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Move Creation Workshop
Thanks for the help guys!! <3
I'll be making a new move soon. Should this be right?

Static Touch - 300 OM, requires Melee Attack Proficiency

Barry runs around his opponent for 30 seconds, generating electricity. Then, he walks up to the opponent and pokes them, electrocuting them.
[Image: life-is-strange-ep-2-banner.png]
While you could do that, 30 seconds is a REALLY long time to charge a move. Like, it's into super-move length. You could make it much less, maybe like 5-10 seconds if you wanted. You should also describe how much damage is done as this would balance the charge time. Would you be wanting to cause a momentary paralysis? If so, you'd need Debuff Prof.

Depending on how strong you want it to be, you could even make it a permanent thing like Enel has. You could explain it as all of the constant motion that he exerts builds up a charge on his suit that shocks people if he touches them. It'd be pretty weak at that level, but it's an idea.
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Kakashi Hatake Wrote:While you could do that, 30 seconds is a REALLY long time to charge a move. Like, it's into super-move length. You could make it much less, maybe like 5-10 seconds if you wanted. You should also describe how much damage is done as this would balance the charge time. Would you be wanting to cause a momentary paralysis? If so, you'd need Debuff Prof.

Depending on how strong you want it to be, you could even make it a permanent thing like Enel has. You could explain it as all of the constant motion that he exerts builds up a charge on his suit that shocks people if he touches them. It'd be pretty weak at that level, but it's an idea.
Okay then. Thanks for the idea. Is this better?

Static Touch - 300 OM, requires Melee Attack Proficiency
Barry runs around the opponent for 10 seconds, charging electricity. When he's done, he walks up to the opponent, pauses for a second, and touches them, electrocuting them. It's a fairly weak attack, but effective.

Also, another move to work on:

Super Sonic Punch - 600 OM, Tier 1 Super Move. Requires Melee Attack Proficiency, Super Speed.

To perform this move, Barry must be placed far away from the opponent, so he has time to build up his speed. Depending on the distance and Barry's top speed, this move may take 5-15 seconds to connect. Barry runs at the opponent, accelerating to top speed, before connecting a single punch with all his strength(and speed) put into it. A very powerful move, but if dodged, Barry will likely be vulnerable for an attack from behind.
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Both look fine to me. Others are free to chip in if I've missed anything, though.
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Thieve's Satchel(900[melee, ranged, defense], requires Physical Strength, Ranged)
Demetri is able to steal weapons off of unsuspecting enemies(primes and secondaries included) and store up to ten of them in a satchel he carries at his side. In order to use the weapon or defense, Demetri needs to have any and all proficients required for the item, but if not then he can only use the item as a simple projectile. Any items that Demetri steals and uses lose some of their their power and durability, meaning that they are only useful for a few uses, depending on the item. These can vary widely from swords, to guns, and shields, but only applies to physical items. For example, Demetri can't take a fireball, because its made from the user, and not something that you ca just hold and save for later. However, he can take a sword and use it to slice an enemy or parry an attack. Every item he carries gradually slows him down, each one equivalent no matter its size or weight. Two big warhammers cause the same mobility decrease as two daggers. All items are ready for use as soon as he steals them. Does not apply to super moves.

Possible extra(not sure whether i should add this in or not): Demetri is also able to steal off of aware enemies while in stealth, so long as he in undetected during that time. This causes the enemy to have to resummon the item.

Note: this will probably need a lot of work, and its similar to mimic but NOT mimic, due to him actually needing the proficients, and the item being weaker(not adjusted) in his hands. Also, not sure on the cost but I figured 900 with the different uses. Any ideas or critique are appreciated.
All warfare is based on deception.
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Adam Gaite Wrote:[spoiler]
Demetri Malius Wrote:New possible attachments for chains!

Quote:On each arm, Demetri has a device that is able to shoot out chains, each of which is able to have a different weapon attached to its end. The chains are retractable and take ten seconds to generate while in their holders, moving or not moving, and once functional, can be instantly shot out. They have a reach of ten meters but become less effective when his target gets close than a meter. When the chains are damaged or destroyed, they must retreat back into their mechanism for repairs before they can be fully functional again. The time spent repairing is proportional to the damage given to the chains. Minor damage takes a few seconds to repair, heavy damage can take up seven, and the full ten if the chains are completely destroyed. With acrobatic skills, the chains can be used as a tool for maneuverability and mobility, allowing him to grasp or hook onto his surroundings(dependent of attachment), and give himself a boost in speed and mobility, as well as extra force in attacks. Demetri can also grasp objects and people with his chains and pull them towards him. However, grasping foes with the chains pose a risk, as they can also use the chain to pull him before he gets the chance to pull them in.


[Chain]Hook(600, Debuff, Ranged, Senses)
This attachment is made for disabling enemies, and has a strong pull and grasp. Demetri can tether enemies and objects to anything he would like by shooting his target with the hook attachment, and then shooting the end of the chain somewhere else. When he does this, the chain is considered "broken" by its mechanism and takes the full 10 seconds to create a new one. Alternatively(and usually when not in immediate danger), Demetri can slam his palm into the floor and send his chain underground. The mechanism recognizes the action and supplies up to 100m of chains, which is used to find an opponent within Demetri's senses. The chains sprout from the ground, wrapping around any of the target's limbs, tethering them to the floor with a strong chain bond, tight and sturdy. This move can affect flying targets, but only if the are hovering less than a meter off the floor. During the time in which the chains are finding a target(one second per 10m), Demetri is tethered to his location, and disengages his chains once they have accomplished their task. Same with its alternate use, the chain must fully regenerate.

[Chain]Shot(600, ranged, debuff)
Demetri combines both of his chain mechanisms as they create bow-like weapon. The combined chain creates a reaction that allows for 50 meters of chain, allowing for a longer reach. To fire, Demetri must allow the gears to gain tension for three seconds, which is followed by a bullet-like shot that can pierce up to two targets, but is difficult to aim. Demetri then must retract the chain,forcing the enemy to be brought to him, in which he can execute a follow up attack. The enemy can break it or escape, but requires the reaction time and strength to either break the chain or pull it out of their body.

[Chain]Link(300, Ranged, Physical Strength, Debuff)
This allows the chains to have no end attachment, and become bare. These chains have a strong grip, but do no damage. Demetri can shoot his chains at an opponents limb, and force him opponent to be tethered to him. This allows for fluid hand to hand combat, and gives Demetri control over their limb. For example, if Demetri linked a limb, he would be able to lower his opponents guard by pulling on the chain to lower their arm. For a leg, a loss of balance. Demetri cannot retract this chain, and must either release his opponent, or possibly have his own chain used against him.

[Chain] Mail(300, physical strength)
Demetri can sacrifice the use of one chain in order to protect a limb, his torso, or his head. The chain loses any other use, and doubles in defense. This allows it whichever part of the body to become more resistant, and can even work as a splint for injured areas, allowing Demetri to regain lost mobility and effectiveness.

All Chained Up(Tier 1 Utility Supermove- 600, required debuff, ranged, senses)
Demetri slams both fists into the ground, as his chain mechanisms kick into overdrive, sending a mass amount of chains into the ground below. This takes ten total seconds(though same timed effects as Chain Hook), in which Demetri can be vulnerable, but affects closer targets first, within a 50m radius. Up to five primes or high levels secondaries can be restricted from any movement for fifteen seconds, or up to 10 lower levels secondaries for up to a minute, as the chains wrap their entire body.(not variable but just effectiveness dependent on strength, like 3 primes 4 secondaries, 2 primes 6 secondaries, etc)

Thieve's Scatter(Tier 1 Utility Supermove - 600)
By focusing on his own essence for ten seconds, not taking time to attack or defend(but can still move), Demetri can split his presence into 5 different bodies(including himself) for an entire minute. These clones are half as powerful as Demetri, and can defend themselves against oncoming attacks, but are only programmed to escape. Their will all attempt to leave their pursuer's sight, prioritizing mobility above all else. This forces enemies to gamble on a clone in order to catch the thief, or allow him to gain a head start in his escape.
[/spoiler]
I don't have feedback for all of these, just as a note, and I'm just tossing out ideas here.

Chain Shot -- I'm having a hard time imagining that even a focused attack like this seems to be could pierce even one target, with only 1 ATK. And similarly, retracting the chain to pull targets in probably wouldn't be easy, either, for the same reason.

Chain Link -- Just something to keep in mind and mention in the move itself, but physically stronger or sturdier targets might not be so easy to yank around, and this would be very easy to use against him if used against the wrong target.

Chain Mail -- This seems fairly reasonable, all in all... But the wording of how the chain "doubles in defense" has me a bit confused. It's a little ambiguous at best. And just a note that a split is kind of designed to restrict mobility, to offer support and keep things stable and still so they can heal more effectively, so it probably wouldn't have the effect you're after. Just a thought.

All Chained Up -- Just at a glance, this seems absurd for a Tier 1 move. A 50 meter radius is huge for any kind of attack, and while it being a Super Move and the time delay on using it balance it to an extent, it still just doesn't seem to....equal out, I guess is the word I'm going for. The number of targets that can be restricted is extremely vague, and doesn't really take into account the varying degrees of physical power someone might have, or how easy/difficult it would be to restrain them effectively. Also keep in mind that there really is no hard difference between Primes and Secondaries, so basing numbers off of that descriptor is kind of pointless.

Thieves Scatter -- I feel like all this needs is some kind of time limit as to how long it lasts and it...should be mostly good.

Thanks for pointing all of this out Adam ^-^ I guess I was focusing more on trying to make debilitating moves for crowd control outside of fights with these moves, especially the Chained Up one.

NEW EDITS

[Chain]Hook(600, Debuff, Ranged, Senses)
This attachment is made for disabling enemies, and has a strong pull and grasp. Demetri can tether enemies and objects to anything he would like by shooting his target with the hook attachment, and then shooting the end of the chain somewhere else. When he does this, the chain is considered "broken" by its mechanism and takes the full 10 seconds to create a new one. Alternatively(and usually when not in immediate danger), Demetri can slam his palm into the floor and send his chain underground. The mechanism recognizes the action and supplies up to 100m of chains, which is used to find an opponent within Demetri's senses. The chains sprout from the ground, wrapping around any of the target's limbs, tethering them to the floor with a strong chain bond, tight and sturdy. This move can affect flying targets, but only if the are hovering less than a meter off the floor. During the time in which the chains are finding a target(one second per 10m), Demetri is tethered to his location, and disengages his chains once they have accomplished their task. Same with its alternate use, the chain must fully regenerate.

[Chain] Gaurd (300, physical strength)
Demetri can sacrifice the use of one chain in order to protect a limb, his torso, or his head. The chains gain a slight boost in durability in order to maintain a good defense, being able to last up to five direct hits before having to retreat for repairs.

[Chain] Mail(Tier 1 Defensive- 600 Required Area Shield)
Demetri uses both chains to cover his entire body in them. Demetri loses much of his mobility but gains more defense in order to protect himself. The armor lasts up to 30 seconds or until heavy enough damage is taken, and takes three seconds to fully cover himself.

Split Tactics(Tier 1 Utility Supermove - 600)
By focusing on his own essence for ten seconds, not taking time to attack or defend(but can still move), Demetri can split his presence into 5 different bodies(including himself) for an entire minute. These clones can defend themselves against oncoming attacks, but are only programmed to escape. Their will all attempt to leave their pursuer's sight, prioritizing mobility above all else. This forces enemies to gamble on a clone in order to catch the thief, or allow him to gain a head start in his escape. Clones last up to 30 seconds
All warfare is based on deception.
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Answer’s Verge - 900 OM (Requires Physical Strength, Ranged, & Remote Control Proficiencies)
(300 for basic scythe weapon)
(+300 for small wave attack)
(+300 for remote control)
(ALL of the proficiencies!)
(I wonder if I would need the Telekinesis power for this...)

Appearance:
[spoiler]Jaixe’s primary weapon, the Answer’s Verge is a scythe with two separated blades shooting forward with a shallow curve, and adorned with pulsing, glowing red lines of energy that shift violently over the black, opaque metal that seems to draw in the surrounding light. It has several spikes and jagged curves towards the back of the scythe blade, adding to the overall weapon’s chaotic and lethal appearance. The handle is of a simple, but durable metal colored black with bands of silver at the top and bottom, where it ends in a point. The blade connects directly to the handle, but has two monochromatic spikes curling downward over the silver band that connects to it. The scythe overall is fairly lightweight, and in Jaixe’s hands, it moves in impossible ways, and as though it were a blur of motion usually ending in the opponent’s demise.[/spoiler]

Features:
[spoiler]The scythe takes three seconds to conjure with a medium level of concentration, allowing some movement. The Verge is a scythe that, while being able to be wielded normally as one expects, may also be charged for a split second to release a wave of energy when swung or simply aimed. The wave is one foot long and only a few centimeters in width, having a sharp edge to it. It is curved, similarly to the blade of the scythe it was launched from. It does not track or swerve and continues forward, slicing the first object or victim it comes into contact with before dissipating. The wave travels at roughly the same speed as a bullet, though it produces a loud shrieking noise when charged and fired, being useless for stealth and allowing the target a split moment to react to it.

To add to Jaixe’s combat prowess when wielding this weapon, Jaixe may also control it via thought, permitting its use at a range of up to ten meters from himself with the same lethal skill and speed as he would have wielding it physically. However, it requires a low level of focus (slightly higher if charging a wave attack) and the target being within view for Jaixe to react properly. Obscuring his vision or sufficiently breaking his concentration will therefore hamper the advantages of this ability. If Jaixe’s concentration is completely broken, the scythe will fall uselessly to the ground regardless of what it was doing prior to such. It should be noted that Jaixe can transfer from wielding the scythe physically to mental control in close-quarters combat, dependent on TEC. Furthermore, while wielding this scythe in either state, Jaixe may still use other moves in tandem with this one. If this scythe is destroyed, it will take six seconds, a three second cool down, and a three second summoning time, to reconstruct it.[/spoiler]
Jaixe Furiael Wrote:Answer’s Verge - 900 OM (Requires Physical Strength, Ranged, & Remote Control Proficiencies)
(300 for basic scythe weapon)
(+300 for small wave attack)
(+300 for remote control)
(ALL of the proficiencies!)
(I wonder if I would need the Telekinesis power for this...)

Appearance:
[spoiler]Jaixe’s primary weapon, the Answer’s Verge is a scythe with two separated blades shooting forward with a shallow curve, and adorned with pulsing, glowing red lines of energy that shift violently over the black, opaque metal that seems to draw in the surrounding light. It has several spikes and jagged curves towards the back of the scythe blade, adding to the overall weapon’s chaotic and lethal appearance. The handle is of a simple, but durable metal colored black with bands of silver at the top and bottom, where it ends in a point. The blade connects directly to the handle, but has two monochromatic spikes curling downward over the silver band that connects to it. The scythe overall is fairly lightweight, and in Jaixe’s hands, it moves in impossible ways, and as though it were a blur of motion usually ending in the opponent’s demise.[/spoiler]

Features:
[spoiler]The scythe takes three seconds to conjure with a medium level of concentration, allowing some movement. The Verge is a scythe that, while being able to be wielded normally as one expects, may also be charged for a split second to release a wave of energy when swung or simply aimed. The wave is one foot long and only a few centimeters in width, having a sharp edge to it. It is curved, similarly to the blade of the scythe it was launched from. It does not track or swerve and continues forward, slicing the first object or victim it comes into contact with before dissipating. The wave travels at roughly the same speed as a bullet, though it produces a loud shrieking noise when charged and fired, being useless for stealth and allowing the target a split moment to react to it.

To add to Jaixe’s combat prowess when wielding this weapon, Jaixe may also control it via thought, permitting its use at a range of up to ten meters from himself with the same lethal skill and speed as he would have wielding it physically. However, it requires a low level of focus (slightly higher if charging a wave attack) and the target being within view for Jaixe to react properly. Obscuring his vision or sufficiently breaking his concentration will therefore hamper the advantages of this ability. If Jaixe’s concentration is completely broken, the scythe will fall uselessly to the ground regardless of what it was doing prior to such. It should be noted that Jaixe can transfer from wielding the scythe physically to mental control in close-quarters combat, dependent on TEC. Furthermore, while wielding this scythe in either state, Jaixe may still use other moves in tandem with this one. If this scythe is destroyed, it will take six seconds, a three second cool down, and a three second summoning time, to reconstruct it.[/spoiler]

This looks fine with one note. With the charge time being so minute and the speed so fast, expect the charge blasts to do a small amount of damage (like not a lot more than a normal attack). If you're looking for a stronger attack, you'll need a longer charge or some other kind of downside to compensate. Oh, and you will need telepathy to control the weapon hands-free.
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Kakashi Hatake Wrote:
Jaixe Furiael Wrote:Answer’s Verge - 900 OM (Requires Physical Strength, Ranged, & Remote Control Proficiencies)

Appearance:
[spoiler]Jaixe’s primary weapon, the Answer’s Verge is a scythe with two separated blades shooting forward with a shallow curve, and adorned with pulsing, glowing red lines of energy that shift violently over the black, opaque metal that seems to draw in the surrounding light. It has several spikes and jagged curves towards the back of the scythe blade, adding to the overall weapon’s chaotic and lethal appearance. The handle is of a simple, but durable metal colored black with bands of silver at the top and bottom, where it ends in a point. The blade connects directly to the handle, but has two monochromatic spikes curling downward over the silver band that connects to it. The scythe overall is fairly lightweight, and in Jaixe’s hands, it moves in impossible ways, and as though it were a blur of motion usually ending in the opponent’s demise.[/spoiler]

Features:
[spoiler]The scythe takes three seconds to conjure with a medium level of concentration, allowing some movement. The Verge is a scythe that, while being able to be wielded normally as one expects, may also be charged for a split second to release a wave of energy when swung or simply aimed. The wave is one foot long and only a few centimeters in width, having a sharp edge to it. It is curved, similarly to the blade of the scythe it was launched from. It does not track or swerve and continues forward, slicing the first object or victim it comes into contact with before dissipating. The wave travels at roughly the same speed as a bullet, though it produces a loud shrieking noise when charged and fired, being useless for stealth and allowing the target a split moment to react to it.

To add to Jaixe’s combat prowess when wielding this weapon, Jaixe may also control it via thought, permitting its use at a range of up to ten meters from himself with the same lethal skill and speed as he would have wielding it physically. However, it requires a low level of focus (slightly higher if charging a wave attack) and the target being within view for Jaixe to react properly. Obscuring his vision or sufficiently breaking his concentration will therefore hamper the advantages of this ability. If Jaixe’s concentration is completely broken, the scythe will fall uselessly to the ground regardless of what it was doing prior to such. It should be noted that Jaixe can transfer from wielding the scythe physically to mental control in close-quarters combat, dependent on TEC. Furthermore, while wielding this scythe in either state, Jaixe may still use other moves in tandem with this one. If this scythe is destroyed, it will take six seconds, a three second cool down, and a three second summoning time, to reconstruct it.[/spoiler]

This looks fine with one note. With the charge time being so minute and the speed so fast, expect the charge blasts to do a small amount of damage (like not a lot more than a normal attack). If you're looking for a stronger attack, you'll need a longer charge or some other kind of downside to compensate. Oh, and you will need telepathy to control the weapon hands-free.

You mean telekinesis, yes? Telepathy wouldn't make much sense...
And the charge blasts were meant to be quick-fired, so high-damage isn't really necessary in this context. It's more of a way to make it equally useful at a range and at close-quarters combat. It's the speed and technique that matters most when using this weapon, especially since its two features can easily be chained when using it. Though I could upgrade it later to include a longer charging attack.
Yeah, telekinesis. I'm a dolt. =P

And yeah if you're okay with it doing a small amount of damage, I'd say it's fine.
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Demetri:

For Hook, you'll need at least one more power. Depending on how you look at this, it will either need Remote Control (following the opponent under the ground and choosing when it pops up) or Ranged Materialize (picking a foe and having it shoot up beneath them). You may need both, though I'm not entirely sure. One of our Angels may be able to shed some light on this.

The other edits look fine to me.

As for the Satchel...it SEEMS okay as long as the weapons are less useful when you take them (making them incidental weapons, essentially). But you're right that it sorta conflicts with mimic, with the difference that you noted. I think that since you said you'd need the proficiency, it might be fine. My only real hang up is while it lets you use their move, it also takes theirs away at the same time. That seems like too big of an upside since you're taking their ability to attack away and gaining an edge. For the average sword that's fine, but some characters have explicitly noted that their more damaging weapons take longer to re-summon, so that might cause an issue.
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Kakashi Hatake Wrote:Demetri:

For Hook, you'll need at least one more power. Depending on how you look at this, it will either need Remote Control (following the opponent under the ground and choosing when it pops up) or Ranged Materialize (picking a foe and having it shoot up beneath them). You may need both, though I'm not entirely sure. One of our Angels may be able to shed some light on this.

The other edits look fine to me.

As for the Satchel...it SEEMS okay as long as the weapons are less useful when you take them (making them incidental weapons, essentially). But you're right that it sorta conflicts with mimic, with the difference that you noted. I think that since you said you'd need the proficiency, it might be fine. My only real hang up is while it lets you use their move, it also takes theirs away at the same time. That seems like too big of an upside since you're taking their ability to attack away and gaining an edge. For the average sword that's fine, but some characters have explicitly noted that their more damaging weapons take longer to re-summon, so that might cause an issue.

For hook, true, ill think about more specifics on that, see which one to use or whether i need both.

For the satchel, yeah i was thinking about that as well, but i wasn't too sure on how to deal with that issue. Perhaps give the satchel some kind of limit so that it cant hold weapons like that?
All warfare is based on deception.
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For Satchel, you might just want to make it so that after a few uses the weapon returns to the owner...somehow. That would I think better balance the effect. Oh, and I forgot to mention earlier: you'll want to note that if the opponent has TEC equal/higher, the maneuver might fail. Probably won't be an issue since your TEC is so high, but it's worth noting.
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Kakashi Hatake Wrote:Yeah, telekinesis. I'm a dolt. =P

And yeah if you're okay with it doing a small amount of damage, I'd say it's fine.

Actually, you know what? Not sure I really need a quick-firing feature with the scythe when I have a 1-second charging beam attack and a rapid fire ability with an also rather quick cast time.

So screw it, let's go for power here.

How's a five second charge time that still allows the scythe to be used normally sound like?
Depends what you mean by 'normally' xD. Do you mean used normally like, normal damage but at range? Or do you mean you can charge the attack while attacking melee normally? Or do you mean you're forgoing the telekinesis part?
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yeah, I'll add the tech in, but i'm not sure about the weapon returning to the owner. I was thinking that since it's not adjusted to Demetri it would just break after a few uses, and I'm not sure how to describe it just returning to its owner :frog: ...
All warfare is based on deception.
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Kakashi Hatake Wrote:Depends what you mean by 'normally' xD. Do you mean used normally like, normal damage but at range? Or do you mean you can charge the attack while attacking melee normally? Or do you mean you're forgoing the telekinesis part?

Probably limiting the telekinesis part to a very small range (probably like a foot or two as opposed to thirty meters), but still allowing the scythe to be used physically and allowing movement without interrupting the charge-up period.

The idea being that he could charge a more potent attack on the fly, but it can't be so well-positioned as he'd like via remotely controlling the scythe to a vantage point. Instead, he'll have to use it in tandem with his normal attacks as a sort of combo finisher or power attack after a series of fast ones.

Edit: Though the fact that it will still be ranged would let him use such during a break in the fighting.
I don't think that including a charge while already using the weapon will fly. 'Cause then you can't really call that kind of charging a down side to the move. Charge times generally imply that there is a window to stagger the foe or at least a time when you're left vulnerable/not attacking, so you wouldn't be able to do much else while charging (maybe blocking or something if the strikes don't break your concentration). But with these downsides, the blasts will have a good deal more strength to them as you're sacrificing concentration and (probably) mobility to pull it off. And as you plan on using this as a mid/long range attack, I imagine the 5 second charge won't really be much of an issue. =P
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Throwing this (for Vincent, obviously) up for consideration:

Chimera (600 OM; requires Physical Strength and Ranged Proficiency)
To the average person this weapon appears to be a simple machete, but on closer inspection one can spy a firing mechanism akin to a shotgun. Though Vincent prefers to keep a distance between himself and his foes, he carries this gunblade to assist in dispatching swordsmen and the like that insist on engaging him head-on with melee weaponry. Upon the initial unsheathing, the gunslinger holds the weapon in a reverse grip similar to how one might hold a tonfa, with the barrel angled toward his forearm and the blade facing out. This allows Vincent to parry incoming attacks while firing Cerberus or slinging spells as needed. As a last-ditch attack, he can point the barrel at his foe and fire a single, high-caliber slug to damage or at least cause the foe to flee. Though the gun portion can be reloaded, it is a rather cumbersome process (~5+ seconds) and is not usually performed in combat.
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