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Move Approval V - Printable Version +- Omni Archive (https://omni.zulenka.com) +-- Forum: Administration Forums (https://omni.zulenka.com/forumdisplay.php?fid=5) +--- Forum: Update "One Stop" (https://omni.zulenka.com/forumdisplay.php?fid=52) +--- Thread: Move Approval V (/showthread.php?tid=6692) |
RE: Move Approval V - Omni - 11-09-2017 Quote:Hook Gauntlet: 900Apprivoiser'd Quote:Bond of the Glass Martyr 300Approved. Quote:Shell-Shock: 600Bolded line is a bit vague, please elaborate. If he can propel himself with his 'energy' while in midair/being carried, this might not fly (no pun intended) without Flight, or if it's basically charging up and then jumping off the throw, it seems variable. Not really sure tbh because it's vague. RE: Move Approval V - Omni - 11-09-2017 (11-08-2017, 06:07 PM)Ebonywood Hellscythe Wrote: The "rp note" from my last move. It's a bit borderline, but I feel like the "if" clause that activates a feather fall, and activates extra downsides on Ebony, justifies an extra 300 OM. Feel free to rewrite it since it's 600 OM anyway if you want to make it manual. RE: Move Approval V - Ebonywood Hellscythe - 11-09-2017 @Omni: If I change it to feather fall always activating when she lets go of someone, could it stay at 300 OM? (I'd probably re-jig some drawbacks a bit to fit that in, though) RE: Move Approval V - Omni - 11-09-2017 That sounds okay. Penny-pincher. RE: Move Approval V - Ebonywood Hellscythe - 11-09-2017 Pick Me Up (300) Requires: Telekinesis, Ranged, Ranged Control, Buff Gripping up to three willing primes with her magic, Ebony can lift them up and move them at up to 20mph providing they stay inside her telekinesis range. This does require some concentration, so she can't focus on any other moves or attacks at the same time - however she can move at full speed and still use telekinesis for other normal applications (but can't carefully aim or put force into throwing something, meaning it would be useless for combat), but trying to lift up too much will make her lose focus. Ebony taking damage and someone she's holding struggling will cause her to lose concentration. Besides this, her friends are free to try and use moves, and move their arms freely (and legs slowly) - so they can easily perform actions such as firing a bow or pulling a book off a shelf. Picking up a willing prime is only a bit more tiring than picking up an object with similar weight. Moving multiple primes in different directions is complicated, so to attempt that she has to do each movement one at a time. Also, trying to move a prime outside of her telekinesis range will make her lose concentration, and their momentum is not maintained - to them it feels like hitting an invisible wall. When Ebony lets go of one of her friends, intentionally or otherwise, they will fall softly down to the ground - decelerating as they near the floor. This effect ends if they fall outside her telekinesis range (e.g. maybe they were being held over a pit), or if they hit the ground. While her friend(s) is/are falling, Ebony cannot move, and is hit with a wave of fatigue (which is stronger if more people are dropped, and if they fall further) as her magic rushes from her to steady their fall. Should she choose to drop one person, while still holding two others, those two people will remain fixed in place unless she decides to drop them as well, or until her friends have all hit the ground/fall outside of her range (where her magic will continue working as normal). Anyone affected by the feather fall magic can choose to dispell it at will, and simply fall normally. Side Notes: >It will usually take about 7 seconds for someone to fall 60m safely (or 3.5s dangerously). >It's more energy efficient to bring someone to the ground manually (and probably a bit safer). >While Ebony needs to see or sense a prime to pick them up, she can continue lifting them outside of her vision providing she remembers where they are relative to her. However, moving them is not recommended as without seeing what she's doing, she could accidentally knock them into something. >Trying to grap someone who is moving is impossible if they're moving faster than 20mph, if not, it just requires her to stand still while focusing until she's picked them up. This takes a small amount of effort, but isn't particularly hard. >The time it takes to pick up a prime is usually negligible (unless they're moving, when it can take up to 2 seconds). RP Notes: >This is generally not useful in combat situations; but sometimes height is needed, so it could allow an ally to compete with a flying enemy - if they can deal with the limited movement speed and can coordinate with Ebony. Although it'll more often be used to help friends move somewhere. >She's likely to try and use this casually, even if it might seem like a breach of personal space. RE: Move Approval V - Oleander - 11-09-2017 (11-09-2017, 04:35 PM)Omni Wrote:Quote:Shell-Shock: 600Bolded line is a bit vague, please elaborate. If he can propel himself with his 'energy' while in midair/being carried, this might not fly (no pun intended) without Flight, or if it's basically charging up and then jumping off the throw, it seems variable. Not really sure tbh because it's vague. Deleted. I'll modify it later when I decide to go for Flight. RE: Move Approval V - Omni - 11-09-2017 (11-09-2017, 05:14 PM)Ebonywood Hellscythe Wrote: Pick Me Up (300) Requires: Telekinesis, Ranged, Ranged Control, BuffSorry but I realised it's "up to 3" willing primes so that makes it 600. It does bear repeating that telekinesis is still based on your ATK stat as though it were physical strength, except that it weakens to 1% at your maximum range, so lifting heavy people should be roleplayed "realistically" ie difficult, and she'd drop them if they moved too far away from her even within her range. RE: Move Approval V - Ebonywood Hellscythe - 11-09-2017 Changed it to 1 person. Added a comment that it's harder to do at the edge of her range (and if they're heavy she may drop them even within her range). Pick Me Up (300) Requires: Telekinesis, Ranged, Ranged Control, Buff Gripping a willing prime with her magic, Ebony can lift them up and move them at up to 20mph providing they stay inside her telekinesis range. This does require some concentration, so she can't focus on any other moves or attacks at the same time - however she can move at full speed and still use telekinesis for other normal applications (but can't carefully aim or put force into throwing something, meaning it would be useless for combat), but trying to lift up too much will make her lose focus. Ebony taking damage and someone she's holding struggling will cause her to lose concentration. Besides this, her friend is free to try and use moves, and move their arms freely (and legs slowly) - so they can easily perform actions such as firing a bow or pulling a book off a shelf. Picking up a willing prime is only a bit more tiring than picking up an object with similar weight. Also, trying to move a prime outside of her telekinesis range will make her lose concentration, and their momentum is not maintained - to them it feels like hitting an invisible wall. And it is much harder and tiring for her to do at the edge of her telekinesis range, so she might end up dropping a heavy person before they reach the edge of her range. When Ebony lets go of her friend, intentionally or otherwise, they will fall softly down to the ground - decelerating as they near the floor. This effect ends if they fall outside her telekinesis range (e.g. maybe they were being held over a pit), or if they hit the ground. While her friend is falling, Ebony cannot move, and is hit with a wave of fatigue (which is stronger if they fall further) as her magic rushes from her to steady their fall. Anyone affected by the feather fall magic can choose to dispell it at will, and simply fall normally. Side Notes: >It will usually take about 7 seconds for someone to fall 60m safely (or 3.5s dangerously). >It's more energy efficient to bring someone to the ground manually (and probably a bit safer). >While Ebony needs to see or sense a prime to pick them up, she can continue lifting them outside of her vision providing she remembers where they are relative to her. However, moving them is not recommended as without seeing what she's doing, she could accidentally knock them into something. >Trying to grap someone who is moving is impossible if they're moving faster than 20mph, if not, it just requires her to stand still while focusing until she's picked them up. This takes a small amount of effort, but isn't particularly hard. >The time it takes to pick up a prime is usually negligible (unless they're moving, when it can take up to 2 seconds). RP Notes: >This is generally not useful in combat situations; but sometimes height is needed, so it could allow an ally to compete with a flying enemy - if they can deal with the limited movement speed and can coordinate with Ebony. Although it'll more often be used to help friends move somewhere. >She's likely to try and use this casually, even if it might seem like a breach of personal space. RE: Move Approval V - Omni - 11-09-2017 Approved. RE: Move Approval V - Summer - 11-10-2017 T2 Super Attack: Ruinous Frost (Area Attack) (800): Formed from the power of winter storms; a powerful, frigid air mass is conjured from Summer himself. After 5 seconds of concentration, frozen winds explode out from his body, whirling out in a powerful, 5-second blizzard (both of which he must remain mostly still for) that freezes all life, from the smallest flora to the largest fauna, caught within 60 meters of him. While these frigid winds 'only' reach out 60 meters, this cold-snap turns the entire general area, even beyond that range, into a frozen wasteland. Frost, ice, and even snow cover the ground and the air gets a wintry nip to it, as if it had always been winter there. This sudden seasonal shift lasts for quite a while, sticking around until the air warms up enough to melt it all again, however many hours that may take. Unlike most of his weather attacks, this one doesn’t require him to be outside, though should he be stuck inside of a shelter or something, the area outside won’t be effected by the surprise winter. There is a small safe spot right up in Summer’s personal space that he can use to protect up to one ally from the wintry winds, provided they don’t have any qualms with being hugged. RE: Move Approval V - Omni - 11-10-2017 Sounds more Tier 3 than Tier 2 with that range. 120 metre diameter, and everything else past that into a frozen wasteland, is a liiiiiittle much. RE: Move Approval V - Summer - 11-10-2017 Would a 50 meter range/100 meter diameter be more reasonable? Or maybe 45/90? Currently, Microburst is 40/80 and makes it storm, and I wanted to make this have more impact. RE: Move Approval V - Omni - 11-10-2017 Microburst is mostly wind that tosses things about a bit, and justifiable as a Tier 1. 50 would be okay if the damage drops off further away from Summer, and you get rid of the effects past that. Right now the range, if you include the extended effects, sounds more like turning an entire zone into a frozen wasteland with an apocalyptic Bahamut Strike, which is what T3 is meant to be. Hell, the example T3 is only 80 metres in diameter. RE: Move Approval V - Summer - 11-10-2017 Alright lets try this. T2 Super Attack: Ruinous Frost (Area Attack) (800): Formed from the power of winter storms; a powerful, frigid air mass is conjured from Summer himself. After 5 seconds of concentration, frozen winds explode out from his body, whirling out in a powerful, 5-second blizzard (both of which he must remain mostly still for) that freezes all life, from the smallest flora to the largest fauna, caught within 50 meters of him. While these frigid winds 'only' reach out 50 meters, drastically weakening as they spiral out, this cold-snap reaches beyond that range, extending out twice as far and bringing an early winter to the general area. This is a simple, out-of-season chill, and though it lasts for a while (however many hours it takes for it to warm up again), it doesn't have any effect on the fight. Unlike most of his weather attacks, this one doesn’t require him to be outside, though should he be stuck inside of a shelter or something, the area outside won’t be effected by either the winds, or the surprise winter. There is a small safe spot right up in Summer’s personal space that he can use to protect up to one ally from the wintry winds, provided they don’t have any qualms with being hugged. Changes in bold. Reduced to 50 meters, changed the wording to be less... charged, and made the scope of the early winter more specific (also specifying that it is fodder). If the area of the season shift is still too large, then I can change it to match the area that the winds hit. RE: Move Approval V - Omni - 11-10-2017 Nope, I'm just gonna reject it and say take it to the workshop. RE: Move Approval V - Summer - 11-10-2017 Fresh from the workshop. T2 Super Attack: Snowsquall (Area Attack) (800): Summer calls upon his power as the spirit of winter storms, and after 5 seconds of concentration, he kicks the winds into motion and forces the temperature to plummet. Frozen winds whirl out in a powerful, 5-second maelstrom of wind, ice, and snow, swiftly freezing everything caught within 30 meters of him. A fresh coating of frost, an unseasonable chill, and a light snowfall are left in the wake of this attack. This is simply a weather effect and though it may last for a while (however many hours it takes for it to warm up again), it doesn't have any effect on the fight. Unlike most of his weather attacks, this one doesn’t require him to be outside, though since the winds can’t pierce shelter, if he’s inside a building, the area outside is left untouched (or vice-versa if he's outside one). Additionally, there is a small safe spot right up in Summer’s personal space that he can use to protect up to one ally from the wintry winds, provided they don’t have any qualms with being hugged. RE: Move Approval V - Zack Fair - 11-11-2017 I never figured I would be eligible for anything Tier 3. I'd like to bump up the previously approved Ultima Materia from Tier 2 to Tier 3 because it's Ultima. Ultima Materia (T3 Offensive Super – 1000) Requires Ranged Proficiency, Area Attack, Ranged Materialize Zack holds a green, fist sized orb in one hand and channels his own energy into it. Over the next three seconds, the green Materia becomes a bright white, and emits a high pitched screeching noise. Zack then holds the Materia in the direction of his target, and it launches five light green sparks. Upon launching them, the Materia immediately reverts to its normal green color. On impact with the target, the sparks explode into a massive burst of pure green energy, covering a 15x15 foot area and utterly consuming everything inside the blast radius. The resulting explosion of energy lasts for approximately five seconds, after which it fades away into nothingness, leaving only the damage in its wake. Net gain of 200 Spent OM. RE: Move Approval V - Omni - 11-11-2017 Snowsquall is approved, and that's approved, Zack. Grats on being the third (I believe) player to have a T3 Super Attack!
RE: Move Approval V - Blink - 11-11-2017 Portal Defense - Tier Two Defense Supermove (800 OM) Blink uses her teleportation energy to create a portal right in front of her, redirecting up to level two Super Moves away from her. Because of the amount of power she has to put into this particular kind of portal, she can only hold it up for about twenty seconds maximum. She needs to see the attack to be able to use this, and she needs the use of her hands. This can be used on either a ranged attack or an opponent rushing with a melee move. The portal will connect to somewhere no more then 20 feet away, as opposed to her usual 80 foot maximum. RE: Move Approval V - Meruem - 11-11-2017 Approved. |