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Move Creation Workshop

#1
The Move Approval topic often gets clogged up with moves that are obviously unbalanced or which need help, which members can often assist with. Thus this topic! If you're creating a move, try posting it here first. Other members are free to give feedback, point out imbalances, or other things which staff members are likely to pick up on. This saves time for everyone. Staff members may read this thread, and we may try to correct anything stated here that's "wrong", but we will always try to leave feedback and discussion to other members.

Remember that advice given by members is just that, and is not necessarily a representation of what a staff member is going to say. This is more of a discussion topic for creating moves so that the move approval topic can stay cleaner.

Relevant links:
Move Approval Topic
Moves Guide/FAQ
Move Rules

Advise: If you're not sure about whether a move is balanced or possible, don't worry so much about it. That experience is something people tend to build up over time. One thing you can focus on is whether a move has the right proficiencies listed and whether it has the required information. Both the Move Requirements and Writing Moves parts of the Move Rules have some useful information, including two helpful checklists it may be worth looking through:
Is it melee-based? If so, you'll need the Physical Strength proficiency.
Does it attack at range? If yes, you'll need the Ranged Proficiency.
Is the target area larger than three feet in diameter? Can it miss and still do damage from 'splash' damage? If yes, you'll need the Area Attack Proficiency.
Is the shield larger than three feet in diameter? If so, you'll need the Area Defense Proficiency.
Can it be manually controlled by the user at range, like an appendage made out of an element? If yes, you'll need the Remote Control Proficiency.
Can it be manifested at range, like a wall of sand or a pillar of flame? If yes, you'll need the Ranged Materialize Proficiency.
Can it home in on an opponent without needing to be aimed? If yes, you'll need the Homing Proficiency.
Can it boost an ally's fighting abilities in some way? If yes, you'll need the Buff Proficiency.
Does it inflict lingering negative 'debuffs' on opponents, for example by slowing speed or interfering with their senses? If yes, you'll need the Debuff Proficiency.
• Is it instantaneous, or quick to use? Or is it slow? (Almost instantaneous? A moment? Several seconds? Longer? Be specific.) Required for almost all moves (exclusions include weapons that exist in real-life). Examples: "This move takes a half-second to execute." "This move takes fifteen seconds to charge." "This move is almost instantaneous."
• Can the user move around or do other things while using/charging the move, or must they be stationary? Required for all moves except weapons that exist in real-life. Examples: "Can be used while moving at full speed." "Slows the user to half speed while using." "Must be stationary to use." "Can be used while moving, but splits focus, making it harder to aim and use at full strength."
• Is it difficult to aim? Must it be aimed at all? Unless otherwise stated, we assume ranged moves are neither easier nor harder to aim than an average projectile of its type, or a thrown object for spells and the like. Not necessary for for melee weapons. Examples: "This move is extremely difficult to hit with past ten metres."
• Once activated, how fast does it travel? Required for original attacks and spells, but not for bullets and arrows unless they are different from the assumed speed. Examples: "Moves slowly at about five feet per second." "Moves about as fast as a thrown tennis ball." "Moves as fast as an arrow." "Moves as fast as a bullet."
• Does it have a limited range or does it travel until hitting something? Unless otherwise stated, we assume the latter. Examples: "Loses speed and height past ten metres."
• Does the user have to keep their focus on the move, or is it 'fire and forget'? Unless the move requires you to keep your focus, we assume it's fire-and-forget. Examples: "The user has to stay focused on channelling the spell and cannot move or attack, otherwise it dissipates instantly."
• How powerful is it? We assume that quick moves and/or moves with few downsides have low power, and slow moves and/or moves with large/many downsides have high power. However, it may help clarity to state whether you intend for this to be a weak, strong or moderately-powerful attack. Examples: "This move is fairly weak." "This move is moderately strong." "This move is quite powerful."
• Does it have a wide area of effect, or multiple projectiles? Unless otherwise stated, we assume it does not. Example: "After hitting, the fireball explodes with a five-meter diameter."
• How big is the weapon? Length is required for all melee weapons, width should be included for axe-heads, greatsword blades or other very large weapons. Examples: "The sword is about two and a half feet long total." "The sword is about five feet long, and a foot in thickness at the base of the blade."
• What size/diameter are the projectiles? Required for any projectile, unless it's a simple bullet/arrow. Examples: "The spikes are around the length of a hand, and the thickness of a finger." "At one second charged, the fireball is one foot in diameter, but increases to around ten feet by the time it has been charged for ten seconds."
• Does it have effects that linger after the user is no longer performing the move? If so, how long do they last? If not included, we assume it does not. Attacks that slow or immobilise the opponents are usually based on the difference between the attacker's ATK and TEC, and the defender's DEF and TEC. Examples: "Immobilises the target for a half-second if the user's ATK/TEC and the target's DEF/TEC are equal. Up to a second if the target's stats are half of the attacker's, and not at all if the defender's stats are double that of the attacker's." "Slows the target hit for ten seconds, during which time they gradually speed back up to normal speed."
• What does it look like? How is it performed? How does it feel to get hit with it? These are 'fluff' details, but should be included if not obvious, so that other players may write your character using the move in fights. 
• Is the move variable, or does it have a fixed method of use? If the move is variable, you should include how, otherwise this is not necessary. 
Quote:Fixed the links and added in some info.
-Dane
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
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#2
I'll get the ball rolling. Not many other Time Manipulation moves out there so I have no idea how to work out the strength of moves (would rather have Link be able to attack at least once with Chrono Dome, but don't know if that's too strong).

Phantom Spheres (Time Manipulation, Ranged) - Link conjures a ball of yellow energy about the size of a baseball, taking five seconds to do so. He can throw these at any object, and on impact, it freezes them in time for three seconds. The spheres can be dodged but still perform their intended effect if blocked physically.

Chrono Dome (Time Manipulation, Area Effect, Super Move?) - Link spends ten seconds charging power into his Phantom Sword. Once complete, Link thrusts the blade into the ground where the time energy is released in an expanding dome, stretching to a radius of five metres. Anything in the dome is frozen in time for ten seconds except Link. Link is able to move about in frozen time; he can perform basic motions (like moving objects, opening doors, etc.) but he cannot attack.
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#3
Might as well use this then :P

Moves

Rasengan-Ha (Physical Strength) (300) – A move that pays homage to Dragon Ball and Dragon Ball Z. Minato takes both hands and places them in a Kamehameha like pose as he begins charging towards his opponent. As he runs at his opponent, Minato forms a Resengan between his two hands as he says the name of his attack much like Goku would while charging the Kamehameha. The only difference to this is the addition of ‘Ha!’ at the end of Rasengan (Ra-sen-gan-ha!). This move takes 10 seconds to charge, and the charge begins as soon as Minato assumes the Kamehameha-esque pose. This type of Rasengan is also 3x larger than his usual Rasengan (A result of the charge time).

Note: This move was inspired by the Goku’s Gi Costume for Naruto in Naruto Shippuuden Ultimate Ninja Storm 3 game, where Naruto – while in the Goku’s gi ostume – performs his Rasengan in this way. Similar to this

Spiralling Flash Super Round Dance Howl Style Three (Ranged, Physical Strength, Teleportation, Hiraishin Kunai) (300) – Minato throws 6 of his Hiraishin Kunai around his opponent(s), he then teleports to each Kunai, one by one, letting of one attack each time he teleports. The aim of this move is to catch his opponents off guard. All though he is mostly limited to simple punches and kicks during this attack, Minato is able to This move is more useful in situations where he is faced with many enemies, such as when he is surrounded or outnumbered. Minato will always aim to get his Kunai somewhere in the middle of the enemy ranks, so that he doesn’t have to move too far to attack an enemy.

Flying Thunder God Slash (Physical, Teleportation) (300) – To use this move, Minato first must make sure he marks his enemy with his Hiraishin seal. Minato, with Kunai in hand, teleports to his enemy and delivers a devastating slash to his opponent’s body.

Flying Thunder God – Second Step (Ranged, Physical, Teleportation) (300) – Minato throws his Flying Thunder God Kunai at his opponent while he forms a Rasengan in his right hand. Minato then teleports to the kunai just as it pases his opponent and enters their blind spot. Minato, now in his opponent’s blind spot, thrusts the Rasengan into his opponent’s body.

Time-Space: Rasengan Barrage (Physical, Burst Movement) (300) – Minato forms a Rasengan in both hands and then speeds towards his enemy using burst movement, appearing as if he is teleporting as he runs, LINK. When Minato reaches his target he thrusts both Rasengan’s into his opponent’s stomach/Torso area, sending them flying backwards.

Flrying Thunder God: Guiding Thunder (T1 – Defensive Super Move) (Teleportation, Physical strength, Ranged, Hiraishin no jutsu) (600) – Minato uses his knowledge of both Barrier techniques and Space-Time Ninjutsu to create a Space-Time Barrier Technique that is able to stop, and then redirect an attack through the use of his Flying Thunder god Technique. Minato must be within range of a marked location to use this move.

Minato takes his Kunai by the handle in his right hand and then places his left hand behind his Kunai’s blade, with his fingers extended. As the move reaches roughly one centimetre from his hands and kunai, the move is halted, and held in air as a black barrier formula extends outwards from his hands and surrounds the attack. As this happens, the attack that is being defended against appears to begin being absorbed by the formula that had appeared. After roughly 10 seconds, the move is fully absorbed and then teleported away to a location that has been marked by Minato’s Hiraishin No Jutsu (as long as Minato is in range of the marked location).

Yellow Flash (Physical Strength, Ranged, Teleportation) (T? Super Move) (????) – Minato get’s close to his opponent through any possible means and, using a Rasengan, blasts his enemy into the air. Minato then throws his Flying thunder god Kunai behind them. Minato uses his kunai as a point to teleport to and, as he teleports, strikes his opponent with another Rasengan that expands to a much larger size (roughly 1 meter in diameter), sending his opponent flying back into the ground. Link

Flying Raijin: Sequence Stage (Physical Strength, Teleportation) (T? Super Move) (????) – Minato dashes to his opponent and slams his palm into their chest, marking the with his Flying Thunder God seal. Minato then flips around and places his right hand on the ground for support as he kicks hi opponent in the chin with his right leg. This sends his opponent flying into the air. At this point, he uses the seal he placed earlier to teleport into the sky above his enemy. Minato charges a Rasengan and slams it into his opponent, placing it on their body, without the Rasengan dispersing. This sends his opponent flying back, and slamming into, the ground below. Minato then reactivates the seal to teleport one last time as he charges another Rasengan. When Minato reappears beside his enemy, he slams the second Rasengan into the first one and jumps backwards as the two Rasengan react to each other, causing an expanding explosion that is roughly 5 meters in diameter. Link
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#4
<Bump> Just to remind everyone this this exists :P
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#5
Hard Light Construct - (requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)

Sinestro can summon objects with his ring to interact with and manipulate objects at range. These manipulations are analogous to the things that a person with two large hands could feasibly complete (moving, pushing, pulling, pressing, turning, etc).

The objects that appear and complete these manipulations are actually physically present, and physically manipulating the objects they are interacting with, and thus must be the same size and shape of a normal object completing the task it is meant to do (as a general rule, at least 1 cubic foot per 50lbs force exerted) and must be in sufficient contact as would a normal object completing the same task. The larger the object is, the more concentration, mental energy and exhaustion it is for Sinestro to complete.

These objects have superficial images associated with them, always in the form of an object that is completing the task. If the object is grabbing and moving another thing, it will have a "grasping" mechanic, be it a hand, a mouth, a clamp, a claw, etc.

These objects can be attacked, damaged and destroyed. The more damage they take, the more strain it puts on Sinestro's mind. The more energy he puts into these objects, the harder they are to break but the more physically and mentally exhausted he becomes. These objects will immediately dissipate upon his breaking his concentration for any reason. Maximum range of ~30 meters (~100 feet)

Yo, somebody help me with this. It's based off of the effective powers of Elasticity and Telekinesis, with more effective emphasis on Elasticity. Elasticity allows you the dexterous use of both hands at an extended range, so I figured that delimiting the use to what you can do with your hands is a fair way to describe what kinds of things he can/can't do with the power.

With Elasticity, the inherent downside is that people can like, HIT your hands, but it comes in-built with damage resistance from being all rubbery. The same kind of exchange for damage is made here, except its damage to his mind, not his body, which, you know, if all of your attacks are based on focus and concentration, is a pretty big deal.

It has the range of Telekinesis, because it has a similar cost so I figured that would be fair.

The section explaining how large the objects are is to give them defining characteristics so that it's clear exactly what's going on.

EDIT:
Hard Light Construct - (requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)

Sinestro can summon objects with his ring to interact with and manipulate objects at range. These manipulations are analogous to the things that a person with two large hands could feasibly complete (moving, pushing, pulling, pressing, turning, etc).

These objects have superficial images associated with them, always in the form of an object that is completing the task. If the object is grabbing and moving another thing, it will have a "grasping" mechanic, be it a hand, a mouth, a clamp, a claw, etc. These images are purely illusory, and the strength of the object is always the same. That means that a Construct shaped like a hand and a Construct shaped like a crowbar are equally good at prying something open and etc.

The maximum size that any of the Constructs can be is 3 cubic feet per TEC.

While these objects are illusory and can fulfill only one purpose, they can be attacked, damaged and destroyed. The more damage they take, the more strain it puts on Sinestro's mind. The more energy he puts into these objects, the harder they are to break but the more physically and mentally exhausted he becomes. These objects will immediately dissipate upon his breaking his concentration for any reason. Maximum range of ~30 meters (~100 feet)

This is the most updated version of it.
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#6
FYI, there's no built-in DR from Elasticity. The baked-in downside is just that, and why I assume stretchy atacks to be stronger/less draining than an equivalent move without those downsides, because it's your real hands.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
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#7
Ok, next up to bat:

Hard Light Image – 300 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)

Sinestro can summon bright yellow, transparent, Hard-Light objects in basic, three dimensional shapes. They may have a very basic patterning on their surface, such as lines, a grid, or points. These objects cannot, in any way, be perceived as anything other than a hologram. These shapes may not exceed 5 cubic feet. These objects will instantly break if roughly handled, and cannot support any amount of weight. These objects can be summoned at a range of 50 feet.

Hard Light Grab – 300 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency, HardLight Tether)
When a Hard Light Tether has successfully attached itself to an target, Sinestro can then use that tether to move the target, be it Secondary or Prime. The bond can firmly grab, but not crush his opponent. The bond can move the target off of the ground and in all the cardinal directions. The Tether can be broken as usual.
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#8
Thaal Sinestro Wrote:Ok, next up to bat:

Hard Light Image – 300 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)

Sinestro can summon bright yellow, transparent, Hard-Light objects in basic, three dimensional shapes. They may have a very basic patterning on their surface, such as lines, a grid, or points. These objects cannot, in any way, be perceived as anything other than a hologram. These shapes may not exceed 5 cubic feet. These objects will instantly break if roughly handled, and cannot support any amount of weight. These objects can be summoned at a range of 50 feet.

Hard Light Grab – 300 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency, HardLight Tether)
When a Hard Light Tether has successfully attached itself to an target, Sinestro can then use that tether to move the target, be it Secondary or Prime. The bond can firmly grab, but not crush his opponent. The bond can move the target off of the ground and in all the cardinal directions. The Tether can be broken as usual.

I don't really know much about the way these powers work (outside of the casual knowledge of these powers through internet browsing and the sort), but for the first move, I'm not really sure why you want it as a move.

considering

Quote:These objects cannot, in any way, be perceived as anything other than a hologram

I would assume that the only way they can be handled would be through Thaal's own ability to manipulate these images.

You also haven't presented an applicable battle use for them, since they don't support weight and break easily, plus the added part about holograms, I feel like this would be an RP flavor move. Something you'd use to trick someone into thinking the way is blocked, buying Thaal time to get further away, until the hologram is broken by someone/ something moving through it.

The second move, I've got nothing for. To me, #notamod, it seems fine.

Again, I'm not really sure about this sort of power, as I have limited knowledge, but I thought this might be at least (a little) helpful.
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#9
Dropping these off in here just to get a touch of feedback for any immediate issues before moving on to the approval thread:

Screen Divide: Rain (Requires: Ranged Proficiency, Area Attack Proficiency) -- 300 OM
Colonel charges his saber to critical levels over a period of six seconds, causing it to crackle and spark with electricity and glow a much brighter, deeper shade of green. When fully charged, he will thrust the blade toward the sky, releasing a powerful bolt of sizzling energy skyward. At approximately fifteen meters in height, it explodes into a shower of smaller bolts, raining down across an area fifteen meters in diameter. Each of these individual bolts that rain down does only moderate damage on its own, but their sheer number -- upward of several dozen -- makes dodging them all difficult.


Colonel Cape (Requires: Physical Strength, Ranged Proficiency, Debuff Proficiency) -- 600 OM
Grabbing hold of his cape, Colonel rips it from his shoulders and hurls it at a foe. It flies straight as an arrow, as if it had some weight to it, and should it hit, wraps about his target's head, effectively blinding them and rendering them much less able to fight effectively. The effect lasts for up to five seconds before the cape slackens and may be ripped away with relative ease, at which point it vanishes to reappear on Colonel's shoulders. In melee range, Colonel may instead simply wrap his opponent in the cape, effectively binding them and preventing them from moving effectively. This form of binding lasts up to five seconds, though physically stronger targets may break free sooner, and when that time is up, the cape loses its hold and returns shortly to Colonel's shoulders.


Blockade (Requires: Ranged Proficiency, Ranged Materialize Proficiency) -- 300 OM
Colonel points with his left arm, indicating a location within fifteen meters of his current position. Roughly two seconds later, a large cube bursts from the ground, composed of whatever substance the ground in the area is composed of. The cube is approximately two meters on all sides, and is durable enough to use as cover in the short term, but not indestructible. After approximately thirty seconds it will crack and after another 10 will crumble away as if it was never there.


Colonel Army (Requires: Physical Strength, Ranged Proficiency, Homing Proficiency) -- 600 OM
Colonel throws out one hand, as if giving the order to charge, and at his side, a single soldier appears. It looks relatively unremarkable, clad in armor similar to Colonel's but of a much smaller stature. A soldier wielding a simple energy blade may be summoned, or one wielding something akin to an assault rifle. Regardless of which weapon they wield, they will actively seek out and assault the nearest enemy target until they are destroyed -- which is not difficult, and a few solid blows from a reasonably strong opponent would do the trick. Only one Colonel Army soldier may be summoned at a time.


Colonel Army: Surprise Tactics (Requires: Ranged Proficiency, Ranged Materialize Proficiency, Homing Proficiency) -- 300 OM
Colonel summons a cube from the ground as in Blockade, but at any point in its lifespan he may choose to activate and summon a Colonel Army soldier armed with a rifle from within the cube, at which point a hatch on the top of the cube opens and the soldier emerges, opening fire on the nearest enemy target. When the cube expires or the soldier is defeated, both will crumble and vanish.


Crackout (Requires: Physical Strength, Debuff Proficiency) -- 600 OM
Raising his left hand, Colonel focuses power into it for two seconds, causing it to emit a glow similar to his saber. After fully charging it, he rushes his target and slams his open palm down at them, as if trying to flatten them to the ground with a powerful strike. If he succeeds in landing the blow, his foe is smashed brutally back, the energy contained within the blow inflicting a stunning blow designed to leave them unsteady and winded for several seconds afterward. If the initial strike misses, Colonel instead carries through, smashing his hand into the ground, producing a quaking blow that ruptures and fractures the ground, producing a deep pit three meters wide and five meters deep.


Induct Missile (Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency, Homing Proficiency) -- 900 OM
Holding out his hand, over a period of three seconds Colonel summons forth a weapon reminiscent of his Colonel Cannon, but with multiple, smaller barrels. Raising it toward the sky, he fires a volley of three missiles. After sailing fifty meters upward, the projectiles begin their descent back toward the earth, actively tracking the nearest enemy target. Upon impact, whether with their target or an obstacle, one of three payloads is activated:
Incendiary missiles explode in a six meter wide blast of liquid fire, causing damage over a wide area but sacrificing direct damage for splash potential, and leaving intense flames in their wake.
High-explosive missiles release a three-meter wide blast of devastating explosive force, capable of blowing huge holes in the ground or walls, or inflicting great damage on the target they strike.
Concussive missiles release a devastating sonic blast upon impact across a ten meter area, inflicting little direct damage but capable of hurling targets through the air and virtually deafening anything caught in the blast zone for up to ten seconds.
After firing a volley of missiles, the weapon is dismissed, and must 'reload' for a period of thirty seconds before it may be recalled for another use. In addition to this, Colonel must remain stationary for the duration of summoning and firing the weapon, leaving him terribly open to interruption in such time.
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#10
For Colonel

I haven't done all of them, but I did the ones I had Ideas about/ input to give.

Screen Divide: Rain - I see nothing I would change. However, I assume that there is a small radius around Colonel that no lightning will fall in? If so, you may want to put that in there for clarification.

Colonel Cape - With this move, I wonder if Colonel is controlling the cape when it wraps around his opponent's face. Because I feel as though this specific part of the move would require remote control to work as intended. (of course, this is just how I'd play it and I don't really know your character or his source material, so you can wait for an admin/ mod to take a look at this one)

Colonel Army: Surprise Tactics - I would combine this with Blockade. I say this because it incorporates the move itself and because you're simply adding an extra aspect to the move. so just tack this on as part of blockade. That makes sense, right?

Crackout - This move seems good (to me). However, have you considered raising the charge time to five seconds, maybe more? because I feel like a 2 second charge time is somewhat... low for what this move actually does. I also think this could work efficiently as a nice T1 super move.

Indirect Missile - IT would be a good Idea how long it takes the missiles to travel the fifty meters that they do. Also, just for a little flavor, does the liquid fire stick around if it doesn't hit someone? or does it instantly dissipate if it doesn't come into contact with some sort of animal/ humanoid? if so, for how long does it burn? I feel like this would be good information to make role playing this move a lot more interesting, as you'd not only Role play it happening, but you'd also be moving around the residual flames (this goes for anyone you're role playing with as well).
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#11
Hello everyone,

Sorry if I'm posting in the wrong thread here, but so far as I can tell Edward Elric is the only one looking at that Move Creation Workshop thread with any frequency. Also, I guess I probably should have registered before asking questions of you, but I've noticed that most people here use their character names as their usernames, and I'd like to do so as well; unfortunately, I won't be able to choose a character until I know if I'll be able to use their moves properly or not, hence my questions:

First off; would a utility-type super move which prevents allies from becoming tired when they use their abilities for the duration of the round in which it is used, at the cost of my character not being able to attack during that turn - and the effect of which can be maintained constantly by being reactivated each round (assuming I have enough SP) - be allowed, and if so which tier of super move would it need to be?

Secondly; If I had a character with a single-target Tier 2 super attack which specified in its description that it must only be used after I had already activated two other super attacks (i.e. it would have to be done on the last turn in a fight, and wouldn't work if even one of the other moves had been blocked or evaded) be allowed to have an insta-KO effect, in exchange for not dealing nearly as much damage as a regular super move?
I know this one's a bit unlikely, but it does seem like it would be pretty easy to stop for anyone with even a single super move of their own, so I decided that it would be worth asking, just in case.

And finally; this isn't really a move question, as such, but what size are the Nexus gates? One of the characters I've been considering is a 10-metre tall robot, so I was really pleased to see that the "Grow" power was available for people who didn't want to stick to the 12' tall limit... but then I remembered that line about vehicles other than horses & bikes not fitting through the gates... which kinda gave me the impression that a robot over 32' tall would probably also not have much chance at getting through...


Any answers you guys could provide would be greatly appreciated, thanks. ^_^
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#12
Quote:First off; would a utility-type super move which prevents allies from becoming tired when they use their abilities for the duration of the round in which it is used, at the cost of my character not being able to attack during that turn - and the effect of which can be maintained constantly by being reactivated each round (assuming I have enough SP) - be allowed, and if so which tier of super move would it need to be?
Tier 1 would be fine, with the caveat that really tiring moves would still be tiring, though it would be offset somewhat. Increasing the tier could mitigate this more but generally Tier 1'd be fine.

Quote:Secondly; If I had a character with a single-target Tier 2 super attack which specified in its description that it must only be used after I had already activated two other super attacks (i.e. it would have to be done on the last turn in a fight, and wouldn't work if even one of the other moves had been blocked or evaded) be allowed to have an insta-KO effect, in exchange for not dealing nearly as much damage as a regular super move?
I know this one's a bit unlikely, but it does seem like it would be pretty easy to stop for anyone with even a single super move of their own, so I decided that it would be worth asking, just in case.
This one is a no.

Quote:And finally; this isn't really a move question, as such, but what size are the Nexus gates? One of the characters I've been considering is a 10-metre tall robot, so I was really pleased to see that the "Grow" power was available for people who didn't want to stick to the 12' tall limit... but then I remembered that line about vehicles other than horses & bikes not fitting through the gates... which kinda gave me the impression that a robot over 32' tall would probably also not have much chance at getting through...
Uhhh let's say 12" tall and nearly as wide. ^^;

Sorry about the delay in responding to this, but in future you would probably be better off going with your first instinct or taking it to the questions topic or better yet, a new topic. We can change your username after you join so a placeholder is fine.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
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#13
Aww, Omni beat me to it ;-;
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#14
Omni Wrote:Sorry about the delay in responding to this, but in future you would probably be better off going with your first instinct or taking it to the questions topic or better yet, a new topic. We can change your username after you join so a placeholder is fine.
No problem, and thanks for your help. :D
I've now made up my mind and should hopefully have my application ready to post soon.
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#15
Working on the Bio Materia from FF7 as a move. Don't have it explicitly typed out yet, but I know it's going to be a burst of poison from a distance. So I need Ranged Materialize and Debuff on top of my Ranged Proficiency. I guess the part I'm stuck at is...what's a good way to portray "poisoned" in the Omniverse? In the game, it's just a steady health drain until they die, but that's probably not the best way to translate it over here. Any suggestions?
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#16
Hrm, Bio materia, specifically the poison aspect can be tricky, considering that I haven't really seen a move on this site that has utilized poison... But if I were to go about it, I'd go with 1 of two options.

Bio Materia (Ranged Materialize, Debuff) (300) - Zack utilizes his Bio materia to summon a small amount of green, bio chemical waste above his opponents head that is then dropped onto them. This waste appears in the form of a green, slime-like ooze that is mostly clear. The ooze has no effect on clothing and weaponry, but will automatically begin to seep through the clothing and onto the skin beneath it. Once the ooze touches the skin, it begins to slowly 'eat' through the layers of the skin, causing severe pain, discomfort and some movement impairments on affected areas. The rate at which it eats through skin is very slow. It would probably take weeks for the ooze to actually reach bone, but the pain and discomfort it causes is more than enough to warrant immediate removal. Removal is fairly easy as the ooze does not stick to the skin, and can be shaken of quite easily.

This idea came to me because there are quite the amount of toxins/ venom out there that just eat through skin, and I thought this would be a neat way to go about this sort of Move. Of course this isn't perfectly written out and is quick, you would need to add in a time of casting/ re casting and change it to how you see fit. Meanwhile, another Idea I had is quite different;

Bio Materia (Ranged Materialize, Debuff) (300) - Zack utilizes his Bio Materia to create 3 meter in diameter cloud of toxic gas around his opponent. This gas, if breathed in, causes dizziness, slight loss of sight and motor skills, as well as causing slight damage to the rest of the body (as the poisonous air travels through the blood stream). However, if the target is aware of what is going on, they are able to just not breathe, rendering the poisonous gas field useless. They can then just move outside of the gas area and continue unhindered by the toxic fumes.

Again, the second move idea will probably need a little work (I'm not going to do it all for you!), but I just hope this helped a little :3
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#17
Storm (300) (Requires Ranged Materialize, Area Attack, Ranged and Homing): Focusing his magical prowess in a window of ten seconds, Ludwig summons an wide area of storm clouds to surround the field before an array of lightning rains down to strike down multiple targets for critical damage. As a drawback, he must have full concentration or else it will not form correctly and dissipate.

Umbra Dissonantia (600) (Requires Ranged, Debuff, Ranged Materialized and Homing): For a window of several seconds, Ludwig channels his magical energy to create a magic circle to summon formless shadow manifestations as they instantaneously attack multiple targets on field for moderate damage; may cause confusion as an aftereffect. As a drawback, he must have full concentration or else it will not form correctly and dissipate.

Working on more, but yeah..
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#18
Working on this as a normal move, but not sure on a lot of the exacts and feat in the current way it's phrased it might be a little too strong:
not planning on getting it for a while, but figured I'd post what I've got so far for it right now:


Poison Cloud - (Requires Ranged proficiency)(Requires area of effect proficiency) (Requires Ranged materialize Proficiency) (Requires Debuff proficiency)
One of Raal's strongest basic moves, and the most destructive spell of the orcish warlocks of the first war.
With this ability, Raal Pulls a large quantity of Heated sulfur from the ground underneath a selected area, taking five seconds of focused concentration to do this. The substance comes from the ground in the form of a purple cloud with a diameter of ten feet. The cloud both burns and poisons those within it, making it intensely difficult to breathe.
The cloud takes roughly two seconds to come up to eye level, however, meaning that even those who are initially caught in the cloud may escape it with merely burns.
Raal is capable of channeling for another five seconds to increase the overall size of the cloud by 1.5, and another 10 seconds to increase it's size by double.


These two are slightly more immediate plans:

Troll bomb (requires Ranged proficiency) (Requires Debuff proficiency) (600 OM)
Based on secrets and alchemy Raal learned from the trolls themselves, this weapon is a simple bottle with a concoction known as "liquid fire" within it. The bottle can be thrown and broken in order to cause an explosion of flammable liquid that easily catches opponent's on fire. The area of effect for the attack is quite small - only one meter in radius - meaning that Raal needs to aim well with it.
Using the Troll Bomb does not take any of Raal's mana, meaning it hardly tires him out at all. However, due to lacking any specialized pouch for them, Raal only ever carries one of these at a time, making them quite limited in terms of use.

Winding Shadow snake spear: (requires homing proficiency) (Requires Ranged proficiency)

an original ability of Raal's own creation, this spell was learned by the Death knight by examining the main attack of the necrolytes of the first war.
a long shadow extends out from Raal's, seemingly moving of it's own volition and snaking a crooked, s-shaped pathway across the ground towards the target. While on the ground, it moves at the speed of the average man at a fast run (15 MPH) until it's within a quarter of a meter of it's target. At this point the shadow, suddenly forms itself into a black spear, snaking upwards at the speed of a crossbow bolt for the neck(or similar area) of it's intended target, attempting to cut their throat in half.
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#19
Ludwig von Koopa Wrote:Storm (300) (Requires Ranged Materialize, Area Attack, Ranged and Homing): Focusing his magical prowess in a window of ten seconds, Ludwig summons an wide area of storm clouds to surround the field before an array of lightning rains down to strike down multiple targets for critical damage. As a drawback, he must have full concentration or else it will not form correctly and dissipate.

You will need to decide on how large the storm area is, and also decide on how many lightning bolts will strike the ground, also, do the lightning bolts home in on the enemy themselves, or the area they were standing? just wondering because I thought about what sort of ways a person could dodge the lightning strikes if they were able to anticipate them.

Ludwig von Koopa Wrote:Umbra Dissonantia (600) (Requires Ranged, Debuff, Ranged Materialized and Homing): For a window of several seconds, Ludwig channels his magical energy to create a magic circle to summon formless shadow manifestations as they instantaneously attack multiple targets on field for moderate damage; may cause confusion as an aftereffect. As a drawback, he must have full concentration or else it will not form correctly and dissipate.

It's always a good idea to come up with a set number of seconds, as 'several' could change, it could be 4 seconds or maybe 7. How large is this magical circle? how many shadow manifestations? can they be attacked and will they dissipate when struck?




Raal Deathwind Wrote:Poison Cloud - (Requires Ranged proficiency, area of effect, Ranged materialize,Debuff proficiency)
One of Raal's strongest basic moves, and the most destructive spell of the orcish warlocks of the first war.
With this ability, Raal Pulls a large quantity of Heated sulfur from the ground underneath a selected area, taking five seconds of focused concentration to do this. The substance comes from the ground in the form of a purple cloud with a diameter of ten feet. The cloud both burns and poisons those within it, making it intensely difficult to breathe.
The cloud takes roughly two seconds to come up to eye level, however, meaning that even those who are initially caught in the cloud may escape it with merely burns.
Raal is capable of channeling for another five seconds to increase the overall size of the cloud by 1.5, and another 10 seconds to increase it's size by double.

Probably need to say how large an area Raal can pull the sulfur from, also, this move would probably cost 900 OM because you have the last two options of charging it, also, eye level is a relative term, is it Raal's eye level? or is it the average person's eye level?

Raal Deathwind Wrote:Troll bomb (requires Ranged proficiency, Debuff proficiency) (600 OM)
Based on secrets and alchemy Raal learned from the trolls themselves, this weapon is a simple bottle with a concoction known as "liquid fire" within it. The bottle can be thrown and broken in order to cause an explosion of flammable liquid that easily catches opponent's on fire. The area of effect for the attack is quite small - only one meter in radius - meaning that Raal needs to aim well with it.
Using the Troll Bomb does not take any of Raal's mana, meaning it hardly tires him out at all. However, due to lacking any specialized pouch for them, Raal only ever carries one of these at a time, making them quite limited in terms of use.

You haven't listed why this would cost 600 OM I mean sure it catches people on fire when it hits, but that's really only one effect, not two variable effects. can people catch it and avoid it being shattered? or does it break on cantact with anything other than Raal?

Raal Deathwind Wrote:Winding Shadow snake spear: (requires homing proficiency, Ranged proficiency)
an original ability of Raal's own creation, this spell was learned by the Death knight by examining the main attack of the necrolytes of the first war.
a long shadow extends out from Raal's, seemingly moving of it's own volition and snaking a crooked, s-shaped pathway across the ground towards the target. While on the ground, it moves at the speed of the average man at a fast run (15 MPH) until it's within a quarter of a meter of it's target. At this point the shadow, suddenly forms itself into a black spear, snaking upwards at the speed of a crossbow bolt for the neck(or similar area) of it's intended target, attempting to cut their throat in half.

Is there a max range for this attack? if so what is it? also, does Raal have to have any casting/ concentration time to begin this move? and if Raal is attacked while the shadow homes in on it's target, does the move fail?
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#20
Quote:Probably need to say how large an area Raal can pull the sulfur from, also, this move would probably cost 900 OM because you have the last two options of charging it, also, eye level is a relative term, is it Raal's eye level? or is it the average person's eye level?
Like the actual area of effect, a diameter of about ten feet. Though it wouldn't actually effect the environment or damage any part of it due to pulling the sulphur or be environmentally dependent due to that being against da R00ls.
For "eye level" I was going with about 1.7 meters, but kinda posted it that way to give short characters a non-disadvantage just by their size. On the other hand that's kinda unfair against growth users so I guess I'd go with about 1.7 meters(average male human height)
And that's about what I expected.

Quote:You haven't listed why this would cost 600 OM I mean sure it catches people on fire when it hits, but that's really only one effect, not two variable effects. can people catch it and avoid it being shattered? or does it break on cantact with anything other than Raal?
Twas due to it not actually taxing Raal's mana reserves.
It's a very fragile bottle, so it'd be pretty much impossible for, after Raal throws it, an opponent to catch it and not shatter it due to the sudden stop producing enough force to shatter it.. Minimum falling speed is more than enough to cause it to shatter though if someone slowed it down gradually to a crawl I'd imagine you could prevent it from breaking. One of the main reasons Raal isn't foolish enough to carry more than one on his flammable person.

Quote:Is there a max range for this attack? if so what is it? also, does Raal have to have any casting/ concentration time to begin this move? and if Raal is attacked while the shadow homes in on it's target, does the move fail?
Max range is about 50 meters.
Raal needs to focus for about a second to cast the move, but past that it is autonomous.
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