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A Scattering storm, (requires Ranged proficiency, Area Attack proficiency, 600 OM)
Skeletor charges his Havoc staff for a second, then swings his Havoc staff in an arc, unleashing a volley of magic blasts, similar in all respects (except where noted below) to the bolts that he fires. The bolts fire in an arc outward, but with a slightly downward trajectory that limits their range to only about 15 meters. Skeletor can charge the havoc staff longer, remaining stationary and focusing for a minimum of 1.5 seconds to a maximum of 5 seconds. The longer the move is charged; the more missiles will be fired. The amount varies from three melon-sized somewhat globular missiles at minimum to 25 tennis ball sized missles at maximum charge. These projectiles are fired in an 120 degree arc, and are only as damaging as Skeletor's normal Energy projection attack, slightly weaker even due to the multiple missiles involved, and travel at the same speed (about 40 mph)
Skeletor is able to use this attack while moving, but must remain stationary and focused to charge the power, during which time magic visibly accumulates in his Havoc staff. As such he cannot use other moves while using this move. It is also worth noting that this move is very draining on Skeletor, and he will only be able to use it once or twice without time to rest (3+ minutes) before using it again.
After thinking about it more, I'll just take a maximum number of shots. It makes things simpler all around, since the jump from a few missiles to an arc is kinda big (and wouldn't really leave much in the way of in-between)
Thanks as always!
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(07-26-2016, 05:44 PM)Skeletor Wrote: A Scattering storm, (requires Ranged proficiency, Area Attack proficiency, 600 OM)
Skeletor charges his Havoc staff for a second, then swings his Havoc staff in an arc, unleashing a volley of magic blasts, similar in all respects (except where noted below) to the bolts that he fires. The bolts fire in an arc outward, but with a slightly downward trajectory that limits their range to only about 15 meters. Skeletor can charge the havoc staff longer, remaining stationary and focusing for a minimum of 1.5 seconds to a maximum of 5 seconds. The longer the move is charged; the more missiles will be fired. The amount varies from three melon-sized somewhat globular missiles at minimum to 25 tennis ball sized missles at maximum charge. These projectiles are fired in an 120 degree arc, and are only as damaging as Skeletor's normal Energy projection attack, slightly weaker even due to the multiple missiles involved, and travel at the same speed (about 40 mph)
Skeletor is able to use this attack while moving, but must remain stationary and focused to charge the power, during which time magic visibly accumulates in his Havoc staff. As such he cannot use other moves while using this move. It is also worth noting that this move is very draining on Skeletor, and he will only be able to use it once or twice without time to rest (3+ minutes) before using it again.
After thinking about it more, I'll just take a maximum number of shots. It makes things simpler all around, since the jump from a few missiles to an arc is kinda big (and wouldn't really leave much in the way of in-between)
Thanks as always!
Happy to help! You're good to go.
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Toned down the ammo rate. I'm trying to reach a compromise in ammo rate because, don't forget, without the Cold Gun, Snart is completely disarmed, and essentially useless. I also added a 3 second charge time.
It does indeed fire a beam of it's respective element, represented by a beam of light blue and white energy. The beam charges for 3 seconds and lasts for 15 seconds of continuous fire, after which the beam stops. It still has to be reloaded after 4 blasts are fired. However, the move is less powerful in exchange for a complete lack of cooldown time. The constant beam reaches a maximum range of 12 meters - a 2 meter increase from that of it's counterpart - and those far away from the blast do take less damage. The beam is 1 meter all around, circular, and goes at a speed of 10 miles per hour. Beams are fire and forget, however, they aren't easy to aim. They always go a bit off-center from the barrel. The beams are pretty weak.
The target, upon being hit, is frozen lightly, moving slower, however the effect cancels out that of the light burns provided by the Heat Gun, and vice-versa. The freezing lasts for about 5 seconds, but cannot be stopped before the effect stops taking place unless the Heat Gun hits the target.
The weapon, when used with the Heat Gun at the same time, has an additional caveat - if you cross beams with the Heat Gun, the vastly conflicted temperatures will rocket back at the weapon opposite of their element, destroying them both until Mick takes the time and Omnilium to fix them. This weapon is one-handed, and can be used in conjunction with other one-handed weapons or moves. Snart can keep up to 8 ammo clips on him, but there is a caveat that he can't gather more ammo easily - he either has to get lucky with searching, or have Mick summon more.
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(07-26-2016, 05:50 PM)Mick Rory Wrote: Toned down the ammo rate. I'm trying to reach a compromise in ammo rate because, don't forget, without the Cold Gun, Snart is completely disarmed, and essentially useless. I also added a 3 second charge time.
It does indeed fire a beam of it's respective element, represented by a beam of light blue and white energy. The beam charges for 3 seconds and lasts for 15 seconds of continuous fire, after which the beam stops. It still has to be reloaded after 4 blasts are fired. However, the move is less powerful in exchange for a complete lack of cooldown time. The constant beam reaches a maximum range of 12 meters - a 2 meter increase from that of it's counterpart - and those far away from the blast do take less damage. The beam is 1 meter all around, circular, and goes at a speed of 10 miles per hour. Beams are fire and forget, however, they aren't easy to aim. They always go a bit off-center from the barrel. The beams are pretty weak.
The target, upon being hit, is frozen lightly, moving slower, however the effect cancels out that of the light burns provided by the Heat Gun, and vice-versa. The freezing lasts for about 5 seconds, but cannot be stopped before the effect stops taking place unless the Heat Gun hits the target.
The weapon, when used with the Heat Gun at the same time, has an additional caveat - if you cross beams with the Heat Gun, the vastly conflicted temperatures will rocket back at the weapon opposite of their element, destroying them both until Mick takes the time and Omnilium to fix them. This weapon is one-handed, and can be used in conjunction with other one-handed weapons or moves. Snart can keep up to 8 ammo clips on him, but there is a caveat that he can't gather more ammo easily - he either has to get lucky with searching, or have Mick summon more.
While the ammo decrease and charge-up do help, they doesn't address my other points. You'd still be able to essentially spin in a circle and lock down an entire area 80 feet across for 8 minutes straight with your yard-wide beam of cold. I do understand that without the gun Snart is defenseless, but that's not grounds to make the move broken. When you buy the move you're also buying it for Mick, as that's how moves and assists work.
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1. I'm not trying to make it broken.
2. I guess I'm back to work on this.
3. I don't plan for Mick to use the Cold Gun in the future.
4. I didn't even think of that.
Here's yet ANOTHER try...I'm getting tired of revising, but I guess I kinda have to if I want Snart to be useful.
It does indeed fire a beam of it's respective element, represented by a beam of light blue and white energy. The beam charges for 3 seconds and lasts for 15 seconds of continuous fire, after which the beam stops. It still has to be reloaded after 4 blasts are fired. However, the move is less powerful in exchange for a complete lack of cooldown time. The constant beam reaches a maximum range of 12 meters - a 2 meter increase from that of it's counterpart - and those far away from the blast do take less damage. The beam is 1 meter all around, circular, and goes at a speed of 10 miles per hour. Beams are fire and forget, however, they aren't easy to aim. They always go a bit off-center from the barrel. The beams are pretty weak.
The target, upon being hit, is frozen lightly, moving slower, however the effect cancels out that of the light burns provided by the Heat Gun, and vice-versa. The freezing lasts for about 5 seconds, but cannot be stopped before the effect stops taking place unless the Heat Gun hits the target.
The weapon, when used with the Heat Gun at the same time, has an additional caveat - if you cross beams with the Heat Gun, the vastly conflicted temperatures will rocket back at the weapon opposite of their element, destroying them both until Mick takes the time and Omnilium to fix them. This weapon is one-handed, and can be used in conjunction with other one-handed weapons or moves. Snart can keep up to 8 ammo clips on him, but there is a caveat that he can't gather more ammo easily - he either has to get lucky with searching, or have Mick summon more.
There is an additional caveat; You move half as fast whilst firing, preventing Snart from easily dodging whilst attacking.
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(07-26-2016, 05:06 PM)Mark Wrote: (07-25-2016, 06:08 PM)Blink Wrote: Note: I have 5 speed, and Master Teleportation.
Speed Teleport
Usually, creating portals and teleporting requires a lot of effort for Blink - especially at max range of 80 meters. This move will allow Blink to teleport much quicker, in rapid succession, in order to dodge a powerful move or to distract opponents. This gives off the 'Blink' effect as she goes in and out of view swiftly. She can use it to teleport one other person with her through direct contact, but anymore then that requires the same amount of time/energy has usual.
So, something like this could work but you’d have to choose a way of balancing it. I talked it over with a few other staff members and there are probably 3 ways that you could do this (but feel free to offer other ideas of course!). You could have the teleports be faster, but have them cost more fatigue to use, stacking up pretty fast. You could also give the move a charge-up time and initial energy cost, which then lets you teleport faster over a certain length of time. Your other option is to have the “teleport burst” be on a cool-down after a certain amount of uses/length of time.
Beyond that, you’ll need to specify a range that this move will cover or how the range effects the cost/speed/etc. Similarly, we’ll need to know if this takes concentration to charge/perform and whether other moves can be used at the same time.
Well, I have Master Teleportation, and the range is 80 meters, so I don't think that needs to change. I already put OM into that power which dictates my range so I feel like 80 is fair.
I'm cool with having it be a charging ability or on a cool-down timer. Either of those are good with me.
Speed Teleport
Usually, creating portals and teleporting requires a lot of effort for Blink - especially at max range of 80 meters. This move will allow Blink to teleport much quicker, in rapid succession, in order to dodge a powerful move or to distract opponents. This gives off the 'Blink' effect as she goes in and out of view swiftly. She can use it to teleport one other person with her through direct contact, but anymore then that requires the same amount of time/energy has usual. This ability drains a good amount of energy so she can't use it several times at once; she'll need to wait awhile before trying to do a 'teleport burst' after doing the first one.
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Scrapping Emerald Artillery, because I need to rethink it entirely.
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(07-09-2016, 05:51 PM)Android 17 Wrote: Final Flash - Tier 1 Super Attack (600 OM)
Seventeen throws his hands apart with his fingers spread out and bent forward. He can't move while performing this (but he can do it while falling). He proceeds to charge yellow ki (en0rgy) into his palms. The energy builds up into two dense spheres that give off sparks of electricity and visible heat and light. The charge time is negligible, as Seventeen can fire the beam after a few seconds or close to ten. Either way, it's the same force (it's a Super Move, after all). When he's ready, he draws his hands together in front of him. After another final, tension-laden moment, he releases a quickly traveling beam of concentrated energy roughly the circumference of a manhole cover. The blast can travel upwards of a hundred meters without losing any of its bang. The consequences are devastating for those silly enough to be hit. Seventeen can opt to do this move quickly or slowly, and he can also shout the name of the attack. Whatever theatrics he does, the attack's potent force remains the same.
Its uses SP, so there's no fatigue drain on the user.
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(07-26-2016, 06:23 PM)Mick Rory Wrote: 1. I'm not trying to make it broken.
2. I guess I'm back to work on this.
3. I don't plan for Mick to use the Cold Gun in the future.
4. I didn't even think of that.
Here's yet ANOTHER try...I'm getting tired of revising, but I guess I kinda have to if I want Snart to be useful.
It does indeed fire a beam of it's respective element, represented by a beam of light blue and white energy. The beam charges for 3 seconds and lasts for 15 seconds of continuous fire, after which the beam stops. It still has to be reloaded after 4 blasts are fired. However, the move is less powerful in exchange for a complete lack of cooldown time. The constant beam reaches a maximum range of 12 meters - a 2 meter increase from that of it's counterpart - and those far away from the blast do take less damage. The beam is 1 meter all around, circular, and goes at a speed of 10 miles per hour. Beams are fire and forget, however, they aren't easy to aim. They always go a bit off-center from the barrel. The beams are pretty weak.
The target, upon being hit, is frozen lightly, moving slower, however the effect cancels out that of the light burns provided by the Heat Gun, and vice-versa. The freezing lasts for about 5 seconds, but cannot be stopped before the effect stops taking place unless the Heat Gun hits the target.
The weapon, when used with the Heat Gun at the same time, has an additional caveat - if you cross beams with the Heat Gun, the vastly conflicted temperatures will rocket back at the weapon opposite of their element, destroying them both until Mick takes the time and Omnilium to fix them. This weapon is one-handed, and can be used in conjunction with other one-handed weapons or moves. Snart can keep up to 8 ammo clips on him, but there is a caveat that he can't gather more ammo easily - he either has to get lucky with searching, or have Mick summon more.
There is an additional caveat; You move half as fast whilst firing, preventing Snart from easily dodging whilst attacking.
Please don't get snarky with Mark, he is trying his best to help you get your move approved.
Also, please rewrite this move with a proper move description. As it is, it looks highly disorganized and is confusing to read. Remember, when we write a move, we need to be as clear as possible about what it does. This is to ensure that others can understand it, and so that staff can help you balance it if it needs to be balanced.
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(07-27-2016, 07:14 AM)Android 17 Wrote: (07-09-2016, 05:51 PM)Android 17 Wrote: Final Flash - Tier 1 Super Attack (600 OM)
Seventeen throws his hands apart with his fingers spread out and bent forward. He can't move while performing this (but he can do it while falling). He proceeds to charge yellow ki (en0rgy) into his palms. The energy builds up into two dense spheres that give off sparks of electricity and visible heat and light. The charge time is negligible, as Seventeen can fire the beam after a few seconds or close to ten. Either way, it's the same force (it's a Super Move, after all). When he's ready, he draws his hands together in front of him. After another final, tension-laden moment, he releases a quickly traveling beam of concentrated energy roughly the circumference of a manhole cover. The blast can travel upwards of a hundred meters without losing any of its bang. The consequences are devastating for those silly enough to be hit. Seventeen can opt to do this move quickly or slowly, and he can also shout the name of the attack. Whatever theatrics he does, the attack's potent force remains the same.
Its uses SP, so there's no fatigue drain on the user.
(07-26-2016, 07:18 PM)Blink Wrote: Well, I have Master Teleportation, and the range is 80 meters, so I don't think that needs to change. I already put OM into that power which dictates my range so I feel like 80 is fair.
I'm cool with having it be a charging ability or on a cool-down timer. Either of those are good with me.
Speed Teleport
Usually, creating portals and teleporting requires a lot of effort for Blink - especially at max range of 80 meters. This move will allow Blink to teleport much quicker, in rapid succession, in order to dodge a powerful move or to distract opponents. This gives off the 'Blink' effect as she goes in and out of view swiftly. She can use it to teleport one other person with her through direct contact, but anymore then that requires the same amount of time/energy has usual. This ability drains a good amount of energy so she can't use it several times at once; she'll need to wait awhile before trying to do a 'teleport burst' after doing the first one.
Oh, I wasn’t trying to limit your range. I was more asking how distance from Blink effects energy cost, ‘cause teleporting 80 meters away from your foe would be a lot more taxing than appearing like, a foot to your left.
(07-26-2016, 06:23 PM)Mick Rory Wrote: 1. I'm not trying to make it broken.
2. I guess I'm back to work on this.
3. I don't plan for Mick to use the Cold Gun in the future.
4. I didn't even think of that.
Here's yet ANOTHER try...I'm getting tired of revising, but I guess I kinda have to if I want Snart to be useful.
It does indeed fire a beam of it's respective element, represented by a beam of light blue and white energy. The beam charges for 3 seconds and lasts for 15 seconds of continuous fire, after which the beam stops. It still has to be reloaded after 4 blasts are fired. However, the move is less powerful in exchange for a complete lack of cooldown time. The constant beam reaches a maximum range of 12 meters - a 2 meter increase from that of it's counterpart - and those far away from the blast do take less damage. The beam is 1 meter all around, circular, and goes at a speed of 10 miles per hour. Beams are fire and forget, however, they aren't easy to aim. They always go a bit off-center from the barrel. The beams are pretty weak.
The target, upon being hit, is frozen lightly, moving slower, however the effect cancels out that of the light burns provided by the Heat Gun, and vice-versa. The freezing lasts for about 5 seconds, but cannot be stopped before the effect stops taking place unless the Heat Gun hits the target.
The weapon, when used with the Heat Gun at the same time, has an additional caveat - if you cross beams with the Heat Gun, the vastly conflicted temperatures will rocket back at the weapon opposite of their element, destroying them both until Mick takes the time and Omnilium to fix them. This weapon is one-handed, and can be used in conjunction with other one-handed weapons or moves. Snart can keep up to 8 ammo clips on him, but there is a caveat that he can't gather more ammo easily - he either has to get lucky with searching, or have Mick summon more.
There is an additional caveat; You move half as fast whilst firing, preventing Snart from easily dodging whilst attacking.
Maybe you and I are imagining different things here. Exactly how significant is the freezing? About how much slower is the foe upon being hit? If it’s very mild we can work around it, I’m just trying to prevent something like Mick and Leonard standing side by side and alternating Heat/Cold blasts to get you free hits or turning your 3-foot beam loose on a crowd of Primes and cheesing the battle. I’m not saying you would, but it’s a possibility.
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07-27-2016, 07:34 PM
(This post was last modified: 07-27-2016, 07:35 PM by Kyle Crane.)
Here is a COMPLETELY REVAMPED VERSION of the Cold Gun's description...This is gonna be a long one.
The first paragraph describes the beam itself, size, appearance, maximum range.
The second paragraph describes the actual effects of the move on the opponent.
Third includes information that doesn't fit in the above two categories.
---
The Cold Gun
300 OM
Requires Ranged Attack Proficiency, Debuff Proficiency
Leonard Snart's signature weapon, the Cold Gun does indeed fire a beam of it's respective element for 15 seconds of continuous fire, after a 3 second charge time. It's a light blue and white beam, 1 meter, circular shape, with a maximum range of 12 meters, moving at 10 mph. Beams are fire and forget, however, they aren't easy to aim. They always go off-center from the barrel by about 1 inch in a random direction.
When it lands a hit, the beam does weak damage and inflicts a light freezing effect, the opponent going at 90% of the speed they would normally be at. The Heat Gun will cancel out the freezing effect, and the Cold Gun will cancel out their counterpart's burn effect.
When the Heat Gun and Cold Gun cross beams, something...To say the least, interesting occurs. The vastly conflicting temperatures rocket back at the weapons, destroying them both until Mick takes the time and Omnilium to fix them. No effects are laid on the opponent who was aimed at during the stream crossing. Snart can keep up to 8 energy cells on him, and each cell is 60 seconds of continuous fire. The ammo is fairly uncommon, meaning Mick is the only reliable source of energy cells. The wielder also moves half as fast whilst using the weapon, meaning they can't easily spray out beams of ice everywhere, or even reliably dodge whilst firing.
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Gotcha. A beam moving at that speed that inflicts a 10% debuff I can deal with. You're approved.
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07-27-2016, 10:38 PM
(This post was last modified: 07-27-2016, 10:38 PM by Blink.)
Quote:Quote:Well, I have Master Teleportation, and the range is 80 meters, so I don't think that needs to change. I already put OM into that power which dictates my range so I feel like 80 is fair.
I'm cool with having it be a charging ability or on a cool-down timer. Either of those are good with me.
Speed Teleport
Usually, creating portals and teleporting requires a lot of effort for Blink - especially at max range of 80 meters. This move will allow Blink to teleport much quicker, in rapid succession, in order to dodge a powerful move or to distract opponents. This gives off the 'Blink' effect as she goes in and out of view swiftly. She can use it to teleport one other person with her through direct contact, but anymore then that requires the same amount of time/energy has usual. This ability drains a good amount of energy so she can't use it several times at once; she'll need to wait awhile before trying to do a 'teleport burst' after doing the first one.
Oh, I wasn’t trying to limit your range. I was more asking how distance from Blink effects energy cost, ‘cause teleporting 80 meters away from your foe would be a lot more taxing than appearing like, a foot to your left.
I guess I, uh...don't really think the distance SHOULD matter, since I bought Master Teleportation, and I feel like I already deal with energy costs through that power. I hear what you're saying about how more distance = more energy, but I feel like I already account for that in my teleportation powers and shouldn't need to re-visit it with this move. If you disagree, then uh...no biggie. I'll deal. I'm only buying this move because the rules literally say that I have to: "Bear in mind that if you wish to use Teleportation to dodge Super Moves, you must create something akin to a 'Speed Teleport' Super Move of your own. "
I WILL say that I never really intended on Blink to 'Speed Teleport' 80 meters away. It's a distraction move, mainly. So not a big deal if you want to say something like...more then 20-ish meters and it'll start to get way too taxing after the first couple blinks.
With that said, would it be better if I purchased Super Speed and/or Burst Movement? I have enough OM for either one, so if those powers would help make this move a bit better for my character, I can buy those.
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Hacker- 300 OM Marcus is able to use a electronic part inside him to hack various electrical objects or devices. (I'm not quite sure on this one though)
Tier 1 Assist- Blair Williams//A Pilot of the Human Resistance, and lover of Marcus. This allows Blair to offer air support from above from her plane to help Marcus in tough spots (Don't know if this is possible)
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(07-28-2016, 12:03 PM)Marcus Wright Wrote: Hacker- 300 OM Marcus is able to use a electronic part inside him to hack various electrical objects or devices. (I'm not quite sure on this one though)
Tier 1 Assist- Blair Williams//A Pilot of the Human Resistance, and lover of Marcus. This allows Blair to offer air support from above from her plane to help Marcus in tough spots (Don't know if this is possible)
You know you can try the Workshop if you're having trouble with your moves
As for the hacking move, look at Q3 in the general FAQ please.
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Tier 1 Super Attack: Double Trouble (Requires Ranged Proficiency) - 600 OM// Marcus combines a attack with Blair, his girlfriend, also a pilot for Tech-com/Human Resistance back in his world for double the impact in a attack, however Blair disappears after her plane runs out of ammo.
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(07-27-2016, 10:38 PM)Blink Wrote: I guess I, uh...don't really think the distance SHOULD matter, since I bought Master Teleportation, and I feel like I already deal with energy costs through that power. I hear what you're saying about how more distance = more energy, but I feel like I already account for that in my teleportation powers and shouldn't need to re-visit it with this move. If you disagree, then uh...no biggie. I'll deal. I'm only buying this move because the rules literally say that I have to: "Bear in mind that if you wish to use Teleportation to dodge Super Moves, you must create something akin to a 'Speed Teleport' Super Move of your own. "
I WILL say that I never really intended on Blink to 'Speed Teleport' 80 meters away. It's a distraction move, mainly. So not a big deal if you want to say something like...more then 20-ish meters and it'll start to get way too taxing after the first couple blinks.
With that said, would it be better if I purchased Super Speed and/or Burst Movement? I have enough OM for either one, so if those powers would help make this move a bit better for my character, I can buy those.
It’s not so much an issue of distance, but of you wanting to activate the teleport instantly rather than channel as you’d normally have to. That’s why we’re putting in an increased energy cost, so going further away would cost more energy since it normally costs more charge time. The distance matters because ordinarily it would take a longer time and cost more energy to teleport to that distance, as stated in the description for Teleportation:
Quote:The longer the distance you're teleporting, the longer it takes to activate and the more draining it is to use – at the maximum range of Master Teleportation, it could take up to twenty seconds of uninterrupted concentration (with 0 SPD, or several seconds with 10+ SPD).
In terms of the different levels, having Master just gives you the maximum range, it doesn't affect how fast or efficiently you move. On the topic of Burst Movement and Super Speed, I checked with Alex and he confirmed that they only affect physical locomotion and wouldn't affect Teleportation since it doesn't actually double your SPD stat, it just allows you to temporarily run/fly faster at the cost of stamina drain. As for the Speed Teleport in the rules, that's in regard to Super Moves; SP removes stamina drain from the picture, so that’s a bit different. I was understanding this as a normal move, so if that's not the case then we can tweak this to be a bit more powerful.
Ultimately for the range I was more meaning in a single teleport. If you wanted to chain short teleports and move long distances in combat at the cost of completely wiping yourself out, I'd be okay with it. If you wanted to say something like "Within 20 meters Speed Teleporting is moderately draining, with the cost being smaller very near Blink and increasing somewhat the further Blink teleports, though moving outside this 20 meter range is significantly more taxing", that would be fine with me.
(07-28-2016, 01:45 PM)Marcus Wright Wrote: Tier 1 Super Attack: Double Trouble (Requires Ranged Proficiency) - 600 OM// Marcus combines a attack with Blair, his girlfriend, also a pilot for Tech-com/Human Resistance back in his world for double the impact in a attack, however Blair disappears after her plane runs out of ammo.
![[Image: Blair-Williams-terminator-salvation-6718979-500-753.jpg]](http://images2.fanpop.com/images/photos/6700000/Blair-Williams-terminator-salvation-6718979-500-753.jpg)
Please take a look at the first post in this thread. This move will need a lot more details as right now it is quite vague.
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Dual Glock 17s
Requires Ranged Attack Proficiency
600 OM
They're just what it says in the title. Two glock 17 handguns.
Using one alone fires fairly slowly, deals an average amount of damage, and has 17 bullets in a clip. This is the first variant of the move - using a single Glock 17.
Alternatively, he can use both at once. Increases firing rate, in exchange for dealing less damage, and using more bullets at once overall.
Mick can hold a maximum of 10 ammo clips on him, though currently, he only has the (full) clips inside the guns. In addition, these guns aren't used often, due to Mick preferring the Heat Gun.
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(07-05-2016, 01:30 AM)Jeanne d Wrote: God’s Resolution
-
Fluff: Whenever she uses it, there may be an ominous latin chorus chanting in the background.
Move OM Cost: 1500
Required Proficiencies: Ranged (1000), Homing (600), Debuff (1000), Buff (400)
Required Powers: Telepathy (1500), Teleportation (1500)
Total cost: 7500
Jeanne d’Arc’s six command seals.
Unlike normal servants, because of belonging into the Ruler-class, Jeanne is granted command seals. She is granted two per each servant participating in the Holy Grail War. (In Omniverse, this means six Command Seals; Arturia Pendragon, Gilgamesh, Mordred Pendragon).
This is only used to determine the amount of Command Seals Jeanne will have, and she will never have more than 6. The Command Spells work against all player characters.
These six command seals can each be used only once, and each represents a single given command. A single command cannot affect multiple targets, unless a command seal is spent for each affected party. This means that giving Command Seal infused command to two people, would require her to spend two command seals.
No matter how many command seals Jeanne has at her disposal at any time, she may only expend one on each target, per combat situation. If she encounters these opponents later again, she may use a command seal on them again.
When all six seals have been spent, Jeanne must offer her prayers to her Gods, whilst situated at the Nexus fountain to regain them.
To use a Command Seal, Jeanne must voice her command verbally. It takes five seconds from the moment the command is spoken to take effect. Using a command spell takes its toll on Jeanne, and she cannot use them recklessly. While casting a command spell, Jeanne’s movement is reduced down to walking, and if she cannot speak the command fully, it will not activate.
The target does not necessarily have to hear her command, but has to be within twenty meters of Jeanne. If the target is beyond twenty meters, even if they hear her, the command seal won’t activate.
In a combat situation, Jeanne can use up to three command seals at most, before her energy is spent, and she will have to rest.
The duration of the command given is fifteen seconds, after which the target may do as they wish.
The Command Seals can be used to issue commands to aid, or hinder those around her.
There are two types of commands she can issue; Enforceable ones, and Roleplay fluff ones. The Enforceable ones are listed below, and the rest fall into roleplaying fodder and fluff.
The enforceable commands cannot be disobeyed, unless the targets TEC is equal or higher than Jeanne’s.
The non-enforceable roleplaying fodder/fluff ones, can be disobeyed as the target wishes, and in general are pre-emptively agreed on amongst all the writers in question, before being issued.
Combat Orders (Enforceable) - Based on TEC comparison.
Stand down / Lower your weapons / Baissez vos armes - The opponent is still allowed to dodge and block attacks, but will be unable to mount any kind of offence.
- The target is forced to lower their weapon or halt their attack and stand down.
Attack / Charge / Attaque!- The target is forced to attack a given target.
- May also be used to increase the damage dealt by an ally.
Stop / Halt / Stop / Halte- The target is forced to stop, this command refers to movement rather than attacks.
- This doesn’t stop the target from attacking or defending, it simply forces them to stand in place.
Disarm / ”Don’t use it” / “Stop this” / “Desarmez-vous” - Different from stand down; Opponent will be forced to drop their weapon rather than just lowering it.
- Nothing stops the opponent from picking up the weapon, or even changing weapons.
- Opponent may even decide to bail from the situation
- All in all, what comes after dropping the weapon, is up to the opponent.
- If a disarmed weapon has multiple modes, the user can swap to another mode, but it will take an equal amount of time, that swapping to another weapon would. For example, when taking another weapon from a holster.
Appear / Disappear / “Venez ici/disparaissez!”- The target is teleported from their location, to another decided by Jeanne.
- All the regular restrictions of Teleport apply.
- Distance moved is based on Jeanne’s teleport level.
Fluff Orders (Non-enforceable) - Fluff
These orders must be agreed on between the writers in advance and they include all orders that are not covered above.
These orders are generally meant for non-PVP situations, of the story-focused PVE-kind.
Broader orders are less effective than specific orders. If there is a big difference in power (tipping towards Jeanne) even broad orders can be forced to be obeyed (in character).
I guess I should bump it, given a month has soon slipped by. Bumpity bump.
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Sub-Machine Gun(300) - Ranged Prof.
Dawn prefers to keep her distance, but that isn't always possible. So she takes a secondary weapon for close encounters. The SMG is small and can't be used while she is using her sniper(she must de-summon her sniper the summon her SMG and vice versa, which takes 2 seconds). The SMG is a fairly average make, with clip size of 30 bullets each and an effective range of 500 meters. She isn't going to be using it from 1500 feet away though, and is better to use at close range anyways. The fast ejecting mechanism let her reload this gun in just a little over a second. It takes a single second to summon. She can move while summoning it as well.
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