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| Custom move | |
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| Tweet Topic Started: Oct 30 2013, 05:04 AM (265 Views) | |
| Emperor Enoch | Oct 30 2013, 05:04 AM Post #1 |
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The Last Great Hope
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Hey all, probably going to be putting up enoch's character tomorrow, but here's the custom i have in mind, it's essentially a hail of weapons fire with low base damage, a max damage thats in line with other sigs and some neat effects so here goes. Effect: You opponent cannot escape for the remainder of combat. Attack dealing 15% power damage and your attack roll is 4d32. This attack gains +2 sides and +2 results for every imp tf you have unlocked (meaning the 1-4 tf's not beginner, intermediate and mastered. i like the idea that as i upgrade the suit the sig gets a bit stronger) Successful: You may re-roll each successful dice as a new attack dealing 15% damage per hit. (basically if i hit with 1 of them, i roll 1 more dice, if i hit with all 4 then i re-roll all 4. they get a new defense roll and it would be limited to a single re-roll so a potential 120% damage if i somehow hit with all 4 and then all 4 again the second time, which i feel is well in line with other sigs). Once per calender month you may interfere in any non tournament battle for another player and use this attack before immediately exiting combat. ( i'm playing a good guy with a bodyguard, i wanna be able to once in a blue moon jump in and maybe save someone) Costs 7 Ki points So there you have it, i know it seems lengthy to read, but i included my thought on the effects as well so the actual text for the attack would be much shorter. as for the move itself it has some neat tricks to it, but ultimately the successful effect is just a chance at more damage and nothing outside of normal sig damage either. it prevents escape, gets slightly stronger with my tfs (which i don't believe we've ever made it past the second one so finger's crossed) and once a month i can help someone else with it. i don't feel as though any of these effects are game breaking and fit my theme, so i've made the damage low to compensate for having multiple effects. please let me know your feedback. |
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| Aiden | Oct 30 2013, 06:51 AM Post #2 |
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Time Traveling, Dimension Hopping, Planet Saving Extraordinaire
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Fixing up the wording and such it'd look something like this: (Once per month you may enter in combat for a player substituting in combat for you and perform this attack, then immediately exit combat). RESTRICTEDx1. Energy attacking dealing (15% Power) Damage per hit. Your attack roll for this attack is 4d32 and gains +2 sides and +2 to the result for each level of transformation you have unlocked. Your opponent cannot roll an escape roll for the remainder of combat. SUCCESSFUL - You may perform this attack only once more this combat for 0 Ki Points. When you do your dice number is equal to the number of SUCCESSFUL hits. Costs 7 Ki Points. Requirement: Gun |
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| Kalkavek | Oct 30 2013, 07:47 AM Post #3 |
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Actual World Ender
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I'm down with Aiden's suggestion. It's a medium damage ability (average of 75-90%) that has a good mechanic to interfere in fights. Plus the results/sides bonuses only get better as time goes on. As for the effect, it would have to only interfere in matches on the same planet as you. THAT BEING SAID We all know you're making this to rig your Saibassociate matches ![]() On the understanding that the SUCCESSFUL effect requires a second turn (so can't be used when interfering in matches) I'd say the only thing to discuss is the Escape roll clause. I'd like to see that changed to more like "If two or more attack rolls are SUCCESSFUL." Otherwise, when you interfere in a match, your opponent is now automatically facing an Akaikaru Relentless that cannot be de-activated and cost his opponent 0 ki and 0 turns. Edited by Kalkavek, Oct 30 2013, 07:50 AM.
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| Kalkavek | Oct 30 2013, 07:51 AM Post #4 |
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Actual World Ender
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(Once per month you may interfere in a combat taking place on the same planet as you. You must use this attack and then immediately exit combat). RESTRICTEDx1. Energy attacking dealing (15% Power) Damage per hit. Your attack roll for this attack is 4d32 and gains +2 sides and +2 to the result for each level of transformation you have unlocked. If two or more dice rolls are SUCCESSFUL, your opponent cannot roll an escape roll for the remainder of combat. SUCCESSFUL - You may perform this attack only once more this combat for 0 Ki Points. When you do your dice number is equal to the number of SUCCESSFUL hits. Costs 7 Ki Points. Requirement: Gun To make up for the mild nerfs, I buffed it to work on any fight. |
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| Aiden | Oct 30 2013, 07:56 AM Post #5 |
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Time Traveling, Dimension Hopping, Planet Saving Extraordinaire
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I didn't make a suggestion. I simply took what he wrote and rewrote it to how it would be properly written. |
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| Kalkavek | Oct 30 2013, 08:00 AM Post #6 |
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Actual World Ender
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The horrid illness that you all call "morning" has rotted by brain. |
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| Strange | Oct 30 2013, 09:51 AM Post #7 |
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This is rather terrifying considering your partnership with Alistor. Bravo |
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| Emperor Enoch | Oct 30 2013, 11:21 AM Post #8 |
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The Last Great Hope
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I figure I can help give back a little to the guy who swapped classes and will be protecting me lol and if we end up on different planets or a super important battle is going on I can help there too. Enoch was always the hero type. Also the successful effect was not intended to take an additional turn, but if that's how you'd like it balanced then I can live with that
Edited by Emperor Enoch, Oct 30 2013, 11:24 AM.
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| Kalkavek | Oct 30 2013, 11:40 AM Post #9 |
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Actual World Ender
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It's actually a slight bit lackluster in your custom fights if its 75% average taking 2 turns for 7 ki. Going to allow it to be used twice in one turn when you're not using the "Once per month" effect. Effect: (Once per month you may interfere in a combat taking place on the same planet as you. You must use this attack and then immediately exit combat). RESTRICTEDx1. Energy attacking dealing (15% Power) Damage per hit. Your attack roll for this attack is 4d32 and gains +2 sides and +2 to the result for each level of transformation you have unlocked. If two or more dice rolls are SUCCESSFUL, your opponent cannot roll an escape roll for the remainder of combat. SUCCESSFUL - If you are performing this attack in a Match of your own, you may perform this attack once more this turn for 0 Ki Points. When you do, your dice number is equal to the number of SUCCESSFUL hits. Costs 7 Ki Points. Requirement: Gun |
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| Strange | Nov 5 2013, 11:05 AM Post #10 |
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What's up guys. My friend needs a bit of help in figuring out her custom. We did some soul searching on it but with still a history to fill out, a week to plan, and a game or two of magic, we came up with a vague idea of what we want for her build. Wanted something along the lines of this. Effect: Whenever an opponents attack is STOPPED with a dice roll of 8 or higher then that of the opponents single dice attack or the first roll of their multi dice attack, play this skill. At the start of your turn, play one skill without taking up your turn. If your defensive roll was 12 or higher then your opponents attack roll, this skill costs nothing to pay. Costs 1 Ki Wanted to play it in conjunction with her Opportunist skill. To save you the trouble of looking it up, the effect is here. Effect: Your next attack does +(5% Power) Damage. Your next defensive roll gains +5 to the result. Your next defensive roll gains +1 to the result for each time you have COUNTERED this match. You may exceed the dice results cap with this effect. On your opponent's next turn, if your opponent has 5 or more KI Points, your opponent must perform an Advanced Attack, Signature Technique, or pass. Costs 2 KI Points. The whole idea for her build was to make a move list centered around defense and countering, running Strait Jacket with Opportunist to get more or less a snow ball effect going with those counters. What do you guys have in mind? Name and description will be written in her leisure but what do you think about the skill? Have another one in mind or prettier way to put this? Edited by Strange, Nov 5 2013, 11:11 AM.
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| Glacier | Nov 5 2013, 11:23 AM Post #11 |
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Heir to the Throne
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Activate when you STOP an attack with a defensive roll of 8 or higher. At the beginning of your next turn, you may activate a skill without it taking up your turn. If your defensive roll was 12 or higher, this skill costs -1 Ki Point. Costs 1 Ki Point. That's a wording fix. Not sure I'd allow it, just because 8 or higher is pretty easy to make. For that matter, most defensive rolls that STOP attacks are higher than 12, too. Essentially the skill reads "Whenever you STOP an attack with 12 or higher, you can activate your next skill w/o it taking up your turn," Needs a higher roll requirement, or maybe make it so that the skill you activate costs extra or something. |
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| Strange | Nov 5 2013, 11:42 AM Post #12 |
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Opened for a suggestion. Rather take a suggestion other then adding to the cost. The 8 and 12 dice roll is tricky but if theirs any other suggestions, were all ears. also if we did run it that way, what would you suggest setting the dice rolls at? |
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| Kalkavek | Nov 5 2013, 12:03 PM Post #13 |
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Actual World Ender
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Unrestricted turn efficiency is a scary thing. I'm a bit too overworked and underslept right now to truly consider this all, so here's another starting point suggestion: Effect: You may activate this Skill when you STOP one of your opponent's attacks with a dice roll of 25 or higher. At the start of your next turn, you may play one Skill without taking up your turn. If you activated this Skill by using a Block, this skill costs 0 KI Points and cannot have its cost raised by your opponent's effects. Costs 1 KI Point. Not saying that would be approved, nerfed, or buffed, just saying it's a point to consider the Skill at. I await Afrit and Aiden tearing into this like nobody's business, as they both don't want people complaining about useless customs, and more-so they fear broken customs threatening their evil plans. In this, we are all agreed. |
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| Strange | Nov 5 2013, 12:22 PM Post #14 |
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That's not bad. I think we could swing with that. Incentive to learn another block too. If no one has any objections, that should be fine for her. |
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| Kalkavek | Nov 5 2013, 12:31 PM Post #15 |
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Actual World Ender
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We'll wait on Afrit (the other approval admin) and Aiden (the well-respected peanut gallery) to double check on it. |
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