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@Trixie - What Eb said is basically what I intended when I wrote my draft move for him. Actually, particularly powerful guns can even sprain muscles if fired frequently enough... so that's another drawback that could be added if you wanted really harsh recoil...
That said, until you posted I didn't actually notice that Matt had added the "This gun is moderately draining on his stamina, and strength to use, but can be used with other one handed pieces of equipment." line to each of the guns... which doesn't actually mention recoil at all. As well as having added a similar line for the sword.
So... I dunno what he means by that.
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12-02-2017, 11:40 PM
(This post was last modified: 12-02-2017, 11:44 PM by Trixie.)
The only reason I bring it up is because a move for a gun costing 300 OM doesn't require that line, or shouldn't. The precedent being my Czerka Arms Pistol. If you were to ask me, the limitation for a gun should be in the weapon itself (reload time, how quickly you can squeeze off the trigger, etc) where as a weapon like a sword would definitely involve stamina. It has weight, heft, and you're swinging it at someone with enough force to cleave bone and flesh.
This is my pistol move I made like...two years ago?
Quote:The first in a long line of self-sustained energy pistols created by Czerka. This particular model served as a test dummy which led to the mass produced version. The Mk2. Czerka Arms, seeing an opportunity to make money, offered these pistols on the black market to any buyer after they had obtained all relevant data from them. The Mk1 was the first snub-nosed concealable pistol that was powered by a self-sustaining fusion battery core. Maintenance and core replacement were as easy as removing a few screws and sliding the battery out and putting a new battery in. What stopped Czerka Arms from putting this weapon to mass production was that even though it was highly accurate, it only held four shots before the weapon needed to rebuild its energy charge. One shot could be fired every three seconds with the weapon needing a full twelve seconds to fully charge itself. Four yellow status lights on the grip notified the user of how many shots it had. Making up for the lack of capable shots was the weapons power. It packed a considerable harder punch than pistols in the same class and had better stopping power and penetration. Features that were eventually adjusted and improved upon with the Mk2. Even today the Mk1 still hits harder than most pistols in its class.
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Mind if I use your pistol for Matthew?
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(12-02-2017, 11:40 PM)Trixie Wrote: The only reason I bring it up is because a move for a gun costing 300 OM doesn't require that line, or shouldn't. The precedent being my Czerka Arms Pistol.
That's hardly the only example. There are plenty of gun moves on the site. I'm still not too sure whether you're talking about the actual recoil ("it also has a very powerful recoil, so firing frequently will quickly tire Matthew") or the bit Matt added ("This gun is moderately draining on his stamina, and strength to use"), or both... regardless of which it is, however, there's no rule on the site that says people can't have moves similar to other peoples but with additional drawbacks... if he makes his gun more tiring to use, then it'll be more powerful than yours.
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(12-02-2017, 11:49 PM)Matthew Mcginnis Wrote: Mind if I use your pistol for Matthew?
Go ahead.
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12-03-2017, 01:37 AM
(This post was last modified: 12-03-2017, 01:39 AM by Jams Bolero.)
Purple Punch
300 OM
---
Jams uses Purple Magic to give his attacks a bit of oomph. Uses telekinesis to push his arm forward, the speed and strength of which dependent on the force he applies to le thrust.
His regular punching speed is about 2/3 of a second if he has wind-up and tries to keep it quick, so that will be used as the basis of how much it is affected.
Based on his height, I believe his arm would be a tad over 2 feet fully extended.
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(12-03-2017, 01:37 AM)Jams Bolero Wrote: Purple Punch
300 OM
---
Jams uses Purple Magic to give his attacks a bit of oomph. Uses telekinesis to push his arm forward, the speed and strength of which dependent on the force he applies to le thrust.
His regular punching speed is about 2/3 of a second if he has wind-up and tries to keep it quick, so that will be used as the basis of how much it is affected.
Based on his height, I believe his arm would be a tad over 2 feet fully extended.
Should probably mark that the move requires telekinesis, even if it does say he uses it in the description.
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12-03-2017, 02:12 AM
(This post was last modified: 12-03-2017, 02:12 AM by Daniel.)
In general, your moves should list what proficiencies and powers are required
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(12-03-2017, 01:37 AM)Jams Bolero Wrote: Purple Punch
300 OM
---
Jams uses Purple Magic to give his attacks a bit of oomph. Uses telekinesis to push his arm forward, the speed and strength of which dependent on the force he applies to le thrust.
His regular punching speed is about 2/3 of a second if he has wind-up and tries to keep it quick, so that will be used as the basis of how much it is affected.
Based on his height, I believe his arm would be a tad over 2 feet fully extended.
What does performing this move look like (is there a blur of movement as he swings, purple glowing, etc.)? Is there a charge time as Jams prepares the 'oomph'? I'm also not seeing any drawbacks, so does this move take a lot of effort for Jams to execute?
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12-03-2017, 04:36 PM
(This post was last modified: 12-03-2017, 04:39 PM by Jams Bolero.)
Time for a revise~
Violet Arm
300 OM
Requires:
-Physical Strength Proficiency
-Telekinesis
---
Jams utilizes his ability to manipulate gravity in order to enhance his fighting ability. This method involves him applying gravitational force to his arms, and thus applying force to whatever gets in their way.
APPEARANCE: Jams punches in a given direction, his arm enveloped in a purple glow which blurs forward along with his fist. The more gravity that is applied, the stronger the purple glow around his arm. While he uses purple magic, the irises of his eyes turn purple, the shade of which also determined by how much force is applied.
UTILIZATION: Jams punches, simple enough. The strength of the punch is based on how much force he uses.
[Pros]
-Deals more damage per hit
-Can be used to move heavy objects
-Used to balance if unsteady
[Cons]
-Stronger punches are more obvious
-Improper winding up can disorient the user and potentially cause harm
-Overexertion of magic is always a risk, use with caution
OTHER NOTES: Jams would probably take about a half to 2/3 of a second to punch by default.
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This might be a better place to ask this than in Quick Questions.
Can I make a Move based around an Item? Like a Communicator, or Spiritual Enlightenment?
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@Luci: I guess. Yeah. I mean, what kind of move are you thinking of? I can't really think of anything at might need them.
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(12-03-2017, 05:01 PM)Ebonywood Hellscythe Wrote: @Luci: I guess. Yeah. I mean, what kind of move are you thinking of? I can't really think of anything at might need them.
Honestly a bunch, but I'll get back to you when I have this one fleshed out.
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The red axe: 300 OM, requires melee prof
A red, oversized omnissian axe which is about 1 and a half meters high with a cog shaped blade. It is used as a heavy chopping device to get through armour but it can't be used quickly or with much skill. It will deal a moderate amount of damage but its main use is keeping enemies away so 13 can have more room to use his guns. It is attached to 13's back by a magnet in his spine, it takes 3 seconds to take out and put back.
Mechendrite harness: 300 OM (?), requires hive mind
13's body is covered in mechendrites, small metal arms that can be used to hold and fire weapons although not at 13's accuracy (-2 TEC) and it can't reload for him. 13 will have to stand still while these are active and they can be deactivated for 15 seconds by hitting them hard enough.
Torison cannon: 600 OM, requires debuff and ranged
13's arm morphs into a large circular cannon the colour of bronze. It can only be shot accurately while 13 is standing still. It sends out a bolt that will stop an opponent depending on their SPD and DEF vs 13's TEC and ATK. It will deal damage while an opponent is trapped it will deal low amounts of damage as the torison cannon moves their body parts. In extreme cases it can snap an enemy's neck or tear off their limbs. It only has 1 shot in the barrel and reloading takes 10 seconds. Because the barrel is heavy and accurately aiming is difficult, an enemy could attack 13's arm and disrupt the shot.
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(12-03-2017, 04:36 PM)Jams Bolero Wrote: Time for a revise~
Violet Arm
300 OM
Requires:
-Physical Strength Proficiency
-Telekinesis
---
Jams utilizes his ability to manipulate gravity in order to enhance his fighting ability. This method involves him applying gravitational force to his arms, and thus applying force to whatever gets in their way.
APPEARANCE: Jams punches in a given direction, his arm enveloped in a purple glow which blurs forward along with his fist. The more gravity that is applied, the stronger the purple glow around his arm. While he uses purple magic, the irises of his eyes turn purple, the shade of which also determined by how much force is applied.
UTILIZATION: Jams punches, simple enough. The strength of the punch is based on how much force he uses.
[Pros]
-Deals more damage per hit
-Can be used to move heavy objects
-Used to balance if unsteady
[Cons]
-Stronger punches are more obvious
-Improper winding up can disorient the user and potentially cause harm
-Overexertion of magic is always a risk, use with caution
OTHER NOTES: Jams would probably take about a half to 2/3 of a second to punch by default.
You know how sometimes moves can be variable? The wording of this move sounds variable, but you've kept it pretty vague. [I've bolded the words that made it seem variable to me.]
I have some ideas for how you can make it more specific, but you're welcome to try and make it have only a fixed method of use. For example: You could have a weak punch with a 1 second wind-up and a stronger punch with a 10 second wind-up.
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12-06-2017, 02:10 AM
(This post was last modified: 12-06-2017, 03:30 AM by 13-Jzall.)
[spoiler]The red axe: 300 OM, requires melee prof
A red, oversized omnissian axe which is about 1 and a half meters high with a cog shaped blade. It is used as a heavy chopping device to get through armour but it can't be used quickly or with much skill. It will deal a moderate amount of damage but its main use is keeping enemies away so 13 can have more room to use his guns. It is attached to 13's back by a magnet in his spine, it takes 3 seconds to take out and put back.
Mechendrite harness: 300 OM (?), requires hive mind
13's body is covered in mechendrites, small metal arms that can be used to hold and fire up to two of his ranged weapons although not at 13's accuracy (-2 TEC) and it can't reload for him. 13 will have to stand still while these are active and they can be deactivated for 15 seconds by hitting them hard enough.
Torison cannon: 900 OM, requires debuff, physical and ranged
13's arm morphs into a large circular cannon the colour of bronze. It can only be shot accurately while 13 is standing still. It sends out a bolt that will stop an opponent depending on their SPD and DEF vs 13's TEC and ATK. It will deal damage while an opponent is trapped it will deal low amounts of damage as the torison cannon moves their body parts. In extreme cases it can snap an enemy's neck or tear off their limbs. It only has 1 shot in the barrel and reloading takes 10 seconds. Because the barrel is heavy and accurately aiming is difficult, an enemy could attack 13's arm and disrupt the shot. 13 can also use it as a makeshift club but only if he has no other option.[/spoiler]
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@13:
The Red Axe
>Good, but you can remove the part about "moderate damage" if you want. Just saying it's unwieldy is fine. The damage baseline is only really worth it for ranged moves or moves that aren't just an item. (Like a power strike).
Mechendrite harness:
>This would be 300 if there's no difference between holding two weapons and holding one weapon.
>You should say which ranged weapons they use, and really, I think it'd be restricted to just a specific one.
>Avoid using stats for self-debuffs. Also, I think, since he has to deal with the slight recoil of those additional guns, you should really impose a debuff on himself. Maybe if they overheated or had limited use - so could only be used for a few seconds at once - but since he can just stand still and get a pure boost to firepower, I think it's a bit too strong.
>-2 TEC also isn't actually that much, since he's effectively getting double the firepower, and the debuff is only applied to the additional guns. Maybe say he needs to concentrate to fire them, and because his concentration is split between those two guns and the ones in his main hands, he's much more inaccurate.
Torison Cannon:
Quote:In extreme cases it can snap an enemy's neck or tear off their limbs
Make a note about this being for weaker secondaries, or for when it's used as a finishing move.
Quote:an enemy could attack 13's arm and disrupt the shot
If that's the case, you need some time for how long it takes to fire, and also the speed of the cannon shot.
Quote:It will deal damage while an opponent is trapped
How does it trap someone, and for how long? When you said it stopped them, it read like it just made someone stop moving at the moment it hit them, but without the effect continuing. You also need to make it clearer that firing for damage at a previously trapped target is a different thing from initially trapping them.
How long does it take for his arm to morph back and forth from the cannon? Or is it instant?
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[spoiler]The red axe: 300 OM, requires melee prof
A red, oversized omnissian axe which is about 1 and a half meters high with a cog shaped blade. It is used as a heavy chopping device to get through armour but it can't be used quickly or with much skill. Because it's unweidly, its main use is keeping enemies away so 13 can have more room to use his guns. It is attached to 13's back by a magnet in his spine, it takes 3 seconds to take out and put back.
Mechendrite harness: 300 OM, requires hive mind
13's body is covered in mechendrites, small metal arms that can be used to hold and fire up to two of his ranged weapons at once. If 13 is firing with those 1/2 guns and one in his hand he will have to fire much slower and it will still be more inaccurate because of how much concentration he needs to use 2/3 weapons at once.
Torison cannon: 900 OM, requires debuff, physical and ranged
13 takes 5 seconds to morph his arm into a large circular cannon the colour of bronze. It can only be shot accurately while 13 is standing still. It sends out a bolt that will trap an opponent depending on their SPD and DEF vs 13's TEC and ATK, surrounding with blue, glowing rings. It will deal damage while an opponent is trapped it will deal low amounts of damage as the torison cannon moves their body parts. In extreme cases it can snap an enemy's neck or tear off their limbs, such as agianst a weak secondary or as a finishing move. It only has 1 shot in the barrel and reloading takes 10 seconds. Because the barrel is heavy and accurately aiming is difficult, an enemy could attack 13's arm and disrupt the shot. It only takes 5 seconds to charge but if 13 wants it to hit he'll have to spend 10 seconds aiming which wil give enemies time to attack him. 13 can also use it as a makeshift club but only if he has no other option. If he fires at an enemy that is already trapped then it will deal the hitting damage but it won't deal additional trapping damage. [/spoiler]
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12-07-2017, 03:59 PM
(This post was last modified: 12-07-2017, 04:05 PM by Takanomiya Hijiri.)
I've got a couple moves here I might need to reword/edit a bit before getting them approved.
I'm really hoping I can get this first one approved as a fodder thing for 0OM... since I'm probably only gonna be using it for Luci's Westside event then removing it...
Quote:Rabbit Coat of Identity Concealment (0)
[spoiler]
[/spoiler]
Hijiri's current outfit is a disguise which includes bandages on his face and a long coat with bunny ears. Unlike his normal clothes, these two items were designed specifically to not be switched out when he uses a Power-Up, meaning that his disguise will not be ruined by doing so.
I don't see anywhere in the Rules where it states that a Power-Up has to have a visual effect, so this should be okay, hopefully...
And this... it doesn't have much in the way of drawbacks, but it doesn't have much of an effect either...
Quote:Undaunted Stance, Inspiring Others (300)
(Ranged Proficiency, Buff Proficiency)
By standing tall and acting unafraid, Hijiri can boost the morale of all allies within 500m who can see him or sense him with enhanced senses. After they look away, the effect will gradually diminish to nothing over the course of the next 30 seconds. All that this morale boost does is make them more confident; less likely to run away or surrender and more likely to take risks and behave recklessly. Using this move has no energy cost, however it does require a small amount of concentration in order to maintain the stance. The more Wounded and/or Fatigued he is, the more Focus it requires to keep active.
I based it off the 'WAAAAAAAAUUUUGH!' move example from the Rules, but made it a maintained effect instead of temporary, and so removed the bit about getting Survival to make up for it.
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Undaunted Stance, Inspiring Others should have area attack.
Maybe reduce the radius from 500 metres to 100 or 50 because I don't see someone staring at you from 500 meters away while fighting.
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