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Move Creation Workshop
(11-09-2017, 09:58 PM)Sister Evangeline Wrote:
Quote:Detox - This will need healing. Simply removing all damage over time effects and the like are probably going to need a drawback of sorts, like taking some time to do, or being tiring.

RIP. I need a way to stop the nurglite and his heretical campaign. Come on guys, help me out.

Quote:Psy Juice/Magic Juice - You may need telepathy yourself, or a related power.

Do you think? Because I mean I would imagine the fluff would be that it's just a neurological booster, like the stimulant only much more targeted.


For psy juice you might be able to 'transfer' a point of TEC with buff prof but I don't know.
I agree with Tearen, a buff move that gets rid of debuffs would be pretty good.
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
I will write up the rest of her arsenal later. But these are the two moves I hope Panty will start with.


Backlace (600) Ranged Proficiency
[float=right][Image: 39nOMT7.jpg][/float]
When in need of a weapon, she’ll remove her own panties and transform them into her primary weapon, the Backlace. This weapon takes the appearance of a semi-automatic M1911 pistol with a glowing cyan finish and indigo artistic flourishes. It fires what appears to be .45 rounds, but they are actually made of heavenly energy, allowing it to harm phasing and disassembled targets.. It can effectively fire 20-30 rounds per second, and has a range of 50 meters. She’s not required to reload this weapon, but it can overheat if fired consistently up to its effective speed for over a minute.
If she manages to obtain underwear from another woman, she can duel wield two Backlaces. The number of bullets she’s able to fire at one time doubles, but her accuracy takes a minor hit. Other than that, drawbacks and benefits are the same.

Heavenly Explosion (300) Ranged Proficiency, Area Attack Proficiency.
When Panty wants to unleash a devastating attack, She’ll focus her power into a single energy bullet. This, along with a careful aim to avoid missing, takes at least 3 seconds.
If the bullet hits, not only will it do +½ damage, but it’ll cause the target to explode in a 10x10 foot radius, dealing fire damage to the target and whoever else is caught in the blast. This is also a great finishing move.
She can only do this once per round, and it’ll generally cause overheating if done too many times in a row. She must fire within the weapon's effective range.
[Image: MUsY55C.jpg][float=right][Image: sN7AejK.jpg][/float]
Backlace should be 600 since you can dual wield or just hold one.
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
(11-10-2017, 03:49 AM)13-Jzall Wrote: Backlace should be 600 since you can dual wield or just hold one.

...it already is 600
[Image: MUsY55C.jpg][float=right][Image: sN7AejK.jpg][/float]
>TFW
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
For Heavenly Explosion you might want to specify that the target only explodes if the shot is powerful enough to kill them, otherwise it's just the energy-bullet which does the exploding... since exploding does generally tend to be fatal to those who do it, and obviously a move which instakills a Prime wouldn't get approved.

Other than that, they both seem fine to me.
[Image: Hijiri_Name_Sig.png]
Just in time for Christmas :hur:

T2 Super Attack: Ruinous Frost (Area Attack) (800): Formed from the power of winter storms; a powerful, frigid air mass is conjured from Summer himself. After 5 seconds of concentration, frozen winds explode out from his body, whirling out in a powerful, 5-second blizzard (both of which he must remain mostly still for) that freezes all life, from the smallest flora to the largest fauna, caught within 60 meters of him.
While these frigid winds 'only' reach out 60 meters, this cold-snap turns the entire general area, even beyond that range, into a frozen wasteland. Frost, ice, and even snow cover the ground and the air gets a wintry nip to it, as if it had always been winter there. This sudden seasonal shift lasts for quite a while, sticking around until the air warms up enough to melt it all again, however many hours that may take. Unlike most of his weather attacks, this one doesn’t require him to be outside, though should he be stuck inside of a shelter or something, the area outside won’t be effected by the surprise winter. There is a small safe spot right up in Summer’s personal space that he can use to protect up to one ally from the wintry winds, provided they don’t have any qualms with being hugged.
[Image: ZpWQiiu.gif]
@Guu:
For Backlace, you might need a slight damage reduction or some additional drawback for the second gun, since needing to steal underwear is probably more of a fodder thing rather than a downside making it harder to do.

@Summer:
"provided they don’t have any qualms with being hugged"
:frog:
(I think this is good to go)
@Sister Evangeline:
As long as you have downsides for any stronger/longer buffs, you'll be good. If you try writing something here, I'll take a look at it (or someone else will).
@Summer:
Given what happened in approval, I'd say you should compact the damage area, I mean, a 100m diameter is big. Like, honestly, you're better off having a dense blizzard with like, a 30m radius, and having non-damaging effects spread out further.
Alrighty lets try this again.

T2 Super Attack: Snowsquall (Area Attack) (800): Summer calls upon his power as the spirit of winter storms, and after 5 seconds of concentration, he kicks the winds into motion and forces the temperature to plummet. Frozen winds whirl out in a powerful, 5-second maelstrom of wind, ice, and snow, swiftly freezing everything caught within 30 meters of him. A fresh coating of frost, an unseasonable chill, and a light snowfall are left in the wake of this attack. This is simply a weather effect and though it may last for a while (however many hours it takes for it to warm up again), it doesn't have any effect on the fight. Unlike most of his weather attacks, this one doesn’t require him to be outside, though since the winds can’t pierce shelter, if he’s inside a building, the area outside is left untouched (or vice-versa if he's outside one). Additionally, there is a small safe spot right up in Summer’s personal space that he can use to protect up to one ally from the wintry winds, provided they don’t have any qualms with being hugged.
[Image: ZpWQiiu.gif]
@Summer: I think this should be good, since it's not as world changing as before (like, if you did the last one in camelot, for example, it's leave the area a wasteland for a lot longer). And 30m radius should be good for the damage.
House of Portals (Level 2 Attack) - Requires Teleportation, Area Attack Prof, Ranged Prof (Price 800?)

Blink creates a circle of portals around the enemy, forming a dome over them made entirely of her gateways. All of the portals are connected, so entering one would cause the enemy to leave out of another. Blink can set it up to be a permanent loop, or she can have one of the portals lead out, forming an 'only way out' scenario. She can also utilize a portal to send a ranged attack through and surprise-attack the enemy trapped inside. This move takes up a ton of her energy, so she can't move or defend while she has the House of Portals up over somebody. If she chooses do anything that requires moving, including jumping into a portal herself, the entire dome will disappear. She can hold this dome up for about five minutes maximum without it disappearing, but the longer she holds it for then the more energy/stamina she's using and the less stable the portals become.
[Image: blink2k15.png]
So I'm mulling over a few, and I think the flamer is going to be more pertinent to my current situation.

Underslung Flamer (300), Ranged Proficiency, Area Attack Proficiency
Evangeline's Lasgun has a flamer mounted under the barrel. The device projects a .25 second burst of ignited promethium in a 15 degree cone from the projector. The fuel is sticky and will continue to burn for an additional 5 seconds, during which time it will ignite any other flammable material and heat up anything it's in contact with. Due to its nature, the flamer has a maximum effective range of 10 meters. The promethium reservoir fits behind the projector and stores enough for 4 bursts, which would take Evangeline 4 seconds to completely deplete. She carries with her an additional 2 reservoirs for which she can replenish by decomposing organic compounds with energy from a lasgun's power-cell. The weapon incredibly effective against soft targets, though fully armored ones my find themselves impervious.

Supermove - Underslung Melta (600), Ranged Proficiency
The flamer can be adjusted to dump all of it's promethium into one blast through a much tighter nozzle. The fuel is super heated to the point it becomes plasma and is focused into a beam. The beam lasts for .5 seconds and has a maximum effective range of 50 meters. The entire promethium reservoir is consumed in the attack. Apertures and feed rates need to be adjusted on the device, all of which takes about 5 seconds before it's able to fire. The heat generated by the beam is incredibly hot to the point where only specialy designed materials can hope to stand up to it. (Might save this one for a T2, but it came to me while working on the flamer)

Satrophine Patch - (300), Buff Proficiency (Stimpack)
Evangeline applies a patch with a powerful stimulant upon an allies body. The drug courses through the individuals body, giving them a reduction in fatigue. The drug takes about 20 minutes to take effect, lasts 2 hours and is only meant to be used in the most dire circumstances and as such comes with some pretty nasty side effects. Once the drug has worn off the user will crash hard, gaining any fatigue they had lost along with double what they'd normally suffer from their activities. This effect can be mitigated with additional doses, but users become increasingly irritable and aggressive with each successive dose, and their bodies may develop a tremor reducing combat effectiveness. Evangeline keeps a box of 20 on her person which she must replenish.

Kalma Tablets - (300), Buff Proficiency (Anti-anxiety)
Evangeline gives an ally 2 tablets of an anti-anxiety medication. The drug slows the heart rate and breathing, allowing them to remain steady for more accurate targeting. The drug takes about 20 minutes to take effect and lasts about 2 hours. Side effects include tunnel vision, a lethargic flight or fight response and reduced movement (-1 to speed). Evangeline carries a bottle with 20 doses.

(For those two I'm not too attached to the long duration, I just figure with those downsides and the long time it takes for it to start it's not something I can drop in the middle of a fire fight. They seem like good RP fodder to me though.)

Neurozine Injection - (300), Buff Proficiency ( Painkiller)
Evangeline injects an ally with a full dose of Neurozine, a neurological pain inhibitor. Dosing someone in this way allows them to ignore any damage they suffer for 1 minute, though they still accumulate damage normally. If they suffer a fatal wound during this time they will die once the drug has left their body. The drug is normally supposed to be drip fed intravenously over the course of an hour which reduces any pain from wounds, however, used in this manner it also weakens the patient and they become sluggish to the point where combat is practically impossible for them.
(11-09-2017, 10:02 PM)13-Jzall Wrote: For psy juice you might be able to 'transfer' a point of TEC with buff prof but I don't know.
I agree with Tearen, a buff move that gets rid of debuffs would be pretty good.

Would it have to be debuff specific? Give me some examples of what gives people issues and I'll see what I come up with
(06-15-2017, 12:03 PM)Larfleeze Wrote: Passing on One For All - 300 OM - Buff Proficiency, Burst Movement, Master Super Jump

All Might gives an ally some of his DNA, usually a plucked hair, but drinking blood would also work, with intent to transfer his power to them. 

As opposed to My Hero Academia, the effect here is both immediate, and temporary. For about a minute after taking in All Might's DNA (usually in the form of a plucked hair), the intended recipient will gain some of All Might's powers, specifically, temporary stat increase of 1 in ATK and SPD, as well as temporary use of Burst Movement and Master Super Jump. (This does not give the recipient Super Speed however, as they aren't experienced at handling the power)

The consequence of this is that during that minute, All Might temporarily loses 1 point of SPD and ATK stats. In addition he will also be unable to use Master Super Jump, Super Speed, or Burst Movement for the duration of that minute. 

Once his powers and stats have returned at the end of the minute, for approximately an hour afterwards he will be exhausted and in pain, which will hamper his ability to fight.

Wanted to reference this here because I thought it would be useful to people that may be thinking about these kinds of moves.
@Eva:
Underslung Flamer:
>I think this is mostly good, and you've got all the info.
>You need debuff, since you're keeping people on fire without conscious effort. At least, I've been using debuff for damage over time moves, and I think it's required for them.

Supermove - Underslung Melta:
>I'd put the tier in the name. Like, T1 Super Attack. Since "Supermove" is a bit ambiguous (although, it's not hard to guess what you mean from the price and description).
>You might want to add a rough diameter of the beam, but besides that, it's good.

Satrophine Patch:
"The drug takes about 20 minutes to take effect, lasts 2 hours"
>I can't think of any moves off the top of my head that last for that long. You'd definitely get a lot more use out of it if it activated quicker and didn't last as long, since then it'd be easier to use during a fight.
>The move is generally good in how it works, but given they likely won't meet the downside until after a fight (by which time they'll be safe), I don't think it will be good enough.
>Honestly, I don't think it'll get through approval as being that long. Don't take my word for it.
>You should state that Eva can't use them on herself (maybe she overused them in the last and is now immune? Idk, but whether or not you have a reason for it, it should be there)

Kalma Tablets:
>Good in general, but see my previous comments about duration.

Neurozine Injection:
>The way I'm reading it, it sounds like while their new wounds don't impact them, they basically can't fight because of how it's used. That's a bit to high of a drawback, unless it activates afterwards and I'm just dumb.
(11-13-2017, 11:52 AM)Ebonywood Hellscythe Wrote: >You need debuff, since you're keeping people on fire without conscious effort. At least, I've been using debuff for damage over time moves, and I think it's required for them.
I could be wrong, but I'm pretty sure I saw someone say before that Debuff isn't needed for setting people on fire.
[Image: Hijiri_Name_Sig.png]
First time creating an actual move and not just items he has at the start. Figured I'd post it here to see what feedback I can get on it before posting it to the actual move creation thread.

Blade Fury - Requirements (Physical Strength, Super Speed) Cost: 300 OM

Ryu starts this move by drawing his sword and holding it pointed down towards the ground, He starts moving his feet at an accelerated pace in a tight circle. As he gains speed he starts to spin, and as he does he pulls his place parallel to the ground. Moving at such high speeds he becomes a blur to his opponent with his sword being as deadly as ever. He can easily deflect incoming small attacks however any Powerful attack might just knock him out of the move entirely. Due to the limiting powers in the Omniverse, this attack follows the “death by 1000 cuts” philosophy. While none of these slices of his sword should he hit his opponent are overly powerful, they start to add up. Ryu needs a good 20 seconds after the attack is performed to gain his balance again, and the attack lasts about as long as well. While he doesn’t need to say anything to perform this move, while in it he might simply scream the name or scream in general as the forces that are pulling on his to keep his momentum definitely doesn’t feel good on the ninja’s body.
I think it looks fine, Ryu, but probably need Area Attack since it attacks the space around him instead of just a single target
[Image: blink2k15.png]


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