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Move Creation Workshop
Blizzard (tier one super ultility) (600) (requires debuff, area attack)
Cirno points her finger to the sky and her ice aura starts going berserk increasing in size and chilling factor significantly at the cost of energy and sanity due to how similar it is to Ice sign perfect freeze. Her eyes turn a shade of ice blue and her hair turns whiter at the use of thermal control. It causes frostbite in a fifteen foot diameter circle (the time it lasts is about a minute) The temperature is around zero degrees Fahrenheit. anyone who is not prepared for such a attack will be debuffed in speed for thirty seconds for 20% debuff of there original speed stat. Note this move does not stack with the normal ice aura or snowball and over rides any existing debuff's that deal with speed (on anyone caught in it including allies).
[Image: cirno-is-genius.jpg]
Keyblade of People’s Hearts - (Physical Strength, Ranged, Debuff Proficiency): A keyblade that originally belonged to Ansem, the Seeker of Darkness. Due to the Dark nature of the keyblade, it is a blade that can be summoned by Aros, otherwise known as “Anti Sora” as it were. The keyblade is 20 inches long, and has a black blade, with a red and gold guard. Each slash with the sword takes a piece of Darkness out of someone’s Heart, and when six slashes have been done… well…

Dark Counterpart Manifestation: (Mimic, Insight, 300 OM) This manifests a dark copy of an individual that Aros is battling, once he has performed six attacks on the individual. They can use any two attacks the individual possesses. Any hits with Light Elemental powers will instantly banish them. This can only be used after six hits of the Keyblade of People’s Hearts.

Strike Raid: (300, Ranged Proficiency, Debuff):

An attack that has him simply hurl his keyblade, going 30 MPH at an opponent. This takes seven seconds to charge up, and will smack into an opponent, usually it is aimed for the head but sometimes might be aimed for the crotch, arms, or other weak points of the body. This causes pain to anyone who is hit by it.

Dark Returns (300, ???):

Opening a Corridor of Darkness, Aros will “Swallow” an attack into it, and open it behind an opponent, returning their attack at them + one damage level from the Dark Energy of the Corridors. In other words, don’t range him, and he can’t use this. It’s only effective against ranged attacks, and useless on melee. Requires a small amount of focus, drains a small amount of energy, only takes seven seconds for him to use.

Using these for an NPC Prime I'm working on. Also if you have any suggestions for moves for him, feel free to let me know.
(07-05-2017, 11:44 PM)Makoto Yuki Wrote: I now realize I forgot to add some pretty basic information >_>

Lightning Gloves (Physical Proficiency, Debuff Proficiency) 600 OM

[spoiler]Durable black gloves that fit snugly, covering the whole hand. Akihiko Sanada's weapon of choice. Can be used to punch, slap, backhand, choke, and generally do anything you could do barehanded.

Over the years they've become saturated with Akihiko's fighting spirit, imbuing them with his Persona's lightning. By taking four seconds of deep concentration during which he can't move or cast, Makoto can coat the gloves in electricity, which moderately shocks on impact. This effect lasts for 15 seconds, and is tiring enough to only be used three times at most per fight. Five seconds of cooldown are necessary before applying a second time.

Opponents who receive five or more direct, undefended hits while the effect is active feel the effect of the constant electric discharge on their nervous system, decreasing their fine motor skills (decreases TEC). This effect lasts for ten seconds. The debuff itself doesn't cost any additional effort to apply, as long as the above condition is met. [/spoiler]

Should be much clearer and more balanced. I think.

-What would happen if an opponent is hit while debuffed, does the debuff refresh?
-Why does it cost 600 OM? Does the gloves' regular punch deal more damage than barehanded punches? (If so, please note it. If not, you can cut the cost to 300 and note that they deal no extra damage)
-What does it mean to take a direct and undefended hit? Does it have to be to an opponent's skin/would clothing be a "defense"? And if say, they block the hit with their arm, would that be a "defended" hit?

(07-06-2017, 10:41 AM)Cirno Wrote: Blizzard (tier one super ultility) (600) (requires debuff, area attack)
Cirno points her finger to the sky and her ice aura starts going berserk increasing in size and chilling factor significantly at the cost of energy and sanity due to how similar it is to Ice sign perfect freeze. Her eyes turn a shade of ice blue and her hair turns whiter at the use of thermal control. It causes frostbite in a fifteen foot diameter circle (the time it lasts is about a minute) The temperature is around zero degrees Fahrenheit. anyone who is not prepared for such a attack will be debuffed in speed for thirty seconds for 20% debuff of there original speed stat. Note this move does not stack with the normal ice aura or snowball and over rides any existing debuff's that deal with speed (on anyone caught in it including allies).

Does the aura move with Cirno as she moves around? I presume yes but I don't think you noted it Tongue I see no other issues with this one though.

(07-06-2017, 07:50 PM)Repliku Wrote: Keyblade of People’s Hearts - (Physical Strength, Ranged, Debuff Proficiency):   A keyblade that originally belonged to Ansem, the Seeker of Darkness. Due to the Dark nature of the keyblade, it is a blade that can be summoned by Aros, otherwise known as “Anti Sora” as it were. The keyblade is 20 inches long, and has a black blade, with a red and gold guard. Each slash with the sword takes a piece of Darkness out of someone’s Heart, and when six slashes have been done… well…

Dark Counterpart Manifestation:  (Mimic, Insight, 300 OM)   This manifests a dark copy of an individual that Aros is battling, once he has performed six attacks on the individual. They can use any two attacks the individual possesses. Any hits with Light Elemental powers will instantly banish them. This can only be used after six hits of the Keyblade of People’s Hearts.

Strike Raid: (300, Ranged Proficiency, Debuff):

An attack that has him simply hurl his keyblade, going 30 MPH at an opponent. This takes seven seconds to charge up, and will smack into an opponent, usually it is aimed for the head but sometimes might be aimed for the crotch, arms, or other weak points of the body.  This causes pain to anyone who is hit by it.

Dark Returns (300, ???):

Opening a Corridor of Darkness, Aros will “Swallow” an attack into it, and open it behind an opponent, returning their attack at them + one damage level from the Dark Energy of the Corridors. In other words, don’t range him, and he can’t use this. It’s only effective against ranged attacks, and useless on melee. Requires a small amount of focus, drains a small amount of energy, only takes seven seconds for him to use.

Using these for an NPC Prime I'm working on. Also if you have any suggestions for moves for him, feel free to let me know.
I see a number of errors that you already did with your previous moves submitted to the Workshop, which were very similar or even equal to the ones you're submitting now... specifically for the Keyblade and the Strike Raid moves. Please review your moves based on the info you have from those last submissions, I'll review your moves after that. For the other two:

Dark Counterpart Manifestation: This won't fly as it is. It would need to be an Assist. If you want it to be able to use Mimic, that works, but remember that Insight can be blocked by Suppression. Also, elemental attacks being more or less effective than others are not permitted as a disadvantage/advantage. You can have it be fluff if you want, but not part of the actual move.

Dark Returns: For what it offers this is far too powerful/efficient:
-It would make Aros effectively immune to slow-moving ranged attacks or those with high chargeup time if he/she can anticipate them... would he be untouchable to opponents who purely use ranged attacks of that sort?
-It not only returns the attack but also makes it more powerful at next to no cost
-It consumes only a "small amount of energy"

First of, for the proficiencies I'd say you'll need Teleportation (whose max range determines how far you can use Corridors of Darkness), Ranged and possibly Ranged Materialize Proficiency.

Now for the move itself, it should probably have a maximum duration for which Aros can uphold the move, a much higher drain of energy - I personally would say at least twice the amount of energy consumed by the opponent to launch the attack (once to "block" it and once to throw it back at them), plus however much energy it would cost to empower it with the dark energy. And you'd need to point out how far away behind an opponent is the portal opened? Does it give them any chance to dodge or does it open so close that it's pretty much an automatic hit? (if so you would also need the Homing proficiency).
 [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...
I'm so  sorry Amms, but I decided to go ahead and post the move to the approvals thread after fixing it up on my own >_>
It was approved though, I already bought it. For the sake of clarity, here're the answers:

-The debuff doesn't refresh, it has to be reapplied to take effect again (taking into consideration the appropriate conditions/cooldowns).
-My understanding was that it's 300 for the physical weapon, the gloves, and another 300 for the charge move. I guess that in a fist fight against a barehanded opponent with identical stats, Makoto would have the advantage??
-If the punch has to go through any moves (barriers, shields, or anything that can realistically be used to defend like sword/staff/physical armament) or arms/tentacles/relevant appendages raised defensively, then it doesn't count. I think dragging it out like that just makes it needlessly complicated. If it's not a clear punch to the face, exposed torso/back, etc. then it just doesn't cut it.

If you think that there's been a mistake, do tell. Again, really sorry, I promise to be more patient in the future >_<
That's quite alright, no harm was done! And congratulations on the approval Tongue
I don't see any mistakes in it, and considering that you were approved by staffers who are better than me at this I doubt that there are any.
 [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...
I'm trying to make a non-lethal attack move for Ebony's scythe. In this case, it's for making the opponent tired. Thoughts? (scythe description with the main move on my roster)

Soul Strike (300) Requires: Physical Strength, Debuff Proficiency, Homing Proficiency

A non-lethal attack that uses Ebony's scythe. Ebony focuses for three seconds. During this time she may move and dodge, but may not attack. After this, the previously silver blade glows a faint purple and appears slightly translucent. Ebony then may continue to attack with her scythe as usual besides from one key change. The curved blade travels through all usual weapons, shields, and armour (but can still be blocked by an actual defensive move). This also means that the blade itself cannot be used to block strikes (but the staff can). Once the blade reaches an opponent, it appears to phase through their skin. The foe feels some pain, but it's very reduced from what the attack would normally feel like. Instead of actually doing any damage, the attack solely drains the foe's fatigue leaving them tired. This is a permanent drain for the whole fight, so should Ebony win by primarily using this, or attack with it as a finisher, the opponent would fall unconscious. Each individual strike is not draining to Ebony and won't seem very draining to her opponent. However, over time, the attacks will add up.

To revert back to normal attacks, Ebony has to focus for three seconds and again can only move and dodge during this time.
Okay got some stuff for an NPC

Scattering Scales (Area Attack, Ranged, Debuff) (1200): A simple application of her power. With a flap of her wings, Eternity releases a cloud of insect scales, covering an area about 10 meters in diameter around her, which lasts for about 5 seconds before they settle or wind blows them away. These scales don’t do any damage, however they can bring a surprising amount of pain. Those caught within range experience irritation in their eyes as scales get caught in them. While they don’t cause blindness, this can make it very hard to see for about 10 seconds until they’re cleared out. It’s a very easy move, taking merely the flap of her wings in order to use it. Though due to having a limited amount of scales on her wings, it must be used sparingly; three times and she’s out of uses.

Eternity also has a second version of this attack, which scatters scales in a more metaphorical sense. She concentrates for 2 seconds before unleashing a barrage of small, green, scale-like magical bullets, each measuring about 3 inches in diameter. The area 10 meters around her is completely engulfed in the cloud for about 5 seconds. It’s a rather weak attack, with each bullet only hurting about as much as being punched, but due to the wide area effect, it is somewhat draining, keeping her from using it excessively.

And for an alternate version to the alternate version allows Eternity to directly launch these magical scales at a foe. She concentrates for up to 10 seconds seconds and unleashes one stream of 10 bullets for every 2 seconds she charged vaguely towards a foe within 40 meters of her. This barrage isn’t accurate by any means, and each individual bullet stream can miss by up to 2 meters, but it makes up for it through sheer numbers.  The bullets travel at about 20 m/s, and fade away once they’ve travelled 40 meters. Very light magic drain when compared to the other bullet version. This is her main attack.

T1 Super Attack: Butterfly Sign “Minute Scales” (Area Attack, Ranged) (600):  A bullet pattern modelled after the scales she’s capable of scattering. Eternity concentrates for 3 seconds, before flapping her wings and releasing a massive barrage of green, scale-like magical bullets directly in front of her. These spread into a cone covering about 20 meters away from her, measuring 20 meters in width at the widest portion.

T1 Super Utility: Butterfly Sign “Fluttering Summer” (Area Attack, Ranged, Debuff) (600): A summer-themed attack. Eternity concentrates for 3 seconds, before fluttering her wings furiously, conjuring up a powerful summer wind that knocks over anyone within 20 meters in front of her.
[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
Hematite Gloves - (300, Ranged Proficiency, RP Flavor) 

A Gemstone that is worn by Repliku on one of his gloves. This is how he will get the ability to do the Ranged Proficiency back, in the Omniverse. It can store all of his  weapons, including a copy of his Keyblade inside of it should he need it. This is not the main property of the gemstone however. It can fire a black 2x2 concussive energy blast out of it. This is moderately draining on his stamina, requires the use of both hands in order to do it properly, and has another limitation. This cannot be used with other moves. It can be used while moving however and moving is preferred when doing this. 


Axel's Chakrams - 900 - Ranged Proficiency, Physical Strength, (Area Shield?): 

A weapon that belonged to one of the Members of Organization XIII. This can either be used as a melee weapon, or as a thrown weapon, or as a defensive item. They can be used to block attacks or to slash at an enemy, or thrown like projectile weapons. They travel at the speed of crossbow bolts when hurled at an enemy, however. These take eight seconds for Repliku to summon. These aren't tiring for him to use at all practically, draining only a weak amount of his energy from him per usage. In addition, the Chakrams can return 5 seconds after they are thrown, having a maximum range of 100 feet when he hurls them. These can also be used by Repliku as shields, to block attacks that are headed his way or to catch blades inside of them. 



Zexicon's Lexicon - 900 OM (Insight, Ranged Proficiency, Debuff) 

[Image: ekBaSxj.png]
Zexicon's Lexicon is a book that Repliku has constructed for himself from memories of the book Zexicon used. This allows Repliku to record information on people he encounters, but also allows him to cast magical spells, when holding the book. The book can be summoned within ten seconds of concentrating on it. It's mildly draining on his stamina, and requires both hands. It has a maximum range of 200 feet. There are currently two spells that are inside of the book, in addition to the book also recording information about the places he's been, the people he has met, and that sort of thing. 

 - Shell:  Six Dark Magic Octagons that connect in front of him. This can block up to one medium damage attack. Takes seven seconds to create and is mildly taxing for him to use. Takes ten seconds to cool down upon use. Shell is a spell that Repliku likes because it provides him a defensive ability he otherwise wouldn't have. This only has a range of 20 feet from him. 


- Entrap: (Debuff, Ranged.):   Entrap is where he'll hold the book out at them, and the opponent will be sucked inside the book. Should they possess a stronger DEF than his TEC they will be able to break out of the book easily. However, the containment only lasts ten seconds and it takes him fifteen to charge up entrap. Upon leaving the book, the opponent would feel disoriented and confused for about eight seconds, and they'd have a splitting headache for ten seconds.
Would someone please take a look at these, and tell me what you think?
This is quick feedback as I'm on my phone but:

Hematite Gloves:
>How long does it take to store and remove weapons? (You might want to add the storage aspect to your weapon descriptions instead or as well)
>How long does the blast last?
>What is the range of the blast?

Axel's Chakrams
>How big are they?
>What do they look like, give a description.
>Unless you're blocking in a large area, you don't need area defense.
>Unless you're focusing and channelling energy into the weapons to act as a shield, blocking with them doesn't require an additional 300OM unless they change forms.

Zexicon's Lexicon
>Recording information on people wouldn't require OM. You'd just need insight normally. Writing a diary on people is fodder.
>What part of it has a 200ft range? The insight?
>How big is the shell?

For balancing, you should rely on someone else.
@Clown. I am a noob but I shall try. Amaterasu or someone else who hangs out here will probably tell me I'm giving bad advice or feedback. But I'm trying, I swear. Pls be gentle.

Scattering Scales
>Looks good, although 20m/s is fairly slow for a bullet spam. Considering someone at the end of its range has 2 seconds to dodge.

Butterfly Sign
>Great, although note that, to my knowledge, the charge time of a super attack doesn't really have an impact as it plays out like a cutscene. Good for descriptive purposes though.

Butterfly Sign
>Technically, since being knocked over is an instant, and not lingering, effect, it probably doesn't actually need debuff.
>Also, are you sure you don't want to knock people backwards as well or disorient them? Making everyone fall over seems a bit weak for a super move. But then, I'm new to the balancing game so I could be wrong.
>You said it knocks over people in front of her. Is that directly or is it in a cone shape?
Thunder Clap(600 OM)
Requires: Strength Prof and Debuff prof.
Ash fuses her palms with magic and claps. This creates a sound wave that throws the target off their feet, and 10 feet back if they are particularly light, while the sound created by the clap leaves a harsh ringing in their ears. This deafens a target for 10 seconds, leaving them confused and disorientated, as well as open to any sneak attacks. The closer the target and the more distance between her hands before she claps risks real damage to the eardrums, which can be healed by normal means after the fight. Ash can do this as many times as she can endure the painful sting in her hands after each smack. (Usually, only 3-6 times in a row without rest, depending on how hard she claps. But if she is desperate she can continue to do so.)

-

Chain Lightning(900 OM)
Requires Area Attack Prof, Ranged Attack Prof, Debuff prof.
Ash summons electricity magic in her hands by concentrating for 5 seconds, then releases it on someone within 20 feet of her. The electricity is so strong that even after the initial attack it continues to the next person within 10 feet, arching to the closest person to do high voltage damage to them as well before moving to the next. This attack hits up to 7 people within 10 feet of each other, giving it a great advantage against large groups. With a little pre-planning, she can manipulate the direction it arches but no one is truly safe from becoming a lightning rod except herself.
After getting a powerful shock, every member is stunned for 10 seconds and vulnerable to, but not limited to, free attacks on them, stolen goods, or being bound by some force or another. (Could be good for banishing someone who's allied with a group.) Ash can only do this move twice a fight before she needs a rest, and really should only have to do it one.

-

T1 POWER UP: STORM DEMON(1000 OM)
Blue lightning crackles across Ash's entire body, her horns and eyes glow bright neon blue as the electricity supercharges her, she wears a wicked grin the whole time.
ATK: 2 + 2 = 4
DEF: 1
SPD: 3 + 2 = 5
TEC: 4 +1 = 5
[Image: tumblr_maolcpnQS61qakj1do1_500.gif]

Warning: Anything that involves Ash should be rated M. Possibly higher.

Erik Vrell : Ash has a 'love' fourth dimensional shape
Erik Vrell : As in its wide and unfathomable for us mere mortals
(Hey I need opinions on this by the time I can purchase this.)

Blinding Ball (600 OM, requires Ranged, Debuff, Area)
Aquamarine creates a ball of hard light from the tip of her wand before launching it at her opponent, causing a explosion that is meant to both hurt the opponent and to blind the opponents around him. The ball is around 1 foot in diameter, and can be launched as fast as a bullet at the opponent. Upon colliding with the opponent, the ball of solid light explodes, causing some blunt damage to the opponent and anyone in a 3 foot radius of the opponent, and blinds anyone in a 30 foot radius of the blast due to the explosion being extremely bright. Creating and launching the ball of light takes a good amount of stamina for Aquamarine, and the ball of light takes 4 seconds to create. Aquamarine can move around while creating the ball, but she must stand still in order to launch the ball of light at the opponent.
Disclaimer: I am a noob.

@Aqua
Blinding Ball
>Can Aquamarine be blinded by her own attack?
>What's the range?
>How long does the blinding effect last?
>Why does it cost 600OM? I can't see and variability in the move.

@Ash
Thunder Clap
>I'd base the knockback about their DEF compared to your ATK (although I don't know if you'd need to) and change the wording so it says up to 10ft.
>You said the effects decrease at range. Is there a soft cap of sorts? Say at 30ft for example where the move basically does nothing? Or is this only for close range? You listed physical as a proficiency for this and not range.
>You might need to specify some times. How long does it take to do the largest clap? The smallest one?
>You may wish to add some description to what the sound wave looks like and any other visual effects.

Chain Lightning
>Area is for attacks with splash damage. Since this is one well controlled projectile, you'd need ranged control if you want to divert it mid flight. Although, since you said it's pre-planned, that would mean anyone that moves in range after the bolt has been fired wouldn't get hit? I think you might actually need homing (if not ranged control) for it to zig-zag across a group of people, as the targets will likely move after you've fired the spell so it can't all be pre-planned besides the general direction.
>How fast does it travel?
>If there any delay before if moves to the next person?
>You may have/want to specify a drop in damage for later targets.
>Can it hit the same person twice?
>Why is this 900OM? There's only one thing it can do, and the only variability is the number of targets. Reasonably you might get it for 300OM unless I misunderstood something.

Storm Demon
>Awesome sauce
(07-13-2017, 01:54 AM)Ebonywood Hellscythe Wrote: Disclaimer: I am a noob.

@Aqua
Blinding Ball
>Can Aquamarine be blinded by her own attack?
>What's the range?
>How long does the blinding effect last?
>Why does it cost 600OM? I can't see and variability in the move.

@Ash
Thunder Clap
>I'd base the knockback about their DEF compared to your ATK (although I don't know if you'd need to) and change the wording so it says up to 10ft.
>You said the effects decrease at range. Is there a soft cap of sorts? Say at 30ft for example where the move basically does nothing? Or is this only for close range? You listed physical as a proficiency for this and not range.
>You might need to specify some times. How long does it take to do the largest clap? The smallest one?
>You may wish to add some description to what the sound wave looks like and any other visual effects.

Chain Lightning
>Area is for attacks with splash damage. Since this is one well controlled projectile, you'd need ranged control if you want to divert it mid flight. Although, since you said it's pre-planned, that would mean anyone that moves in range after the bolt has been fired wouldn't get hit? I think you might actually need homing (if not ranged control) for it to zig-zag across a group of people, as the targets will likely move after you've fired the spell so it can't all be pre-planned besides the general direction.
>How fast does it travel?
>If there any delay before if moves to the next person?
>You may have/want to specify a drop in damage for later targets.
>Can it hit the same person twice?
>Why is this 900OM? There's only one thing it can do, and the only variability is the number of targets. Reasonably you might get it for 300OM unless I misunderstood something.

Storm Demon
>Awesome sauce

Blinding Ball (300 OM, requires Ranged, Debuff, Area)
Aquamarine creates a ball of hard light from the tip of her wand before launching it at her opponent, causing a explosion that is meant to both hurt the opponent and to blind the opponents around him. The ball is around 1 foot in diameter, and can be launched as fast as a bullet at the opponent up to a range of 100 feet. Upon colliding with the opponent, the ball of solid light explodes, causing some blunt damage to the opponent and anyone in a 3 foot radius of the opponent, and blinds anyone for 5 seconds in a 30 foot radius of the blast due to the explosion being extremely bright, including herself if she's within the range of the bright flash. Creating and launching the ball of light takes a good amount of stamina for Aquamarine, and the ball of light takes 4 seconds to create. Aquamarine can move around while creating the ball, but she must stand still in order to launch the ball of light at the opponent.
@Aqua. One last thing. What if someone isn't looking at the explosion? Will they still be blinded due to its magical nature? Or not? Besides that I think it looks good to go.
(07-08-2017, 09:30 PM)Clownpiece Wrote: [spoiler]Okay got some stuff for an NPC

Scattering Scales (Area Attack, Ranged, Debuff) (1200): A simple application of her power. With a flap of her wings, Eternity releases a cloud of insect scales, covering an area about 10 meters in diameter around her, which lasts for about 5 seconds before they settle or wind blows them away. These scales don’t do any damage, however they can bring a surprising amount of pain. Those caught within range experience irritation in their eyes as scales get caught in them. While they don’t cause blindness, this can make it very hard to see for about 10 seconds until they’re cleared out. It’s a very easy move, taking merely the flap of her wings in order to use it. Though due to having a limited amount of scales on her wings, it must be used sparingly; three times and she’s out of uses.

Eternity also has a second version of this attack, which scatters scales in a more metaphorical sense. She concentrates for 2 seconds before unleashing a barrage of small, green, scale-like magical bullets, each measuring about 3 inches in diameter. The area 10 meters around her is completely engulfed in the cloud for about 5 seconds. It’s a rather weak attack, with each bullet only hurting about as much as being punched, but due to the wide area effect, it is somewhat draining, keeping her from using it excessively.

And for an alternate version to the alternate version allows Eternity to directly launch these magical scales at a foe. She concentrates for up to 10 seconds seconds and unleashes one stream of 10 bullets for every 2 seconds she charged vaguely towards a foe within 40 meters of her. This barrage isn’t accurate by any means, and each individual bullet stream can miss by up to 2 meters, but it makes up for it through sheer numbers.  The bullets travel at about 40 m/s, and fade away once they’ve traveled 40 meters. Very light magic drain when compared to the other bullet version. This is her main attack.

T1 Super Attack: Butterfly Sign “Minute Scales” (Area Attack, Ranged) (600):  A bullet pattern modelled after the scales she’s capable of scattering. Eternity concentrates for 3 seconds, before flapping her wings and releasing a massive barrage of green, scale-like magical bullets directly in front of her. These spread into a cone covering about 20 meters away from her, measuring 20 meters in width at the widest portion.

T1 Super Utility: Butterfly Sign “Fluttering Summer” (Area Attack, Ranged, Debuff) (600): A summer-themed attack. Eternity concentrates for 3 seconds, before fluttering her wings furiously, conjuring up a powerful summer wind that bowls over anyone within 20 meters of her and pushes them out of that range.[/spoiler]

(07-12-2017, 05:45 PM)Ebonywood Hellscythe Wrote: @Clown. I am a noob but I shall try. Amaterasu or someone else who hangs out here will probably tell me I'm giving bad advice or feedback. But I'm trying, I swear. Pls be gentle.

Scattering Scales
>Looks good, although 20m/s is fairly slow for a bullet spam. Considering someone at the end of its range has 2 seconds to dodge.

Butterfly Sign
>Great, although note that, to my knowledge, the charge time of a super attack doesn't really have an impact as it plays out like a cutscene. Good for descriptive purposes though.

Butterfly Sign
>Technically, since being knocked over is an instant, and not lingering, effect, it probably doesn't actually need debuff.
>Also, are you sure you don't want to knock people backwards as well or disorient them? Making everyone fall over seems a bit weak for a super move. But then, I'm new to the balancing game so I could be wrong.
>You said it knocks over people in front of her. Is that directly or is it in a cone shape?

Scattering Scales: Upped to 40 m/s. Still have time to dodge at max range but isn't as painfully slow.

Fluttering Summer: changed so that it knocks people over and back, and affects everyone around her so that it serves its purpose better, which is keeping people away from her because she's a fairy and can't punch worth shit.

Changes made in bold to that little spoilered section in this post.
[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
(07-13-2017, 02:01 AM)Ebonywood Hellscythe Wrote: @Aqua. One last thing. What if someone isn't looking at the explosion? Will they still be blinded due to its magical nature? Or not? Besides that I think it looks good to go.

It requires someone to see the explosion to be blinded.
Edit: Posting in move approval now. Never mind guys.

Shameless repost of my move from some days ago:

Quote:I'm trying to make a non-lethal attack move for Ebony's scythe. In this case, it's for making the opponent tired. Thoughts? (scythe description with the main move on my roster)

Soul Strike (300) Requires: Physical Strength, Debuff Proficiency, Homing Proficiency

A non-lethal attack that uses Ebony's scythe. Ebony focuses for three seconds. During this time she may move and dodge, but may not attack. After this, the previously silver blade glows a faint purple and appears slightly translucent. Ebony then may continue to attack with her scythe as usual besides from one key change. The curved blade travels through all usual weapons, shields, and armour (but can still be blocked by an actual defensive move). This also means that the blade itself cannot be used to block strikes (but the staff can). Once the blade reaches an opponent, it appears to phase through their skin. The foe feels some pain, but it's very reduced from what the attack would normally feel like. Instead of actually doing any damage, the attack solely drains the foe's fatigue leaving them tired. This is a permanent drain for the whole fight, so should Ebony win by primarily using this, or attack with it as a finisher, the opponent would fall unconscious. Each individual strike is not draining to Ebony and won't seem very draining to her opponent. However, over time, the attacks will add up.

To revert back to normal attacks, Ebony has to focus for three seconds and again can only move and dodge during this time.
(I think I am gonna workshop these moves for when I can buy them (and in Orbital Ring's case, the Area Defense Proficency as well) for now.)

Orbital Ring (600 OM, Requires Ranged, Telekinesis, Area Attack, Area Defense)
Due to constant exposure to the low amounts of the unique energies emitted from her wand, Aquamarine can create a gravity field around herself and make objects such as trash or furniture around her orbit around herself to protect her while she can charge a attack. Aquamarine can activate the orbit after a second of thinking, and while the stamina drain from maintaining the orbit is constant, she can choose when the orbit can dissipate, though she can also choose to send out the orbit in a ring pattern to launch away nearby opponents at the cost of more stamina being used up, though it will not do that much damage. Since the orbit takes a second to form and does not protect from the top, piercing attacks or attacks from the air will not be blocked, though the ability to launch her orbit can be useful to send away opponents. Lastly, Aquamarine will be able to use the Orbital Ring with her other moves, though she won't be able to use other moves while launching her orbit outward.

Blue Aura: Tears (T1 Super Utility, 600 OM, requires Ranged, Debuff, Area)
Using her memories of Blue Diamond and her powers, Aquamarine recreates the sad aura that Blue Diamond can create in order to make everyone around her cry and lose focus. It takes half a second for the aura to be created, and once it is created, everyone within a 50 foot radius around Aquamarine will start to cry, though Aquamarine will be immune to the aura since she is the one creating the aura. Not only will the crying cause anyone to lose focus due to having tears in their eyes, but the crying also lowers her opponent's TEC and SPD by 1 each for one round, split between the opponents in radius. The aura will not be able to affect those using a T1 Super Defense, and will not be able to lower someone's SPD to be lower than 0.

Yellow Aura: Conductor (T1 Super Attack, 600 OM, requires Ranged, Telekinesis)
Using her memories of Yellow Diamond and her powers, Aquamarine grabs a nearby metal object with her Tractor Beam Wand and sends it right in front of her opponent, before exerting yellow sparks around her body and causing the wand to send electricity all the way to the metal object, causing it to electrocute the opponent. This move takes around a second to activate, and causes a large amount of shock damage to the enemy, though Super Defenses will absorb the shock and negate the attack. Lastly, Aquamarine can't move while channeling electricity through her wand and to the metal object.


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