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Move Creation Workshop
Fire Magic (600, requires Remote Control, Debuff and Ranged)

Asriel can summon 6 small fireballs (sphere-like shapes which have 3-inch diameters) around each hand like in this image of his mother, Toriel.

[Image: faed259e4f3d2620d27259a821c42cbe.jpg]

They will immediately summon. A warning that they will appear is that the air surrounding Asriel will suddenly turn extremely hot, although it's not hot enough to hurt anyone. The heat will vary in intensity depending how close you are to him, but anyone can feel the hot air from up to 20 feet away. This move is always telegraphed due to the heat. The fireballs will remain within 3 inches of him and will follow him as he moves.

The movements of his hands will manipulate them. Quick thrusts of his arms will send only one at a time out. He can punch over and over again to send out one fireball with each punch. The fireballs travel at the speed of an arrow and they can travel up to 25 feet. If Asriel can't move his arms, he won't be able to use this move. Since the fireballs are magic, they could be cast underwater and other environments without the conditions for fire to appear. He can move while shooting the fireballs, but he's at his most precise when standing still.

He can charge the shots by holding out an arm for 3 seconds to charge the shot, and then punching to shoot it. Of course, the rate of fire is doubled if he uses both arms. All of this punching can be tiring after a while.

Each fireball's force is the same as a punch. They can also slightly singe the target, which makes that part of the body feel painful and a little bit more sluggish, decreasing its capabilities. The burns will increase with each hit and the debuff will decrease when the burns are healed. Once all of the fireballs are gone, it takes a few seconds to "reload".

The last paragraph is removed.
[Image: ar_sig_by_invagir-db61o55.png]
@Asriel:

>Immediate summon? Why did you change that? If they summon immediately the drawback of the air getting hot and it being obvious you're charging or summoning something isn't really a drawback.
>I guess you changed it because of the charged shots? Maybe copy paste the "the air gets hot around him" part to correspond to him charging the stronger shots instead? Also, while it may seem obvious, state that the charged shots are stronger in damage (maybe as effective as 3 of the normal ones?)
Quote:The fireballs will remain within 3 inches of him and will follow him as he moves.
>3 inches is pretty close. Are you sure you don't mean 3ft? The ones in the image look closer to 3ft than 3 inches.
Quote:Of course, the rate of fire is doubled if he uses both arms. All of this punching can be tiring after a while.
>That's a tad ambiguous as it implies the charge and fire times could be halved if both arms are used. Instead, it might be better to say something along the lines of "both arms can charge and fire the fireballs independently".
Quote:Once all of the fireballs are gone, it takes a few seconds to "reload".
>That seems to contradict the immediate summon thing you mentioned at the top, what's stopping you from just immediately resummoning the fireballs? Also, as I mentioned before, it's usually better to say "3 seconds" than "a few seconds" - but that might just be me being pedantic.
>Lastly, the default rate of fire isn't really specified. Is it 1 per second per arm? 2 punches per second (with both arms) is fair if you're trying to pull back and put a lot of force and weight behind them.
Fire Magic (600, requires Remote Control, Debuff and Ranged)

Asriel can summon 6 small fireballs (sphere-like shapes which have 3-inch diameters) around each hand like in this image of his mother, Toriel.

[Image: faed259e4f3d2620d27259a821c42cbe.jpg]

They will take 5 seconds to summon. A warning that they will appear is that the air surrounding Asriel will suddenly turn extremely hot, although it's not hot enough to hurt anyone. The heat will vary in intensity depending how close you are to him, but anyone can feel the hot air from up to 20 feet away. This move is always telegraphed due to the heat. The fireballs will remain within 2 feet of him and will follow him as he moves.

The movements of his hands will manipulate them. Quick thrusts of his arms will send only one at a time out. He can punch over and over again to send out one fireball with each punch. The fireballs travel at the speed of an arrow and they can travel up to 25 feet. If Asriel can't move his arms, he won't be able to use this move. Since the fireballs are magic, they could be cast underwater and other environments without the conditions for fire to appear. He can move while shooting the fireballs, but he's at his most precise when standing still.

He can charge the shots by holding out an arm for 3 seconds to charge the shot, and then punching to shoot it. Both arms can charge and fire the fireballs independently. Without charging, the default rate of fire is 1 per second with one arm and 2 per second with both arms. All of this punching can be tiring after a while.

Each fireball's force is the same as a punch. They can also slightly singe the target, which makes that part of the body feel painful and a little bit more sluggish, decreasing its capabilities. The burns will increase with each hit and the debuff will decrease when the burns are healed. Once all of the fireballs are gone, it takes 5 seconds to "reload".
[Image: ar_sig_by_invagir-db61o55.png]
@Asriel: Awesome sauce. Go ahead and post that in Official Move Approval IV. It may take a day or two (or longer) to get approved though.
Cybernetic Foot (600, Physical Strength, Ranged Proficiency) 

A cybernetic foot that was installed on his body without his consent while he was unconscious. This foot ups the damage of each kick to medium damage, but requires his full focus, and as such cannot be used with other moves. There is however, another function that can be employed with the foot, to provide an option of the ranged persuasion to allow him to protect himself better. To make a long story short, this summons a soccer ball sized orb of energy. The orb is then kicked in a straight line at an enemy. When it reaches the end of the line, or the target, the orb will explode covering an area of four feet in any direction. There are downsides to the metal foot, in that it reduces his ability to dodge, because the foot is heavier than his old one, and makes him more likely to miss with other moves when fighting an opponent. It's mildly draining on his stamina, and takes 10 seconds to charge up the orbs. The orbs do low damage. 

35 second cool down. 

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. 

This move takes ten seconds to charge up. Switching modes with the arm takes about five seconds.  There is of course the matter of the wrist-blade inside the arm, taking about six seconds for him to activate. The primary use of the wrist-blade is extremely close quarters moves, such as stabbing someone or attempting to slit their throat when they get too close, or going for an eye for example with the wrist blade. 

The usual blasts of the arm only have enough strength to daze an opponent for three seconds, before it wears off. 

This arm costs 900 OM, and requires Ranged Proficiency, Physical Strength, and Debuff Proficiencies.
@Veritas:

Cybernetic Foot:
>I dunno, I don't really think you need the "I can kick with my metal foot" part. And not being able to use other moves at the same time as kicking isn't really much of a drawback (although the later thing is). Kicks don't take long and you probably wouldn't be using other moves anyway. Maybe do a charged kick instead? It's your choice, but I don't want to see you limit yourself or waste OM (especially after that mass selling spree).
>Needs area attack if you want it to explode into an area.
>What's the max range?
>How fast does the projectile go?
>Low Damage for a 10-second charge? You sure buddy, you'll really be throttling yourself there.
>On that note, are there any restrictions placed on Veritas while it's charging (like he can't move, or can't use moves, etc.)
Quote:There are downsides to the metal foot, in that it reduces his ability to dodge, because the foot is heavier than his old one, and makes him more likely to miss with other moves when fighting an opponent.
>Whooah there. Are you sure you want to live with constant debuffs? Also, you can fly, does this impact his moves while he's in the air? Really though, reduced dodge and accuracy is like having to live with -1 SPD and -1 TEC. It's sort of like you're trying to use this as a pseudo permanent power up (less SPD and TEC but more ATK for your foot). I dunno. It would probably be better to instead only apply restrictions to the kicks (less accurate, slower, but higher damage). It almost seems like your moves are too weak.
>Don't bother with a cooldown. You don't need one. It takes 10 seconds to fire, that's enough. Cooldowns aren't really a drawback anyway. Have it if you want though.

Cybernetic Arm - Right:
>Be specific. What part of the move takes 10 seconds to charge? I could assume it's the cannon, but since you have multiple parts of the move it's not immediately obvious.
>Low damage for 10 seconds of charge? You could get high damage from that if you wanted. It's 10 seconds. That's a fairly long time and only hits one person.
>Maybe add subheaders so I can track your modes? It's kinda awkward to interpret.
Quote:The usual blasts of the arm only have enough strength to daze an opponent for three seconds, before it wears off. 
>This looks like it refers to something earlier in the move you forgot to add in.
Ash will be back for that, but for the moment let's get some things out for me. =3


Lycan's Howl (300)
Requires Debuff Prof.
Dust takes a deep breath through his nose and throws his head back, letting out a blood-chilling howl that sounds neither human nor mere animal. This monstrous sound haunts the nightmares of those who hear it, but only directly effects those around him. Anyone who's within 15 feet of Dust become struck with fear and feel the neet to run away from him. (If they somehow have less TECH than him; they are FORCED to run away.) This fear becomes so ingrained that even those who don't run away - pissing their pants is optional - tend to stay away from Dust.
This move can only be achieved whil Dust is standing still and only needs 4 seconds of free time to get the howl at, but the howl can last longer for fodder purposes. This can be used right after an attack but not with one.
-The cost for this is a simple kiss that lasts 3 seconds at least. (Can be done before, during, or after a fight.)
[Image: k7o36mrvhfvz.gif]
"Centurion: I'll leave you to your work then Dust. Thanks for chatting!
Me: no problem. stay awesome!
Centurion: It's more of a passive ability"

@Dust: That could work easily. Gildarts also has a fear based move and I'm sure some other people do as well.

>You need area attack to affect more than one person here.
>You need a ranged proficiency for the range to be larger than 12ft.
>How long does the effect last?
(I am probably going to be needing a sword for the Ashen Blades, so I am going to make a sword for Syn to use.)

Sword of Hardened Malice (600 OM, Requires Physical Strength, Integration)

Syn's personal sword, upon which he crafted from the malice within him, as well as some scales that have fallen off of him, which he keeps holstered around his back. The sword is 5 feet long and 1 foot wide, and while it is not as fast as his usual punches or quick swords, it is quite a bit more powerful than his punches, and can do more damage than his punches as a result. In addition, Syn Shenron can absorb nearby metals and rocks in order to extend the blade up to 12 feet, allowing him to extend his close range combat as well as increase it's strength a bit more. This costs Syn Shenron a lot of concentration, and as such Syn cannot use other moves while using this variation, though he can still move and attack. It takes 5 seconds for Syn Shenron to extend the Sword of Hardened Malice, and lasts for 15 seconds before the metal and rocks start to fall off. This variation also costs Syn Shenron a bit of stamina to extend the blade, though he barely even loses stamina with the normal variation.

The sword looks like this:
[spoiler][Image: bc0178be1cfd7110f644e3eb32cf3aef964e2623...-small.jpg][/spoiler]
@Syn: I can't actually see any problems here. I think it'll work well and could be approved as it is.

As a suggestion, though, you could say something like "being hit by the end of the sword will hurt much more because it's going faster" and "the new longer size of the sword makes it unwieldy again very close opponents".

On second thoughts, you probably could have the time at 30 seconds regardless of what I said in chat. But maybe also include that the new additions to the weapon can be dismissed at will (in case you find yourself wanting to hit a closer target again).
(07-31-2017, 01:52 AM)Ebonywood Hellscythe Wrote: @Syn: I can't actually see any problems here. I think it'll work well and could be approved as it is.

As a suggestion, though, you could say something like "being hit by the end of the sword will hurt much more because it's going faster" and "the new longer size of the sword makes it unwieldy again very close opponents".

On second thoughts, you probably could have the time at 30 seconds regardless of what I said in chat. But maybe also include that the new additions to the weapon can be dismissed at will (in case you find yourself wanting to hit a closer target again).

Actually I think I will add the additions to the weapon and maybe the dismissed at will or at 15 seconds thing. They could work.
Westinghouse M-27 Phased Plasma Pulse Rifle 300 OM (Physical Proficiency, Ranged Proficiency) - A plasma rifle that can shoot several bolts of superheated hydrogen plasma to high speed using magnetic induction technology. Marcus has modified it to have a laser sighting on it. The plasma rifle is able to shoot a medium distance and the fire rate is 8 per magazine before Marcus uses about 30 seconds to reload. Plasma bolts are as quick as a bolt of lightning. (Not sure how to explain how fast the plasma bolt goes super fast, meaning very very fast). There is no reload time involved but it's about 5 seconds.

https://vignette1.wikia.nocookie.net/ter...rifle.jpg/
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]
General Dynamics RBS-80 Phased Plasma Pulse Gun- This gun is a heavy plasma rifle that shoots superheated beams. Since Marcus is a terminator/ cyborg, he is able to lift this. This is a 160-watt shooter.
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]
@Marcus - You're going to need more information for both of those, buddy. Such as:
>Effective range
>Fire rate
>Projectile speed (if it's as fast as a bullet say so).
>Reload time (if applicable)?
>Ammo (if applicable)? How much ammo do you carry and how long does it take to create more?

I'd advise you recap on the moves section of the rules.
Volk's Howl (300 om) - Previously called "Lycan's Howl"
Requires Debuff Prof. and Area of Effect Prof
Dust takes a deep breath through his nose and throws his head back, letting out a blood-chilling howl that sounds neither human nor mere animal. This monstrous sound haunts the nightmares of those who hear it, but only directly affects those around him. Anyone who's within 12 feet of Dust become struck with fear and feel the need to run away from him. (If they somehow have less TECH than him; they are FORCED to run away.) This fear becomes so ingrained that even those who don't run away - pissing their pants is optional - tend to stay away from Dust.
This move can only be achieved while Dust is standing still and only needs 4 seconds of free time to get the howl at, but the howl can last longer for fodder purposes. This can be used right after an attack but not with one. The fear lasts for a full minute.
-The cost for this is a simple kiss that lasts 3 seconds at least. (Can be done before, during, or after a fight.)

-

Wolf's Tail (300 om)
Requires Debuff Prof. (And physical?)
Dust sprouts a super fluffy tail that is about 3 feet long. It's only purpose is to harmlessly smack into a target who's in his range. The target is consumed with confusion about what just happened and will be like this for 3 seconds. This can be done while moving, defending, and attacking - as long as Dust knows the target is there.
-The cost for this is a simple kiss that lasts 3 seconds at least. (Can be done before, during, or after a fight.)

-

Tier 2 Power-Up: Wolf (1500 om)
Dust goes through a painful transformation, bones snapping, cracking, and popping right out of place, bulking up and growing in various ways, before popping back in place. Short dark reddish-brown fur covers the majority of his now 8-foot werewolf body. Whatever clothing he was wearing tends to rip during this transformation.
-The cost for this is a simple kiss that lasts 15 seconds at least. (Has to be done before transformation.)

ATK: + 2
DEF: + 4
SPD: + 4
TEC: +0

-

Tier 2 Power-Up: Volk (1500 om)
Dust goes through a painful transformation, bones snapping, cracking, and popping right out of place, bulking up and growing in various ways, before popping back in place. Long dark reddish-brown fur covers the majority of his now 10-foot werewolf body. Whatever clothing he was wearing tends to rip during this transformation.
-The cost for this is a passionate kiss that lasts 15 seconds at least. (Has to be done before transformation.)

ATK: +0
DEF: +5
SPD: +0
TEC: +5

-

Tier 1 Power-Up: Puppy (1000 om)
A pair of wolf ears lift from the layers of Dust's messy hair, and a tail springs to existence in the appropriate place. From finger tip to elbows, and toes to knees, the skin turns dark maroon.
(For the duration: A Pup's Bite/Claw and Wolf's Tail are 'active'. As in, he has claws, sharp teeth, and a tail to utilize. He has to pay the costs for each use)
-The cost for this is a simple kiss that lasts 9 seconds at least. (Can be done before, during, or after fight)

ATK: +0
DEF: +2
SPD: +1
TEC: +2
[Image: k7o36mrvhfvz.gif]
"Centurion: I'll leave you to your work then Dust. Thanks for chatting!
Me: no problem. stay awesome!
Centurion: It's more of a passive ability"

@Dust:
Volk's Howl:
>Does the move impact an opponent's fighting ability in any way?
>You've got all the key details down, but move approval may tell you to decrease the duration, or maybe have the effect stop if they take damage. They might not, but I think it's likely. After all, a minute is a long time.

Wolf's Tail:
>You probably do need physical. Might as well add it to the top.
>How long does it take to grow the tail?
>You may need a drawback, of maybe just have it that the opponent stops being confused early if they take damage. This'll depend a bit on how long it takes to charge the move, although since it isn't draining and doesn't limit you using other moves at the same time some drawback will probably be required.
>What is the specific impact of the confusion on the opponent? Inability to properly act or use moves? If it doesn't really limit them in any way then disregard my mention of drawbacks. It depends on how potent the debuff is.

Powerups:
>All good as far as I can see.
Struggle! - Tier 1 Super Utility – 600 OM (requires Ranged, Ranged Materialize and Debuff)

Asriel puts his hands in front of him and fires out 15 magic comet-like projectiles which have 2-feet diameters. Those who the projectiles hit will be debuffed. If the projectiles hit one target, they reduce DEF by up to 2 for a single round - this is split between multiple targets if applicable. It can be blocked by a Tier 1 or higher Super Defense, and it cannot reduce DEF below 0.
[Image: ar_sig_by_invagir-db61o55.png]
@Asriel: Yup. That works. 4 stats per post or 2 stats per round for 1sp. Since you're going per round it's 2 stats, which you've done correctly.

However, do the comets do damage? If so you'd have to reduce the stats. And also, since you can only debuff 2 people at most with that move, it may be better to only fire 2 comets (as the others would just be cosmetic).

Lastly, it may be a good idea to add more description. Just some fluff about why the comets reduce DEF. It's not needed, but it'd be cool to add.
You know what. I actually want to take this move in a completely different direction which needs the homing proficiency. So, I'll wait until I'll get that before I make any other posts.
[Image: ar_sig_by_invagir-db61o55.png]
Chaos Slicer (600, requires Physical, Ranged and Remote Control)
[Image: FMPRKMAIKEALH8L.MEDIUM.jpg] (ignore the fact that this is Asriel's Hyperdeath form)

Asriel summons two swords which are 48 inches long. They are indestructible and magically enhanced. However, they only last for a minute before Asriel will get severely exhausted by the psychic toll on his mind due to the summoning. It will take around 3 minutes for Asriel to recover from his mind fatigue.

When he desummons them, Asriel has the option to summon 8 magic orbs (2-inch diameters) that he can shoot towards an opponent. However, the orbs are incredibly sluggish and will only last for around 5 seconds. So, they're best used for a close range attack. They each have the force of 3 punches. Combined, they all have a concussive force. The orbs will all fire out at once and he can redirect them with his thoughts.

The drawbacks of the weapon are listed here.
  • He cannot use any other moves while it's active.
  • It takes one minute to summon.
  • Only one can be out at a time.
  • It can't move out of Asriel's eyesight. If he's blinded, the weapon will disappear.
[Image: ar_sig_by_invagir-db61o55.png]


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