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Move Creation Workshop
@Summer:
So what I'm gathering is that you're using 1sp. But instead of flat out healing, you're just regenerating new wounds as they come.

That's fair, although you might want to add some note at the bottom like how it'll usually last for, say, 1 post (although it could be longer or not even that long under some circumstances). I know 3 damage is 3 damage, but it'd just help other know how long to write you as basically being invulnerable.

It could also be helpful to write how tiring it is to maintain, or if it just comes naturally. He's allocating magic towards regenerating, so wouldn't that limit his other abilities somewhat?

Also, if you only get basic regen, you're not going to be able to regenerate a chopped off arm from this move, or any major injury. So it'll only act as a buffer for minor wounds for the most part.



That said, you sure you want or need this as a move? I don't see why you couldn't charge in and simply regenerate in combat anyway, without using this. I know you're changing it into more of a "healing over time" thing, but honestly, I don't really think this is anything you can't do with regeneration normally. There are no times specified revolving around sp usage with the power (in the rules description), so I'm pretty sure you could just write Summer as doing this without the move. 

Can't say for certain though. So it might be worth appending that question to your move when you go to get it approved so you don't waste 600 OM. Although making it a super move does add more oomph, I guess.
Negative Karma Ball Rain (Tier 2 Super Move, 800 OM, Requires Ranged, Area Attack)

Syn Shenron lets loose all of his anger in a huge burst of a negative Ki aura, before sending all the Ki into his hands and launching into the air to rain down death and destruction on everyone around him. This technique takes around 3 seconds, but once it is finished charging and released, the blast will launch into the air and split into many Negative Karma Balls around a few centimeters wide, with the balls hitting randomly across the ground in a 25 foot radius, causing them to explode and damage everybody heavily in the radius, excluding himself. Once Syn is done with the technique, he takes around another 3 seconds to recharge from unleashing so much negative Ki, before continuing the fight.

(Just had a random idea for this, so I wanted to fire it through here first.)
@Syn: Yeah, that'd work.

I'd save it for a T2 though since you already have a T1 super attack I think.

Also, you may want to specify whether or not Syn is included in:
Quote:causing them to explode and damage everybody heavily in the radius.

So, is he immune to his own attack? Or is he, himself, hit with the damage as well? Or do the projectiles avoid him?
Ice cubes "great crusher" (300) (requires melee proficiency)

Cirno spends ten seconds at the exhaustion of like stretching (she can not move while making the ice weapon), to create a ten pound two handed hammer she can set this down next to her/hold it in one hand over her shoulder and use just one hand to use most of her attacks. (the size is about a five inches in diameter this is the hammer head. and three to 3.5 feet high for the staff with the staff width being about a inch in diameter). She can weld it with ease though to swing it requires both hands so she can't use most of her moves (she can use other moves while not using the weapon but it requires 2 hands to swing around. Any move that requires both hands can't be used while the hammer is held); its her strongest normal melee weapon. It is strong enough to shatter a red wood in the red wood forest in two (in her slow form this can happen. With her fast form it takes a couple trys). It can take a beating though she usually drops it after a attack, melting quite quickly. The energy usage is roughly that of a person pushing a 100 pound boulder. She calls her hammer Hyōki or ice age.

Cocytus (300) (requires melee proficiency)

A western long sword from a time when men were knights and the round table was a reality. Cirno creates a five foot long blade in two seconds this is fairly easy on her like stretching though she can move while making this weapon. It is made of a steel that is freezing to the touch. Her weaker weapon by a large margen. It is used mostly to cut and maim but not destroy. She can move at her top speed and its energy consumption is minor (like doing a fairly easy training exercise) but the accuracy is lower. She takes up a aggressive stance willing to lose the sword.

Quote:this should be fixed now
[Image: cirno-is-genius.jpg]
@Cirno: Should be good for move approval.

Edit: Nevermind. Try rewriting them and tidying them up a bit first.
Cirno's moves are not ready for approval, they need to be cleaned up and contain only necessary information.
Ice cubes "great crusher" (300) (requires melee proficiency)

Cirno spends ten seconds at the exhaustion of something akin to stretching (she can not move while making the ice weapon), to create a ten pound, two handed hammer. Hammer head is five inches in diameter and the staff holding the head is 3.5 feet tall and a inch in diameter. She can weld it with ease though to swing it requires both hands so she can't use most of her moves. It is strong enough to shatter a red wood in the red wood forest in two. It can take a beating though she usually drops it after a few attacks, melting quite quickly. The energy usage is roughly that of a person pushing a 100 pound boulder. She calls her hammer Hyōki or ice age.

Cocytus (300) (requires melee proficiency)

A western long sword from a time when men were knights and the round table was a reality. Cirno creates a five foot long blade in two seconds this is fairly easy on her like stretching though, she can move while making this weapon. It is made of a steel that is freezing to the touch. Her weaker weapon by a large margin. It is used mostly to cut and maim but not destroy. She can move at her top speed and its energy consumption is minor (like doing a fairly easy training exercise) but the accuracy is lower.

Quote:This should be fixed since the moves have been cleaned up a lot containing only necessary information
[Image: cirno-is-genius.jpg]
It should be noted that while Ebony may be helping out, she is not staff, and therefore we ask that you take this into consideration. Staff are still well within their right to have you rework or deny a move we don't like once you submit it for approval.
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
Let's remember to use this thread for coming up with ideas on how to create a move. That's what this thread should be. An idea thread. Let's help each other shape the moves you need to tweak, but not throw every little Mega Blast in here.

If the move itself is ready to go and just needs a thumbs up or down, go ahead and throw it at staff in the other thread. Or if you aren't sure if it's within the rules, throw it at staff in the quick questions (or it's own) thread.
[Image: blink2k15.png]
Hey so I have been talking with 13, and he had helped me gain a idea for something. I'll present it here for now.

Wrath Aquamarine (1000 OM, Tier 1 Power-Up)

ATK: N/A
DEF: +2
SPD: +1
TEQ: +2

Aquamarine can let the Machine Spirit take control over her body when in extreme stress, and as she loses control over her body, her arms turn a bright shade of white while her eyes turn completely black, save for two digital 0s in the middle of each eye. In this form, Aquamarine can access more of her latent power, and actually gets quite a bit smarter as well. In addition, as Aquamarine accesses this form, she loses the moral limits of her personality, meaning she is completely fine with killing or banishing people.

Machine Spirit Needle (600 OM, requires Ranged, Ranged Materialize, Debuff)
Having bound to her arm, the Machine Spirit now rests within Aquamarine and has a firm hold on her body, allowing her to temporarily tap into the AI's power. With the power from the AI Chip, Aquamarine can create a artificial needle made from data from the ground from anywhere she can see in a 50 foot radius, in order to poke at a enemy to deal a bit of damage and unleash a bit of nanobots into the enemy. As the nanobots take root in her opponent's blood, they cause the opponent to lose stamina at a quicker rate than usual, causing them to get tired quicker than most people, though the nanobots only last 6 seconds before being destroyed by white blood cells. This attack takes two seconds for Aquamarine to unleash, Aquamarine can only create one Needle at a time, and requires her to use up a small amount of stamina to create.

In addition, Aquamarine can also choose to blow up the nanobots as soon as they enter the bloodstream, in order to damage the opponent. While this does add a medium amount of damage to the initial damage, this in return does not cause the opponent to experience a quicker stamina drain, and in addition this will cause a overheat in the Machine Spirit, meaning that Aquamarine can only cause nanobots from the Machine Spirit Needle to explode up to twice a day without any serious problems to the Machine Spirit.
@Aqua: The powerup is good. For reference, I wouldn't bother shoving those in the move workshop (as Vis said a bit higher up) since the main thing about them is just numbers.

As for the move, to clarify: a needle thing comes out the floor and stabs them, like in the foot for example. And then they either get a debuff or some damage.

Comments:

Firstly, I'd remove the damage from the debuff part. Being poked by a needle is nothing, and it'll let you make the debuff a tad stronger in potency.

Quote:This attack takes two seconds for Aquamarine to unleash,
>Two seconds to stab someone? Two seconds to charge the pointy thing, and then have it appear near instantly? Can Aqua move during this time?

Quote:As the nanobots take root in her opponent's blood, they cause the opponent to lose stamina at a quicker rate than usual, causing them to get tired quicker than most people, though the nanobots only last 6 seconds before being destroyed by white blood cells.
>Does this mean, if the target stands still being lazy, they won't feel the effects much?
>As in, does this simply make everything they do more fatiguing than usual rather than causing a general stamina drain? It might help to have a clarification in the move to make it clearer if so.
>Does this debuff end abruptly at the end of the 6 seconds, or get reduced in effect towards the end before it stops? (Since the blood cells would be fighting the bots continuously.)
>How much quicker do they get tired?

Quote:Aquamarine can also choose to blow up the nanobots as soon as they enter the bloodstream,
>Medium damage is likely too much for an attack with a 2 second charge time that's basically always going to hit (since you make it under a foes feet). If you made the damaging version really tiring you could probably get the medium damage though.
>I'd like a visual description of the explosions success they're inside someone. Would the target just feel a burning sensation in the area they got jabbed? Or would this be visible to Aqua? Or what?
>If the needle stab misses when Aqua intends to make the nanobots do damage, does this count as a usage?
Hope this sort of thing is doable. fancy suppression.

Uncertainty (Area Attack, Debuff, Suppression) (300): With a 5 second charge, Clownpiece channels her power through her torch, strengthening its light and inducing weak hallucinations in anyone that can sense her with Enhanced Senses, tries to read her with Insight, or tries to react with Foresight, for as long as she’s able to maintain it. During the 45 seconds she’s able to hold it before wearing out, she can move around and attack as normal, but can’t use or charge any of her other torch moves. The hallucinations this maddening light spawns feed her enemies false information. When not looking directly at her, people with ES always perceive her position as slightly off from where it actually is, or sense multiple of her, or none at all. People who glean information with Insight receive wrong info; stats are switched about, they may read powers she doesn’t have, etc. And for those who rely on Foresight, their warnings always arrive slightly too late or slightly too early. Wrong information is much more dangerous than no information at all. These effects only last for as long as Clownpiece’s TEC is greater than or equal to her enemy’s. Once the enemy’s TEC is greater than hers, the effects weaken drastically until it’s double, where they don’t notice it all.
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
@Clown:
Probably doable. I have a few comments though.

How tiring is it? And is there a passive stamina drain while in use (which you implied) or is it all at the start?

Can she move while charging it?

The way you worded the last part makes it sound a bit like Clown's TEC decreases while she uses the move, but you didn't mention that anywhere in the move. Which makes it a tad confusing, although I know what was meant.
(09-13-2017, 04:43 PM)Clownpiece Wrote: Hope this sort of thing is doable. fancy suppression.

Uncertainty (Area Attack, Debuff, Suppression) (300): With a stationary 5 second charge, Clownpiece channels her power through her torch, strengthening its light and inducing weak hallucinations in anyone that can sense her with Enhanced Senses, tries to read her with Insight, or tries to react with Foresight, for as long as she’s able to maintain it. Once it's channeled, she can maintain it with little effort on her part, during which she's capable of moving around and attacking as normal, but can't use or charge any other torch moves, and during which it slowly wears her out over the course of about 45 seconds, before the effort becomes too great. The hallucinations this maddening light spawns feed her enemies false information. When not looking directly at her, people with ES always perceive her position as slightly off from where it actually is, or sense multiple of her, or none at all. People who glean information with Insight receive wrong info; stats are switched about, they may read powers she doesn’t have, etc. And for those who rely on Foresight, their warnings always arrive slightly too late or slightly too early. Wrong information is much more dangerous than no information at all. The strength of these effects depends on Clownpiece's TEC vs her enemy's. If her TEC is double or more, then the information given is entirely wrong, if it's equal to or slightly greater, then the info is off. If her enemy's TEC is greater, the effects are extremely weak, and if their's is double, they are completely unaffected.

Changes made in bold
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
@Clown:
Some comments on the proficiencies needed:

I don't think you need area attack. Since this move is basically a reaction to sense stuff rather than something that targets opponents.

I reckon, given that's the case, you might not actually need debuff. Since you're not applying anything to them. You're simply providing your own false information rather than screwing with their brains directly.
Powder shot 300 OM, requires ranged proficiency and area attack proficiency: a version of the powder grenade but different enough to be a new move, 13 loads a special pellet into his gun and when it fires it lightly dusts the opponent with the fire dust which is about half the amount of the grenades. The area it reaches is around 1.5 meters squared sideways and 3 meters forward in a cone shape. It is almost impossible to miss if the enemy is close enough and the amount that they are covered by, 1/4 the amount of a powder grenade to 1/2 of a powder grenade, will depend on how far away they are. It is reasonably silent and can normally be used to burn down a wooden wall or door, this will take between 30 seconds and a minute for the door to be weak enough to kick down. It won’t deal any damage but follows the rules for 13’s powder grenade which means that any friction on the dust will cause it to burst into flames. 13 will have to exchange the entire barrel of his gun if he wants to switch the type of bullet between normal and powder which takes 5 seconds, it holds 5 bullets and takes 4 seconds to reload. The dust will fall off naturally after about 15 seconds without being set alight, if the dust is on fire then you will have to wait for it to burn out which takes 2 minutes and 15 seconds or you can brush it off which is easier if you brush it off as soon as possible. The fire is hot enough to cause burns but the degree of the burn changes with time, at 45 seconds it will cause a 1st degree burn, at 75 a 2nd degree burn and so on.
The soul of the Machine God surrounds thee. The power of the Machine God invests thee. The hate of the Machine God drives thee. The machine god endows thee with life. Live!

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@Ebony, I think you're incorrect- I'm pretty sure it should still require debuff even if it isn't targeting, because it is literally removing a buff in the form of enhanced senses, insight, etc. Implying a move has to be targeting to be debuff would imply something like having... as a pure example, an aura of cold around yourself that slows enemy movement near you, shouldn't be debuff either because it's not "targeting" a specific enemy. And in this case, the effect IS applied on an enemy-by-enemy basis, affected by their TEC stat- it's not a physical thing Clownpiece is doing, it's a mental effect in the opponent's mind. That's her thing.

However, I'm not sure if this should require Area Attack either...? My brain says that Homing would be better, as it isn't aimed.
[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.
In response to clwn's move.

It Requires Debuff, Area Attack, and Homing.
@clown

Maybe make the effects of weaker effects a bit clearer
The soul of the Machine God surrounds thee. The power of the Machine God invests thee. The hate of the Machine God drives thee. The machine god endows thee with life. Live!

01001111 01110101 01110010 00100000 01110100 01110010 01110101 01110100 01101000 00100000 01101000 01100001 01110011 00100000 01100011 01101111 01101101 01100101 00100000 01101111 01101110 01101100 01101001 01101110 01100101
@Yuuka, Daniel: Yeah. You're right.

My reasoning before was that it's similar to something like Dane's muffle which stops an opponent from hearing him. Because Clown's move isn't screwing up their senses in general, it's just constantly providing false information when they try to use them on Clown. Akin to having an invisible decoy only detectable by ES, or making a fancy shield of sorts.

If a shapeshift user got suppression, and then got a move that made them appear (through insight and ES) as if they were the thing they shapeshifting into, that wouldn't need debuff. It would obviously need a drawback, but it wouldn't need debuff prof.

But making a move which targets other people to make their senses not work properly on the shapeshifted person, and instead provide the information they expected to find, would need debuff.

As in, it's the difference between cursing an opponent and saying "your senses will derp when used on me" and "I'll channel my protective aura to show false information, and people will receive that if they try to sense me".

An analogy would be comparing it to, again, muffle. "You can't hear me." And "I'll stop all sound leaving my body."

The latter in both of these cases is substantially different. While the overall impact might be the same, with the former, the move would directly be applying a negative effect to opponents.

With the latter, the opponents hearing or senses are actually working perfectly. But since only false information is leaving Clown, or no sound at all is leaving Dane, they will naturally receive the false information instead, and won't hear anything.

It's the difference between a global AoE saying "you will think I am painted red", or targeting yourself to make you look like you're painted red.

Which would be different from having a slowness AoE centered around yourself, because you are still targeting your opponents since they're in the AoE range.



Although, that said, thinking on everything, Clown's current move would need Debuff, and Area, and likely homing. Since, it is worded as affecting everyone with fancy senses in the area, rather than being a self targeting thing that makes Clown appear strange through Sense powers.

Clown's thing is screwing with other people's minds. Hence, yeah. Clown's move would 100% require debuff. And AoE. And homing.

My mistake, I misread the start slightly before.


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