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(01-21-2017, 04:30 PM)Chara Wrote: Tier one power up form (1000)
DETERMINATION
![[Image: _undertale__glitchtale_chara_by_asumella-da5oxms.jpg]](http://img08.deviantart.net/abf0/i/2016/161/1/9/_undertale__glitchtale_chara_by_asumella-da5oxms.jpg)
stats
4
4
4
3
In This form Chara is still somewhat sain from there memories but there anger and hate makes it hard for them to think.
That looks good to me overall. You can bring it over to the official move approval unless you meant to change anything about it.
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Tier 2 Super- Using a mix of machine and human agility and speed, Marcus stalks the opponent and depending on Tec, Marcus lifts the opponent up and slams them against a blunt object or a wall area, perhaps pinning them if they are lucky. The strength aspect comes in as man now in machine mode, throws them through a breakable object. This might turn into a struggle to break the terminator's pin. If the opponent is faster, it might only turn into a brief pinning. If the Tec is higher on the opponent’s side, They can avoid it. Marcus cannot be stopped unless opponent finds his weak spot.
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(01-22-2017, 11:44 AM)Marcus Wright Wrote: Tier 2 Super- Using a mix of machine and human agility and speed, Marcus stalks the opponent and depending on Tec, Marcus lifts the opponent up and slams them against a blunt object or a wall area, perhaps pinning them if they are lucky. The strength aspect comes in as man now in machine mode, throws them through a breakable object. This might turn into a struggle to break the terminator's pin. If the opponent is faster, it might only turn into a brief pinning. If the Tec is higher on the opponent’s side, They can avoid it. Marcus cannot be stopped unless opponent finds his weak spot.
For a normal move this might be possible (with some revisions) but Super Moves don't really need the weaknesses - they're pretty powerful one way or another 
Perhaps you could try rewriting this as a T2 where Marcus forcefully grabs an opponent and throws them through an object in the environment, or the ground? That would be just fine for a Super Move.
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I've altered this previously submitted move:
Flaming Soul (300) Debuff Proficiency
If someone happens to touch Frisk's soul, she can use that to channel her empathy directly into her opponent, performing as a more potent and direct form of the ACT move, diminishing their will to fight much more greatly. The move lasts for 3 seconds. Frisk can initiate this as soon as she’s aware the soul is being touched. Frisk will be in a trance like state, so it will not be broken even if she is attacked, but she will feel the accumulated pain from said attacks as soon as she’s out of it. The heart will stick on the opponent’s skin until the spell is finished, at which point the heart will disappear and return to Frisk’s pocket. The opponent, while obviously being very distracted, has full movement through the entire process, and can dodge and use moves. Though the soul is engulfed in red flames while this happens, it does not damage the opponent in any way. After being used once, this move cannot be done again for another 90 seconds, though most wouldn't be dumb enough to grab her soul again after that.
Using Telekinesis to grab the soul is the same as grasping it with your hands in the case of this move, but only when the soul is grabbed directly, not if you're grabbing Frisk and she happens to have the soul on her.
Frisk requires Ranged Proficiency before she can physically throw her soul at her opponents with intent of them catching it to induce this move, until then, she's just a very lousy throw with it.
This move doesn’t drain much stamina.
Problem is, now that my opponent can move, it's almost unusuable as it's just a free 3 second to attack her. I originally had it so we both just go into a trance, but it might be written off as overpowered as then my allies have free hits on my opponent. I could make it so the effect shields my opponent somehow, but wouldn't I need shield prof at that point? Do I need shielf prof if it's just protecting my opponent?
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(01-23-2017, 11:33 PM)Frisk Wrote: I've altered this previously submitted move:
Flaming Soul (300) Debuff Proficiency
If someone happens to touch Frisk's soul, she can use that to channel her empathy directly into her opponent, performing as a more potent and direct form of the ACT move, diminishing their will to fight much more greatly. The move lasts for 3 seconds. Frisk can initiate this as soon as she’s aware the soul is being touched. Frisk will be in a trance like state, so it will not be broken even if she is attacked, but she will feel the accumulated pain from said attacks as soon as she’s out of it. The heart will stick on the opponent’s skin until the spell is finished, at which point the heart will disappear and return to Frisk’s pocket. The opponent, while obviously being very distracted, has full movement through the entire process, and can dodge and use moves. Though the soul is engulfed in red flames while this happens, it does not damage the opponent in any way. After being used once, this move cannot be done again for another 90 seconds, though most wouldn't be dumb enough to grab her soul again after that.
Using Telekinesis to grab the soul is the same as grasping it with your hands in the case of this move, but only when the soul is grabbed directly, not if you're grabbing Frisk and she happens to have the soul on her.
Frisk requires Ranged Proficiency before she can physically throw her soul at her opponents with intent of them catching it to induce this move, until then, she's just a very lousy throw with it.
This move doesn’t drain much stamina.
Problem is, now that my opponent can move, it's almost unusuable as it's just a free 3 second to attack her. I originally had it so we both just go into a trance, but it might be written off as overpowered as then my allies have free hits on my opponent. I could make it so the effect shields my opponent somehow, but wouldn't I need shield prof at that point? Do I need shielf prof if it's just protecting my opponent?
I think that something as a mutual debuff where both you and your opponent are locked into a trance is not necessarily overpowered, since you're exposing yourself to the same risk (being attacked from the outside during that time) and essentially putting them in the same situation as if you had them grabbed while someone else punches away. Having allies on the field will give you a pretty big advantage one way or another.
As for the effect shielding an opponent... I'm not sure if that would be approved. From personal experience I can tell that "unconventional" disadvantages to your move are rarely approved - Undyne's Green Soul Mode giving her opponent a shield that they can use to block spears would be my most recent example. On the other hand, Sabrina's Pokeballs, which essentially remove an opponent from battle for a few seconds and do make them "invulnerable" for that time, did get approved.
I'd also recommend being a bit more specific with stamina consumption - that's just me and my need for detail.
On another note, 90 seconds seems like a huge cooldown to this move, especially since cooldowns are usually not regarded as a big disadvantage - but in most fights you'd be able to use this move once or twice. You're of course free to do as you like, but perhaps you could lower it and slightly raise the stamina cost as a tradeoff?
I'm also a bit confused at the second-to-last bit, about Frisk throwing the soul. Is that a note for a future upgrade, since Ranged Prof is not listed as a requirement and your projected cost is 300? If so I would note it below the actual move, as a note to yourself, because it sounds like it's meant to be part of the move at the moment. You might also note in that case if throwing the soul counts as "using" the move for triggering the cooldown, or if that only happens if the heart hits.
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(01-12-2017, 01:08 AM)Demetri Malius Wrote: Creatia:
[spoiler]
(08-31-2016, 11:05 AM)Creatia Weatherly Wrote: Okay, so I really needed to streamline Creatia's Basic Move to be more specific and change the dimensions to be truer to an actual naginata. So after some tweaking, I think I have something. I just wanted to see if the new version was enough to post in the move approval thread, and also if it and the old version needed any tweaks.
Old Version Wrote:Coriana (Physical Strength): A three and a half foot naginata with a long and curved blade, decored with two silver-white wings, fur trim, and a large blue mana crystal called Soul in the center. A small Soul gem tips the very bottom of the staff as well. It’s very cumbersome and hard to maneuver because of its top heavy design, and requires the user to stand still for five to ten seconds in order to summon it. Coriana is used for mid and long-range melee attacks, which tires out the user if used for an extended period of time. It is also a powerful catalyst for potion spellcasting because of the two Soul gems.
New Version Wrote:Coriana [Princess Blade] (Physical Strength, 300 OM):
Sizing up to 5 feet and 10 inches total with a curved 18-inch blade, Coriana [meaning "princess" in Deniko] looks like the successful fusion of a naginata and a mage's staff. Two stylized silver-white wings stretch from a fur trimmed hilt to frame half of the blade in a circular arc. Embedded into the fur and placed flush against the blunt edge is a blue, marquise-shaped crystal called Soul. A smaller Soul shard also tips the end of the light blue shaft.
It’s very cumbersome and hard to maneuver because of its top heavy and fanciful design. The user must keep still for 30-60 seconds of concentration in order to summon it initially. Afterwards, it can be carried outside of battle and put away at will; resummoning it requires 5 seconds of focus. Coriana is used for mid and long-range melee attacks (maximum range being its full length give or take her extended arm), which tires out the user if used for an extended period of time. It is also an untapped catalyst for casting because of the two Soul gems.
This looks fine, only thing that I would say would be that for the initial summoning time, try to stick to something solid like just 30 seconds, there's not much need to make it variable. If the catalyst is only fodder for your other moves to work, then it's fine with it's 300 pricing as well. Would approve.
[/spoiler]
Alright, cut the variable to 30 seconds even. Also, yes, the catalyst is fodder for the moves that use it to work; it's also preparation fodder for a move upgrade much later on down the line. Thanks for the tips, guys!
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Ithaca 37 Stakeout: (600)
[spoiler] ![[Image: Stakeout-1-.jpg]](http://www.imfdb.org/images/9/9d/Stakeout-1-.jpg) [/spoiler]
A shotgun that has the capacity to hold four twelve gauge shots. The range on the weapon can go from short to medium. There is a spread in the shots that is four feet in width and can reach up to twenty yards even hitting multiple targets that are within the spread's width. Damage wise, it is effective up close but not for medium range which does a quarter of damage. For each round that is fired, it is required for a pump action so that the fresh buckshot can enter the chamber. Reload will take about three seconds to get all four shots in the gun. Jacket does have the ability to reload the shotgun at any number of rounds under the four count. For example, he can reload it at half capacity such as two shots and still shoot. This weapon can also be shot with one hand holding it due to the pistol grip.
Fire Axe: (300)
[spoiler] ![[Image: wep_render_axe.png]](http://www.overkillsoftware.com/hotlinemiami/img/wep_render_axe.png) [/spoiler]
A melee weapon that weighs at 6lbs and the length is 36 inches which includes the handle and head. The blade is sharp that can cut through mostly breakable material except tough metals. Swinging range is at 9 feet. This weapon will require two hands to use due to the weight and being successful with a complete swinging motion.
Tier 1 Power Up: (1000)
Rasmus Mask
![[Image: latest?cb=20150311041030]](http://vignette4.wikia.nocookie.net/hotline-miami/images/b/b5/Rasmus.png/revision/latest?cb=20150311041030)
ATK: +1
DEF: +1
SPD: N/A
TEC: +3
Tier 1 Power Up: (1000)
Tony Mask
![[Image: latest?cb=20150311040943]](http://vignette3.wikia.nocookie.net/hotline-miami/images/9/9a/Tony.png/revision/latest?cb=20150311040943)
ATK: +3
DEF: +1
SPD: +1
TEC: N/A
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(02-06-2017, 12:36 AM)Jacket Wrote: Ithaca 37 Stakeout: (600)
[spoiler] [/spoiler]
A shotgun that has the capacity to hold four twelve gauge shots. The range on the weapon can go from short to medium. There is a spread in the shots that is four feet in width and can reach up to twenty yards even hitting multiple targets that are within the spread's width. Damage wise, it is effective up close but not for medium range which does a quarter of damage. For each round that is fired, it is required for a pump action so that the fresh buckshot can enter the chamber. Reload will take about three seconds to get all four shots in the gun. Jacket does have the ability to reload the shotgun at any number of rounds under the four count. For example, he can reload it at half capacity such as two shots and still shoot. This weapon can also be shot with one hand holding it due to the pistol grip.
Fire Axe: (300)
[spoiler] [/spoiler]
A melee weapon that weighs at 6lbs and the length is 36 inches which includes the handle and head. The blade is sharp that can cut through mostly breakable material except tough metals. Swinging range is at 9 feet. This weapon will require two hands to use due to the weight and being successful with a complete swinging motion.
Tier 1 Power Up: (1000)
Rasmus Mask
![[Image: latest?cb=20150311041030]](http://vignette4.wikia.nocookie.net/hotline-miami/images/b/b5/Rasmus.png/revision/latest?cb=20150311041030)
ATK: +1
DEF: +1
SPD: N/A
TEC: +3
Tier 1 Power Up: (1000)
Tony Mask
![[Image: latest?cb=20150311040943]](http://vignette3.wikia.nocookie.net/hotline-miami/images/9/9a/Tony.png/revision/latest?cb=20150311040943)
ATK: +3
DEF: +1
SPD: +1
TEC: N/A
For the Stakeout:
-I would maybe add the numbers for what's short and medium ranges - I imagine that the 20 yards is the maximum range?
-I imagine that the shots only reach that four foot spread at their maximum range? In either case, something that large would require Area Attack Prof.
-Can the pump-action be done with just one hand (as you say the gun can be shot with one hand) or do you need both for that?
-Does reloading the gun early take less time than a full reload? If so, that would justify the 600 OM requirement, otherwise I think 300 is enough.
Fire Axe:
-"The blade is sharp that can cut through..." :frog:
-The damage is based on your ATK and your opponent's DEF, so I would take that out of the description. You can leave that it's a sharp weapon, though.
And both power-ups are unfortunately illegal, because you are allocating 3 out of 5 points into one stat. The spread needs to be +2/+2/+1 or +2/+1/+1/+1. You could maybe also note how long it takes to put them on, if Jacket removes his current mask and so on, but that's mainly fluff. Your choice.
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(02-06-2017, 01:55 AM)Amaterasu Wrote: (02-06-2017, 12:36 AM)Jacket Wrote: Ithaca 37 Stakeout: (600)
[spoiler] [/spoiler]
A shotgun that has the capacity to hold four twelve gauge shots. The range on the weapon can go from short to medium. There is a spread in the shots that is four feet in width and can reach up to twenty yards even hitting multiple targets that are within the spread's width. Damage wise, it is effective up close but not for medium range which does a quarter of damage. For each round that is fired, it is required for a pump action so that the fresh buckshot can enter the chamber. Reload will take about three seconds to get all four shots in the gun. Jacket does have the ability to reload the shotgun at any number of rounds under the four count. For example, he can reload it at half capacity such as two shots and still shoot. This weapon can also be shot with one hand holding it due to the pistol grip.
Fire Axe: (300)
[spoiler] [/spoiler]
A melee weapon that weighs at 6lbs and the length is 36 inches which includes the handle and head. The blade is sharp that can cut through mostly breakable material except tough metals. Swinging range is at 9 feet. This weapon will require two hands to use due to the weight and being successful with a complete swinging motion.
Tier 1 Power Up: (1000)
Rasmus Mask
![[Image: latest?cb=20150311041030]](http://vignette4.wikia.nocookie.net/hotline-miami/images/b/b5/Rasmus.png/revision/latest?cb=20150311041030)
ATK: +1
DEF: +1
SPD: N/A
TEC: +3
Tier 1 Power Up: (1000)
Tony Mask
![[Image: latest?cb=20150311040943]](http://vignette3.wikia.nocookie.net/hotline-miami/images/9/9a/Tony.png/revision/latest?cb=20150311040943)
ATK: +3
DEF: +1
SPD: +1
TEC: N/A
For the Stakeout:
-I would maybe add the numbers for what's short and medium ranges - I imagine that the 20 yards is the maximum range?
-I imagine that the shots only reach that four foot spread at their maximum range? In either case, something that large would require Area Attack Prof.
-Can the pump-action be done with just one hand (as you say the gun can be shot with one hand) or do you need both for that?
-Does reloading the gun early take less time than a full reload? If so, that would justify the 600 OM requirement, otherwise I think 300 is enough.
Fire Axe:
-"The blade is sharp that can cut through..." :frog:
-The damage is based on your ATK and your opponent's DEF, so I would take that out of the description. You can leave that it's a sharp weapon, though.
And both power-ups are unfortunately illegal, because you are allocating 3 out of 5 points into one stat. The spread needs to be +2/+2/+1 or +2/+1/+1/+1. You could maybe also note how long it takes to put them on, if Jacket removes his current mask and so on, but that's mainly fluff. Your choice.
Stakeout:
- 20 yards will be the maximum range
- I forgot that Jacket doesn't have the Area Attack Prof. whoops. (I will be making a purchase on that soon.)
- Now that you mention it, is it alright to let him have the ability to pump with one hand or does that add up the cost of OM for the move?
- It will take less time then a full reload. For example, if you just load one shot that will take under a second. (If that seems fair)
Fire Axe:
- I know, I derped out at this detail since it was late at night. Please forgive me from my stupidity.
- Okidoki
Here's the rearranged stats to make it balanced:
Rasmus Mask -
ATK: +2
DEF: +1
SPD: N/A
TEC: +2
Tony Mask -
ATK: +2
DEF: +1
SPD: +2
TEC: N/A
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(02-06-2017, 11:05 AM)Jacket Wrote: Stakeout:
- 20 yards will be the maximum range
- I forgot that Jacket doesn't have the Area Attack Prof. whoops. (I will be making a purchase on that soon.)
- Now that you mention it, is it alright to let him have the ability to pump with one hand or does that add up the cost of OM for the move?
- It will take less time then a full reload. For example, if you just load one shot that will take under a second. (If that seems fair)
Fire Axe:
- I know, I derped out at this detail since it was late at night. Please forgive me from my stupidity.
- Okidoki
Here's the rearranged stats to make it balanced:
Rasmus Mask -
ATK: +2
DEF: +1
SPD: N/A
TEC: +2
Tony Mask -
ATK: +2
DEF: +1
SPD: +2
TEC: N/A
I'm not exactly sure, come to think of it, how you would reload a PA Shotgun with one hand, but sure  I guess you should write the move around that the shotgun can be held and operated with one hand, or if Jacket feels like it with both at no added benefit. I also forgot to mention, you should include how long the pumping takes.
Also, possibly you could write it so that each round must be loaded individually, which each takes... say 1 second, although I imagine that to be pretty fast even in the Omniverse. If a full reload takes less long than 4 x 1 seconds, that would probably bump the cost up. You can leave it at that Jacket reloads each individual round though, which would leave you at 300.
Remember that you can just include the requirement of proficiencies into the move when you don't have them yet, and purchase them along with the move, in the same log entry.
Everything else seems good to go for me. If you need more help with the shotgun feel free to ask!
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How about this?
Ithaca 37 Stakeout: (600)
[spoiler] ![[Image: Stakeout-1-.jpg]](http://www.imfdb.org/images/9/9d/Stakeout-1-.jpg) [/spoiler]
A shotgun that has the capacity to hold four twelve gauge shots. The range on the weapon can go from short to medium. There is a spread in the shots that is 4 feet in width and can reach up to 20 yards (the maxed range) even hitting multiple targets that are within the spread's width. Damage wise, it is effective up close but not for medium range which does a quarter of damage. For each round that is fired, it is required for a pump action so that the fresh buckshot can enter the chamber which will take one second between shots. Each gauge will be reloaded individually which takes at least one second. For a full reload, that will take 4 x 1 seconds. This weapon can also be shot with one hand holding it due to the pistol grip and can be pumped with one hand also.
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(02-06-2017, 11:33 AM)Jacket Wrote: How about this?
Ithaca 37 Stakeout: (600)
[spoiler] [/spoiler]
A shotgun that has the capacity to hold four twelve gauge shots. The range on the weapon can go from short to medium. There is a spread in the shots that is 4 feet in width and can reach up to 20 yards (the maxed range) even hitting multiple targets that are within the spread's width. Damage wise, it is effective up close but not for medium range which does a quarter of damage. For each round that is fired, it is required for a pump action so that the fresh buckshot can enter the chamber which will take one second between shots. Each gauge will be reloaded individually which takes at least one second. For a full reload, that will take 4 x 1 seconds. This weapon can also be shot with one hand holding it due to the pistol grip and can be pumped with one hand also.
You may want to note HOW Jacket can pump it with one hand, since that same hand would be occupied with holding the gun. Also, the bolded parts could use rewriting, I think, because the way it's written I find it confusing to read.
I would suggest something like this:
"The pellets fired can reach up to 20 yards. They spread in an outwards cone with a spread of 4 feet at max distance and can hit multiple targets as a result. However, because of the spread the damage greatly decreases with distance as fewer pellets hit. It is most effective at close ranges where all pellets can hit a single target."
and
"Thanks to the pistol grip it can be held, shot and even pumped with one hand, leaving the other free to do other things."
Of course, it's ultimately up to you how you want to word the move. If you think it's good as it is, I say you can submit it for approval.
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Thanks for the tips, It would be best to edit my writing which I'm terrible at.
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Tier 2 Super Move- Using a mix of machine and human agility and speed, Marcus stalks the opponent and depending on Tec, Marcus lifts the opponent up. The strength aspect comes in as man now in machine mode, throws them through a breakable object.
Is this better?
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02-12-2017, 06:16 AM
(This post was last modified: 02-12-2017, 10:52 PM by Luci.)
Working on some Harry Potter spells. I went over Riddle's stuff and was super impressed, but went a bit of a different route. So, here are some moves I'm working on. All input welcome.
Lethality- Harry has 4 ATK, so I'm calculating how much damage his moves are in relation to a handgun.
Stunning Spell (300) Requires Ranged Proficiency- This spell requires that Harry aim his wand and perform the incantation 'Stupefy', a process which takes two seconds, after which a bullet-sized projectile of red light shoots from the tip of his wand towards where he aims. It moves at about the speed of an arrow. If the projectile hits its intended target, the target is hit with a kind of magical blunt-force-trauma that doesn't leave any recognizable marks beyond loss of consciousness. This spell can be cast four times in a ten second period. It has a range of about 100 feet.
Lethality- Because of the drawbacks of the Stunning Spell vs a gun, namely the casting time and dodgeable/blockable speed, this spells deals the amount of damage one would expect from a character with 5 ATK firing a gun, with the exception that if it does enough damage to kill someone, that person is instead knocked unconscious for upwards of an hour.
Sectumsempra (300) Requires Ranged Proficiency- This spell requires that Harry aim his wand and perform the incantation 'Sectumsempra', a process which takes four seconds, after which a sword-sized projectile of silver light shoots from the tip of his wand towards where he aims. It moves at about the speed of an arrow. If the projectile hits its intended target, the target is gouged with deep wounds. This spell can be cast twice in a ten second period. It has a range of about 40 feet.
Lethality- Because of the drawbacks of Sectumsempra vs a gun, namely the casting time and dodgeable/blockable speed, and the limited range, this spells deals the amount of damage one would expect from a character with 6 ATK firing a gun.
Incendio Oppungo (300) Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency- This spell requires that Harry aim his wand and perform the incantation 'Incendio Oppungo', a process which takes six seconds, after which a ball of fire in the shape of a lions head manifests and charges a target. It moves at the speed of a lion. Harry must concentrate on the lion, fueling it and directing it's movements with his wand. If he is damaged or otherwise distracted the spell fails. The lion may attack four times before Harry cannot fuel it any longer. Harry can only cast this spell once per day, as it is very draining. It has a range of about 60 feet.
Lethality- Because of the drawbacks of Incendio Oppungo vs a gun, namely the casting time and dodgeable/blockable speed, and the fact Harry has to channel the lion, but taking into account the strange advantages of being a flaming lion, each attack from the lion deals the amount of damage one would expect from a character with 6 ATK firing a gun.
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Luci, you might want to consider adding either a limit to how many times a spell can be cast, or add a moderate amount of drain to get these damage outputs that your looking for.
[Today 11:50 PM] Luci : ermegerd yuki you can hunt me ernytime
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Scythe (600) (requires melee proficiency)
Betty in her base form may use this attack. it is a pink scythe summoned in around five seconds of continuous concentration. the blade its self is around 2 to 2.5 feet long and the handle is around 4 to 5 feet in length. she can hold the scythe in two styles (one is with both hands on the scythe, gives her a greater control of the scythe but loses a few feet of distance she would of had) she usually uses one hand to hold and to swing. the scythe will give a bit of damage, it can be knocked out of her hands or broken. the downsides are that the scythe blocks akumu from fighting as an assist, the concentration is fair, and to actually swing the 20 pound weapon takes a lot of energy out of her. and it will shatter with a fair amount of abuse in general (meaning she has to summon another one).
Rhabdophobia (tier two super debuff) (800) (don't know if this would be allowed or not?) (requires debuff proficiency)
Betty due to her special ability, can say Rhabdophobia (the move takes a total of ten seconds to activate), the super debuff takes a lot of energy and concentration just to enact, the move will encompasses a ten foot area that makes everything inverted colors for two seconds. after the twelve seconds are over both people can move again with the specific debuff being that any and all super moves of anyone caught in the super debuff (two max and foe's only) lose there super move capability's. major downsides are that anyone not in the initial blast is fine entering and attacking betty thus ending the effect right there, another huge debuff is that the foe/foes can use any supermove during the blast to stop her debuff (attack, defense you name it), and the debuff only lasts half a minute at most, due to the extreme concentration and energy consumption she may not use it again till the next fight (even with the chance of enough sp to use it again) and one more down side is that she basicaly can not run or jog after the move for a whole minute, she can use anything else in her arsenal to use with out downside (powerups, moves and assists are ok) (super defenses are safe from the move)
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(02-13-2017, 04:00 PM)Chara Wrote: Scythe (600) (requires melee proficiency)
Betty in her base form may use this attack. it is a pink scythe summoned in around five seconds of continuous concentration. the blade its self is around 2 to 2.5 feet long and the handle is around 4 to 5 feet in length. she can hold the scythe in two styles (one is with both hands on the scythe, gives her a greater control of the scythe but loses a few feet of distance she would of had) she usually uses one hand to hold and to swing. the scythe will give a bit of damage, it can be knocked out of her hands or broken. the downsides are that the scythe blocks akumu from fighting as an assist, the concentration is fair, and to actually swing the 20 pound weapon takes a lot of energy out of her. and it will shatter with a fair amount of abuse in general (meaning she has to summon another one).
Rhabdophobia (tier two super debuff) (800) (don't know if this would be allowed or not?) (requires debuff proficiency)
Betty due to her special ability, can say Rhabdophobia (the move takes a total of ten seconds to activate), the super debuff takes a lot of energy and concentration just to enact, the move will encompasses a ten foot area that makes everything inverted colors for two seconds. after the twelve seconds are over both people can move again with the specific debuff being that any and all super moves of anyone caught in the super debuff (two max and foe's only) lose there super move capability's. major downsides are that anyone not in the initial blast is fine entering and attacking betty thus ending the effect right there, another huge debuff is that the foe/foes can use any supermove during the blast to stop her debuff (attack, defense you name it), and the debuff only lasts half a minute at most, due to the extreme concentration and energy consumption she may not use it again till the next fight (even with the chance of enough sp to use it again) and one more down side is that she basicaly can not run or jog after the move for a whole minute, she can use anything else in her arsenal to use with out downside (powerups, moves and assists are ok) (super defenses are safe from the move) Regarding the Scythe - both the "base form" and the "disables Akumu as assist" would be fluff disadvantages. I realize that it makes sense in an IC point of view but still. Noting it just in case.
Other than that:
-Melee proficiency = Physical strength 
-What does continuous concentration mean? Can Betty move or use other moves while doing so?
-You could perhaps go into a bit more detail about what advantages/disadvantages Betty has wielding the scythe with one hand.
-On that note, the 2-handed variant doesn't cover how much range Betty loses compared to one-handed wielding.
-How resistant to damage is the scythe? You could compare it to some existing material (wood, rock, metal...) if that helps.
Rhabdophobia is a bit confusing to me as you wrote it:
If I understand correctly, Betty creates a zone that lasts for 2 seconds and debuffs anyone who enters it with a debuff that doesn't let them use Super Attack Moves for 30 seconds, as well as nullifying any Super Attack Move that passes through it, and Super Defense Moves are unaffected by this debuff?
Anycase, a 10ft wide area would require Area Attack, first of all. You'll also need to explain where Betty casts this debuff - directly around herself, or somewhere into an area away from herself? And the half minute debuff duration isn't described all too well either as to when it is applied. I would also note what effect it has on Super Utility Moves.
Outside of this, I have some issues with the move: it's immensely powerful, disabling Super Attack Moves for 30 seconds could potentially mean disabling them for most, if not all, of the fight, even for a T2 Super Utility this is very powerful. I'm not sure if the idea of such a debuff would be approvable, even with drawbacks.
This is straying a lot from your original concept, but perhaps a T2 Super Defense in which Betty creates a shield that nullifies impacting Supers and regular moves, blocking up to a T2 Super Attack's worth of damage, would be better? It's a simpler concept that would also be more likely to be approved.
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:frog: I just realized that there were other posts besides Chara's. Let's see here.
(02-06-2017, 05:24 PM)Marcus Wright Wrote: Tier 2 Super Move- Using a mix of machine and human agility and speed, Marcus stalks the opponent and depending on Tec, Marcus lifts the opponent up. The strength aspect comes in as man now in machine mode, throws them through a breakable object.
Is this better?
"Depending on TEC" could almost be removed, as it sounds (at least to me) like someone with enough TEC could break out of the move without taking damage. So the sentence would be "Marcus stalks the opponent and lifts them up", or something to that effect.
Either case, I'd say you're good to move to move approval with it!
(02-12-2017, 06:16 AM)Luci Wrote: Working on some Harry Potter spells. I went over Riddle's stuff and was super impressed, but went a bit of a different route. So, here are some moves I'm working on. All input welcome.
Lethality- Harry has 4 ATK, so I'm calculating how much damage his moves are in relation to a handgun.
Stunning Spell (300) Requires Ranged Proficiency- This spell requires that Harry aim his wand and perform the incantation 'Stupefy', a process which takes two seconds, after which a bullet-sized projectile of red light shoots from the tip of his wand towards where he aims. It moves at about the speed of an arrow. If the projectile hits its intended target, the target is hit with a kind of magical blunt-force-trauma that doesn't leave any recognizable marks beyond loss of consciousness. This spell can be cast four times in a ten second period. It has a range of about 100 feet.
Lethality- Because of the drawbacks of the Stunning Spell vs a gun, namely the casting time and dodgeable/blockable speed, this spells deals the amount of damage one would expect from a character with 5 ATK firing a gun, with the exception that if it does enough damage to kill someone, that person is instead knocked unconscious for upwards of an hour.
Sectumsempra (300) Requires Ranged Proficiency- This spell requires that Harry aim his wand and perform the incantation 'Sectumsempra', a process which takes four seconds, after which a sword-sized projectile of silver light shoots from the tip of his wand towards where he aims. It moves at about the speed of an arrow. If the projectile hits its intended target, the target is gouged with deep wounds. This spell can be cast twice in a ten second period. It has a range of about 40 feet.
Lethality- Because of the drawbacks of Sectumsempra vs a gun, namely the casting time and dodgeable/blockable speed, and the limited range, this spells deals the amount of damage one would expect from a character with 6 ATK firing a gun.
Incendio Oppungo (300) Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency - This spell requires that Harry aim his wand and perform the incantation 'Incendio Oppungo', a process which takes six seconds, after which a ball of fire in the shape of a lions head manifests and charges a target. It moves at the speed of a lion. Harry must concentrate on the lion, fueling it and directing it's movements with his wand. If he is damaged or otherwise distracted the spell fails. The lion may attack four times before Harry cannot fuel it any longer. Harry can only cast this spell once per day, as it is very draining. It has a range of about 60 feet.
Lethality- Because of the drawbacks of Incendio Oppungo vs a gun, namely the casting time and dodgeable/blockable speed, and the fact Harry has to channel the lion, but taking into account the strange advantages of being a flaming lion, each attack from the lion deals the amount of damage one would expect from a character with 6 ATK firing a gun.
Ehh, first things first - you don't really take stats into account when writing a move, because stat redistributions may happen, you may use a Chaos Emerald or a Power-Up/Power-Up Form etc. And damage is not entirely dependant on the stats, but also the move's advantages and disadvantages - so two characters with the same ATK and the same gun, except that one character's bullets home in while the other's don't, the latter's would do more damage because the move has fewer advantages.
Just something to keep in mind when you write your moves - stats are important, but they're far less important than you may think.
The whole "lethality" thing, I'm not sure how well it would work. I can see why you'd include it but I would rather leave it to an opponent to figure out the damage that it does based on your stats versus theirs and the description of your moves on your roster.
Stunning Spell
Wouldn't this require Debuff Proficiency if it stuns an opponent? Or is it basically a blunt-force attack that leaves no visible damage on the surface, but has the same effect as say, a punch?
How come that the spell can be casted 4x in 10 seconds, if it takes 2 seconds for an incantation?
I would also put the "knocks someone out rather than killing them" into a fluff part, noting that Harry could use the spell to KO an opponent when he wins a fight, since prior to the judging you can't kill your opponent or otherwise end a fight.
Finally, please note how draining it is to cast.
Sectumsempra
Same questions as for the Stunning Spell - why can it be casted once every 4 seconds, but twice every 10 seconds? And how draining is it to cast?
Also, sword-sized is too unspecific, because swords come in all shapes and sizes from shortswords to twohanded weapons. I would suggest briefly noting the length of the weapon.
Incendio Oppungo
"Speed of a lion" is not a measurement  I would maybe say "At the speed of a charging lion (x mph/km/h)" or something to that effect.
What size is the lion? If it is very large you may need to add the Area Attack Proficiency.
Ranged Materialize - it sounds like the fire initially manifests from Harry's Wand. If it does, you wouldn't need this proficiency either.
I would also replace the "4 attacks" with a time duration, but I think that that's just me - feel free to ignore this one.
And as for the others, how draining is it to use and maintain? Is there just some initial cost, or does it cost more stamina to maintain the move after that?
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In regards to chara's super debuff
I think you misunderstand the system. If you would like to block a super move, you must purchase a super Defense, there is no other way around this. Super debuffs, themselves, where they do no damage but otherwise hinder an opponent would probably be classified as a super utility as it just would not fit into either of the Attack or Defense categories.
What you've described is a Super Defense, not a debuff, and it would also have to adhere to the Super Move rules and would block only what it's Tier is able to block (So don't expect to be able to completely block a single T3 with it, let alone two of them).
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