does the cybernetic arm end? Is it his whole arm? Just his hand? Up to just past his elbow?
Stun Burst:
  • Seems fair. But perhaps describe the stun effect more. How does it affect the target exactly?
  • Can Veritas move while charging it?
  • 20 MPH is really slow for a projectile. A 2 SPD character could run away. I'd go with 70 MPH or higher.
  • 10 seconds is a while in combat. Sure you don't want a 5-second charge to a 4-second stun?
Parry:
  • You sure you want this? It's useless. You can parry without a move. Unless you want to make it a counter attack with a knockback or something.
  • Even if the was a move, you wouldn't need area defence unless you're defending a 3ft wide area.
  • If your dead set on a defensive move, get an energy shield or something.
Rev it up:
  • Give some actual dimensions of it as well. You'll probably need more for the description.
  • I'm not sure you'll be able to "teleport" it to yourself. Maybe just have it materialise after 10 seconds of focus? Also, you need ranged materialise if you want it to appear further than 12ft from you.
  • How far away from you is it when it teleports (materialises) near to you? Can you choose the spot?
  • 20 seconds to activate? That's a lot. I don't see why you'd need that. Just have 10 seconds to make it appear, then start using it.
  • Any restrictions on him during the 10/20 second periods?
  • Can he move while using it?
  • How fast does it go?
  • What's the range of it? How far from Veritas can it go?
  • How durable is it? Can people destroy it? How hard is it for them to do so?
  • Why does this have debuff proficiency?
  • Notably, you can fly, it presumably can't. This will probably won't be very useful. Mechanically, why not get a flying little robo thing (naturally covered in blades) that crashes into people? You'd still need to control it unless you make it an assist.
  • How well can it turn? How mobile is it on rough terrain? Is it going to get stuck on stairs?
  • Honestly, I'm not sure what you want besides a remote control car with sharp things on it (which would be 300 OM probably). If that is exactly what you want, then just make sure to add in any specific detail you might need.
[/spoiler]
As to why I killed all my moves, to change to a technology theme for the character.

Cybernetic Arm - Right
An experiment done to him against his will, the Cybernetic Arm replaces his right arm, which is also his dominant one. Made out of Cortosis, so that it can resist a Lightsaber, the Cybernetic Arm possesses a hidden emitter, that allows it to produce a twelve inch blade of energy out of the wrist, good for anchoring into buildings, or chopping things that get a bit too close. It’s also good at being used as a last resort type defense, should he need such. The Cybernetic Arm also has another mode, that will cause the arm to reassemble, missing the hand but appear to be a smooth cylinder, that is actually a blaster cannon with a range of 75 feet. The blasts of the cannon, and the movements of the wrist blade do low damage, both. The damage cannot be increased. It is moderately draining on his stamina, and can be used with other moves, so long as he doesn’t require the hand of the Cybernetic Arm for other moves. The arm has replaced his entire arm. 

As for the rate of fire, this can shoot a blast every ten seconds.  The arm is not without a few downsides. One of which is that he must remain stationary while changing modes, and cannot use other moves, when changing modes, unless they don't require the use of his hands. The speed of the move cannot exceed the speed of an arrow, unfortunately as that was one of the design flaws with the blaster that he uses. The Cybernetic Arm also requires periodic maintenance at an Imperial Facility, or by his own hands after about six blasts from it per thread. 

As to the giant vehicle, imagine a giant riding lawn mower, juryrigged to be remote controlled and hover. I'm going to rewrite the others, but I've fixed the cybernetic arm I believe.
(Less obligatory I am apparently now a pro comment. Still could be wrong. If I am, pls tell me. Thx.)
(07-22-2017, 05:51 PM)Veritas Night Wrote: [spoiler]As to why I killed all my moves, to change to a technology theme for the character.

Cybernetic Arm - Right
An experiment done to him against his will, the Cybernetic Arm replaces his right arm, which is also his dominant one. Made out of Cortosis, so that it can resist a Lightsaber, the Cybernetic Arm possesses a hidden emitter, that allows it to produce a twelve inch blade of energy out of the wrist, good for anchoring into buildings, or chopping things that get a bit too close. It’s also good at being used as a last resort type defense, should he need such. The Cybernetic Arm also has another mode, that will cause the arm to reassemble, missing the hand but appear to be a smooth cylinder, that is actually a blaster cannon with a range of 75 feet. The blasts of the cannon, and the movements of the wrist blade do low damage, both. The damage cannot be increased. It is moderately draining on his stamina, and can be used with other moves, so long as he doesn’t require the hand of the Cybernetic Arm for other moves. The arm has replaced his entire arm. 

As for the rate of fire, this can shoot a blast every ten seconds.  The arm is not without a few downsides. One of which is that he must remain stationary while changing modes, and cannot use other moves, when changing modes, unless they don't require the use of his hands. The speed of the move cannot exceed the speed of an arrow, unfortunately as that was one of the design flaws with the blaster that he uses. The Cybernetic Arm also requires periodic maintenance at an Imperial Facility, or by his own hands after about six blasts from it per thread. 

As to the giant vehicle, imagine a giant riding lawn mower, juryrigged to be remote controlled and hover. I'm going to rewrite the others, but I've fixed the cybernetic arm I believe.[/spoiler]

Firstly, why didn't you just upgrade your old moves to being technology themed? If all you're changing is how you do the move, rather than the actual move (besides cosmetics) then you don't need to sell your old one and rebuy the new ones. You almost definitely did not need to sell and then rebuy your whole moveset. It's a colossal waste of OM. But if you want to, then sure.

Secondly, for Cybernetic Arm, as I said before:
  • How long does it take to change modes?
  • Any restrictions on him while it changes modes?
  • Also, you're probably screwing yourself over with all these long reload/cooldown times. Cooldowns aren't really a drawback (so won't make your move stronger in most cases), they're generally just to stop something from being OP - like some debuffs for example (to stop them being spammed). If you want a reliable ranged weapon, 1 shot per second is good. Maybe have a "charge for up to 10 seconds" variant?
  • If you don't do that, I suggest you change it to "must charge for 10 seconds" from "once every ten seconds" and then state the restrictions on him while charging the attack. They seem similar but are actually pretty different. Charging it will make it stronger. Also, you said it does "low damage" yet you're spending 10 seconds on it. Don't nerf yourself into the ground. 
  • Uses per thread is a poor measure, some threads go on for weeks IC. 6 uses per fight, or per hour is better. Or 6 uses, and it takes 10 seconds or 1 minute or 5 minutes to replenish them. Or "after 6 uses in a short period of time (about half an hour or so) the cannon breaks down and must be repaired. Repairing takes 10 minutes on uninterrupted focus." Something like that.
Thirdly, how giant is the lawn mower? Give me a height. Also, just hover? Or ascend too?
I'm going to rewrite the cybernetic arm. As to the giant, imagine monster truck. And both. And the point of the debuff of the move is that the opponent won't feel like doing much, after the lawn mower literally chews them up and spits them out.
(07-22-2017, 06:31 PM)Veritas Night Wrote: I'm going to rewrite the cybernetic arm. As to the giant,  imagine monster truck. And both.  And the point of the debuff of the move is that the opponent won't feel like doing much, after the lawn mower literally chews them up and spits them out.

Alright, then just say that in the move. And how long it lasts for. And it's specific effect on them. You don't need to rewrite the arm move. It just needs some info on changing the modes, a clarification on ammo, and probably some fire rate modifications (because once per 10 seconds is pretty slow).
(Gonna be throwing some concept moves for Syn Shenron when he is approved and gets enough OM.)

Heat Armor (600 OM, Requires Buff, Physical)

Using Nuova as a inspiration, Syn Shenron overheats his own body with fiery Ki and uses it to increase his body temperature to great amounts of heat. Heating up Syn's body takes one second, and while he does not gain any temporary stat increases from heating up his body, his body does become extremely hot at 300°C, and anyone who physically attacks Syn while the Heat Armor is active will be hurt from a moderate amount of damage from burns, though the attacks from opponents will still harm Syn. Maintaining the Heat Armor takes a slow but steady drain from Syn's stamina, though Syn does not need to focus while using the Heat Armor, and can freely move and attack while using the move.

Syn can also focus the Heat Armor into only his arms, which can allow Syn to deal even more damage in physical combat with his arms now being at 400°C, though Syn must focus while using this version of Heat Armor, and cannot block while fighting with both of his arms being under Heat Armor. In exchange though, the stamina drain when focusing the Heat Armor into his arms is lower, so when using this version of the Move Syn loses less stamina.

Iron Absorption Attack (300 OM, Requires Physical, Integration)

Syn absorbs a metal object into himself and makes his limbs as hard as metal, before kicking the opponent away and launching a powerful punch at the opponents stomach and launching them away. It takes only 2 seconds for Syn to absorb a metal object, and the metal object has to be at least half a foot in diameter in order for Syn to absorb it, and after absorbing the metal object Syn quickly dashes at the opponent, at his top speed. While the initial kick only deals minimal damage, the later punch to the stomach is able to deal a moderate amount of damage at the opponent. Using the move uses up a small chunk of Syn's stamina, though Syn Shenron has to focus while using the move, and cannot use other moves while using this move.

Negative Finger Beam (300 OM, requires Ranged)

Syn Shenron launches a small, but very quick beam of black Ki from his finger at the opponent to try to quickly attack them. Charging and firing the Negative Finger Beam only takes a single second, and while the beam only deals a low amount of damage, the beam moves as fast as a bullet, and can be used in a very quick succession on the opponent. The beam is only a inch in width, and can travel as far as 100 feet before dissipating. Syn Shenron can move and use any non-attacking move while using the Negative Finger Beam, and using the beam only costs a low amount of stamina.
@Abyss: as I said to Veritas. Read the first post of the move approval thread. I'm literally just repeating those questions half the time.

Heat Armour:
>Look at Enel's lightning body move. It's similar. Perhaps model your move off that.
Quote:Enel's body is literally made of lightning. While the effects in the Omniverse are not as powerful as they once were, anyone who makes physical contact with his body will get an electric shock. This can range from a small, painful deterrent to anyone grabbing Enel, or he can actively channel electricity through the point of contact in order to cause immense pain, and internal damage. He can only maintain this electrical current for so long (at maximum current, around 15 seconds, which would leave him completely breathless), as it fatigues him to maintain. Enel has full control over his electrical current, allowing him to withhold it if need be (for example, if he needs to conserve energy, focus his current elsewhere, or carry an ally).
>Any restrictions while charging the move?
>How long can it be used for before he gets too tired to continue? (possibly not needed, but worth adding)
>You do not need buff proficiency.
>This would do a small amount of damage at most, unless it prevents you from using other moves.
>People take damage even if they don't touch you? Or is it only people who punch you?
>Clarify how the version in your arms works. Do people take damage as well? I'd just change that version to a "Syn can hit people with his burning arms".

Iron Absorption Attack:
>This is literally the same as integration normally. You can absorb metal without a move, and punch people without a move.
>If this were a move, you'd need to clarify the knockback distance. And perhaps that's what you should focus on should you make it a move.

Negative Finger Beam:
>How long does the beam last? 1 second. Just clarify explicitly.

Please repost your moves with changes in bold.
Negative Finger Beam (300 OM, requires Ranged)

Syn Shenron launches a small, but very quick beam of black Ki from his finger at the opponent to try to quickly attack them. Charging and firing the Negative Finger Beam only takes a single second, and while the beam only deals a low amount of damage, the beam moves as fast as a bullet, and can be used in a very quick succession on the opponent. The beam is only a inch in width, lasts for up until the beam hits something, and can travel as far as 100 feet before dissipating. Syn Shenron can move and use any non-attacking move while using the Negative Finger Beam, and using the beam only costs a low amount of stamina.

Bluff Omega Blow (300 OM, requires Physical, Ranged, Debuff)
Omega Shenron rushes at the opponent at top speeds before grabbing them, preparing to launch a powerful Ki attack from up close... only to surprise the opponent by launching streams of confetti instead to blind them. After grabbing the opponent, it takes 3 seconds to charge this bluff move, and upon firing the stream of confetti, while only dealing minimal damage to the opponent the confetti will completely cover the opponent's face, rendering them blind for a few second as well as lowering the distance of the opponent's Enhanced Senses by 25% if they have any Enhanced Senses while they are blind. Creating this bluff move takes a small amount of energy to use, but Syn Shenron will be unable to use any other moves while using this move. If the opponent manages to escape however, the confetti will just harmlessly fall onto the floor, and the attack will fail.

(The Heat Armor thing I think I will drop for now, and as for the Iron Absorption Attack, the knockback will probably be 15 feet. To make up for the dropped Heat Armor I made a different move inspired from the Bluff Kamehameha.)


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