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Move Creation Workshop
(07-02-2018, 10:08 AM)Jack Darby Wrote: Forge of Solus Prime (600, Physical Attack, Mimic, Buff): 
[spoiler]The Forge of Solus Prime was a weapon of the Primes that could be used by Solus Prime and was, in fact, her signature relic. This allowed her to Smith fine blades like the Star Saber, armor such as the Apex Armor, and many other weapons. The Forge of Solus Prime has retained that power in the Omniverse, allowing Jack to craft weapons for others by transfer a copy of his moves (or a move he has mimicked) to one of his allies. To do this, he stands still and focuses for five seconds to summon the hammer and an anvil, taking a singular weapon and setting it on the anvil before charging it up with an overhead smash. This adjusts the weapon to be able to be used by a specified ally. This is not without drawbacks. First, and foremost, Jack is unable to use any move that is connected to one that he has transferred, such as for example if he were to use a Green Lantern Ring as the transferred move, he'd be unable to use any connected that for 1 minutes. 

The move allows whoever he copies a move to in this fashion to use one of his moves for 1 minute, as well as any moves connected to it. However, they also receive a temporary copy of any powers and proficiency needed, but only when applied to the move(s) transferred.

The hammer and anvil disappear after they are used to transfer something. Jack can transfer as many objects as he wants, but must summon the hammer and anvil again each time. Alternatively, he can summon the hammer as usual and opt to use it as a weapon instead. The hammer weighs about 150 Kilograms. It is massive, being 10 feet long for the shaft of the hammer while the hammer's hammering portion is about 5 feet in diameter, making it a slow and cumbersome weapon, but also very hard hitting.[/spoiler]
Mechanical Hands (900, Physical Strength, Ranged Prof.): 
[spoiler]Mechanical Hands Jack had to materialize for himself after the loss of his original limbs. These are powered by the Green Light of Will, and are good at punching things. They are somewhat heavier than his older hands, but can clash with weaponry more comfortably. They can also shoot green plasma blasts that travel at the speed of an arrow, and have a range of 75 feet. One blast can be shot every three seconds per hand. These do light damage. 

The mechanical hands also have a 2nd ability that he can choose to utilize. In combat, his abilities in melee were lacking. So, the hands were designed so they could ignite with green plasma after a 4 second charge (during which the hands cannot be used to defend or attack with), allowing chops, or slashes with his hands to do more damage than they should. This does moderate damage, and they remain ignited for two seconds, allowing him to get a solid few attacks in if he times it right.[/spoiler]
Spectrum Lantern Ring (300, Ranged Prof, Flight): 
[spoiler]A special Power Ring that was forged by Jack using the Forge of Solus Prime. The ring is a prototype and does not possess as many functions as the Oan Power Ring did. In fact, this only has two things that it can do, besides acting as a communicator for Jack to use, as well as a mobile Dataverse Device. This ring at present is capable of channeling the Green Light of Will, and shooting it out as tennis ball sized blasts of energy. Each blast takes about 7 seconds for him to perform with the power ring, during which Jack can move, but has to concentrate so cannot attack. Due to this, they are very powerful. The blasts travel at 1/4 the speed of an arrow. The ring is a work in progress for Jack, but he plans on making it into a replacement for the Oan Power Ring that was stolen from him. 

RP Fodder: This also grants him the ability of Flight as long as he is wearing the ring, because of the circuitry inside it.[/spoiler]

How's this? Made some minor changes to each.
Would adding that he can transfer moves he himself can no longer use, but has, to the Forge be acceptable? Other than that, they all look good.
(07-02-2018, 10:48 AM)Jack Darby Wrote: Would adding that he can transfer moves he himself can no longer use, but has, to the Forge be acceptable? Other than that, they all look good.

As long as you own the move "officially" (i.e. you purchased it and it's on your roster), you may transfer it.
(06-26-2018, 04:34 PM)Marisa Kirisame Wrote: A couple of moves for an npc im working on.

Coke spray (300) (requires Ranged proficiency, debuff)

Coca-Cola man will pull out a can of Coca-Cola and after shaking it up for five seconds will release the carbonated beverage upon his opponents. to use it requires a fair amount of concentration and aiming too accurately hit there opponent; the range of the spray is 10 feel long and an inch wide lasting for 2.5 seconds before he has to spend 4 seconds grabbing a new can which there is an seemingly unlimited amount of and no one knows where he pulls them out of. This is almost laughably easy to use in terms of energy usage though his arms might get tired after a while. upon hitting an opponent the opponent takes very minimal damage but does get the debuff of moving about 2 mph slower for 10 seconds due to the liquid making moving around a bit more difficult. 

Cola crusher: (300) (requires physical strength)


Coca-cola man will prepare a punch in either hand for 10 seconds where he can move slightly (think some shuffleing) making him essentially a sitting duck with full concentration being used on the move allowing attacks to land with ease. The range of the arm is approximately 3 feet in any direction in front of him. once the 10 seconds have passed his hand will burn with a red and white aura (note this aura does nothing but note its ready) before swinging immediately at an single opponent in range of his arm. this has the possibility to potentially punch through thin steel (less than an inch) with fair ease. this is very exhausting to use multiple times in a row without any rest.
I'm serious about making a coke cola prime so I need these looked at some point
                                            [Image: tenor.gif?itemid=10243242]
"While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
I'm having some issues with a pair of Shapeshifting moves for Malon, not sure if they are balanced in the 'right' places and whatnot. My main issue is with As the clock strikes Midnight, I believe that Greater Shapeshifting shouldn't be too problematic, I don't think.


Greater Shapeshifting (T1 Super Utility): At the price of 1 SP Malon and about 4 seconds of focusing, during which she can neither move nor take other actions, Malon can transform not just superficially, but at a more fundamental level. The form taken on through Greater Shapeshifting limited by the regular laws of Shapeshifting (Malon does not gain any powers, nor do her stats change), but it does not ‘flicker’ when damaged and is kept up until undone or until Malon’s death, with no additional upkeep cost. This type of 'deep' transformation slightly hampers Malon’s physical abilities however, making her only about two thirds as skilled in combat as she would otherwise be, and can be seen through with Enhanced Senses.


As the clock strikes Midnight (T2 Super Utility): An even further advanced version of Greater Shapeshifting, As the clock strikes Midnight allows Malon to transform in an almost undetectable manner. Using this Utility move costs 2 SP, 10 minutes of continuous concentration during which no movement or other actions may be taken, it can only be performed or undone during the hour between midnight and 1 AM and can be used only to take on a form that she could take using the regular Shapeshifting power.
As long as As the clock strikes Midnight is active Malon’s SP will not regenerate, all her stats are reduced to 1 or remain at 0 (whichever is lower applies) and she is completely unable to use supernatural abilities and powers other than the standard powers of a Prime such as Omnilium summoning. In exchange it is not possible to detect Malon’s identity with Enhanced Senses and her form does not glitch when taking damage or the like, including if she were to be killed, though a skilled Telepathy or Insight user probing deep enough could discover hints to her true identity, especially if they have time. This makes this ability very useful for prolonged infiltration that does not involve combat.
Hey, Malon. I think you're taking too many drawbacks here. I don't think either of these need stat decreases or a self debuff. SP should be enough. Shang actually has a similar move you may wish to look at. Just 1sp to permanently shapeshift.

Your T2 option isn't needed. Just get suppression and use the T1. Of course, that will need a high TEC in cases for it to be at max effect. Unless you want to get another move to boost suppressions strength? But that would likely need a max duration.
[spoiler]
(06-25-2018, 07:39 PM)Violet Wrote:
(06-21-2018, 10:22 PM)Demetri Malius Wrote:
(06-18-2018, 08:14 AM)Violet Wrote: Reforged Hellfire Weapon

After losing her original ability to summon the hellfire daggers, given to her by Yenma, Violet was given a second chance at being able to summon her beloved weapons by a special denizen of the Underverse with the power to create such things. These weapons are made of pure Ki energy bound with a special rock like material she brought back with her from the Underverse and can be summoned at will by Violet. They can take several forms depending on her needs. Usually, they're just a pair of daggers that appear to be forged of red-tinted steel, with a red satin material binding the hilt, but can also take the form of a red steel bladed katana with a similar appearance to the daggers, or a red steel bo stave, a shield, or a pair of glaives. All of these forms have a similar appearance: made of crimson steel with decorative as well as functional grips made of a darker crimson material and black ornament througout. Observers may notice streaks of red energy flowing throughout the weapon and a slight warmth and tingling sensation if touched. It takes a few minutes to summon, and can stay in a form for up to a day before reverting back into the special rock material. 

Each form has its own special property:

Daggers: applies a poison debuff that will inflict minor damage to the opponent over a period of about 15 seconds. (requires debuff proficiency, which I have)

Katana: Gives a temporary boost to her movement speed and allows for attacks that can hit multiple targets within close range (requires burst movement and area attack proficiency, both of which I have)

Glaives: Applies a poison debuff (debuff proficiency) that will inflict minor damage to an opponent over about 15 seconds. Can hit other opponents within close range (area attack proficiency) and can also be used as a somewhat weak barrier (area shield proficiency)

Bo Stave: temporary speed boost (via burst movement), hit multiple targets within close range(area attack proficiency) and used to direct ki bursts towards opponents (ranged proficiency/homing proficiency)

Shield: She can summon a shield in place of one of the daggers to reduce damage from an opponent (area shield proficiency)



Just throwing this out there for after DA so I can get it priced, revised, whatever else I need. I am not sure if this is even the right spot for it haha.

Alright, gonna need some specifics here, how long does it take to change in between any of these forms? Some of these say you gain speed boosts, but I don't see any downsides for this? It seems like a free speed up. Burst movement is kind of an unspoken boost to any attack and is unnecessary in their descriptions. Can the poison debuff stack or does it refresh? How large is the shield? How does the glaive protect you and why does it require area shield? Weapon sizes would be very helpful here as well. Can Vi use the shield along with any other forms or just the dagger? How is the Bo stave homing? Once all these are added and more clarity is added I would see this priced at 1500.


What would be reasonable? I mean, they last about a day before reverting back to the rock, so I would suppose she'd have to spend a little bit of time in order to switch them out if she needed to. Also keep in mind a lot of this is just writing fodder and I don't really expect to use any of this for pvp situations (except in the rare case that I may be dragged into something, or I get the opportunity to strangle the everliving crap out of Victor...). The way they worked before is they were instantaneous, and could be summoned on demand. However, I understand that such a mechanic wouldn't work over here, so regardless of what form she takes, they would revert back into this special rock after a day. I would suppose that it would take about a minute or so to generate them, with a cooldown in order to switch them out of about an hour? Perhaps this could apply towards situations when writing against another player, but for personal storylines, it would be quicker. 

The poison debuff doesn't stack, but just extend its duration. Realistically, once the poison is in you, your body begins to try and metabolize it and rid itself of it, so refreshing it with a new application would make the most sense to me. Again, more for story fodder than anything.

The shield is more of a half-bubble of energy that has deflectiion properties. Would work sort of like this 

[Image: latest?cb=20110118011827]

The shield would be summoned in place of one of the daggers that would usually be summoned together. 


The glaives can be used as a weapon, but also held in a manner to shield against an attack due to the positioning of their handles/hilts/whatever you want to call it. It's a weaker shield than the actual shield form I made, and will only cover so much, leaving anything above or below or even behind her vulnerable. The glaives themselves are rather large and can be somewhat awkward to carry around or use, but still useful in a fight if handled correctly. 
Think something like this, but red in color.

[Image: soria_with_illidan_s_glaives_by_orbitald...855cke.jpg]

Code:
Area Defense Proficiency – 400 OM ([url=http://omniverse-rpg.com/moves.php#Explosive_Shield]Example move[/url]) 

Allows you to create defensive moves wider than three feet in diameter, such as a shield that covers your entire person, an entire group of people, or wider still. Combined with the Healing power, this can also create area healing effects. Of course, the wider the effect, the more diluted the power, but such moves are nonetheless extremely handy. One cannot have shields that provide extra benefit against a particular element. 

I am assuming this is what replaced area shield proficiency. I gave them this particular proficiency requirement since they are pretty large weapons and used in a defensive maneuver I feel fit this, but if it's unnecessary, that's fine, too.


Code:
Homing Proficiency – 600 OM ([url=http://omniverse-rpg.com/moves.php#Reverse_Sign]Example move[/url]) 

Allows you to create moves which need not be aimed, whether they are instant hit or a projectile, aimed at enemies or allies. While such moves are generally more difficult to perform, often requiring greater energy expenditure, it allows the user greater flexibility in strategy, especially against tricky foes.

The bo stave, in addition to being used as a melee weapon, can also be used to direct her energy towards a target, sort of like a focus or a mage staff, in other words.

 Sizes:

daggers: about 15-18 inches from hilt to tip. I am terrible with sizes, so assume the length to be about from elbow to middle finger.
Katana: about from waist to the ground
Glaives: see photo above. They're about full body height, or around five feet each.
Bo stave: around 6 feet
shield: half bubble that covers the entire body with a little wiggle room.


[/spoiler]

Bumpy le bumps
[Image: visig2018.png]
(07-02-2018, 09:21 AM)Sarah Kerrigan Wrote: [spoiler]
Sunken Strike - Requires Ranged proficiency, area attack proficiency, Remote control proficiency

Kerrigan concentrates her psychic abilities, coordinating with a nearby zerg hive cluster she'd set up before the battle started. Activating one of the oldest, most reliable of Zerg defence systems, she utilizes one of her nearby sunken colonies to summon a giant, man-sized spike of Crystallized organic matter underneath her opponent's feet. The attack takes roughly six seconds of concentration from Kerrigan to initiate, during which she needs to focus her psychic abilities entirely on directing the subterranean tentacle's target. She may dodge attacks and move during this time, but not attack with either physical prowess or special techniques until she finishes concentration.
The attack takes an additional couple seconds to make it's way from an off-site location to it's target, generating a loud rumble on it's way and creating a visible trail of disturbed earth leading to it's target destination before bursting out underneath it's intended target, skewering them with a high-powered tendril of force. The Tendril itself is incredibly fast to burst from the ground, moving at the speed of sound, and hits incredibly hard, but Kerrigan cannot correct it's target destination once the tentacle begins movement. While easy to see coming, it hits very hard on a direct hit. This technique moderately drains Kerrigan to use, and requires a rest time of 10 seconds between uses of the ability.


Disdain - 600 OM - Requires ranged proficiency, area shield proficiency

Kerrigan holds a hand up, charging psionic energy for a variable amount of time between an instant and a single second. Yellow energy wreaths her palm, glowing brightly, as an invisible pane of telekinetic energy, a 3 foot wide, 8 feet tall, 2 inch thick rectangle of psychic energy appears in front of her. The field, depending on the level of charge behind the move, can rapidly slow small to mid-power projectiles to a standstill.

Kerrigan can opt to simply leave the projectiles to fall to the ground, releasing them from her psychic grip, or expend additional stamina to turn the projectiles 180 degrees before sending them back where they came. Stopping the projectiles takes a variable amount of stamina depending on the charge time and the power of the projectiles in comparison, and regardless of the original projectiles speed, the attack is sent back at the speed of an arrow. Reflecting the projectiles back doubles the stamina cost. This has no effect on larger objects or people.

Scorn - 600 OM

Kerrigan puts both her hands out to her sides, and charges energy within both hands. After charging energy into both hands for one to ten seconds, she claps her hands together, the tips of her fingers pointed at a target within thirty meters. during this charge time, Kerrigan cannot move beyond small adjustments to adjust her aim, and is incapable of using any active moves or powers, or moving in any way. This skill takes all of Kerrigan's focus.
Utilizing the concentrated psychic energy, a series of invisible Kinetic impacts strike the opponent in question, travelling at roughly the speed of sound. The number of impacts depends on  the amount of charge time - five with the minimum charge, fifty with the full charge. Each shot hits that would feel similar to being struck by a pellet rifle.  While invisible to the naked eye, the shots do not "automatically hit" their target and can easily be perceived by anyone with enhanced senses.

A single impact is not very damaging, but getting hit by a full barrage can stack up to moderate damage. this move is moderately draining for Kerrigan to use.
[/spoiler]
Sunken Strike- I think besides a range here this is pretty well made, a nice powerful attack

Disdain- I would remove the instant to one-second variable charge because that's gonna up your move cost to 900. If you stick to a second and go with stamina for the extra effort, being able to block bullets(one use), and then throwing them back(second use) is fairly balanced.

Scorn- just need a range here like sunken strike and you're good from what I see

(07-10-2018, 03:53 PM)Violet Wrote: [spoiler]

Reforged Hellfire Weapon

After losing her original ability to summon the hellfire daggers given to her by Yenma, Violet was given a second chance at being able to summon her beloved weapons by a special denizen of the Underverse with the power to create such things. These weapons are made of pure Ki energy bound with a special rock like material she brought back with her from the Underverse and can be summoned at will by Violet. They can take several forms depending on her needs. Usually, they're just a pair of daggers that appear to be forged of red-tinted steel, with a red satin material binding the hilt, but can also take the form of a red steel bladed katana with a similar appearance to the daggers, or a red steel bo stave, a shield, or a pair of glaives. All of these forms have a similar appearance: made of crimson steel with decorative as well as functional grips made of a darker crimson material and black ornament througout. Observers may notice streaks of red energy flowing throughout the weapon and a slight warmth and tingling sensation if touched. It takes a few minutes to summon, and can stay in a form for up to a day before reverting back into the special rock material. 

Each form has its own special property:

Daggers: applies a poison debuff that will inflict minor damage to the opponent over a period of about 15 seconds. (requires debuff proficiency, which I have)

Katana: Gives a temporary boost to her movement speed and allows for attacks that can hit multiple targets within close range (requires burst movement and area attack proficiency, both of which I have)

Glaives: Applies a poison debuff (debuff proficiency) that will inflict minor damage to an opponent over about 15 seconds. Can hit other opponents within close range (area attack proficiency) and can also be used as a somewhat weak barrier (area shield proficiency)

Bo Stave: temporary speed boost (via burst movement), hit multiple targets within close range(area attack proficiency) and used to direct ki bursts towards opponents (ranged proficiency/homing proficiency)

Shield: She can summon a shield in place of one of the daggers to reduce damage from an opponent (area shield proficiency)



Just throwing this out there for after DA so I can get it priced, revised, whatever else I need. I am not sure if this is even the right spot for it haha.


Alright, gonna need some specifics here, how long does it take to change in between any of these forms? Some of these say you gain speed boosts, but I don't see any downsides for this? It seems like a free speed up. Burst movement is kind of an unspoken boost to any attack and is unnecessary in their descriptions. Can the poison debuff stack or does it refresh? How large is the shield? How does the glaive protect you and why does it require area shield? Weapon sizes would be very helpful here as well. Can Vi use the shield along with any other forms or just the dagger? How is the Bo stave homing? Once all these are added and more clarity is added I would see this priced at 1500.



What would be reasonable? I mean, they last about a day before reverting back to the rock, so I would suppose she'd have to spend a little bit of time in order to switch them out if she needed to. Also keep in mind a lot of this is just writing fodder and I don't really expect to use any of this for pvp situations (except in the rare case that I may be dragged into something, or I get the opportunity to strangle the everliving crap out of Victor...). The way they worked before is they were instantaneous, and could be summoned on demand. However, I understand that such a mechanic wouldn't work over here, so regardless of what form she takes, they would revert back into this special rock after a day. I would suppose that it would take about a minute or so to generate them, with a cooldown in order to switch them out of about an hour? Perhaps this could apply towards situations when writing against another player, but for personal storylines, it would be quicker. 

The poison debuff doesn't stack, but just extend its duration. Realistically, once the poison is in you, your body begins to try and metabolize it and rid itself of it, so refreshing it with a new application would make the most sense to me. Again, more for story fodder than anything.

The shield is more of a half-bubble of energy that has deflectiion properties. Would work sort of like this 

[Image: latest?cb=20110118011827]

The shield would be summoned in place of one of the daggers that would usually be summoned together. 


The glaives can be used as a weapon, but also held in a manner to shield against an attack due to the positioning of their handles/hilts/whatever you want to call it. It's a weaker shield than the actual shield form I made, and will only cover so much, leaving anything above or below or even behind her vulnerable. The glaives themselves are rather large and can be somewhat awkward to carry around or use, but still useful in a fight if handled correctly. 
Think something like this, but red in color.

[Image: soria_with_illidan_s_glaives_by_orbitald...855cke.jpg]

Code:
Area Defense Proficiency – 400 OM ([url=http://omniverse-rpg.com/moves.php#Explosive_Shield]Example move[/url]) 

Allows you to create defensive moves wider than three feet in diameter, such as a shield that covers your entire person, an entire group of people, or wider still. Combined with the Healing power, this can also create area healing effects. Of course, the wider the effect, the more diluted the power, but such moves are nonetheless extremely handy. One cannot have shields that provide extra benefit against a particular element. 

I am assuming this is what replaced area shield proficiency. I gave them this particular proficiency requirement since they are pretty large weapons and used in a defensive maneuver I feel fit this, but if it's unnecessary, that's fine, too.


Code:
Homing Proficiency – 600 OM ([url=http://omniverse-rpg.com/moves.php#Reverse_Sign]Example move[/url]) 

Allows you to create moves which need not be aimed, whether they are instant hit or a projectile, aimed at enemies or allies. While such moves are generally more difficult to perform, often requiring greater energy expenditure, it allows the user greater flexibility in strategy, especially against tricky foes.

The bo stave, in addition to being used as a melee weapon, can also be used to direct her energy towards a target, sort of like a focus or a mage staff, in other words.

 Sizes:

daggers: about 15-18 inches from hilt to tip. I am terrible with sizes, so assume the length to be about from elbow to middle finger.
Katana: about from waist to the ground
Glaives: see photo above. They're about full body height, or around five feet each.
Bo stave: around 6 feet
shield: half bubble that covers the entire body with a little wiggle room.


[/spoiler]

Bumpy le bumps

Alright so with the clarification you gave me I am gonna write out what I believe you are wanting to have. I understand that you want these for story purposes, but they need to be balanced for pvp either way. In story threads, I am sure you can fudge the numbers that way something that takes three seconds in a fight takes three hours outside of it, blame omniverse adrenaline if you want Tongue

Reforged Hellfire Weapon

After losing her original ability to summon the hellfire daggers given to her by Yenma, Violet was given a second chance at being able to summon her beloved weapons by a special denizen of the Underverse with the power to create such things. These weapons are made of pure Ki energy bound with a special rock-like material she brought back with her from the Underverse and can be summoned at will by Violet. They can take several forms depending on her needs. Usually, they're just a pair of daggers that appear to be forged of red-tinted steel, with a red satin material binding the hilt, but can also take the form of a red steel bladed katana with a similar appearance to the daggers, or a red steel bo stave, a shield, or a pair of glaives. All of these forms have a similar appearance: made of crimson steel with decorative as well as functional grips made of a darker crimson material and black ornament throughout. Observers may notice streaks of red energy flowing throughout the weapon and a slight warmth and tingling sensation if touched. It takes a few minutes to summon out of battle and can stay in a form for up to a day before reverting back into the special rock material.

Each form has its own special property:

The dynamic rock can morph into specialized daggers that secrete a volatile poison which slowly seeps into the wounds it inflicts. The poison causes great pain to cloud the mind of its victim, slowly dissipating over the course of fifteen seconds, refreshing with each strike. These poisoned killers are about a foot and a half in length, including hilt and blade, both which sport a powerful red glow. Violet can quickly maneuver these twin blades due to their weight and size.

A strong bladed katana can be created with the forged stone as well. This meter long katana can be wielded by Violet to create whirlwind attacks with sweeping motions. Although she appears to do so with ease, it takes more effort to wield such a weapon and can overexert herself in battle.

This morphable stone can also forge a pair of five foot long glaives, have a foot long handle and blades on each end stretching out two feet. These Glaives also carry a sickly poison, similar to the daggers, but carry much more versatility. Upon their handles are circular guards that span the foot between each pair of blades, allowing Violet to efficiently block attacks with enough focus and speed. Attacks made with these blades are sweeping and have a wide arc, allowing them to slash through multiple enemies. The weight of these blades causes a medium amount of drain to her body.

Along with the weapons above, Violet can mold the stone into a six-foot two-handed bo staff, allowing her to efficiently use it to direct her movement. This makes it easier to maneuver towards her enemies and hit them with more complex attack motions, able to sweep, slam, and swing the large staff in a variety of ways. In addition, the focused staff allows Violet to direct her energy, homing attacks in if she so wishes. Though it makes it easier for the short term, Violet is easily drained by wielding this weapon.

In the need of more protection, Violet can transmute one of her daggers into a large shield of magical force. This shield covers all of her body from the front in an arc, with little wiggle room. While holding the shield up, she cannot move much, but with only a second for activation and deactivation, it doesn't hinder much of her movement. The shield can defend against a few light attacks but will eventually allow heavier attacks to break through.


I worded some things vaguely, like sweeping attacks and extra speed, because in all honesty there are two issues.

1. You ant increase your speed with a move. Yeah, there is burst movement, but that's not a passive effect, it drains energy with each use. I added in 'mobility' as a general term because that's easier to roleplay without hard increases. I would recommend an alternate form that automatically matches with the weapons that increase speed in order to give your roleplay more of a speedy feel for that aspect.

2. Area attacks and weapons. IN general, you aren't gonna really need area attack for these weapons, but I added in bits of sweeping motions and whatnot to describe the fighting style. This is mostly because adding in some variable like that is gonna drastically increase the cost due to having a special addition to certain weapons that aren't really included in the weapon itself. 

Other than that, I hope this fits what you are looking for, I would say five seconds to change between any of these in a fight would be sufficient, with however long you want for story purposes.  Cost wise, this is probably gonna be around 1800, since the bo staff can be both a melee weapon and a homing device for what I assume to be ranged attacks. I didnt add a range on that because I am not sure, but if that is your plan, please add that into the Bo description.
[Image: giphy.gif]
Prototype Gauntlet MK I (Physical Strength, 300 OM): 

A gauntlet made out of lava rock by Jack Spicer. While it has yet to have any sort of enhancement of the technological persuasion the gauntlet is durable. It also increases the damage his punches could do slightly, so that they are more than a normal punch. Takes him about 7 seconds to manifest this gauntlet. The gauntlet covers his arm from the fore-arm, down over the fingers. The gauntlet weighs about 100 KG, easily. Despite being bulky, this has room for upgrades - a lot of upgrades inside of it.
Is it a persistent weapon or does it need to be resummoned every time he wants to use it? If so, how long does it last once summoned?
Prototype Gauntlet MK I (Physical Strength, 300 OM): 

A gauntlet made out of lava rock by Jack Spicer. While it has yet to have any sort of enhancement of the technological persuasion the gauntlet is durable. It also increases the damage his punches could do slightly, so that they are more than a normal punch. Takes him about 7 seconds to manifest this gauntlet. The gauntlet covers his arm from the fore-arm, down over the fingers. The gauntlet weighs about 100 KG, easily. Despite being bulky, this has room for upgrades - a lot of upgrades inside of it. After each use the weapon will fade from existence. Subsequent summons can take anywhere from 2 - 10 seconds for him to manifest the weapon after the initial summoning of it.
Aaand define bulky? By the sounds of it, it's just a glove made out of lava rocks?
(07-11-2018, 01:18 PM)Jack Spicer Wrote: Prototype Gauntlet MK I (Physical Strength, 300 OM): 

A gauntlet made out of lava rock by Jack Spicer. While it has yet to have any sort of enhancement of the technological persuasion the gauntlet is durable. It also increases the damage his punches could do slightly, so that they are more than a normal punch. Takes him about 7 seconds to manifest this gauntlet. The gauntlet covers his arm from the fore-arm, down over the fingers. The gauntlet weighs about 100 KG, easily. Despite being bulky, this has room for upgrades - a lot of upgrades inside of it. After each use the weapon will fade from existence. Subsequent summons can take anywhere from 2 - 10 seconds for him to manifest the weapon after the initial summoning of it.

does this gauntlet break after every punch? if so then have the re-summon time low 1-2 seconds, how much strain does this take to summon the first time and each subsequent time.
Prototype Gauntlet MK I (Physical Strength, 300 OM): 

A gauntlet made out of lava rock by Jack Spicer. While it has yet to have any sort of enhancement of the technological persuasion the gauntlet is durable. It also increases the damage his punches could do slightly, so that they are more than a normal punch. Takes him about 7 seconds to manifest this gauntlet. The gauntlet covers his arm from the fore-arm, down over the fingers. The gauntlet weighs about 100 KG, easily. After each use the weapon will fade from existence. Subsequent summons can take anywhere from 2 - 10 seconds for him to manifest the weapon after the initial summoning of it. The gauntlet puts an intense strain on him to summon to his hand the first time. Subsequent summons are easier. The first time merely summoning the gauntlet would be enough to bring him to his knees because of how heavy it is.
Metal Weapons (900 OM, Physical Strength): 
Jack can create melee weapons from Metal in most forms that a melee weapon can come in. These can be short (like a dagger), medium (like a sword) or long (like a spear) in length. The more energy he puts into these weapons, the harder they are to break but the more physically and mentally exhausted he becomes. These weapons will immediately dissipate upon his breaking his concentration for any reason. This is a technique he will discover he has as the Heylin Dragon of Metal. 

Steel Soul (300 OM, Physical Strength.):  

Steel Soul is a weapon Jack created for his primary use in melee combat. A katana that resembles the Blade of the Nebula and Sword of the Storm from back home, this sword is about 3  - 5 feet long in the blade, at most. A sword that was created out of volcanic crystal and laser sharpened by Jack at his fortress. This sword can clash with swords of similar quality, and is a weapon that Jack takes great pride in. 

[Image: images?q=tbn:ANd9GcRZZGBmICt_Z5g6cqLeDWI...fSVfTfJCC1]
(07-11-2018, 09:29 PM)Jack Spicer Wrote: Metal Weapons (900 OM, Physical Strength): 
Jack can create melee weapons from Metal in most forms that a melee weapon can come in. These can be short (like a dagger), medium (like a sword) or long (like a spear) in length. The more energy he puts into these weapons, the harder they are to break but the more physically and mentally exhausted he becomes. These weapons will immediately dissipate upon his breaking his concentration for any reason. This is a technique he will discover he has as the Heylin Dragon of Metal. 

Steel Soul (300 OM, Physical Strength.):  

Steel Soul is a weapon Jack created for his primary use in melee combat. A katana that resembles the Blade of the Nebula and Sword of the Storm from back home, this sword is about 3  - 5 feet long in the blade, at most. A sword that was created out of volcanic crystal and laser sharpened by Jack at his fortress. This sword can clash with swords of similar quality, and is a weapon that Jack takes great pride in. 

[Image: images?q=tbn:ANd9GcRZZGBmICt_Z5g6cqLeDWI...fSVfTfJCC1]

Metal Weapons:
>How long does it take to make the weapons?
>If you want to make them stronger at the cost of fatigue, that's another variability so this would cost 300 more OM (1200 OM total).
>If I were you, I'd just cut out the stuff about concentration, durability, and energy costs - and just have the weapons last almost indefinitely after their creation. That's perfectly acceptable.

Steel Soul: I'm confused. Why would you want this move when your "metal weapons" move lets you create things just like it? Also, while rough measurements are fine for weapon sizes, "3 to 5ft" is a bit too large of a variance. Be a bit more specific. Like "about 4ft".

As for your gauntlet, I believe you already got a gauntlet move approved a while back (either for Warren or for Raf - maybe someone else). I suggest you just find that and copy it over for Jack.
Metal Weapons (1200 OM, Physical Strength): 

Jack can create melee weapons from Metal in most forms that a melee weapon can come in. These can be short (like a dagger), medium (like a sword) or long (like a spear) in length. The weapons are permanent. Making one takes about 3 seconds for Jack Spicer. This is an ability Jack Spicer has because he is the Heylin Dragon of Metal. The weapons can dissipate if broken, or if Jack wishes to use another ability. At the cost of greater fatigue, Jack can pour more of his power into the metal weapons, increasing the strength, and damage they could do.
(07-11-2018, 10:10 PM)Jack Spicer Wrote: Metal Weapons (1200 OM, Physical Strength): 

Jack can create melee weapons from Metal in most forms that a melee weapon can come in. These can be short (like a dagger), medium (like a sword) or long (like a spear) in length. The weapons are permanent. Making one takes about 3 seconds for Jack Spicer. This is an ability Jack Spicer has because he is the Heylin Dragon of Metal. The weapons can dissipate if broken, or if Jack wishes to use another ability. At the cost of greater fatigue, Jack can pour more of his power into the metal weapons, increasing the strength, and damage they could do.

>Can he move while making a weapon?
>This might sound dumb, but does he actually need a supply of metal for this or can he just do it anywhere? I'd go for the latter option of I were you, unless you want the former as an IC restriction.
"The weapons can dissipate if broken, or if Jack wishes to use another ability."
>You can remove this line. Maybe replace it with something like this if you really want, but you don't have to: "Jack can instantly dissipate the weapons if he wishes."
"At the cost of greater fatigue, Jack can pour more of his power into the metal weapons, increasing the strength, and damage they could do."
>If I were you, I'd just cut this bit out too. And then get another move that lets you do a power attack or hit something a bit harder with your melee weapons.
(07-10-2018, 11:06 AM)Dane Regan Wrote: Hey, Malon. I think you're taking too many drawbacks here. I don't think either of these need stat decreases or a self debuff. SP should be enough. Shang actually has a similar move you may wish to look at. Just 1sp to permanently shapeshift.

Your T2 option isn't needed. Just get suppression and use the T1. Of course, that will need a high TEC in cases for it to be at max effect. Unless you want to get another move to boost suppressions strength? But that would likely need a max duration.

And Alex even told me that Shang had a move like that... I completely forgot. Thanks for that one, that clears the T1 one up.

For the T2 option, that was the issue I wanted to overcome with the move actually! Suppression should probably be part of the move requirements, but I wanted it to be a "Enhanced Senses cannot detect her true form regardless of the TEC difference, but generally works for other stuff if the ES user has higher TEC than Malon" thing. Super Utilities are a bit difficult to balance in that regard... would the above be too powerful without a time limit, and if so would it become possible if I add another drawback of some kind?
It's meant to be a non-combat move to let Malon pretty much take a different identity without someone being able to tell who she is 'at a glance', though she can still trip up by lacking the memories of who she impersonates or someone with Telepathy/Insight could notice that her thoughts don't correlate with her identity or that there is more to her than meets the eye.

Alternatively a Suppression-boosting T1/T2 Utility could also work though, I'll consider that route if the above can't be worked out. Thank you for that suggestion too!
(07-09-2018, 05:59 PM)Marisa Kirisame Wrote:
(06-26-2018, 04:34 PM)Marisa Kirisame Wrote: A couple of moves for an npc im working on.

Coke spray (300) (requires Ranged proficiency, debuff)

Coca-Cola man will pull out a can of Coca-Cola and after shaking it up for five seconds will release the carbonated beverage upon his opponents. to use it requires a fair amount of concentration and aiming too accurately hit there opponent; the range of the spray is 10 feel long and an inch wide lasting for 2.5 seconds before he has to spend 4 seconds grabbing a new can which there is an seemingly unlimited amount of and no one knows where he pulls them out of. This is almost laughably easy to use in terms of energy usage though his arms might get tired after a while. upon hitting an opponent the opponent takes very minimal damage but does get the debuff of moving about 2 mph slower for 10 seconds due to the liquid making moving around a bit more difficult. 

Cola crusher: (300) (requires physical strength)


Coca-cola man will prepare a punch in either hand for 10 seconds where he can move slightly (think some shuffleing) making him essentially a sitting duck with full concentration being used on the move allowing attacks to land with ease. The range of the arm is approximately 3 feet in any direction in front of him. once the 10 seconds have passed his hand will burn with a red and white aura (note this aura does nothing but note its ready) before swinging immediately at an single opponent in range of his arm. this has the possibility to potentially punch through thin steel (less than an inch) with fair ease. this is very exhausting to use multiple times in a row without any rest.
I'm serious about making a coke cola prime so I need these looked at some point

Might wanna go through with spell check and whatnot to fix these up a little, but, mechanically:

Coke spray:
>Technically, this move is fine and could be approved.
>This is stupidly weak, 2mph slower is almost nothing to most people compared to the time this takes to set up and use. Also, you don't need to quantify the debuff so much. Just say "makes people move slower for 10 seconds as the coke is sticky and weighs them down" or whatever other explanation you want. Maybe even increase the duration.
>The range is only 10ft, you can use physical prof instead if you want.
>I'd decrease the time to get a new coke can. Just 1 or 2 seconds is enough. Maybe even quicker.
>Something to make this a bit cooler: If all he has to do to charge this is shake the can, does that mean he can easily duel wield the spray cans. Might wanna note that that's an option. Although I guess you did say aiming required a lot of concentration. (You don't really need to make comments like that about concentration in your moves, it's not really required - but it is extra info you can choose to add in, sometimes as a drawback.)

Cola crusher:
>Again, technically this is fine.
>You don't need to say the range of his arm. It's his arm.
>Remove the steel comment and just say it's powerful. That stuff depends on your ATK. Although, I'd assume it'd probably be doable with a 10 second charge for even someone with 1 or 2 ATK. With a bunch more ATK, you could probably punch through thicker stuff with it, e z.
>If you're standing mostly still for the 10 seconds, no one is gonna be near enough for you to punch at the end of it. Probably.


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