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Thread Review (Newest First)
Posted by Keiki Haniyasushin - 01-05-2020, 11:19 PM
Haniwa cavalry spear (300) (requires physical strength)
The Haniwa who are lucky enough to be awarded with a horse are also given a cavalry spear for the extra range that such a reward requires. It’s greatest advantage is it’s length being about 6 feet long from the tip of the spear to the end of the stick and about half a foot metal blade. It’s sharpened to be razor sharp and is quite concentration heavy due to the nature of making sure you actually hit your target when you thrust or slash. Everything else besides it is normal for a spear of this type.

Clay shatter (300) (requires ranged)
Keiki’s haniwa have a built in spell in which something hits them razor sharp clay shards will fly out of their body and strike anything in the direction of the strike. Each haniwa can use it once and it lasts for a second the barrage of shards is five feet wide roughly, moving around the speed of an arrow. Haniwa also take damage when they use this spell due to their bodies being used as ammunition (around 1-2 damage roughly).

Haniwa blade (300) (requires physical strength)
Each haniwa is outfitted with a short sword built specifically for close quarters encounters having a two foot long blade. It’s not very exhausting to swing around but like the spear requires a fair amount of concentration due to it’s razor sharp nature. Everything else however is normal for the sword.

Army corps bow (300) (requires ranged proficiency)
Each haniwa is outfitted with a composite bow, and twenty arrows for long range combat. While most haniwa aren’t the best shots due to their magical circuits not being great, enough haniwa firing arrows will cause problems. It takes a few seconds to aim and ready each arrow with a great amount of concentration put into each shot. One can move while they are shooting arrows but it greatly decreases the range and accuracy of the shot as well as the power behind each arrow to about 10% of the original capabilities. The bow in general is typical in terms of range and speeds of a composite bow.
Posted by 13-Jzall - 01-03-2020, 06:41 AM
Aerophone Scryerskull: 300 OM (Requires Enhanced Senses, Buff Prof)


Attached by a simple mechadendrite and held up with anti grav generators, this is an exact copy of 13's skull covered with microphones and sensors. Although functionally blind, it is able to detect any sound within the range of 13's enhanced senses and build images off of that. Everything to do with the noise created within .85 of a metre will be exactly seen and sent to 13, who will then be able to see it like it was in front of him. This will, for example, show 13 the legs of an assailant running towards him along with any dust thrown up by their running. It will show how a gun is being aimed and the projectile, although it will only reach up to about the end of their arms or the tips of their shoulders. This information is shared with any cybernetically enhanced primes, allowing them to see the limited outline of whoever the target is through walls and other obstacles.


Mole Launcher: 300 OM (Requires Ranged Prof, Homing Prof)
A reverse mortar, this weapon fires explosive rounds that arc through the earth and strike under a target where their armour is usually weakest. Modified for it and its ammunition to be deep strike capable, it is able to be instantly summoned in and out, although there must be at least a minute between periods of it having been teleported away and teleporting it back. With a maximum range of 1.8 metres and a travelling time of 150m/s, this weapon is fired by sticking the end into the ground as far as it is able to go and firing. 13 will then communicate with the machine spirits of the rocket about the speed, position and expected displacement of the target. After 2 seconds lying relatively idle underground it will then fire miniature rockets, homing in on the target's expected location and capable of compensating up to 10 metres away from that point. At long ranges the rocket can be seeing disturbing the earth and at the maximum range, it can be attacked from above ground. Ammo is teleported into 13's hands, which then takes 7.5 seconds for the ammo to be reloaded and the gun to be ready once more.

Image: https://wh40k.lexicanum.com/mediawiki/im...uncher.jpg or https://wh40k.lexicanum.com/mediawiki/im...r_Team.jpg
Posted by Marisa Kirisame - 11-26-2019, 05:13 PM
Hakkero Pistol (1500) (requires ranged, debuff, area attack)
Marisa’s Hakkero has been changed into a long barreled pistol about a foot long. It can use both normal and special pistol bullets made specifically for this weapon. It holds up to a max of 8 bullets, though it requires five seconds to reload during which marisa needs to keep her attention on loading. It also takes about a second to fire though they don’t need to pull the hammer after each shot. Each bullet for good accuracy has a max range of 50 feet it’s true max range under perfect conditions is 100 feet. Ranges may change with specific bullet types.


The normal bullets are in every way shape and form a bullet dealing moderate damage. They are used mainly in situations where Marisa isn’t up against a prime. And as such have less stopping power compared their magic infused cousins.

Incendiary rounds- Marisa’s first group of magical bullets. She carries around a set of incendiary rounds noted by the red shell about ten in number. When fired the bullet with be lit on fire before a ball of fire is shot forward. The range is 25 feet for good accuracy  and the ball of fire is about a foot in diameter and once it hits it’s target it will start to burn for five seconds dealing minor damage added onto the initial impact which deals moderate damage.

Flak round- Marisa’s second group of magical bullets. As before with the Incendiary rounds she carries ten of them. Unlike the other bullets though this has a max range of ten feet but the bullets are made to become shrapnel that fires forward so it has a 30 degree radius as shards fly out to hit anything in that vicinity. This deals minor damage for each individual shard that hits.

Shock round- Marisa’s third group of magical bullets. She carries 5 rounds and it has a max range of 50 feet. Each bullet lacks the damage output of other rounds only dealing damage  and to make up for the weaker power of the bullets they’ve been laced with electric magic allowing a direct hit on a target to stun them for two second. Should the target not get hit and it hits the ground a ball of electricity five feet in diameter will form shocking anyone in the vicinity dealing minor shocking damage alongside the stun from before though only for 1 second.
Posted by Peter Smithson - 11-19-2019, 06:48 PM
I'm working on a couple new moves, trying to figure out a way to keep them balanced while still making them brutal and effective, especially against giant opponents. I've got Entropy Stab at 600 OM since it has 2 effects for different intervals of stab-time. As for Wicked Cut, I'm not sure about the cost I have on it. I've got the slash written down as "being powerful enough to go across a giant opponent's body, though Peter will need some momentum if he wants to slash more than the length of a person's torso", but the difference between "slashing across a human torso" and "slashing across a giant monster's body" might be enough that I'll need to add 300 OM to the move. I'm also not sure if the restrictions on the move (Can only be used to a finish a >6 second Entropy Stab, opponent's DEF must be less than Peter's ATK, he must use both hands to perform the move) are enough to justify making it so powerful.

Entropy Stab (600) (Uses Physical Strength) (Uses Debuff Proficiency): Simply put, Peter shoves his sword into his opponent, then presses his sword's entropy generator button so that it outputs a constant stream of entropy energy that seeps into the opponent's body, which rapidly heats up all parts of the body that the sword is making contact with. If this continues for more than 3 seconds, the heat becomes excruciatingly painful, muddying the opponent's mind and making it difficult for them to fight effectively. If this continues for more than 6 seconds, the parts of the body touching the sword grow so hot that they start disintegrating into stardust, which will result in a hole in their body with a diameter of around 6 cm if this continues for any longer. This move is very risky to use since Peter must hold on to his sword at all times so he can keep the generator activated, reducing his options for defense while also putting him close to his opponent. And as with his other Entropy Sword moves, the entropy generator will break if it's used constantly or if it's run for more than 30 seconds straight.

Wicked Cut (300) (Uses Physical Strength): This move is a followup to Entropy Stab. Should Peter manage to dump enough entropy energy into his opponent, so much heat will be built up in their body that he could slash through them like butter. If Peter uses Entropy Stab on an opponent for more than 6 seconds, and their DEF is less than Peter's ATK, then by wielding his sword with both hands he can make a single brutal cut through their body. The power of this cut is enough to go straight through a 100 foot-long beast, though Peter will need some momentum if he wants to cut through something larger than a human's torso (such as, for example, dropping down a great distance while stabbing the side of a giant beast so that his sword slices through it as he falls down).
Posted by Marisa Kirisame - 11-18-2019, 09:34 PM
(09-25-2019, 02:36 PM)Daniel_Tempest Wrote: Plasma Hand Blaster MK I: 
Requires Ranged Proficiency
Cost:Heavy stamina drain and 600 OM

This is possibly the reason why the Troopers wanted Tempest's prosthetic arm for hidden inside is a structure that most closely resembles a B. Buster cannon (The one from mega man). While it looks very much like it there are some differences that make it a good weapon but honestly not as useful as a Buster. This is an advanced move for it is able to be charged for ten seconds before releasing a blue-yellow sphere of energy blast that hits with the force of a swat riot round. It travels at a speed at a major league baseball pitch (80 mph perhaps) and fully charged is about the size of a basketball If released instantly or prematurely it will at the most have an impact of an solid jab in a blast of three, traveling in a straight line until they strike something, their sizes about the size of ping pong balls.

For future reference the stamina cost shouldn't be next to OM cost and rather it should be in the description itself. Now for the description itself, give either a rough or definite speed (Ex. speed of an arrow, speed of a bullet, etc.) The blue-yellow sphere of energy needs a rough size and for it's damage swat riot rounds are a bit too strong in my opinion without some more downsides.
Posted by Marisa Kirisame - 11-18-2019, 09:28 PM
You can just stop that (800) (tier 2 super utility) (requires debuff, insight, homing, ranged proficiency)
Marisa holds out a single hand in the direction of a target and a magical circle forms a couple inches from the palm of her hand and starts to spin. After five seconds of spinning and full concentration a wave of energy goes directly for the target and hits them with a slight wave of air. The person feels like something has been locked inside them (though this is the general reaction to the spell). Should this spell work the target will lose the ability to use a single move for a round, that marisa has seen. Marisa may spend sp to keep the spell up or let it end letting the target use the move again. This is mildly exhausting and fairly concentration heavy. (it also follows all super move rules).

Non-directional laser (300) (requires ranged, area attack)
Marisa will charge up for 2.5 seconds before a set of four lasers that are fired from four crystals, will circle around her like the earth around the sun. (the lasers go to a max distance of 25 feet, are 3 feet wide in diameter and spin around at a speed of 25 mph. And are 5 feet away from her via the crystals position to her.) Also while the attack in in progress; five pronged stars (1 inch wide, long, and thick.) Will fly in a random pattern in a completely random manner (there’s 100 of them). The attack lasts for 30 seconds; and she can’t attack with another move. She can only use this once per battle and must go 10 mph slower; plus the energy and concentration is fair (like doing some basic warm ups). The move is to deter the opponents from getting in close and to keep them on their feet. She can’t cancel the spell once it is active.

Magic sign “Black event horizon” (300) (requires area defense, ranged, area attack)
Marisa will charge up for 20 seconds (can’t attack while charging but can dodge and fly) forming magic circles around her. (six in total around 5 feet in diameter and they are a distance of 5 inches away from her at all times during the attack and will fly away from her for 100 feet). She will then have the circles start tossing 5 inch, five pronged stars of various colors that fly at the speed of a arrow around herself. Each star feels like a slap when it hits and it will leave a mark after it dissipates (once it hits) each magic circle will spray and pray for 60 seconds in a way that a assault rifle would do if you swung the gun back and forth while firing. She can’t stop this spell and this is quite exhausting and concentration heavy but she can use danmaku while using this spell card. On another note if one were to take a bite out one of the stars they would tell it was sweet and completely edible.
Posted by Daniel_Tempest - 09-25-2019, 02:36 PM
Plasma Hand Blaster MK I: 
Requires Ranged Proficiency
Cost:Heavy stamina drain and 600 OM

This is possibly the reason why the Troopers wanted Tempest's prosthetic arm for hidden inside is a structure that most closely resembles a B. Buster cannon (The one from mega man). While it looks very much like it there are some differences that make it a good weapon but honestly not as useful as a Buster. This is an advanced move for it is able to be charged for ten seconds before releasing a blue-yellow sphere of energy blast that hits with the force of a swat riot round. It travels at a speed at a major league baseball pitch (80 mph perhaps) and fully charged is about the size of a basketball If released instantly or prematurely it will at the most have an impact of an solid jab in a blast of three, traveling in a straight line until they strike something, their sizes about the size of ping pong balls.
Posted by LeifMel - 09-25-2019, 07:07 AM
(08-03-2019, 09:21 AM)Marcus Wright Wrote: [Image: sd-aspect-1449208074-pc031772.JPG?resize=768:*]

Hatchet-(300 OM) (Physical)  A long 8 ft handle with a silver blade on the front.

Does the hatchet have a name? Is it famous?
Posted by Herobrine - 09-03-2019, 01:11 PM
Limited Creative Mode Inventory
Prerequisites: Stealth, Suppression (For HUD maybe?)
Cost: Fodder

Once upon a time, Herobrine had infinite storage filled with all available resources, even when his counterpart had to scavenge for anything and everything needed to simply survive. Upon removal from his reality, he was stripped only of the resources. When a resource is gathered, it was once converted into data. Now, it is converted into Biased Omnilium and stored in a compact but similar form. It is not viable to use as normal Omnilium, but can be useful in its own right. 

Herobrine can access this storage space as a two-dimensional, one-way Heads Up Display. This display is undetectable to others, unless Herobrine chooses to reveal it. To select an item takes three seconds to find the icon. When a resource is selected, Herobrine acquires a visible representation of the material in hand. 

One "block" or unit of resource (1 meter cubed) may be placed per second. When placed this way, resources appear slightly translucent. They do not break line of sight, and Primes can choose to interact with the resource. A Prime could choose to walk upon a Resource or to move through it. If a Prime should choose to attack a resource, it vanishes under any amount of damage. Otherwise, an attack could pass through unfazed.




Selectively Indestructible Hands
(In Character Approval)

Additional information: Resource gathering times
Simple/Soft Resources: 1 second, collected
Wood/Similar Resources: 4 second, collected
Stone: 10 seconds, not collected



600 - Place Prime Resource 
Proficiencies: Area Defense
Much like placing a resource via LCMI, Herobrine can place a resource that is undeniably real. Each resource requires one second to place, with three seconds to select a new resource. While each hand may possess a different resource, no more than one resource can be placed at a time. All resources must be placed connecting to a solid surface, whether or not the surface could bear the weight of the resource is irrelevant. For each variant block that can be placed

Delayed Permanence
Any resource placed via LCMI becomes solid after one hour.

+300 OM Dirt
Dirt has a low Blast Resistance. Any Area of Effect that deals minor damage will destroy Dirt resources placed by Herobrine. Dirt, however, will stop projectiles of low damage. A moderate amount of damage can erode the dirt block, ruining any cover it grants.
Posted by Marcus Wright - 08-03-2019, 09:21 AM
[Image: sd-aspect-1449208074-pc031772.JPG?resize=768:*]

Hatchet-(300 OM) (Physical)  A long 8 ft handle with a silver blade on the front.
Posted by Taloc - 07-30-2019, 08:56 AM
Send it to move approval
Posted by 13-Jzall - 07-30-2019, 03:19 AM
Mechadendrite harness (600 OM, requires ranged, homing and physical prof)
13 has two Mechendrites coming out of his shoulder blades. They are 60 cm long metal tubes with an area on the end where different tools will come out depending on the situation. Other than that, they function like normal arms and will take as much damage as 13's normal arms would. 13 can not feel pain coming from the mechadendrites, although is aware of any damage on it. The mechadendrites will also take reduced damage compared to his normal arms, although not much to rely on them to always block attacks. In combat, 13's mechadendrites can retreat under his armour and come 5 seconds later out with a new tool on their end. This allows them to attach themselves to one physical move 13 has, or has mimicked. If a move would normally require two or more hands, 13 can use additional mechadendrites or his own hands to wield it. They can either be used manually or will activate automatically. If manually and a ranged weapon, they will follow 13's index finger and be shot through a silent signal, if his index finger is broken it will be his middle finger, then ring finger, then pinky and then thumb. If automatic, they will fire at will at the closest visible enemy with half of 13's TEC, rounding up. They will continue to shoot automatically even if 13 is blinded or is not looking at the enemy. If it is a melee weapon and manual, 13 only needs to move his shoulder down slightly in order to cause an attack. If it is a melee weapon and automatic, it will only attack enemies within the mechadendrites' reach and not the mechadendrites' reach and the weapon's reach. This will also be at half 13's TEC, rounding up and will continue to work even if 13 is blinded or not looking at the enemy.
Posted by Taloc - 07-28-2019, 04:29 PM
One final concern and this should be good for approval.

The mechadendrites will not lose their item unless cut off and do not suffer recoil or sway as harshly as 13's normal arms.

Same issue as before. Recoil is often used as a downside for weapons, especially high caliber firearms.
Posted by 13-Jzall - 07-28-2019, 02:32 AM
Mechadendrite harness (600 OM, requires ranged, homing and physical prof)
13 has two Mechendrites coming out of his shoulder blades. They are 60 cm long metal tubes with an area on the end where different tools will come out depending on the situation. Other than that, they function like normal arms and will take as much damage as 13's normal arms would. 13 can not feel pain coming from the mechadendrites, although is aware of any damage on it. The mechadendrites will also take reduced damage compared to his normal arms, although not much to rely on them to always block attacks. In combat, 13's mechadendrites can retreat under his armour and come 5 seconds later out with a new tool on their end. This allows them to attach themselves to one physical move 13 has, or has mimicked. If a move would normally require two or more hands, 13 can use additional mechadendrites or his own hands to wield it. The mechadendrites will not lose their item unless cut off and do not suffer recoil or sway as harshly as 13's normal arms. They can either be used manually or will activate automatically. If manually and a ranged weapon, they will follow 13's index finger and be shot through a silent signal, if his index finger is broken it will be his middle finger, then ring finger, then pinky and then thumb. If automatic, they will fire at will at the closest visible enemy with half of 13's TEC, rounding up. They will continue to shoot automatically even if 13 is blinded or is not looking at the enemy. If it is a melee weapon and manual, 13 only needs to move his shoulder down slightly in order to cause an attack. If it is a melee weapon and automatic, it will only attack enemies within the mechadendrites' reach and not the mechadendrites' reach and the weapon's reach. This will also be at half 13's TEC, rounding up and will continue to work even if 13 is blinded or not looking at the enemy.
Posted by Taloc - 07-28-2019, 01:13 AM
No. Unfortunately this is a point we can't budge on. While it seems small, it would set a precedent that you can essentially "pay the downsides away."
I hope you can understand why that's a bad snowball to roll down the mountain.
Posted by 13-Jzall - 07-28-2019, 01:03 AM
(07-27-2019, 08:29 PM)Taloc Wrote: Ok... That clears that up. That is where the initial 300 would be then. The next 300 comes from the different method of functioning, i.e. automatic.
I'm gonna give a no on the section "Even if the move would normally need to be wielded with two hands, the mechadendrites can wield them with one." At that point I feel it's just taking away negatives from other moves.
I'm still looking into the autonomous feature though... It feels like it's missing something...

Could I have it so that the mechadendrites reduce the amounts of hands required or standing still?
For example if a weapon would require two hands and standing still it would go to just requiring two hands while allowing movement, something requiring just two hands going down to needing one hand and something needing one hand and standing still would go down to just needing one hand.
Posted by Taloc - 07-27-2019, 10:27 PM
After discussing it with the higher ups, the automatic mode requires homing as a proficiency.
Total cost should still be 600 om for the move.
Posted by Taloc - 07-27-2019, 08:29 PM
Ok... That clears that up. That is where the initial 300 would be then. The next 300 comes from the different method of functioning, i.e. automatic.
I'm gonna give a no on the section "Even if the move would normally need to be wielded with two hands, the mechadendrites can wield them with one." At that point I feel it's just taking away negatives from other moves.
I'm still looking into the autonomous feature though... It feels like it's missing something...
Posted by 13-Jzall - 07-27-2019, 08:18 PM
Mechadendrite harness (600 OM, requires ranged and physical prof)
13 has two Mechendrites coming out of his shoulder blades. They are 60 cm long metal tubes with an area on the end where different tools will come out depending on the situation. Other than that, they function like normal arms and will take as much damage as 13's normal arms would. 13 can not feel pain coming from the mechadendrites, although is aware of any damage on it. The mechadendrites will also take reduced damage compared to his normal arms, although not much to rely on them to always block attacks. In combat, 13's mechadendrites can retreat under his armour and come 5 seconds later out with a new tool on their end. This allows them to attach themselves to one physical move 13 has, or has mimicked. Even if the move would normally need to be wielded with two hands, the mechadendrites can wield them with one. The mechadendrites will not lose their item unless cut off and do not suffer recoil or sway as harshly as 13's normal arms. They can either be used manually or will activate automatically. If manually and a ranged weapon, they will follow 13's index finger and be shot through a silent signal, if his index finger is broken it will be his middle finger, then ring finger, then pinky and then thumb. If automatic, they will fire at will at the closest visible enemy with half of 13's TEC, rounding up. They will continue to shoot automatically even if 13 is blinded or is not looking at the enemy. If it is a melee weapon and manual, 13 only needs to move his shoulder down slightly in order to cause an attack. If it is a melee weapon and automatic, it will only attack enemies within the mechadendrites' reach and not the mechadendrites' reach and the weapon's reach. This will also be at half 13's TEC, rounding up and will continue to work even if 13 is blinded or not looking at the enemy.
Posted by Taloc - 07-27-2019, 08:02 PM
The important question that keeps coming to mind is, do these extra arms feel pain? Does damage done to the arms directly result in damage to 13 or are the truly just robotic appendages? Expendable if you will?
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