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Move Creation Workshop
(05-25-2017, 12:29 PM)Dane Regan Wrote: There's no "area utility" proficiency, so for the 2nd move I'm not sure if it needs anything. It's not exactly offensive or defensive. In case it's not obvious, these are not aimed directly for combat use, although the latter could be used to help assassinate someone. I think the rules are fair, but I'd like some input. My aim here is to have "cheap" utility skills. So, should they cost more than 300, I'd rather nerf them down to the 300 baseline. And if possible avoid the need for any proficiencies or powers. 

(for reference, the current restrictions mean these can only be used in Dane's base form, which has the stats: ATK: 1, DEF: 2, SPD: 3, TEC: 5. The alt is ATK: 5, DEF: 0, SPD: 5, TEC: 1)

Muffle (300):
[spoiler]Dane creates an invisible barrier that suppressed sound within a half a metre of himself in an attempt to move silently. So, any noise that would normally travel more than 0.5m from any point on Dane's body is reduced drastically. A twig stepped on will be completely inaudible, anything Dane tries to say, even him yelling, will likely remain. A pot knocked off a shelf, however, will still be heard if, and only if, it falls more than 0.5m away from Dane. 

This effect requires constant concentration, so attacks cannot be charged up, Dane cannot transform or change forms, Dane cannot summon with or otherwise use his Omnilium, and Dane cannot use any other move that requires concentration. He can still move normally, and use any non-ranged attacks that do not fulfill those conditions as well as any movement powers. The barrier primarily works one-way, so Dane can still hear all sound within it, as well as sound from outside. However, external sounds will seem reduced in volume about a third.

Primes with sensing powers will be able to hear the sounds as normal if they know Dane is using the effect, and concentrate on doing so. The effect takes 5 seconds to start (during which Dane cannot move and must concentrate) and will not end unless Dane wills it to (when he can restart it again by concentrating for 5 seconds) or he takes damage and thus loses concentration. If this happens, muffle cannot be used again for 1 minute. A very loud noise (any sound loud enough to leave your ears ringing) can break the spell, resulting in the same outcome as Dane taking damage.

Dane needs at least 2 TEC to use this move. Which currently means it cannot be used in his alternate form (but it might be possible after a stat increase).[/spoiler]
Silent Room(300):
[spoiler]Dane enchants a room, or a space, no larger than a 6m by 6m by 6m cube (20x20x20ft) with an effect similar to muffle. The area being physically enclosed is nice, but not required. No sound, barring the equivalent of loud explosion, will breach it. So, anyone inside cannot hear outside, and anyone outside cannot hear what happens inside. The effect takes 10 seconds to create (during which Dane cannot move and must concentrate) and cannot be moved afterwards unless bound to a mobile "space", such as a train carriage or a car interior. After which it remains as long as Dane wills it. It does not require intense constant concentration to maintain, so its use only restricts Dane's access to using Omnilium and other concentration based moves. It does not restrict the charging of moves, movement, powers, transformations, and the changing of forms.

Some small amount of concentration is still needed, so the effect ends if Dane travels more than 6m from one of the rooms sides, if Dane takes damage, if a very loud noise passes through the boundary, or if a someone else concentrates on removing the effect. This takes 5 seconds to do with a TEC of 5, and reduced by 1 second for each point of TEC above that, and increased by 1 second for each point below. So can be willed away instantly by anyone with a TEC of 10. A prime with a TEC of 5 or higher will instantly notice the effect upon either being inside it or standing within 6m of one of the sides. However, a prime with a TEC of 2 to 4 will not notice the effect unless they walk through the boundary themselves or have a sensing power, a prime with a TEC of 1 or more will notice the effect if they were within 1m of Dane when he created it, and a prime with a TEC of 0 will be incapable of sensing it at all, regardless of if they find out it exists - that said, if they have explosive or are able to make a very loud noise, they may still be able to end it.

Once noticed, the prime will feel "fuzzy" while within 6m of one of the sides and instinctively know how to shut it off through concentration. The method is unique to each individual. Some will picture it mentally as a castle and imagine smashing it down. Others will just yell profanities. And some will just turn it off like flicking a switch. Gestures may be used but they are not required. If someone trying to stop the effect is damaged, shoved, or distracted by any other means, all progress towards doing so is lost. So a prime with a TEC of 5 that focuses for 4 seconds before stopping will have to start again and focus for 5 seconds at once. Any prime with a TEC less than 10 cannot concentrate on any other attacks while trying to end the effect. So cannot charge an attack, transform, use Omnilium, or use any moves with a sensory power as a prerequisite. Basic moves and movement will work as usual.

If the effect if forcibly ended, Dane cannot use it again for 5 minutes. Otherwise, he just has to focus for another 10 seconds.

Dane needs at least 5 TEC to use this move.[/spoiler]

I think that you could use Area Attack and/or Area Shield instead of a nonexistant Area Utility proficiency for the above. I'm not entirely positive on this, though.

Muffle:
-The part that I marked in bold is confusing me a little. Could you re-word it to better explain what you mean by it?
-How draining is the move to use?

Silent Room:
-This one sounds very powerful. I'm not certain if it would be approvable as a regular move or if you would be asked to make it a Super Utility.
-What's the range that this can be casted at?
-How draining is the move to use?

Feel free to repost them if you want another lookover!
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[Image: 1357538053_s]
"Wall" BYUK (Requires Area Shield?) - 300

After concentrating for three seconds, Ogong conjures the character for wall in mid-air. A brick wall will spread out from the center of Ogong's palm up to 3x3 meters. Once the wall forms it will detach from Ogong's hand and be affected by gravity. This wall is impenetrable to anyone with an ATK less than Ogong's. The wall can sustain itself as long as Ogong can focus on it - if he wants to cast another spell while maintaining the wall, the preparation takes twice as long. The moment Ogong sustains any damage, the wall will instantly break. This move has a cooldown of 20 seconds which begins as soon as the wall breaks. When the wall breaks, it shatters into tiny inconsequential pieces. This is the exception to the "no-two spells" rule.

[Image: 1331385567_s]
"Stone" SUK (Requires Physical Strength, Ranged Attack) - 600
After concentrating for one second, Ogong conjures the character for stone in mid-air. A fairly spherical granite boulder with a radius of 35 cm will appear in Ogong's right palm. It's quite heavy, but Ogong's strength allows him to throw it, chuck it, smack or kick it towards a target. It will move at 20 m/s in an arc. Unlike most projectile-based Moves, the boulder will remain in the field even after it serves its function, meaning it can be thrown by anyone else who can lift the 500 kg boulder. No two spells can be cast at the same time.

These seem iffy. Help?
[Image: 665000_mcninja_by_cavenglok-dch0qt5.jpg]
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(05-26-2017, 04:24 AM)Sun Ogong Wrote: [Image: 1357538053_s]
"Wall" BYUK (Requires Area Shield?) - 300

After concentrating for three seconds, Ogong conjures the character for wall in mid-air. A brick wall will spread out from the center of Ogong's palm up to 3x3 meters. Once the wall forms it will detach from Ogong's hand and be affected by gravity. This wall is impenetrable to anyone with an ATK less than Ogong's. The wall can sustain itself as long as Ogong can focus on it - if he wants to cast another spell while maintaining the wall, the preparation takes twice as long. The moment Ogong sustains any damage, the wall will instantly break. This move has a cooldown of 20 seconds which begins as soon as the wall breaks. When the wall breaks, it shatters into tiny inconsequential pieces. This is the exception to the "no-two spells" rule.

[Image: 1331385567_s]
"Stone" SUK (Requires Physical Strength, Ranged Attack) - 600
After concentrating for one second, Ogong conjures the character for stone in mid-air. A fairly spherical granite boulder with a radius of 35 cm will appear in Ogong's right palm. It's quite heavy, but Ogong's strength allows him to throw it, chuck it, smack or kick it towards a target. It will move at 20 m/s in an arc. Unlike most projectile-based Moves, the boulder will remain in the field even after it serves its function, meaning it can be thrown by anyone else who can lift the 500 kg boulder. No two spells can be cast at the same time.

These seem iffy. Help?

Let's see here...

"Wall" Byuk:
-The part about the wall being indestructible against people whose ATK is lower than Ogong's is no bueno. A shield move's defensive power is dependant on its size and on your character's stats, but "absolutes" like this one are not allowed - at least for regular moves.

-The wall can be "up to" 3x3 meters... does this mean that it can also be smaller? If so, you should note if the smaller wall has any advantages to compensate for protecting less than a big wall (faster cast time, more solid, less draining...) which would bump the cost up to 600. You could also say that a small wall is strictly weaker than a big wall, which would leave the cost at 300. But at that point you might as well remove the "up to" and make it so that the wall always has its max size Tongue

-Can Ogong move whilst sustaining the wall?

-How draining is it to cast and maintain the wall?

"Stone" SUK: 500kg is very heavy! You'd probably need upwards of 8 ATK to lift something of that weight, let alone throw it around (this is my personal assumption - I'm not sure if ATK directly translates to strength like that). I'm not sure if I am correct on this though - it may be better to ask someone more experienced with moves, in Move approval or through the Help Desk.
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To clarify, the wall can get as big as the opening it is placed inside. He can't stop the wall at a certain size. I'll put that in there somewhere.

Thanks on the stat-thing.

About Stone, the reason it's so heavy is because I did math and apparently a 35 cm radius granite sphere is 500 kg. Can I Omni-physics it and say it's 50 kg? Is that allowed?
[Image: 665000_mcninja_by_cavenglok-dch0qt5.jpg]
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(05-26-2017, 06:15 AM)Sun Ogong Wrote: To clarify, the wall can get as big as the opening it is placed inside. He can't stop the wall at a certain size. I'll put that in there somewhere.

Thanks on the stat-thing.

About Stone, the reason it's so heavy is because I did math and apparently a 35 cm radius granite sphere is 500 kg. Can I Omni-physics it and say it's 50 kg? Is that allowed?

I tried to do a little research but couldn't find anything, but yeah - 500kg for a sphere this large sounds correct. Omni-physics-ing it would be just fine though, I think!
If you want, feel free to post the reworked versions in here for a second review.
 [Image: Rnk00x5.gif] 
Confusedundoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys! Confusedundoge:

Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
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@Sun Ogong: Yeah, your numbers are right, I think. Maybe shrink the sphere. 35cm radius is a 70cm diameter, which is a fairly large object to hold in one hand.

Granite has a density of 2.75 g/cm3 (source: googling granite density and putting what google says)

A sphere of radius 35cm has a volume of 4/3 * pi * 35^3 = 179594 (...) cm3

So it will have a mass of 179594*2.75 = 490000g or 490kg (2sf)

So maybe decrease the radius. What's the largest mass you reckon you could throw?
Decreasing it to a 30cm radius would mean the mass decreases to 300kg (2sf)
25cm radius would give 180kg (2sf)
20cm radius would give a mass of 92kg (2sf)
16.3cm radius would give you the 50kg (2sf) mass.

Edit: You've got 5 ATK dude. You can probably get away with a 30cm radius.
Thanks Amaterasu.

I'll ask about later for what proficiencies I need. I don't need this for DA, or anything. So there's no rush. For Silent Room, what makes it so powerful? The general purpose is just to cut off sound in and out of an area. For secret meetings. For silent assassinations. To ignore people. Et cetera.

(for reference, the current restrictions mean these can only be used in Dane's base form, which has the stats: ATK: 1, DEF: 2, SPD: 3, TEC: 5. The alt is ATK: 5, DEF: 0, SPD: 5, TEC: 1)

Muffle (300):
[spoiler]
Basic Summary of effects: Dane creates an invisible barrier that suppressed sound within a half a metre of himself in an attempt to move silently. The barrier primarily works one-way, so any noise created within 0.5m from any point on Dane will be unheard by any observers outside this distance. For example, if Dane talks or steps on a twig, someone standing two metres away will not hear it. Should Dane knock an object causing it to fall outside this radius, the noise it makes would be heard by observers. A consequence of Muffle is that Dane's hearing is also suppressed, so all sounds he hears are at half volume.

Using and Ending: The effect takes 5 seconds to start (during which Dane cannot move and must concentrate) and will not end unless Dane wills it to (when he can restart it again after waiting the same amount of time Muffle was previously in effect) or if he loses concentration. If the spell is not ended intentionally, Muffle cannot be used again for 5 minutes. This will occur if Dane is shoved, knocked off balance, takes damage, or is generally surprised. A very loud noise (any sound loud enough to leave your ears ringing) can also break the spell, resulting in the 5 minute cooldown and Dane taking a slight amount of damage from the mental feedback.

Drawbacks: This effect requires constant concentration, so attacks cannot be charged up, Dane cannot transform or change forms, Dane cannot summon with or otherwise use his Omnilium, and Dane cannot use any other move that requires concentration. He can still move normally, use any non-ranged attacks that do not fulfill those conditions, and use any movement powers. As mentioned prior, Dane hears everything at half volume. While Muffle could theoretically be sustained indefinitely, the concentration required limits its practical use to about 5 minutes. It's not physically exhausting, but using it for more than 5 minutes at once, with a 5 minute breaks between each use, is very mentally draining and virtually impossible, so will likely force Dane to lose concentration. Trying to continue beyond this time could result in Dane taking mental damage, forcing the effect to end.

Counters: Primes with enhanced senses will be able to hear the sounds as normal if they know Dane is using the effect, and concentrate on doing so. 

Requirements: Dane needs at least 2 TEC to use this move. Which currently means it cannot be used in his alternate form (but it might be possible after a stat increase).

Potential Upgrades: Pairing it with suppression to give people with sensing powers less of a free pass.
[/spoiler]
Silent Room(300):
[spoiler]
Basic Summary of effects: Dane enchants a room, or a space, no larger than a 6m by 6m by 6m cube (20x20x20ft) with an effect similar to Muffle. Dane must either be inside the area, or be within 3m of it's sides to enchant it. The area being physically enclosed is nice, but not required. No sound, barring the equivalent of loud explosion, will breach it. So, anyone inside cannot hear outside, and anyone outside cannot hear what happens inside. The effect cannot be moved afterwards unless bound to a mobile "space", such as a train carriage or a car interior.

Using and Ending: The Silent Room takes 30 seconds to create (during which Dane cannot move faster than a slow walk and must concentrate) and after which it remains as long as Dane wills it to an effective maximum of 30 minutes. The effect will also end if a prime is able to sense the effect, and chooses to end it. Sensing the effect is dependant on a primes TEC and sensing powers:

At 0 TEC: Anyone will find it impossible to sense the effect, regardless of if they find out it exists, unless they have enhanced senses or insight and were within 1.5m of Dane when the spell was cast. (They can still end it with a very loud noise, such as an explosion or flash-bang)
At 1 TEC: Anyone standing within 1.5m of Dane when he casts the spell will sense it.
At 2-4 TEC: Anyone that passes through the barrier, is able to use their insight on Dane (while the spell is in effect), or has enhanced senses will sense the spell.
At 5 TEC: Anyone inside the area will instantly sense the spell.
At 6+ TEC: Anyone within a distance of their TEC in metres from one of the barrier's sides will instantly notice and sense the spell.

Once "sensed", they can try to end the effect. This requires light focus for an amount of time equal to 10 - their TEC in seconds. So someone with a TEC of 5, can shut it off after 5 seconds of focus. Someone with a TEC of 10 or more can shut it off instantly with with no focus required. The prime "sensing" the spell will feel "fuzzy" while within their TEC in metres from one of the sides, and instinctively know how to shut it off through concentration. The method is unique to each individual. Some will picture it mentally as a castle and imagine smashing it down. Others will just yell profanities. And some will just turn it off like flicking a switch. Gestures may be used but they are not required. If someone trying to stop the effect is damaged, shoved, or distracted by any other means, all progress towards doing so is lost. So a prime with a TEC of 5 that focuses for 4 seconds before stopping will have to start again and focus for 5 seconds at once. Any prime with a TEC less than 10 cannot use any concentration based attacks while trying to end the effect. So cannot charge an attack, transform, use a super move, use Omnilium, or use any moves with a sensory power as a prerequisite. Basic moves and movement will work as usual. Moves that rely on ranged control may not function due to the concentration required.

Note: Anyone with a TEC of 4 or less may not realise the purpose of the spell. They are still able to shut it off, but if they do not have any similar skills, spells, a stealth based power, or an other logical reason to deduce its purpose, such as having used insight on Dane or observing the spells effects, they will simply feel "fuzzy" and not know exactly why.

Drawbacks: The spell is not physically draining, but is mentally exhausting, so every minute of use requires a minute of rest to a maximum of 30 minutes. Trying to go beyond this will result in Dane forcibly losing concentration, and potentially taking mental damage. Dane may also take mental damage if the effect is ended by a loud noise or another prime managing to end the effect. A degree of concentration is required, so Dane cannot use Omnilium, or any other concentration based moves. He can still charge up attacks, use powers, and other moves, as normal, but not super-moves or transformations.

Counters: Telepathy and communicators can be used through the barrier completely unaffected. Enhanced senses can be used to ignore the barrier, but only if they know the barrier exists and are able to mentally find it.

Requirements: Dane needs at least 5 TEC to use this move. Area defense/offense may be needed.

Potential Upgrades: Pairing it with suppression to give people with sensing powers less of a free pass.
[/spoiler]
(05-26-2017, 06:49 AM)Dane Regan Wrote: Thanks Amaterasu.

I'll ask about later for what proficiencies I need. I don't need this for DA, or anything. So there's no rush. For Silent Room, what makes it so powerful? The general purpose is just to cut off sound in and out of an area. For secret meetings. For silent assassinations. To ignore people. Et cetera.

(for reference, the current restrictions mean these can only be used in Dane's base form, which has the stats: ATK: 1, DEF: 2, SPD: 3, TEC: 5. The alt is ATK: 5, DEF: 0, SPD: 5, TEC: 1)

Muffle (300):
[spoiler]
Basic Summary of effects: Dane creates an invisible barrier that suppressed sound within a half a metre of himself in an attempt to move silently. The barrier primarily works one-way, so any noise created within 0.5m from any point on Dane will be unheard by any observers outside this distance. For example, if Dane talks or steps on a twig, someone standing two metres away will not hear it. Should Dane knock an object causing it to fall outside this radius, the noise it makes would be heard by observers. A consequence of Muffle is that Dane's hearing is also suppressed, so all sounds he hears are at half volume.

Using and Ending: The effect takes 5 seconds to start (during which Dane cannot move and must concentrate) and will not end unless Dane wills it to (when he can restart it again after waiting the same amount of time Muffle was previously in effect) or if he loses concentration. If the spell is not ended intentionally, Muffle cannot be used again for 5 minutes. This will occur if Dane is shoved, knocked off balance, takes damage, or is generally surprised. A very loud noise (any sound loud enough to leave your ears ringing) can also break the spell, resulting in the 5 minute cooldown and Dane taking a slight amount of damage from the mental feedback.

Drawbacks: This effect requires constant concentration, so attacks cannot be charged up, Dane cannot transform or change forms, Dane cannot summon with or otherwise use his Omnilium, and Dane cannot use any other move that requires concentration. He can still move normally, use any non-ranged attacks that do not fulfill those conditions, and use any movement powers. As mentioned prior, Dane hears everything at half volume. While Muffle could theoretically be sustained indefinitely, the concentration required limits its practical use to about 5 minutes. It's not physically exhausting, but using it for more than 5 minutes at once, with a 5 minute breaks between each use, is very mentally draining and virtually impossible, so will likely force Dane to lose concentration. Trying to continue beyond this time could result in Dane taking mental damage, forcing the effect to end.

Counters: Primes with enhanced senses will be able to hear the sounds as normal if they know Dane is using the effect, and concentrate on doing so. 

Requirements: Dane needs at least 2 TEC to use this move. Which currently means it cannot be used in his alternate form (but it might be possible after a stat increase).

Potential Upgrades: Pairing it with suppression to give people with sensing powers less of a free pass.
[/spoiler]
Silent Room(300):
[spoiler]
Basic Summary of effects: Dane enchants a room, or a space, no larger than a 6m by 6m by 6m cube (20x20x20ft) with an effect similar to Muffle. Dane must either be inside the area, or be within 3m of it's sides to enchant it. The area being physically enclosed is nice, but not required. No sound, barring the equivalent of loud explosion, will breach it. So, anyone inside cannot hear outside, and anyone outside cannot hear what happens inside. The effect cannot be moved afterwards unless bound to a mobile "space", such as a train carriage or a car interior.

Using and Ending: The Silent Room takes 30 seconds to create (during which Dane cannot move faster than a slow walk and must concentrate) and after which it remains as long as Dane wills it to an effective maximum of 30 minutes. The effect will also end if a prime is able to sense the effect, and chooses to end it. Sensing the effect is dependant on a primes TEC and sensing powers:

At 0 TEC: Anyone will find it impossible to sense the effect, regardless of if they find out it exists, unless they have enhanced senses or insight and were within 1.5m of Dane when the spell was cast. (They can still end it with a very loud noise, such as an explosion or flash-bang)
At 1 TEC: Anyone standing within 1.5m of Dane when he casts the spell will sense it.
At 2-4 TEC: Anyone that passes through the barrier, is able to use their insight on Dane (while the spell is in effect), or has enhanced senses will sense the spell.
At 5 TEC: Anyone inside the area will instantly sense the spell.
At 6+ TEC: Anyone within a distance of their TEC in metres from one of the barrier's sides will instantly notice and sense the spell.

Once "sensed", they can try to end the effect. This requires light focus for an amount of time equal to 10 - their TEC in seconds. So someone with a TEC of 5, can shut it off after 5 seconds of focus. Someone with a TEC of 10 or more can shut it off instantly with with no focus required. The prime "sensing" the spell will feel "fuzzy" while within their TEC in metres from one of the sides, and instinctively know how to shut it off through concentration. The method is unique to each individual. Some will picture it mentally as a castle and imagine smashing it down. Others will just yell profanities. And some will just turn it off like flicking a switch. Gestures may be used but they are not required. If someone trying to stop the effect is damaged, shoved, or distracted by any other means, all progress towards doing so is lost. So a prime with a TEC of 5 that focuses for 4 seconds before stopping will have to start again and focus for 5 seconds at once. Any prime with a TEC less than 10 cannot use any concentration based attacks while trying to end the effect. So cannot charge an attack, transform, use a super move, use Omnilium, or use any moves with a sensory power as a prerequisite. Basic moves and movement will work as usual. Moves that rely on ranged control may not function due to the concentration required.

Note: Anyone with a TEC of 4 or less may not realise the purpose of the spell. They are still able to shut it off, but if they do not have any similar skills, spells, a stealth based power, or an other logical reason to deduce its purpose, such as having used insight on Dane or observing the spells effects, they will simply feel "fuzzy" and not know exactly why.

Drawbacks: The spell is not physically draining, but is mentally exhausting, so every minute of use requires a minute of rest to a maximum of 30 minutes. Trying to go beyond this will result in Dane forcibly losing concentration, and potentially taking mental damage. Dane may also take mental damage if the effect is ended by a loud noise or another prime managing to end the effect. A degree of concentration is required, so Dane cannot use Omnilium, or any other concentration based moves. He can still charge up attacks, use powers, and other moves, as normal, but not super-moves or transformations.

Counters: Telepathy and communicators can be used through the barrier completely unaffected. Enhanced senses can be used to ignore the barrier, but only if they know the barrier exists and are able to mentally find it.

Requirements: Dane needs at least 5 TEC to use this move. Area defense/offense may be needed.

Potential Upgrades: Pairing it with suppression to give people with sensing powers less of a free pass.
[/spoiler]

Silent Room's power, IMHO, comes from how Dane could use it in combination with other moves - for instance to prevent two opponents from communicating with each other, or if he uses incantations or any moves with a "warning" sound (such as a sizzling fuse from a bomb, a gun firing etc). It's also a pretty large area that is covered by the move.

Anycase, the moves do look better with the additions! Whether or not they're good to go is not my decision, but I don't see any further issues with them.
 [Image: Rnk00x5.gif] 
Confusedundoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys! Confusedundoge:

Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
Quote:
PvP FLAG: RED
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This signature is so overloaded...
(05-26-2017, 06:26 AM)Amaterasu Wrote:
(05-26-2017, 06:15 AM)Sun Ogong Wrote: To clarify, the wall can get as big as the opening it is placed inside. He can't stop the wall at a certain size. I'll put that in there somewhere.

Thanks on the stat-thing.

About Stone, the reason it's so heavy is because I did math and apparently a 35 cm radius granite sphere is 500 kg. Can I Omni-physics it and say it's 50 kg? Is that allowed?

I tried to do a little research but couldn't find anything, but yeah - 500kg for a sphere this large sounds correct. Omni-physics-ing it would be just fine though, I think!
If you want, feel free to post the reworked versions in here for a second review.

(05-26-2017, 06:39 AM)Dane Regan Wrote: @Sun Ogong: Yeah, your numbers are right, I think. Maybe shrink the sphere. 35cm radius is a 70cm diameter, which is a fairly large object to hold in one hand.

Granite has a density of 2.75 g/cm3 (source: googling granite density and putting what google says)

A sphere of radius 35cm has a volume of 4/3 * pi * 35^3 = 179594 (...) cm3

So it will have a mass of 179594*2.75 = 490000g or 490kg (2sf)

So maybe decrease the radius. What's the largest mass you reckon you could throw?

Okay, here goes...

[Image: 1357538053_s]
"Wall" BYUK (Requires Area Shield?) - 300

After concentrating for three seconds, Ogong conjures the character for wall in mid-air. A brick wall will spread out from the center of Ogong's palm. The wall stops growing once it hits 3x3 meters or if something gets in the way. Once the wall forms it will detach from Ogong's hand and be affected by gravity. This wall is impenetrable to anyone with an ATK less than Ogong's. The wall can sustain itself as long as Ogong can focus on it - he can only move very slowly and if he wants to cast another spell while maintaining the wall, the preparation takes twice as long. The moment Ogong sustains any damage, the wall will instantly break. This move has a cooldown of 20 seconds which begins as soon as the wall breaks. Forming the wall takes some effort but nothing too bad - holding it for longer than 15 seconds is exhausting to the point of Ogong needing to catch a breather. When the wall breaks, it shatters into tiny inconsequential pieces. This is the exception to the "no-two spells" rule.

[Image: 1331385567_s]
"Stone" SUK (Requires Physical Strength, Ranged Attack) - 600
After concentrating for one second, Ogong conjures the character for stone in mid-air. A fairly spherical granite boulder with a radius of 30 cm will appear in Ogong's right palm. It's quite heavy, but Ogong's strength allows him to throw it, chuck it, smack or kick it towards a target. It will move at 20 m/s in an arc. Unlike most projectile-based Moves, the boulder will remain in the field even after it serves its function, meaning it can be thrown by anyone else who can lift the 250 kg boulder. No two spells can be cast at the same time.
[Image: 665000_mcninja_by_cavenglok-dch0qt5.jpg]
Odd hours. Call for appointment.
(05-26-2017, 08:53 AM)Sun Ogong Wrote: The wall stops growing once it hits 3x3 meters or if something gets in the way. 

How thick is the wall? 1cm? 5cm? 1mm?

And how hard is your wall to break?

Also, for the bolder, you may want to note the maximum thrown range. Which comes out to be a bit above 40m if you ignore air resistance (assuming you're on a flat area).
Pummeling Gale (300)

Requirements: Ranged Proficiency

Pummeling Gale is a technique Airbenders use when evasion just doesn't cut it. Due to their peaceful ways, this technique is meant to simply bat a target around to control the battlefield and create space. With circular motions of his body, Aang creates arcing winds which race outwards, then curve back to strike at their target. These powerful winds are mostly transparent, but can be seen with a sharp eye. The simple move can be unleashed in rapid succession with ease, but deals very little actual damage. Batting a threatening target around like a fly is far more damaging to their pride.

The gales are highly condensed streams of swirling winds, with the head of the attack roughly one foot in diameter. On impact, this force spreads out across the surface to distribute force, trading off what would otherwise be a dangerously concentrated force.

The speed of the attack is roughly similar to an arrow being fired from a common shortbow with moderate draw weight. The rate at which Aang can unleash these attacks is roughly once per second, if he has at least five foot of space for full range of motion and is not carrying anything in his arms. The exception to this is a staff, or other pole-like weapon which he can use equally well to channel the flow of wind. If there is not enough space to move freely, the speed or power drops greatly. The same is true if his hands are occupied. If both restrictions are present, Aang is incapable of using Pummeling Gale effectively.



This is the move that I already have approved. It's a fast way to knock an opponent down, but I just bought Debuff... I kinda want to add some "dissorientation" debuff to it, maybe for a couple of seconds (at max.) Just a "I just flipped head over heals, where am I now?" sort of thing. Are there any suggestions, perhaps? What kind of debuff could this give? Something minor, so I don't have to reduce the rate of fire. It's already non-lethal, and I'd rather not have it deal any extra damage. This is supposed to be a passive aggressive "control" effect.
[img=0x0]http://omniverse-rpg.com/attachment.php?aid=39[/img]
(05-26-2017, 06:35 PM)Aang Wrote: Pummeling Gale (300)

Requirements: Ranged Proficiency, Debuff Proficiency 

Pummeling Gale is a technique Airbenders use when evasion just doesn't cut it. Due to their peaceful ways, this technique is meant to simply bat a target around to control the battlefield and create space. With circular motions of his body, Aang creates arcing winds which race outwards, then curve back to strike at their target. These powerful winds are mostly transparent, but can be seen with a sharp eye. The simple move can be unleashed in rapid succession with ease, but deals very little actual damage. Batting a threatening target around like a fly is far more damaging to their pride.

The gales are highly condensed streams of swirling winds, with the head of the attack roughly one foot in diameter. On impact, this force spreads out across the surface to distribute force, trading off what would otherwise be a dangerously concentrated force. The winds, upon impact, give a dizzying effect, causing one to feel disoriented, as though they had been spun around, after being hit 7 times. Every 7 times they are hit again it causes the same effect, and it adds on to the previous times.

The speed of the attack is roughly similar to an arrow being fired from a common shortbow with moderate draw weight. The rate at which Aang can unleash these attacks is roughly once per second, if he has at least five foot of space for full range of motion and is not carrying anything in his arms. The exception to this is a staff, or other pole-like weapon which he can use equally well to channel the flow of wind. If there is not enough space to move freely, the speed or power drops greatly. The same is true if his hands are occupied. If both restrictions are present, Aang is incapable of using Pummeling Gale effectively.
I added some stuff in bold that may have what you're looking for.
Ok!

So I've been looking to get back into this again and I realised that Nezha will require some back-up/insurance in order to make his deliveries.

Hold-Out Armatures: Repeating Enforcer-45 (RE-45)
"Some say the best way to resolve a conflict is to never stick around. Bring this and you can be sure that anyone will think twice and thrice before chasing yah' skinny ass."
- unknown Black Market Armsdealer

Cost: 300 OM
Requires: Ranged Attack Proficiency
The RE-45 autopistol is one out of a family of weapons designed to replicate solitary aspects of the infamous Lawgiver, chosen firearm of Judge Dredd. The RE-45's chosen aspect is the rapid fire mode, being a perfectly capable bullet-hose, at 800 rpm, in return for sacrificing accuracy and damage at longer ranges.

As a close range pistol it deals extra damage at out to two meters in range, the high rate of fire making the pistol act almost as a shotgun. The rapidfire configuration takes its toll past 20 meters, the combination of accuracy and force being halved at 40 meters, halved again at 60 meters, only to piddle down to nothing past 80 meters.

The gun is technically modular in design and could thus support a variety of upgrades, alterations, and ammo types, but with its current set-up there is real effort involved in keeping anything over a four-round spray on target, to say nothing in the effort required to focus the omnillium in the magazine to refill once the 20 contained bullets have been expended. Which happens often when keeping the trigger pressed empties the magazine in 1.5 seconds. The effort to refill the standard .45 cal ammunition is equivalent to three rapid roundhouse kicks performed in sequence and it takes a few seconds, while the effort of trying to keep a "spray" on target is that of a single straight punch, doubling in effort for each four rounds fired beyond the initial quartet.
Nezha speaks/thinks/writes in #4183a4
Palace Splash (300 OM) Area Attack, Debuff, Disassemble, Hive Mind

Chakravartin intentionally releases the cohesion of his body, letting the golden liquid metal that makes up his form fall freely, scattering and falling where it may. He will then appear as either a single amorphous glob of liquid gold, or multiple globs.

He can reform his body, or parts of his body, within three seconds, assuming at least 80% of his biomass is within the same five-foot radius. He is also capable of moving while in liquid form, able to take full mental control of any of his own biomass within a five-foot radius of the largest clump of it. He is capable of touch, smell, and hearing while in this form, but must form eyes if he wishes to see, something that would create an obvious weak point. When reforming only part of his body, leaving the rest liquid, if that reformed part takes damage it will carried over the next time he reforms completely. 

He can move about as fast as he can run normally while in the liquid form, but is unable to meaningfully attack anything in this form as it has so little cohesion even a high-speed tackle will not have much effect. While in this form he is more or less immune to cutting or blunt attacks, but can still be harmed by acidic substances or very extreme temperatures. If he wishes to attack, he must at least partially reform part of his body.

However, in this form he is still a viable threat, if he is able to make contact with an opponent, he may climb over them, restraining their body by creating a living web around their limbs. While fully restraining someone, he is unable to otherwise damage them, as he is spread too thin to even partially reform a hand. If the thing he is trying to restrain has a higher ATK than his own, they will be able to break out with a few seconds of struggling, or if more than twice Chakravartin's own ATK, able to break out nigh-instantly. If the opponent has lower ATK, it would take more than a minute of struggling, or a power like Master Acrobat to escape quickly.

However, even after escaping, they will have tiny pieces of Chakravartin on them, which he is capable of pulling on, allowing him to trip up or redirect the movements of an opponent up to three times- as every time he pulls on the pieces still on them, he is drawing back some of the pieces. In order to do this, he must get within five feet of his opponent.

He is unable to use any of his other moves in this form. While using this move isn't particularly draining, if he is forced to change forms more than three times without rest he will get increasingly nauseous from losing and regaining his sight over and over, to the point where if he has to go back and forth more than ten times in five minutes he will be intensely dizzy fir two to three minutes afterwards.

Amaterasu said:
Quote: There should be some way for opponents with less ATK than Chakravartin to struggle or break out, even if harder, as otherwise if he has higher ATK he would be able to attack without being able to be stopped.

Other than that, how draining is this move to use? Can it be used alongside other moves in general? And the Debuff proficiency would not be necessary here as the restraining is not a lingering debuff, but rather a disassembled Chakravartin "holding down" an opponent.
[Image: Green+Lantern+%2321+Larfleeze.jpg]
(05-26-2017, 08:53 AM)Sun Ogong Wrote: Okay, here goes...

[Image: 1357538053_s]
"Wall" BYUK (Requires Area Shield?) - 300

After concentrating for three seconds, Ogong conjures the character for wall in mid-air. A brick wall will spread out from the center of Ogong's palm. The wall stops growing once it hits 3x3 meters or if something gets in the way. Once the wall forms it will detach from Ogong's hand and be affected by gravity. This wall is impenetrable to anyone with an ATK less than Ogong's. The wall can sustain itself as long as Ogong can focus on it - he can only move very slowly and if he wants to cast another spell while maintaining the wall, the preparation takes twice as long. The moment Ogong sustains any damage, the wall will instantly break. This move has a cooldown of 20 seconds which begins as soon as the wall breaks. Forming the wall takes some effort but nothing too bad - holding it for longer than 15 seconds is exhausting to the point of Ogong needing to catch a breather. When the wall breaks, it shatters into tiny inconsequential pieces. This is the exception to the "no-two spells" rule.

[Image: 1331385567_s]
"Stone" SUK (Requires Physical Strength, Ranged Attack) - 600
After concentrating for one second, Ogong conjures the character for stone in mid-air. A fairly spherical granite boulder with a radius of 30 cm will appear in Ogong's right palm. It's quite heavy, but Ogong's strength allows him to throw it, chuck it, smack or kick it towards a target. It will move at 20 m/s in an arc. Unlike most projectile-based Moves, the boulder will remain in the field even after it serves its function, meaning it can be thrown by anyone else who can lift the 250 kg boulder. No two spells can be cast at the same time.

Those edited moves look good to me, hopefully the others at Move Approval will think the same Tongue Good luck!
(Unless something unclear remains? Feel free to write again if so)

(05-26-2017, 06:35 PM)Aang Wrote: Pummeling Gale (300)

Requirements: Ranged Proficiency

Pummeling Gale is a technique Airbenders use when evasion just doesn't cut it. Due to their peaceful ways, this technique is meant to simply bat a target around to control the battlefield and create space. With circular motions of his body, Aang creates arcing winds which race outwards, then curve back to strike at their target. These powerful winds are mostly transparent, but can be seen with a sharp eye. The simple move can be unleashed in rapid succession with ease, but deals very little actual damage. Batting a threatening target around like a fly is far more damaging to their pride.

The gales are highly condensed streams of swirling winds, with the head of the attack roughly one foot in diameter. On impact, this force spreads out across the surface to distribute force, trading off what would otherwise be a dangerously concentrated force.

The speed of the attack is roughly similar to an arrow being fired from a common shortbow with moderate draw weight. The rate at which Aang can unleash these attacks is roughly once per second, if he has at least five foot of space for full range of motion and is not carrying anything in his arms. The exception to this is a staff, or other pole-like weapon which he can use equally well to channel the flow of wind. If there is not enough space to move freely, the speed or power drops greatly. The same is true if his hands are occupied. If both restrictions are present, Aang is incapable of using Pummeling Gale effectively.



This is the move that I already have approved. It's a fast way to knock an opponent down, but I just bought Debuff... I kinda want to add some "dissorientation" debuff to it, maybe for a couple of seconds (at max.) Just a "I just flipped head over heels, where am I now?" sort of thing. Are there any suggestions, perhaps? What kind of debuff could this give? Something minor, so I don't have to reduce the rate of fire. It's already non-lethal, and I'd rather not have it deal any extra damage. This is supposed to be a passive aggressive "control" effect.

Perhaps at the end of the first paragraph you could place something along the lines of "Opponents that cannot withstand the winds are thrown around and may be disoriented for a little as they are tripped, flipped around or even upside down." Though I don't feel like this would necessitate a Debuff proficiency.
If you are willing to up the move's cost, perhaps you could upgrade the move (or make a new one) in which Aang conjures a particularly strong gust of wind that majorly flips an opponent upside down and around, inflicting dizziness and disorientation without really hurting them, but it cannot be used as often as his regular Pummeling Gale technique?

(05-28-2017, 07:47 AM)Nezha Wrote: Ok!

So I've been looking to get back into this again and I realised that Nezha will require some back-up/insurance in order to make his deliveries.

Hold-Out Armatures: Repeating Enforcer-45 (RE-45)
"Some say the best way to resolve a conflict is to never stick around. Bring this and you can be sure that anyone will think twice and thrice before chasing yah' skinny ass."
- unknown Black Market Armsdealer

Cost: 300 OM
Requires: Ranged Attack Proficiency
The RE-45 autopistol is one out of a family of weapons designed to replicate solitary aspects of the infamous Lawgiver, chosen firearm of Judge Dredd. The RE-45's chosen aspect is the rapid fire mode, being a perfectly capable bullet-hose, at 800 rpm, in return for sacrificing accuracy and damage at longer ranges.

As a close range pistol it deals extra damage at out to two meters in range, the high rate of fire making the pistol act almost as a shotgun. The rapidfire configuration takes its toll past 20 meters, the combination of accuracy and force being halved at 40 meters, halved again at 60 meters, only to piddle down to nothing past 80 meters.

The gun is technically modular in design and could thus support a variety of upgrades, alterations, and ammo types, but with its current set-up there is real effort involved in keeping anything over a four-round spray on target, to say nothing in the effort required to focus the omnillium in the magazine to refill once the 20 contained bullets have been expended. Which happens often when keeping the trigger pressed empties the magazine in 1.5 seconds. The effort to refill the standard .45 cal ammunition is equivalent to three rapid roundhouse kicks performed in sequence and it takes a few seconds, while the effort of trying to keep a "spray" on target is that of a single straight punch, doubling in effort for each four rounds fired beyond the initial quartet.

:frog: Roundhouse kicks and straight punches aren't too accurate of a measurement of stamina consumption.

Also, you should bring up if this can be used with other moves (for instance if Nezha needs one or both hands)

(05-28-2017, 04:38 PM)Chakravartin Wu Kong Wrote: Palace Splash (300 OM) Area Attack, Debuff, Disassemble, Hive Mind

Chakravartin intentionally releases the cohesion of his body, letting the golden liquid metal that makes up his form fall freely, scattering and falling where it may. He will then appear as either a single amorphous glob of liquid gold, or multiple globs.

He can reform his body, or parts of his body, within three seconds, assuming at least 80% of his biomass is within the same five-foot radius. He is also capable of moving while in liquid form, able to take full mental control of any of his own biomass within a five-foot radius of the largest clump of it. He is capable of touch, smell, and hearing while in this form, but must form eyes if he wishes to see, something that would create an obvious weak point. When reforming only part of his body, leaving the rest liquid, if that reformed part takes damage it will carried over the next time he reforms completely. 

He can move about as fast as he can run normally while in the liquid form, but is unable to meaningfully attack anything in this form as it has so little cohesion even a high-speed tackle will not have much effect. While in this form he is more or less immune to cutting or blunt attacks, but can still be harmed by acidic substances or very extreme temperatures. If he wishes to attack, he must at least partially reform part of his body.

However, in this form he is still a viable threat, if he is able to make contact with an opponent, he may climb over them, restraining their body by creating a living web around their limbs. While fully restraining someone, he is unable to otherwise damage them, as he is spread too thin to even partially reform a hand. If the thing he is trying to restrain has a higher ATK than his own, they will be able to break out with a few seconds of struggling, or if more than twice Chakravartin's own ATK, able to break out nigh-instantly. 

He is unable to use Palace Hands in this form.

There should be some way for opponents with less ATK than Chakravartin to struggle or break out, even if harder, as otherwise if he has higher ATK he would be able to attack without being able to be stopped.

Other than that, how draining is this move to use? Can it be used alongside other moves in general? And the Debuff proficiency would not be necessary here as the restraining is not a lingering debuff, but rather a disassembled Chakravartin "holding down" an opponent.
 [Image: Rnk00x5.gif] 
Confusedundoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys! Confusedundoge:

Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
This signature is so overloaded...
@Amaterasu
Thanks! I'm going to change it in the Move Approval as well.
[Image: Green+Lantern+%2321+Larfleeze.jpg]
THE DEETS. INCOMING.

What I mainly want is feedback before I submit it to the Move approval thread on the times, if you think it should last LONGER or shorter, how I should describe the weakening effects of the supermove. Should I say an exact number like "Their attack is cut in half" or should I leave it vague? Anyway here it is.

[spoiler]
I plan to make two versions of this move, one a regular move, the other a super move, which in contrast to the regular move, will make their power size down.

In the anime, Gildarts is battling one on one with the lead protagonist and accidentally hits him with a bit of “disassembly magic” causing the character to comedically explode into little chibi versions of themselves. (This doesn’t hurt the enemy in any way and their mind is also split, so they would not all do the same thing, a drawback of this is that by doing it, Gildarts creates an army of his enemy and they can freely attack and surround them, using their mini size and mass numbers to their advantage).

There were probably a hundred or more little versions of the same protagonist. In chibi form. I’ll include a small clip at the bottom because it may help the description. I wouldn’t have guessed this move would’ve been “okay” or ever approved but Omni in the chat said it was fine (with a limited duration, also suggested it be used as a super utility) and as long as I wrote it up well and clear. Anyway, that is the just of the move! Also as a side note I’m not really sure what is an “okay” amount of time for them to remain in chibi form, since the regular move is more fodder, I would like to keep it for longer (Multiple people said it would be fun to write as mini versions of their characters and I can’t say I disagree). It is okay with me if longer isn’t okay!

https://www.youtube.com/watch?v=j81azhK5mGI (you’ll have to fast forward to find the part. You’ll see it at :3:02)

Disassemble- Mini Chibi Army 300 OM (debuff, ranged)

During this move, Gildarts casts his magic with his hand (usually his organic one), it glows with light and expands out in front of him in a web pattern on his enemy. Like a fish net, it tightens around their form and lines spread across their skin in cube form. After a brief pause, the mini’s are being divided from the original version and are suspended in the air (from the magic), before they begin to fall down to the ground where they find their numbers have multiplied. They are in chibi form, leaving them at around 5-9 inches in height, depending on their own height in character. (Taller character, taller chibi).

As chibis, they are still the same character, however their minds will be separated, so they do not think collectively, but as a group of individual selves. There are over a hundred of these little versions of the enemy, they can still do all the things that their regular version of themselves could do, except reach the top shelf of the cabinet! They can attack from multiple chibis, the attack will just be smaller, (Example: they throw a ninja star at gildarts, if it hit, it would give him a scratch but it would also be really quite tiny.)

When he casts the move, he must be stationary, the character/target must be within range of this move which is about fifteen feet, meaning the target would need to be closer for effect (to withdraw the effect of the move, the many minis could run away, after about thirty-five feet they would turn into their regular form again). The downsides of this move are that the enemy is more in number, and while they are in miniature mode, Gildarts should not move his feet greater than three steps, if he does, the spell will be void and the enemy will return to normal. (This is also valid when he is knocked over.). He must concentrate during the cast time, which is about three seconds, but after, he doesn’t have to think about maintaining the magic.

The duration: If not being used in an actual fight, I’d say it could last a few minutes until the magic wore off (fodder), but while being used during a fight, I would probably say about 1 and a half minutes maximum (it is up to the opponent really).

Lastly, Gildarts can ‘un-cast’ the spell at any time during the battle, this would take another three second charge which he must concentrate on. He does not need to move three feet to do so.

If it isn’t okay used as a normal move, that’s okay with me too and I’ll just stick to it as a SU T2.


Disassemble - Chibi Army Charge! T2 Utility (Debuff Prof, ranged)

(I will just copy and paste the details from above but to save you from reading that mammoth twice I’ll just use parenthesis now!)

The differences: Everything is about the same, except the duration time and the use of the debuff.

Duration: Probably around 20-35 seconds. Whether that is the longer or shorter end of that spectrum is up to my opponent/for writing purposes.

Debuff Deal: The power of this move is very significant as it is a T2, and in the super move’s use of it, the mini versions of people’s attacks will be weaker to avoid a bombardment of many moves hitting Gildarts all at once, which would be a real advantage to someone who has significant speed.

I’m not sure how much is acceptable, so I am going to leave this here and wait for feedback.
[/spoiler]
[Image: -Gildarts-fairy-tail-35651033-300-180.gif]
"I have never met a strong person with an easy past." -Atticus
Got some good 'ole insanity here.

T1 Super Utility: Driven Mad (Debuff, Ranged, Area Attack) (600): Clownpiece pours her power into her torch for five seconds, before sweeping it out in front of her, strengthening its madness-inducing light and sparking extreme impulsion and aggression in any enemies within 20 meters who see it. For the thirty seconds their lunacy lasts for, those affected no longer care about their own safety, or that of their allies, instead overcome with a single-minded determination to attack. They become very likely to accidentally harm themselves with their own attacks, as well as trip over or otherwise get in the way of their allies. Can be blocked by super defenses.
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
Pardon the delay on your thing, Gil, I didn't realize that someone had posted!

Anycase, my input on both things here...

(05-29-2017, 01:18 PM)Gildarts Wrote: THE DEETS. INCOMING.

What I mainly want is feedback before I submit it to the Move approval thread on the times, if you think it should last LONGER or shorter, how I should describe the weakening effects of the supermove. Should I say an exact number like "Their attack is cut in half" or should I leave it vague? Anyway here it is.

[spoiler]
I plan to make two versions of this move, one a regular move, the other a super move, which in contrast to the regular move, will make their power size down.

In the anime, Gildarts is battling one on one with the lead protagonist and accidentally hits him with a bit of “disassembly magic” causing the character to comedically explode into little chibi versions of themselves. (This doesn’t hurt the enemy in any way and their mind is also split, so they would not all do the same thing, a drawback of this is that by doing it, Gildarts creates an army of his enemy and they can freely attack and surround them, using their mini size and mass numbers to their advantage).

There were probably a hundred or more little versions of the same protagonist. In chibi form. I’ll include a small clip at the bottom because it may help the description. I wouldn’t have guessed this move would’ve been “okay” or ever approved but Omni in the chat said it was fine (with a limited duration, also suggested it be used as a super utility) and as long as I wrote it up well and clear. Anyway, that is the just of the move! Also as a side note I’m not really sure what is an “okay” amount of time for them to remain in chibi form, since the regular move is more fodder, I would like to keep it for longer (Multiple people said it would be fun to write as mini versions of their characters and I can’t say I disagree). It is okay with me if longer isn’t okay!

https://www.youtube.com/watch?v=j81azhK5mGI (you’ll have to fast forward to find the part. You’ll see it at :3:02)

Disassemble- Mini Chibi Army 300 OM (debuff, ranged)

During this move, Gildarts casts his magic with his hand (usually his organic one), it glows with light and expands out in front of him in a web pattern on his enemy. Like a fish net, it tightens around their form and lines spread across their skin in cube form. After a brief pause, the mini’s are being divided from the original version and are suspended in the air (from the magic), before they begin to fall down to the ground where they find their numbers have multiplied. They are in chibi form, leaving them at around 5-9 inches in height, depending on their own height in character. (Taller character, taller chibi).

As chibis, they are still the same character, however their minds will be separated, so they do not think collectively, but as a group of individual selves. There are over a hundred of these little versions of the enemy, they can still do all the things that their regular version of themselves could do, except reach the top shelf of the cabinet! They can attack from multiple chibis, the attack will just be smaller, (Example: they throw a ninja star at gildarts, if it hit, it would give him a scratch but it would also be really quite tiny.)

When he casts the move, he must be stationary, the character/target must be within range of this move which is about fifteen feet, meaning the target would need to be closer for effect (to withdraw the effect of the move, the many minis could run away, after about thirty-five feet they would turn into their regular form again). The downsides of this move are that the enemy is more in number, and while they are in miniature mode, Gildarts should not move his feet greater than three steps, if he does, the spell will be void and the enemy will return to normal. (This is also valid when he is knocked over.). He must concentrate during the cast time, which is about three seconds, but after, he doesn’t have to think about maintaining the magic.

The duration: If not being used in an actual fight, I’d say it could last a few minutes until the magic wore off (fodder), but while being used during a fight, I would probably say about 1 and a half minutes maximum (it is up to the opponent really).

Lastly, Gildarts can ‘un-cast’ the spell at any time during the battle, this would take another three second charge which he must concentrate on. He does not need to move three feet to do so.

If it isn’t okay used as a normal move, that’s okay with me too and I’ll just stick to it as a SU T2.


Disassemble - Chibi Army Charge! T2 Utility (Debuff Prof, ranged)

(I will just copy and paste the details from above but to save you from reading that mammoth twice I’ll just use parenthesis now!)

The differences: Everything is about the same, except the duration time and the use of the debuff.

Duration: Probably around 20-35 seconds. Whether that is the longer or shorter end of that spectrum is up to my opponent/for writing purposes.

Debuff Deal: The power of this move is very significant as it is a T2, and in the super move’s use of it, the mini versions of people’s attacks will be weaker to avoid a bombardment of many moves hitting Gildarts all at once, which would be a real advantage to someone who has significant speed.

I’m not sure how much is acceptable, so I am going to leave this here and wait for feedback.
[/spoiler]

Hah, I remember that scene. The Chibi-Natsus spamming Gildarts with numerous miniature attacks was both hilarious and adorable.

First of, I think you should tone down the amount of chibis since 100+ is a real lot especially considering that they are each 5-9 inches tall. Perhaps make it 30-50?
Furthermore, normally debuffs don't last longer than 30 seconds (Super Utilities may be different from this) and even then you would need a pretty big disadvantage to your own character to justify the duration.
In regards to the power distribution, perhaps their ATK could be evenly divided between all of them, so that if they all attacked at the same time the sum of the small attacks would be about as great as that same attack from a non-debuffed enemy? I would also leave DEF, SPD and TEC untouched, but note that SPD is less significant since the chibis are so small.
I'm not sure if you may require the use of Disassemble for this move to be okayed, though it's a little different in what it does.
Finally, how tiring is the move to use and what is its casting range?

The T2 SU version would probably be okayed with greater advantages such as reducing the collective attacking power. All of the above comments apply mainly to a regular move.


(06-09-2017, 02:19 AM)Clownpiece Wrote: Got some good 'ole insanity here.

T1 Super Utility: Driven Mad (Debuff, Ranged, Area Attack) (600): Clownpiece pours her power into her torch for five seconds, before sweeping it out in front of her, strengthening its madness-inducing light and sparking extreme impulsion and aggression in any enemies within 20 meters who see it. For the thirty seconds their lunacy lasts for, those affected no longer care about their own safety, or that of their allies, instead overcome with a single-minded determination to attack. They become very likely to accidentally harm themselves with their own attacks, as well as trip over or otherwise get in the way of their allies. Can be blocked by super defenses.

I'm not an expert in regards to Super Moves as those allow for more than regular moves. This looks pretty good to me though. Unless there was something that you wanted to change or such, you can probably send it to the Move approvals.
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