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Move Creation Workshop
How limited is the ammo?

Try editing/rewriting your move with the changes/additions and repost it below.
Powder shot 300 OM, requires ranged proficiency and area attack proficiency:

13 loads a special pellet into his gun and when it fires it lightly dusts the opponent with the 22cm cubed of fire dust. The area it reaches is around 1.5 meters squared sideways (left to right rom 13's perpective) and 3 meters forward in a cone shape (again, from 13's perspective). 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. For example, trying to rub it off would be enough to trigger it. 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 around 1 minutes and 30 seconds or you can brush it off which is easier if you brush it off as soon as possible. The fire will deal minor damage while it is still 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!

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
Quote:lightly dusts the opponent with the 22cm cubed of fire dust
>You described the area later on, so what's this?

Quote:The area it reaches is around 1.5 meters squared sideways (left to right rom 13's perpective
>Metres squared is a measure of area, yet left to right implies a distance. Did you mean 1.5m from left to right (so the end of the cone has a diameter of 1.5m), or that the end of the cone has an area of 1.5m² (so has a diameter of ~1.38m)?
>1 and a half minutes is too long for the fire's duration.
>You need debuff to keep people on fire.
>What's the fire rate? I.e. how quickly can the gun fire all 5 powder shots?
(10-12-2017, 10:09 AM)Ebonywood Hellscythe Wrote:
Quote:lightly dusts the opponent with the 22cm cubed of fire dust
>You described the area later on, so what's this?

Quote:The area it reaches is around 1.5 meters squared sideways (left to right rom 13's perpective
>Metres squared is a measure of area, yet left to right implies a distance. Did you mean 1.5m from left to right (so the end of the cone has a diameter of 1.5m), or that the end of the cone has an area of 1.5m² (so has a diameter of ~1.38m)?
>1 and a half minutes is too long for the fire's duration.
>You need debuff to keep people on fire.
>What's the fire rate? I.e. how quickly can the gun fire all 5 powder shots?

Powder shot 300 OM, requires ranged proficiency and area attack proficiency:

13 loads a special pellet into his gun and when it fires it lightly dusts the opponent with the 22cm cubed of fire dust. The area it reaches is around 1.5 meters left to right and up to down (from 13's perpective) and 3 meters forward in a cone shape (again, from 13's perspective). 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. For example, trying to rub it off would be enough to trigger it. 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 around 1 minutes and 30 seconds or you can brush it off which is easier if you brush it off as soon as possible. The fire will deal minor damage while it is still on. It can be fired as fast as 13 wants to fire but no more dust will be added until all of the rest of the dust from the previous shot has fallen off.

The amount of dust is just a fodder thing and probably won't actually do anything.

I don't need debuff to light people on fire. My most recently bought move (powder grenades or something) sets people on fire and it didn't require the debuff prof.
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
@13-Jzall:
>What happens if a burning target is hit with more dust? Does it refresh the duration or does it stack or what?
>You may need to decrease the duration of the burning, otherwise, it will be very weak. (And, realistically, a fine dust is probably going to burn very quickly anyway.)
>That fire rate is probably too fast. Decrease it to like, once per second or something.
Resist (300 OM?)

A move that is more of a state of mind than anything else. What this does is that it allows Matthew to resist certain abilities, such as attempts to get into his head and make him do things he wouldn't want to do, or to confuse him by making him see illusions, or hear things that were not there. This ability is somewhat of a double edged sword, though. While it is true that it blocks illusions, it also makes Matthew more sensitive to injury and wounds that he'd have on his body, if he were to get injured by anyone. In short, while this may allow him to block out telepathic assaults entirely, In short what this does is really mess up his opponents when they attempt to get into his head, dealing a high amount of damage to them for each attempt to get into his brain.
@Matthew:

So, you want a move that essentially allows Matt to see through illusions and resist mental attacks. Firstly, you need information about how this move starts. Does he stand still and focus? Can he simply activate the passive effect instantaneously? Or is this like a "shield" from mental attacks? Does it last as long as he wants it to, or have a time limit? 

Secondly, this'll need a proper drawback. A charge time, limited usage, fatigue, something like that. "I take more damage" is pretty weak in this case, since if someone is using illusion moves or trying to do limited mind control, they're probably not going to actually be attacking or damaging you while you're using "Resist". At the moment, your move basically looks like, "Your telepathy moves don't work on me," and "Your illusion moves won't work."

Lastly, with regards to powers and proficiencies, I can't think of any proficiencies you might need, but to see through illusions you're going to need insight. You might need telepathy to resist assaults on your mind, but that's unlikely. On second thoughts, if you have insight, the "seeing through illusions" thing is part of the power description. If you know they've got an illusion move, or know they're using it, it's not going to work on you (unless they grap suppression).



One of Hijiri's moves is also very similar to yours:

Quote:Self-Controlled (300)

If Hijiri is ever affected by a move which would cause him to act in a way he would not want (e.g. run away), he may choose to take two seconds to attempt to calm his thoughts. Doing so will hopefully allow him to retain control of his own mind, negating the effect which that move would have had on him. Using this requires his complete focus, so he cannot move at all whilst doing so.

The amount of effort this move requires is based on his and his opponent's TEC Stats, so whilst it won't usually be too difficult to negate the moves of those with TEC beneath his, fighting off the influence of someone with TEC equal to or slightly greater than his own will be harder, and will often leave a slight, lingering compulsion to act however they had attempted to force him to. If their TEC is at least twice Hijiri's, their power will be too great for him to counter, and this move will fail.

With regards to counter attacking mental strikes, you're going to need homing. And telepathy. A Tearen has a similar move along those lines:

Quote:Psionic Intrusion Rebuttal (Requires Homing Proficiency, Ranged Attack Proficiency, Telepathy, Foresight, Insight) - 300 OM

Tearen senses an imminent incoming telepathic attack, and prepares his own mind for defense, which takes 2 seconds of preparation, during which time he cannot take any other actions. In addition to negating any single mental attack, if the opponent has a lower TEC than Tearen, they are subjected to an immediate psychic counter-attack in the form of a surge of mental pain and confusion. Tearen must have the ability to predict and prepare Psionic Intrusion Rebuttal. Though retaliating in this manner doesn't use much energy, if Tearen cannot use his foresight for some reason, this defense cannot be used. If an opponent has a higher TEC than Tearen, this defense does not affect them.



TL;DR:
>Get insight (to see through illusions, and I don't reckon you'd need a move since once you have insight you can probably deduce something is an illusion).
>Get a 300 cost move for resisting mental effects. Make sure it has a reasonable drawback.
>(optional) Ask Hijiri is you can use his highly similar move.
>To counterattack mental moves, you're going to need homing, ranged, and telepathy.
"Fuck Telepaths" - Clownpiece, probably

Folie à Deux (Ranged, Area Attack, Homing, Debuff, Suppression) (+300): Clownpiece strengthens the light of her torch, causing it to flare up and emit a delusion-inducing light outside of the visible spectrum. Once activated, she’s capable of maintaining the spell for up to 20 seconds with little concentration, but a lot of drain. She can move around, strike, and even use non-torch moves, but it wears her out very quickly, allowing her to only use it once per fight.
While this specific light is shining, anyone who tries to interact with her mind via Telepathy are instead thrown into deep delusions, which last for 5 seconds before their mind clears up again. These delusions take many, many different forms, but all reach the same goal; preventing any meaningful mental contact with anyone (For example: they only read what they want to read, even if it's not remotely close to what's actually being read. Or when they try to mentally speak, they only rave like a lunatic). Additionally, while it lasts, any Telepath stricken by the madness becomes a “Folie Imposée,” and force their delusions upon anyone they mentally contact under the madness, spreading that specific delusion to that person for 5 seconds. Should that person also be Telepathic, then they too become a Folie Imposée (While anyone can develop delusions, only Telepaths can become a Folie Imposée, and contacting a non-telepath suffering from delusions doesn’t spread the delusions). Any one person can only be stricken by one specific delusion once, but can receive different delusions, which do stack but don’t strengthen the effects at all (So if someone had two delusions imposed on them simultaneously, they’d last only five seconds concurrently, and wouldn’t be any stronger), and attempting to Telepathically interact with Clownpiece multiple times while this move is active yields a new delusion every time.
In order for the delusions to take root, Clownpiece’s or a  Folie Imposée’s TEC needs to be at least equal to or greater than the TEC of those who would receive the delusions. If the imposed's TEC is greater, than the strength and duration is reduced based on the differential, until it’s double, where they can shrug off the delusions and use Telepathy as normal, without extra effort wasted.

(Torch addition, obviously, so it has the standard 5 second stationary charge that's already in the big move associated with it as well)
[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
And the psionic steamroller begins.

That looks awesome CP.

Thinking on it, you might need telepathy. I'm not sure.
T1: Terminator Timeline confusion (Requires Time Manipulation, Together we Stand, Marcus’s Bluntness)

In a confusing display of a show, Marcus splits into three copies of himself. One that stands for Past, Present and Future.

Past Marcus holds a knife in his hand, describing his past criminal life, Present Marcus summons his gun, and future Marcus slows time while all three attack at once as if Marcus was one being. This means it feels like three Marcus's were attacking but there is only one Marcus.
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]
Battle Card "Cannon"  - 300 OM (Ranged Proficiency, Area Attack Proficiency) 

An item from a different world that was obtained via the Dataverse. This card summons a cannon that replaces one of Matthew's arms,  but takes 25 seconds in order to charge up. As a result of this charge up time, it can do a massive amount of damage. The card shoots a 3x3 foot beam of energy out of it, when it becomes the cannon. Any use of other moves would terminate this move. The move requires his entire concentration, but he can still move/dodge when using the battle card, should he need to for any reason. The card is heavily draining on his stamina and energy, so he can't spam it.
@Marcus:
Looks cool. Good supermove material. Although, how long does it last roughly?

@Matt:
>What's the max range of the cannon?
Quote:The card shoots a 3x3 foot beam of energy
>You sure you want a square shaped beam?
>What happens to the cannon after it's summoned and fired? Does it just fire the one time and disappear? Does it stay? Does it disintegrate?
>What does the cannon look like? Is there any visible effect of him charging this?
>Does Matthew have to stand still at the end to aim it?
>Does he lose concentration if he takes damage?
Quote:takes 25 seconds in order to charge up. As a result of this charge up time, it can do a massive amount of damage
>Friendly advise: just get a supermove dude. You're never going to be able to use this unless you snipe someone with it or use it on a wall or something, and even then, your terrain damage is still mostly limit by your ATK stat. Or just decrease the charge time to like 10 seconds tops or something. I guess if you had allies you could get them to help you set it up, but I'd advise you to just make this a supermove or a quicker to use move.
Battle Card "Cannon"  - 300 OM (Ranged Proficiency, Area Attack Proficiency) 

A cylindrical device that when fully assembled out of the card form it is normally in via nanotechnology will replace one of his arms. This takes him about ten seconds to charge up. This shoots a round 2 by 2 foot beam of energy out of it, that is colored a silvery-black out of it. The beam of energy is able to be re-aimed, before he fires the beam from it. The beam of energy is a move that requires that he focus on it, and thus he cannot use other moves. Even if he could, this move requires both of his hands, one arm to become the cannon, and one arm to stabilize, and aim the cannon. 

This can be done while moving. Any damage that he takes would disrupt the move when he has began to prepare it. 

It takes a good chunk of his stamina for each shot, because he is the battery for it, for now. 
@Matt:
>How long does the beam fire for?
>How far does the beam travel?
>It's unclear whether the cannon replaces his arm before or during the move's charge. (i.e. does it replace his arm, then he has to charge the shot, OR does it replace his arm and fire the shot after the 10 seconds. If it's the former, does it build around his arm instantly or over a short period of time, or what?)
>What happens to the cannon after being used? Can he just dispell it at will?
Battle Card "Cannon"  - 300 OM (Ranged Proficiency, Area Attack Proficiency) 

A cylindrical device that when fully assembled out of the card form it is normally in via nanotechnology will replace one of his arms. This takes him about ten seconds to charge up. This shoots a round 2 by 2 foot beam of energy out of it, that is colored a silvery-black out of it. The beam of energy is able to be re-aimed, before he fires the beam from it. The beam of energy is a move that requires that he focus on it, and thus he cannot use other moves. Even if he could, this move requires both of his hands, one arm to become the cannon, and one arm to stabilize, and aim the cannon. 

This can be done while moving. Any damage that he takes would disrupt the move when he has began to prepare it. 

It takes a good chunk of his stamina for each shot, because he is the battery for it, for now. 

When the item is summoned, it forms over his arm within 2 seconds.  The beam can be fired for eight seconds. Once the blast has ran out, the item vanishes off of his arm, becomes a card again and floats back into his pocket for his later use. 
@Matt:
(Short comment: Changing your moves is fine, and I love that you're using the workshop for its purpose. It just means that new questions and comments may be added on my part after each itteration of the move as the function and core usage changes slightly. That's why there seems to be endless questions on my part.)

For clarity:
Quote:Any damage that he takes would disrupt the move when he has began to prepare it.
What does disrupt mean here? Does it cause the weapon to vanish? Does it just cause the firing to stop temporarily? i.e. did you mean?
Quote:Any damage that he takes while summoning or using the weapon will cause it to vanish.

Quote:round 2 by 2 foot
That's a tad contradictory. Don't you just mean 2ft diameter rather than 2ft by 2ft?

>Also, once summoned, does it have to be used instantly, or can he keep it on his arm?
>(if he doesn't have to use it straight away) Can he use other moves once it has been summoned, but before using it?
>What is the maximum range? (I asked the last few times)

Quote:The beam of energy is able to be re-aimed, before he fires the beam from it.
>Does this mean it can't be re-aimed while firing?



To clarify (information you need to add/clarify is in bold. If something not in bold is incorrect, it means I misunderstood your move. So either I'm being dumb - which is reasonable - or you should try and change your move slightly to clarify this point better):
>It takes 10 seconds to summon the cannon.
>Matt can move while summoning the cannon.
>It then takes another 2 seconds to form over Matt's arm.
>The cannon looks like ______?
>There may or may not be a rest period where Matt can wait to fire. If there is a rest period, it's unclear whether or not he can use moves during it.
>It then fires for 8 seconds straight.
>The beam it fires has a 2ft diameter.
>The beam is silvery-black.
>The beam has a max range of ___
>The cannon vanishes after the 8 seconds of firing.
>The cannon is aimed before firing, but may/may not be able to be re-aimed while firing.
>Matt can move while firing the cannon???
>Firing the cannon is very tiring.
>Matt needs both hands to fire and aim the cannon.
>If Matt loses concentration during any of the timed stages, (e.g. tries to use another move, takes damage, etc.) the cannon vanishes (???)



Sidenote:
If the cannon fires for 8 seconds straight, it's not going to be as strong as a 1-second blast (since the damage will be spread out over the time - if you're going for a mega strong move, I'd decrease the time if fires for).
Battle Card "Cannon"  - 300 OM (Ranged Proficiency, Area Attack Proficiency)

A cylindrical device that when fully assembled out of the card form it is normally in via nanotechnology will replace one of his arms. This takes him about ten seconds to charge up. This shoots a round 2 by 2 foot beam of energy out of it, that is colored a silvery-black out of it. The beam of energy is able to be re-aimed, before he fires the beam from it. The beam of energy is a move that requires that he focus on it, and thus he cannot use other moves. Even if he could, this move requires both of his hands, one arm to become the cannon, and one arm to stabilize, and aim the cannon.

The cannon looks like a cylinder that replaces one of his arms. When the cannon is inactive, and repairing itself after each shot, other moves can be used. The beam has a max range of 55 feet from him in any direction when he fires. The beam cannot be re-aimed. While the cannon is being fired, Matthew may move when it is in use, but he cannot execute any other moves, or techniques, while the cannon is in use.

The beam of energy looks like: 
[Image: Light-Beam.png]
The only difference is that the energy is black and silver. 

Upon the move finishing, or being interrupted by him taking any damage which will automatically cause the cannon to become a card, and fly back into his pocket, the cannon becomes a card once more, and flies back into his pocket. After the cannon is no longer in use, however Matthew is free to use any moves he wishes to use. It cannot be re-aimed, however.
Strike of Doom (600):  Physical Proficiency 

Over the years of fighting the Fantastic Four and other various heroes, Doom has acquired superb skills in hand to hand combat. In accord to Doom's fighting skills, he can only attack his target from close range and it only takes a second to Punch or grab his opponent. When Doom is readying himself for punching his enemies, his arms and hands are surrounded with green electricity. The punch very mild damage to his targets. When Doom grabs ahold of his enemies he electrocutes them with the powerful electricity coursing through him which a heavy damage for a very short amount of time. Overusing this move, especially the grab, will tire Doom and force him to find cover and rest and charge his magic for at least 20 seconds.
[Image: maxresdefault-600x375.jpg]
(10-19-2017, 10:22 PM)Dr. Doom Wrote: Strike of Doom (600):  Physical Proficiency 

Over the of fighting the Fantastic Four and other various heroes Doom has acquired superb skills in hand to hand combat. An excellent example of his skills was during the event in which he was banished back in time to the beginning of magic. Deprived of his armor and stuck on a prehistoric Earth he quickly had an encounter with a lion, swiftly Dr. Doom killed it with a single punch. In accord to Doom's fighting skills, he can only attack his target from close range and it only takes a second to swing, grab, punch, or throw. When Doom readies himself and during the attack on his target, his arms and hands are surrounded with green electricity. Doom can also grab ahold of his enemies telekinetically or physically and electrocute them with the powerful electricity coursing through him.


This move doesn't have a drawback. Add one I guess.
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
(10-19-2017, 10:24 PM)13-Jzall Wrote:
(10-19-2017, 10:22 PM)Dr. Doom Wrote: Strike of Doom (600):  Physical Proficiency 

Over the of fighting the Fantastic Four and other various heroes Doom has acquired superb skills in hand to hand combat. An excellent example of his skills was during the event in which he was banished back in time to the beginning of magic. Deprived of his armor and stuck on a prehistoric Earth he quickly had an encounter with a lion, swiftly Dr. Doom killed it with a single punch. In accord to Doom's fighting skills, he can only attack his target from close range and it only takes a second to swing, grab, punch, or throw. When Doom readies himself and during the attack on his target, his arms and hands are surrounded with green electricity. Doom can also grab ahold of his enemies telekinetically or physically and electrocute them with the powerful electricity coursing through him.


This move doesn't have a drawback. Add one I guess.
How about this? 

Strike of Doom (600):  Physical Proficiency 

Over the years of fighting the Fantastic Four and other various heroes, Doom has acquired superb skills in hand to hand combat. In accord to Doom's fighting skills, When forced to attack his target from close range, it only takes a second to Punch or grab his opponent or opponents. When Doom is readying himself for punching his enemies, his arms and hands are surrounded with green electricity. The punch does very mild damage to his targets. When Doom grabs ahold of his enemies he electrocutes them with the powerful electricity coursing through him which a heavy damage for a very short amount of time. Overusing this move, especially the grab, will tire Doom and force him to find cover and rest and charge his magic for at least 20 seconds.
[Image: maxresdefault-600x375.jpg]


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