RE: Official Move Approval IV - Mark - 07-23-2016
Warren: You only changed the first one. That one is approved, but you need to fix the second one if you still want it.
(07-20-2016, 10:31 PM)Mick Rory Wrote: Leonard Snart
Tier 1 Assist
![[Image: the-flash-wentworth-miller-captain-cold-2-cw.jpg]](http://www.docbrowntv.com/wp-content/uploads/2014/10/the-flash-wentworth-miller-captain-cold-2-cw.jpg)
Leonard Snart is, in essential form, Mick's counterpart; he's cool, calm and collected, and wields a weapon of ice. He's a bit of a chessmaster, and when he has his way, there's no way to face him on even ground; if you think the playing field is even, you don't know his game yet. Physically, he's not much to look at, but he's a decent strategist.
ATK: 1
DEF: 1
SPD: 1
TEC: 2
The Cold Gun
300 OM, requires Ranged Attack Proficiency, Debuff Proficiency
![[Image: tumblr_inline_nsu9zvf6cX1sb4btj_500.jpg]](https://66.media.tumblr.com/94e08cded90a21b2576ed29c96611db6/tumblr_inline_nsu9zvf6cX1sb4btj_500.jpg)
The signature weapon held by Leonard Snart, the Cold Gun is, in design, both similar and different to the Heat Gun.
It does indeed fire a beam of it's respective element, represented by a beam of light blue and white energy. The beam lasts for 15 seconds of continuous fire, after which the beam stops. It still has to be reloaded after 4 blasts are fired. However, the move is less powerful in exchange for a complete lack of cooldown time. The constant beam reaches a maximum range of 12 meters - a 2 meter increase from that of it's counterpart - and those far away from the blast do take less damage. The beam is 1 meter all around, circular, and goes at a speed of 10 miles per hour. Beams are fire and forget.
The target, upon being hit, is frozen lightly, moving slower, however the effect cancels out that of the light burns provided by the Heat Gun, and vice-versa. The freezing lasts for about 5 seconds, but cannot be stopped before the effect stops taking place unless the Heat Gun hits the target.
The weapon, when used with the Heat Gun at the same time, has an additional caveat - if you cross beams with the Heat Gun, the vastly conflicted temperatures will rocket back at the weapon opposite of their element, destroying them both until Mick takes the time and Omnilium to fix them. This weapon is one-handed, and can be used in conjunction with other one-handed weapons or moves.
Snart is approved.
Cold Gun: How damaging is this? You mention those far away take less damage, but never how much it does in general. How draining is this on his person or how much ammo does he have on hand at any give time? How long does it take to reload? Can this be used with other moves? Is the target frozen for 5 seconds immediately upon being hit or does it take a full 15-second blast to get the max freeze? Also, you’ll need Area Attack to cover a meter of area.
Mei has a move like this if you want to see how hers works for reference.
Skeletor Wrote:A Scattering storm, (requires Ranged proficiency, Area Attack proficiency, 600 OM)
Skeletor charges his Havoc staff for a second, then unleashes a volley of magic blasts, similar to the bolts that he fires. The bolts fire in an arc outward, but with a slightly downward arc that limits their range to only about 15 meters. Skeletor can charge the havoc staff longer, remaining stationary and focusing for a maximum of 5 seconds. The longer the move is charged; the more missiles will be fired. The amount varies from three somewhat globular missiles at minimum charge to a continuous 120-degree arc of magic at maximum charge.
Skeletor is able to use this attack while moving, but must remain stationary and focused to charge the power, during which time magic visibly accumulates in his Havoc staff.
Wall of Flame (requires ranged materialize, area attack, 900 OM)
Skeletor extends his Havoc staff, and a beam of light springs from the end, tracing a pattern into the ground. This takes approximately 2-3 seconds to occur, during which time Skeletor must concentrate on the power, though he can still move. After the 2-3 seconds, magical flames spring into being along the pattern that was traced.
Skeletor has three different shapes he forms with this move, creating a wall to divide the battlefield, a ring to either keep out or enclose an area, or a scattered pattern of lines that cover the area in short swathes of flame, disrupting formations and creating more chaotic battlefields.
The Wall of flame is approximately 3 meters in height, .5 meters in width and can extend to a maximum of 12 meters from end to end.
The Ring of flame is also 3 meters in height and .5 meters in width, and can extend into a ring of 9 meters in diameter.
The Smattering of flame creates about a score of flames sections only 2 meters tall. These sections are .5 meters still, but only about 2 meters in length.
These flames are painful, but unlikely to be lethal. Skeletor can create gaps in the flame to allow himself or others to pass through, but a determined prime (or even a tough secondary) could burst through the flames with not much worse than a singing. The true danger this move poses is from prolonged exposure, as remaining too long (any more that about 4 seconds depending on DEF) within the flames could cause anything combustible to ignite.
This move is draining for Skeletor to maintain, and although he is able to perform other actions (even those that require his concentration) and maintain the flames, anything sufficiently startling or disorienting will make the flames wither away.
The Ram Stone (T1 super attack, 600 OM)
Skeletor holds aloft a small, green, ram-head stone, extended floating inches from the tips of his fingers. He utters the words to unleash the power of the Ram Stone, which takes only a few seconds. A jade demonic ram, composed of pure magical energy, forms around him. The magical Ram stands about 4 meters tall, and is translucent, allowing one to see Skeletor standing within. The Demonic Ram leaps at Skeletor’s target, its shape dissolving into pure energy as it closes the distance, slamming into the target and battering it with power,
(it is important to note that while in Eternia, the RamStone was known for its ability to destroy any barrier, this has not translated over to the Omniverse, where the Ram Stone is not able to penetrate a Super Defense any better than another T1 super attack.)
Scattering Storm:- What’s the size of the projectiles, roughly?
- How damaging are each of the forms?
- What’s the travel speed of the projectiles?
- Does the continuous variant require concentration while firing?
- How draining is this on his person?
- How many projectiles are launched in the charged form, or for how long does he fire them and how many per second?
- Is this usable with other moves?
Wall of Flames: How far away can he cast these? Can this be used with other moves (looks like you sorta touch on this, but just to be sure)?
The Ram Stone: Around how damaging is this and how draining it is to perform?
(07-22-2016, 12:49 PM)Hal Jordan Wrote: 300 OM - Emerald Artillery - Double Rifle- Requires Ranged Proficiency, Ranged Materialize Proficiency, and Remote Control Proficiency:
Using the power of his will Hal will summon a couple of rifles to his hands. These rifles are a construct that can be hand held by Hal. But these can also be controlled by him with little more than his thoughts should he needs his hands free for well anything else presently. These take about 5 seconds for him to create... each. The construct appears to be a set of assault rifles. These are colored neon green and are partially transparent. The reload time is about 2 seconds given that that it is all it takes for Hal to envision them reloaded with new ammo as they're little more than a construct. As they are a construct created out of his will power Hal can MOVE these with his mind in order to keep his hands free. Since he doesn't need to hold these he is also granted the full range of motion while using this attack on his opponents. This can be used in conjunction with other moves or powers although Hal hasn't figured out any particular combinations that it would be good for yet.
The ammo capacity of both is about eight shots before he must reload. - Can you describe the size of the guns?
- How damage is each shot?
- What’s the effective range?
- How accurate is this? Can he hit a moving target?
- Does this require concentration to maintain?
- How draining is this?
- Does this have a duration?
As a general note, even though you’re not directly holding them , you’ll still need to choose the targets for these. They won’t be able to smartly choose their own targets or anything.
RE: Official Move Approval IV - Isabelle - 07-23-2016
Stained Apron - Tier 1 Powered-Up Form (1000)
An apron suddenly appears on Frisk’s body in a flash of light. It is brown with a pink heart emblem on the belly, ancient food splatters are encrusted permanently into the fabric. The clothing acts as a set of armor, protecting against attacks. While she is donning this form, her soul turns a forest green hue.
ATK: 0
DEF: 5
SPD: 5
TEC: 5
Frying Pan (300) Physical Strength, Stained Apron
Your standard steel frying pan. The main part of the pan is 10” by 10” with a 6” handle. The bottom is scorched from overuse. Frisk can use this as a shield, blocking attacks against it’s hardened surface. She can only use this move while in “Stain Apron” form. She doesn’t have the strength or will to use this item as a weapon.
RE: Official Move Approval IV - Moon - 07-24-2016
Gonna get a few things cleared out here, so I have them approved for whenever I get enough OM to actually use them.
Riot Gear - Alt. Form (2000)
Hopps dons police-grade riot gear, a black and navy suit that's way heavier than her normal uniform. This completely ups her defense, but the bulk of it slows her down quite a bit. Attack power and technique don't change. Super Jumping and Master Acrobat are disabled during the usage of the suit.
ATK: 3
DEF: 4
SPD: 1
TEC: 3
Appearance
[spoiler] [/spoiler]
Riot Shield - Requires Physical Strength (600)
While wearing the riot gear, Hopps gains access to a metal shield that is a bit less than the height and width of her own body. That would be a little under two feet tall, and a foot and a half wide. However, with its size, it's impossible to shield anyone else while using it. As an added bonus, she can also use this as a ramming weapon.
Appearance
[spoiler] [/spoiler]
RE: Official Move Approval IV - Kakashi Hatake - 07-24-2016
Smoke Bomb (Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency; 300 OM)
[spoiler] [/spoiler]
One of the most basic tools of a ninja’s arsenal, these useful items are slightly larger than a golf ball, though weigh about half as much. They are composed of a mixture of various compounds primed with chakra and wrapped in paper. When thrown, they detonate upon contact with anything solid, releasing a plume of smoke (various colors are possible, usually a dull gray or brown) covering an area with a diameter of roughly 3 meters, inflicting a blind and mild respiratory irritation on those contained within (those with Enhanced Senses negate the former effect). The smokescreen persists for about a minute, though those caught within the smoke may simply choose to exit the affected area, suffering no lasting effects. While typically used in close-quarters combat or dropped at the feet of the user, Kakashi can throw these relatively far, able to hit things within around 50 feet of himself accurately. If he throws these while moving, the effective range falls to around 20 feet and while they don’t require concentration, his throws will be much sloppier if he were to be under fire. These can be used with other moves, though anything that requires precision aim such as shuriken will not be as accurate if thrown simultaneously. At any given time he can carry around a half dozen of these on his person due to relatively minimal storage.
RE: Official Move Approval IV - Lord Dominator - 07-24-2016
![[Image: tumblr_inline_nyelhicpHA1se6qej_1280.png]](http://66.media.tumblr.com/198544bacb28639034cac51e54fb4277/tumblr_inline_nyelhicpHA1se6qej_1280.png)
Magma Cannon
Move OM Cost: 300
Required Proficiencies: Debuff Proficiency (Not yet bought), Ranged Proficiency.
Required Powers: None
Total cost: 300
The Magma Cannon is a 'classic' weapon in Dominator's arsenal, and one that her armour can summon in about three seconds. It shoots blasts of concentrated Volcanium X, but oddly enough not with the intent to maim or kill. On impact, the magma rapidly hardens into a hard metal whilst simultaneously wrapping around the target and nearby surfaces. If broken, the metal will attempt to reform around the target until it is completely removed or a minute has passed (at which point it hardens for good in whatever state it is in). Characters with strength less than half of Dominator's will find it extremely difficult to break free whilst characters with strength greater than half or equal to Dominator's will usually struggle with it unless they are creative. At higher strength values the binding can easily be broken and shaken away completely in a matter of moments unless the target is already exhausted or badly hurt.
The magma blasts themselves aren't pleasant (being quite hot) but can't do more than inflict a sunburn-like rash. The cannon can be fired once every five seconds, has a maximum range of approximately 600 feet, and the projectiles themselves travel about as fast as a cannon shot (290 feet/second). However, Dominator is only really accurate with it out to about 100 feet. Any further than that and it is increasingly unlikely she's going to hit what she was aiming at. Due to the concentration required to aim the cannon, Dominator can only move whilst using it if the target she is shooting at is much, much bigger than her. (If she is literally shooting at the broad side of a barn, then she can probably calculate the trajectory whilst moving; otherwise, she is theoretically able to pull the trigger... but has no chance at all of hitting what she's aiming at).
Each blast is about half a foot in diameter, and can spread over a single human-sized target. If she was extremely lucky she might be able to stick two people together (for instance if they were holding hands and she shot their hands) but it isn't a true area attack.
Each shot is also quite draining on Dominator's resources. Whilst she can theoretically keep shooting whilst she has Volcanium X to power the shots, overuse of the Magma Cannon can risk de-powering her armour, leaving her vulnerable to attack.
RE: Official Move Approval IV - Skeletor - 07-24-2016
A Scattering storm, (requires Ranged proficiency, Area Attack proficiency, 600 OM)
Skeletor charges his Havoc staff for a second, then swings his Havoc staff in an arc, unleashing a volley of magic blasts, similar in all respects (except where noted below) to the bolts that he fires. The bolts fire in an arc outward, but with a slightly downward trajectory that limits their range to only about 15 meters. Skeletor can charge the havoc staff longer, remaining stationary and focusing for a minimum of 1.5 seconds to a maximum of 5 seconds. The longer the move is charged; the more missiles will be fired. The amount varies from three melon-sized somewhat globular missiles at minimum charge to an unbroken tennis ball sized 120-degree arc of magic at maximum charge. These projectiles are only as damaging as Skeletor's normal Energy projection attack, slightly weaker even due to the multiple missiles involved, and travel at the same speed (about 40 mph)
Skeletor is able to use this attack while moving, but must remain stationary and focused to charge the power, during which time magic visibly accumulates in his Havoc staff. As such he cannot use other moves while using this move. It is also worth noting that this move is very draining on Skeletor, and he will only be able to use it once or twice without time to rest (3+ minutes) before using it again.
Wall of Flame (requires ranged materialize, area attack, 900 OM)
Skeletor extends his Havoc staff, and a beam of light springs from the end, tracing a pattern into the ground up to 15 meters away. This takes approximately 2-3 seconds to occur, during which time Skeletor must concentrate on the power, though he can still move. After the 2-3 seconds, magical flames spring into being along the pattern that was traced.
Skeletor has three different shapes he forms with this move, creating a wall to divide the battlefield, a ring to either keep out or enclose an area, or a scattered pattern of lines that cover the area in short swathes of flame, disrupting formations and creating more chaotic battlefields.
The Wall of flame is approximately 3 meters in height, .5 meters in width and can extend to a maximum of 12 meters from end to end.
The Ring of flame is also 3 meters in height and .5 meters in width, and can extend into a ring of 9 meters in diameter.
The Smattering of flame creates about a score of flames sections only 2 meters tall. These sections are .5 meters still, but only about 2 meters in length.
These flames are painful, but unlikely to be lethal. Skeletor can create gaps in the flame to allow himself or others to pass through, but a determined prime (or even a tough secondary) could burst through the flames with not much worse than a singing. The true danger this move poses is from prolonged exposure, as remaining too long (any more that about 4 seconds depending on DEF) within the flames could cause anything combustible to ignite.
This move is draining for Skeletor to maintain, and although he is able to perform other actions (even those that require his concentration) and maintain the flames, he must not be preforming any other moves when he starts them, and anything sufficiently startling or disorienting will make the flames wither away.
The Ram Stone (T1 super attack, 600 OM)
Skeletor holds aloft a small, green, ram-head stone, extended floating inches from the tips of his fingers. He utters the words to unleash the power of the Ram Stone, which takes only a few seconds. A jade demonic ram, composed of pure magical energy, forms around him. The magical Ram stands about 4 meters tall, and is translucent, allowing one to see Skeletor standing within. The Demonic Ram leaps at Skeletor’s target, its shape dissolving into pure energy as it closes the distance, slamming into the target and battering it with power (getting hit with a large ocean wave would be a good example of the amount of force). Due to Omniphysics, this power is drawn from Skeletor himself rather than the stone directly, therefore its power comes from his own reserve of energy, making it quite draining to use.
(it is important to note that while in Eternia, the RamStone was known for its ability to destroy any barrier, this has not translated over to the Omniverse, where the Ram Stone is not able to penetrate a Super Defense any better than another T1 super attack.)
Alright, changes noted in bold. I think I may have confused you with my usage of "continuous" in A scattering storm. There's only one arc fired, there are just enough missiles that there aren't noticeable gaps in the arc. I changed the wording to try and clarify that. (If I'm misunderstanding your questions, and you meant something else, sorry)
Thanks for looking these over Mark! You the best!
RE: Official Move Approval IV - Kyle Crane - 07-24-2016
For the Cold Gun:
Moderate damage.
Not draining, and I...Am not sure about how many ammo clips he should be able to carry. I want it to be high, so he isn't completely disarmed too easily. He kind of only has 1 ATK, so losing the Cold Gun means he'll be largely ineffective in combat until I get the chance to bump him up to a Tier 2.
It takes a second or two to reload. It's a one-handed weapon, so it can be used with one-handed weapons or moves.
And, I can lower it to 1 yard all around.
I'd say people are frozen upon being hit.
RE: Official Move Approval IV - ElFailzalot - 07-24-2016
(07-23-2016, 11:00 PM)Frisk Wrote: Stained Apron - Tier 1 Powered-Up Form (1000)
An apron suddenly appears on Frisk’s body in a flash of light. It is brown with a pink heart emblem on the belly, ancient food splatters are encrusted permanently into the fabric. The clothing acts as a set of armor, protecting against attacks. While she is donning this form, her soul turns a forest green hue.
ATK: 0
DEF: 5
SPD: 5
TEC: 5
Frying Pan (300) Physical Strength, Stained Apron
Your standard steel frying pan. The main part of the pan is 10” by 10” with a 6” handle. The bottom is scorched from overuse. Frisk can use this as a shield, blocking attacks against it’s hardened surface. She can only use this move while in “Stain Apron” form. She doesn’t have the strength or will to use this item as a weapon.
Lookin' good. Enjoy.
(07-24-2016, 03:43 AM)Judy Hopps Wrote: Gonna get a few things cleared out here, so I have them approved for whenever I get enough OM to actually use them.
Riot Gear - Alt. Form (2000)
Hopps dons police-grade riot gear, a black and navy suit that's way heavier than her normal uniform. This completely ups her defense, but the bulk of it slows her down quite a bit. Attack power and technique don't change. Super Jumping and Master Acrobat are disabled during the usage of the suit.
ATK: 3
DEF: 4
SPD: 1
TEC: 3
Appearance
[spoiler] [/spoiler]
Riot Shield - Requires Physical Strength (600)
While wearing the riot gear, Hopps gains access to a metal shield that is a bit less than the height and width of her own body. That would be a little under two feet tall, and a foot and a half wide. However, with its size, it's impossible to shield anyone else while using it. As an added bonus, she can also use this as a ramming weapon.
Appearance
[spoiler] [/spoiler]
Alt form is good to go.
Riot Shield -- Just as a general sort of idea, about how fast and powerful is the shield ram? Given the (relative) size of the thing, I imagine it would pack at least a moderate punch and be correspondingly difficult/cumbersome to wield, but then again it could be otherwise, and such things are good to know for anyone writing with you.
(07-24-2016, 05:15 AM)Kakashi Hatake Wrote: Smoke Bomb (Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency; 300 OM)
[spoiler] [/spoiler]
One of the most basic tools of a ninja’s arsenal, these useful items are slightly larger than a golf ball, though weigh about half as much. They are composed of a mixture of various compounds primed with chakra and wrapped in paper. When thrown, they detonate upon contact with anything solid, releasing a plume of smoke (various colors are possible, usually a dull gray or brown) covering an area with a diameter of roughly 3 meters, inflicting a blind and mild respiratory irritation on those contained within (those with Enhanced Senses negate the former effect). The smokescreen persists for about a minute, though those caught within the smoke may simply choose to exit the affected area, suffering no lasting effects. While typically used in close-quarters combat or dropped at the feet of the user, Kakashi can throw these relatively far, able to hit things within around 50 feet of himself accurately. If he throws these while moving, the effective range falls to around 20 feet and while they don’t require concentration, his throws will be much sloppier if he were to be under fire. These can be used with other moves, though anything that requires precision aim such as shuriken will not be as accurate if thrown simultaneously. At any given time he can carry around a half dozen of these on his person due to relatively minimal storage.
Lookin' good. Just one quick detail to ponder over: can he throw more than one at a time? The wording makes it seem like so, and he indeed can, how many at one time?
(07-24-2016, 05:43 AM)Lord Dominator Wrote: ![[Image: tumblr_inline_nyelhicpHA1se6qej_1280.png]](http://66.media.tumblr.com/198544bacb28639034cac51e54fb4277/tumblr_inline_nyelhicpHA1se6qej_1280.png)
Magma Cannon
Move OM Cost: 300
Required Proficiencies: Debuff Proficiency (Not yet bought), Ranged Proficiency.
Required Powers: None
Total cost: 300
The Magma Cannon is a 'classic' weapon in Dominator's arsenal, and one that her armour can summon in about three seconds. It shoots blasts of concentrated Volcanium X, but oddly enough not with the intent to maim or kill. On impact, the magma rapidly hardens into a hard metal whilst simultaneously wrapping around the target and nearby surfaces. If broken, the metal will attempt to reform around the target until it is completely removed or a minute has passed (at which point it hardens for good in whatever state it is in). Characters with strength less than half of Dominator's will find it extremely difficult to break free whilst characters with strength greater than half or equal to Dominator's will usually struggle with it unless they are creative. At higher strength values the binding can easily be broken and shaken away completely in a matter of moments unless the target is already exhausted or badly hurt.
The magma blasts themselves aren't pleasant (being quite hot) but can't do more than inflict a sunburn-like rash. The cannon can be fired once every five seconds, has a maximum range of approximately 600 feet, and the projectiles themselves travel about as fast as a cannon shot (290 feet/second). However, Dominator is only really accurate with it out to about 100 feet. Any further than that and it is increasingly unlikely she's going to hit what she was aiming at. Due to the concentration required to aim the cannon, Dominator can only move whilst using it if the target she is shooting at is much, much bigger than her. (If she is literally shooting at the broad side of a barn, then she can probably calculate the trajectory whilst moving; otherwise, she is theoretically able to pull the trigger... but has no chance at all of hitting what she's aiming at).
Each blast is about half a foot in diameter, and can spread over a single human-sized target. If she was extremely lucky she might be able to stick two people together (for instance if they were holding hands and she shot their hands) but it isn't a true area attack.
Each shot is also quite draining on Dominator's resources. Whilst she can theoretically keep shooting whilst she has Volcanium X to power the shots, overuse of the Magma Cannon can risk de-powering her armour, leaving her vulnerable to attack.
Snazzy. Good to go.
RE: Official Move Approval IV - Moon - 07-24-2016
You'd be correct! Changes are bolded.
Riot Shield - Requires Physical Strength (600)
While wearing the riot gear, Hopps gains access to a metal shield that is a bit less than the height and width of her own body. That would be a little under two feet tall, and a foot and a half wide. However, with its size, it's impossible to shield anyone else while using it. As an added bonus, she can also use this as a ramming weapon. Its size gives it a bit of power, but it also makes it unwieldy and hard to handle.
Appearance
[spoiler] [/spoiler]
RE: Official Move Approval IV - ElFailzalot - 07-24-2016
(07-24-2016, 09:46 PM)Judy Hopps Wrote: You'd be correct! Changes are bolded.
Riot Shield - Requires Physical Strength (600)
While wearing the riot gear, Hopps gains access to a metal shield that is a bit less than the height and width of her own body. That would be a little under two feet tall, and a foot and a half wide. However, with its size, it's impossible to shield anyone else while using it. As an added bonus, she can also use this as a ramming weapon. Its size gives it a bit of power, but it also makes it unwieldy and hard to handle.
Appearance
[spoiler] [/spoiler]
And with that, you's good to go.
RE: Official Move Approval IV - Kakashi Hatake - 07-24-2016
(07-24-2016, 09:29 PM)ElFailzalot Wrote: (07-24-2016, 05:15 AM)Kakashi Hatake Wrote: Smoke Bomb (Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency; 300 OM)
[spoiler] [/spoiler]
One of the most basic tools of a ninja’s arsenal, these useful items are slightly larger than a golf ball, though weigh about half as much. They are composed of a mixture of various compounds primed with chakra and wrapped in paper. When thrown, they detonate upon contact with anything solid, releasing a plume of smoke (various colors are possible, usually a dull gray or brown) covering an area with a diameter of roughly 3 meters, inflicting a blind and mild respiratory irritation on those contained within (those with Enhanced Senses negate the former effect). The smokescreen persists for about a minute, though those caught within the smoke may simply choose to exit the affected area, suffering no lasting effects. While typically used in close-quarters combat or dropped at the feet of the user, Kakashi can throw these relatively far, able to hit things within around 50 feet of himself accurately. If he throws these while moving, the effective range falls to around 20 feet and while they don’t require concentration, his throws will be much sloppier if he were to be under fire. These can be used with other moves, though anything that requires precision aim such as shuriken will not be as accurate if thrown simultaneously. At any given time he can carry around a half dozen of these on his person due to relatively minimal storage. More than one can be thrown at a time (max of two), though this is rarely performed as it eats through his small supply.
Lookin' good. Just one quick detail to ponder over: can he throw more than one at a time? The wording makes it seem like so, and he indeed can, how many at one time?
I'd say yes, though it's unlikely. With only 6 on-hand until he can summon more between battles, it's a REALLY bad idea to throw more than one at a time. I can cap it at two at a time maximum to keep it fair, though, as that's about as much as would ever happen anyway. Edited that in to the above.
RE: Official Move Approval IV - ElFailzalot - 07-24-2016
(07-24-2016, 09:57 PM)Kakashi Hatake Wrote: (07-24-2016, 09:29 PM)ElFailzalot Wrote: (07-24-2016, 05:15 AM)Kakashi Hatake Wrote: Smoke Bomb (Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency; 300 OM)
[spoiler] [/spoiler]
One of the most basic tools of a ninja’s arsenal, these useful items are slightly larger than a golf ball, though weigh about half as much. They are composed of a mixture of various compounds primed with chakra and wrapped in paper. When thrown, they detonate upon contact with anything solid, releasing a plume of smoke (various colors are possible, usually a dull gray or brown) covering an area with a diameter of roughly 3 meters, inflicting a blind and mild respiratory irritation on those contained within (those with Enhanced Senses negate the former effect). The smokescreen persists for about a minute, though those caught within the smoke may simply choose to exit the affected area, suffering no lasting effects. While typically used in close-quarters combat or dropped at the feet of the user, Kakashi can throw these relatively far, able to hit things within around 50 feet of himself accurately. If he throws these while moving, the effective range falls to around 20 feet and while they don’t require concentration, his throws will be much sloppier if he were to be under fire. These can be used with other moves, though anything that requires precision aim such as shuriken will not be as accurate if thrown simultaneously. At any given time he can carry around a half dozen of these on his person due to relatively minimal storage. More than one can be thrown at a time (max of two), though this is rarely performed as it eats through his small supply.
Lookin' good. Just one quick detail to ponder over: can he throw more than one at a time? The wording makes it seem like so, and he indeed can, how many at one time?
I'd say yes, though it's unlikely. With only 6 on-hand until he can summon more between battles, it's a REALLY bad idea to throw more than one at a time. I can cap it at two at a time maximum to keep it fair, though, as that's about as much as would ever happen anyway. Edited that in to the above.
RE: Official Move Approval IV - James Knight - 07-25-2016
300 OM - Emerald Artillery - Double Rifle- Requires Ranged Proficiency, Ranged Materialize Proficiency, and Remote Control Proficiency:
Using the power of his will Hal will summon a couple of rifles to his hands. These rifles are a construct that can be hand held by Hal. But these can also be controlled by him with little more than his thoughts should he needs his hands free for well anything else presently. These take about 5 seconds for him to create... each. The construct appears to be a set of assault rifles. These are colored neon green and are partially transparent. The reload time is about 2 seconds given that that it is all it takes for Hal to envision them reloaded with new ammo as they're little more than a construct. As they are a construct created out of his will power Hal can MOVE these with his mind in order to keep his hands free. Since he doesn't need to hold these he is also granted the full range of motion while using this attack on his opponents. This can be used in conjunction with other moves or powers although Hal hasn't figured out any particular combinations that it would be good for yet.
The ammo capacity of both is about eight shots before he must reload. Both of the guns are about the size of an Ak-47. Each shot does moderate damage. The shots have a max range of 20 feet from him. This lasts for 3 posts. This can be used to hit a moving target. But there's more to it. The blasts from this don't drain him at all, actually. This CAN be used to hit moving targets.
RE: Official Move Approval IV - Guilmon - 07-25-2016
So, I posted BlackGrowlmon here, but I've come to the conclusion that 0DEF might be low for the "berserker" that I wanted it to be. I'd like to change the stats around just a tad.
ATK: 6
DEF: 2
SPD: 5
TEC: 2
I haven't purchased it yet, let alone used it, so I was making sure it was okay.
RE: Official Move Approval IV - ElFailzalot - 07-25-2016
(07-25-2016, 05:29 PM)Guilmon Wrote: So, I posted BlackGrowlmon here, but I've come to the conclusion that 0DEF might be low for the "berserker" that I wanted it to be. I'd like to change the stats around just a tad.
ATK: 6
DEF: 2
SPD: 5
TEC: 2
I haven't purchased it yet, let alone used it, so I was making sure it was okay.
RE: Official Move Approval IV - Blink - 07-25-2016
Note: I have 5 speed, and Master Teleportation.
Speed Teleport
Usually, creating portals and teleporting requires a lot of effort for Blink - especially at max range of 80 meters. This move will allow Blink to teleport much quicker, in rapid succession, in order to dodge a powerful move or to distract opponents. This gives off the 'Blink' effect as she goes in and out of view swiftly. She can use it to teleport one other person with her through direct contact, but anymore then that requires the same amount of time/energy has usual.
RE: Official Move Approval IV - Madotsuki - 07-26-2016
Tier 1 Powered-Up Form (1000 OM):
Rapturous Entity Madotsuki
ATK: 5
DEF: 0
SPD: 5
TEC: 5
Madotsuki unconsciously absorbs the surrounding dream energy until it's too much for her body to take. Cracks painfully appear all over her body, with wispy wings sprouting out from the largest ones on her shoulder blades (pictured below). One can see glimpses of the Astral Verse within the wings. All of the cracks glow a faint purple.
![[Image: WispyWatermelon-250x185-201x146.jpg]](http://ooakartistemporium.com/sitebuilder/images/WispyWatermelon-250x185-201x146.jpg)
RE: Official Move Approval IV - Mark - 07-26-2016
(07-24-2016, 11:18 AM)Skeletor Wrote: A Scattering storm, (requires Ranged proficiency, Area Attack proficiency, 600 OM)
Skeletor charges his Havoc staff for a second, then swings his Havoc staff in an arc, unleashing a volley of magic blasts, similar in all respects (except where noted below) to the bolts that he fires. The bolts fire in an arc outward, but with a slightly downward trajectory that limits their range to only about 15 meters. Skeletor can charge the havoc staff longer, remaining stationary and focusing for a minimum of 1.5 seconds to a maximum of 5 seconds. The longer the move is charged; the more missiles will be fired. The amount varies from three melon-sized somewhat globular missiles at minimum charge to an unbroken tennis ball sized 120-degree arc of magic at maximum charge. These projectiles are only as damaging as Skeletor's normal Energy projection attack, slightly weaker even due to the multiple missiles involved, and travel at the same speed (about 40 mph)
Skeletor is able to use this attack while moving, but must remain stationary and focused to charge the power, during which time magic visibly accumulates in his Havoc staff. As such he cannot use other moves while using this move. It is also worth noting that this move is very draining on Skeletor, and he will only be able to use it once or twice without time to rest (3+ minutes) before using it again.
Wall of Flame (requires ranged materialize, area attack, 900 OM)
Skeletor extends his Havoc staff, and a beam of light springs from the end, tracing a pattern into the ground up to 15 meters away. This takes approximately 2-3 seconds to occur, during which time Skeletor must concentrate on the power, though he can still move. After the 2-3 seconds, magical flames spring into being along the pattern that was traced.
Skeletor has three different shapes he forms with this move, creating a wall to divide the battlefield, a ring to either keep out or enclose an area, or a scattered pattern of lines that cover the area in short swathes of flame, disrupting formations and creating more chaotic battlefields.
The Wall of flame is approximately 3 meters in height, .5 meters in width and can extend to a maximum of 12 meters from end to end.
The Ring of flame is also 3 meters in height and .5 meters in width, and can extend into a ring of 9 meters in diameter.
The Smattering of flame creates about a score of flames sections only 2 meters tall. These sections are .5 meters still, but only about 2 meters in length.
These flames are painful, but unlikely to be lethal. Skeletor can create gaps in the flame to allow himself or others to pass through, but a determined prime (or even a tough secondary) could burst through the flames with not much worse than a singing. The true danger this move poses is from prolonged exposure, as remaining too long (any more that about 4 seconds depending on DEF) within the flames could cause anything combustible to ignite.
This move is draining for Skeletor to maintain, and although he is able to perform other actions (even those that require his concentration) and maintain the flames, he must not be preforming any other moves when he starts them, and anything sufficiently startling or disorienting will make the flames wither away.
The Ram Stone (T1 super attack, 600 OM)
Skeletor holds aloft a small, green, ram-head stone, extended floating inches from the tips of his fingers. He utters the words to unleash the power of the Ram Stone, which takes only a few seconds. A jade demonic ram, composed of pure magical energy, forms around him. The magical Ram stands about 4 meters tall, and is translucent, allowing one to see Skeletor standing within. The Demonic Ram leaps at Skeletor’s target, its shape dissolving into pure energy as it closes the distance, slamming into the target and battering it with power (getting hit with a large ocean wave would be a good example of the amount of force). Due to Omniphysics, this power is drawn from Skeletor himself rather than the stone directly, therefore its power comes from his own reserve of energy, making it quite draining to use.
(it is important to note that while in Eternia, the RamStone was known for its ability to destroy any barrier, this has not translated over to the Omniverse, where the Ram Stone is not able to penetrate a Super Defense any better than another T1 super attack.)
Alright, changes noted in bold. I think I may have confused you with my usage of "continuous" in A scattering storm. There's only one arc fired, there are just enough missiles that there aren't noticeable gaps in the arc. I changed the wording to try and clarify that. (If I'm misunderstanding your questions, and you meant something else, sorry)
Thanks for looking these over Mark! You the best!
A Scattering Storm: This is looking great. I want to clarify a bit on how many blasts you’d be hurling with the charged version, though. The reason I asked about duration, rate of fire, etc. is that depending on how slow or fast you wave your staff, that description could yield from 10 to 100+ blasts. I can picture the move in my head and I know what you’re probably going for, but just to make it clear to anyone else reading the move, can you give a little more detail? You can give me a number of blasts or you can just say a max of x number of blasts per second over a max of x seconds, or whatever you like. Hopefully that makes sense.
Wall of Flame and the Ram Stone are approved!
(07-24-2016, 02:11 PM)Mick Rory Wrote: For the Cold Gun:
Moderate damage.
Not draining, and I...Am not sure about how many ammo clips he should be able to carry. I want it to be high, so he isn't completely disarmed too easily. He kind of only has 1 ATK, so losing the Cold Gun means he'll be largely ineffective in combat until I get the chance to bump him up to a Tier 2.
It takes a second or two to reload. It's a one-handed weapon, so it can be used with one-handed weapons or moves.
And, I can lower it to 1 yard all around.
I'd say people are frozen upon being hit.
This move is a bit overpowered in its current form. Being able to deal moderate damage continuously without a cooldown along with an instant 5-second stun with very little drain or loss of concentration isn’t going to fly. As this is his bread-and-butter damage move and you’re wanting to keep the ammo drain low, I think you’ll probably want to consider tweaking the damage, time it takes to freeze, necessary concentration, etc. I’ll leave it to you to decide how you want to do this. Again, I’d take a look at how Mei accomplished her freeze gun move if you want to see a good example of this.
(07-25-2016, 02:55 PM)Hal Jordan Wrote: 300 OM - Emerald Artillery - Double Rifle- Requires Ranged Proficiency, Ranged Materialize Proficiency, and Remote Control Proficiency:
Using the power of his will Hal will summon a couple of rifles to his hands. These rifles are a construct that can be hand held by Hal. But these can also be controlled by him with little more than his thoughts should he needs his hands free for well anything else presently. These take about 5 seconds for him to create... each. The construct appears to be a set of assault rifles. These are colored neon green and are partially transparent. The reload time is about 2 seconds given that that it is all it takes for Hal to envision them reloaded with new ammo as they're little more than a construct. As they are a construct created out of his will power Hal can MOVE these with his mind in order to keep his hands free. Since he doesn't need to hold these he is also granted the full range of motion while using this attack on his opponents. This can be used in conjunction with other moves or powers although Hal hasn't figured out any particular combinations that it would be good for yet.
The ammo capacity of both is about eight shots before he must reload. Both of the guns are about the size of an Ak-47. Each shot does moderate damage. The shots have a max range of 20 feet from him. This lasts for 3 posts. This can be used to hit a moving target. But there's more to it. The blasts from this don't drain him at all, actually. This CAN be used to hit moving targets.
What’s the rate of fire? You can’t have a move that has zero drain on stamina, there has to be some kind of down side. Likewise, if you want to be able to use this with other moves there has to be some kind of need for concentration, unless you want to make this an assist. For duration, we don’t do things by posts. You’ll need to give me an amount of time.
(07-25-2016, 06:08 PM)Blink Wrote: Note: I have 5 speed, and Master Teleportation.
Speed Teleport
Usually, creating portals and teleporting requires a lot of effort for Blink - especially at max range of 80 meters. This move will allow Blink to teleport much quicker, in rapid succession, in order to dodge a powerful move or to distract opponents. This gives off the 'Blink' effect as she goes in and out of view swiftly. She can use it to teleport one other person with her through direct contact, but anymore then that requires the same amount of time/energy has usual.
So, something like this could work but you’d have to choose a way of balancing it. I talked it over with a few other staff members and there are probably 3 ways that you could do this (but feel free to offer other ideas of course!). You could have the teleports be faster, but have them cost more fatigue to use, stacking up pretty fast. You could also give the move a charge-up time and initial energy cost, which then lets you teleport faster over a certain length of time. Your other option is to have the “teleport burst” be on a cool-down after a certain amount of uses/length of time.
Beyond that, you’ll need to specify a range that this move will cover or how the range effects the cost/speed/etc. Similarly, we’ll need to know if this takes concentration to charge/perform and whether other moves can be used at the same time.
(07-26-2016, 01:03 AM)Madotsuki Wrote: Tier 1 Powered-Up Form (1000 OM):
Rapturous Entity Madotsuki
ATK: 5
DEF: 0
SPD: 5
TEC: 5
Madotsuki unconsciously absorbs the surrounding dream energy until it's too much for her body to take. Cracks painfully appear all over her body, with wispy wings sprouting out from the largest ones on her shoulder blades (pictured below). One can see glimpses of the Astral Verse within the wings. All of the cracks glow a faint purple.
![[Image: WispyWatermelon-250x185-201x146.jpg]](http://ooakartistemporium.com/sitebuilder/images/WispyWatermelon-250x185-201x146.jpg)
Approved.
RE: Official Move Approval IV - Kyle Crane - 07-26-2016
Alright. Here's a new try at the Cold Gun:
The signature weapon held by Leonard Snart, the Cold Gun is, in design, both similar and different to the Heat Gun.
It does indeed fire a beam of it's respective element, represented by a beam of light blue and white energy. The beam lasts for 15 seconds of continuous fire, after which the beam stops. It still has to be reloaded after 4 blasts are fired. However, the move is less powerful in exchange for a complete lack of cooldown time. The constant beam reaches a maximum range of 12 meters - a 2 meter increase from that of it's counterpart - and those far away from the blast do take less damage. The beam is 1 meter all around, circular, and goes at a speed of 10 miles per hour. Beams are fire and forget, however, they aren't easy to aim. They always go a bit off-center from the barrel. The beams are pretty weak.
The target, upon being hit, is frozen lightly, moving slower, however the effect cancels out that of the light burns provided by the Heat Gun, and vice-versa. The freezing lasts for about 5 seconds, but cannot be stopped before the effect stops taking place unless the Heat Gun hits the target.
The weapon, when used with the Heat Gun at the same time, has an additional caveat - if you cross beams with the Heat Gun, the vastly conflicted temperatures will rocket back at the weapon opposite of their element, destroying them both until Mick takes the time and Omnilium to fix them. This weapon is one-handed, and can be used in conjunction with other one-handed weapons or moves. Snart can keep up to 15 ammo clips on him, but there is a caveat that he can't gather more easily - he either has to get lucky with searching, or have Mick summon more.
RE: Official Move Approval IV - Mark - 07-26-2016
(07-26-2016, 05:13 PM)Mick Rory Wrote: Alright. Here's a new try at the Cold Gun:
The signature weapon held by Leonard Snart, the Cold Gun is, in design, both similar and different to the Heat Gun.
It does indeed fire a beam of it's respective element, represented by a beam of light blue and white energy. The beam lasts for 15 seconds of continuous fire, after which the beam stops. It still has to be reloaded after 4 blasts are fired. However, the move is less powerful in exchange for a complete lack of cooldown time. The constant beam reaches a maximum range of 12 meters - a 2 meter increase from that of it's counterpart - and those far away from the blast do take less damage. The beam is 1 meter all around, circular, and goes at a speed of 10 miles per hour. Beams are fire and forget, however, they aren't easy to aim. They always go a bit off-center from the barrel. The beams are pretty weak.
The target, upon being hit, is frozen lightly, moving slower, however the effect cancels out that of the light burns provided by the Heat Gun, and vice-versa. The freezing lasts for about 5 seconds, but cannot be stopped before the effect stops taking place unless the Heat Gun hits the target.
The weapon, when used with the Heat Gun at the same time, has an additional caveat - if you cross beams with the Heat Gun, the vastly conflicted temperatures will rocket back at the weapon opposite of their element, destroying them both until Mick takes the time and Omnilium to fix them. This weapon is one-handed, and can be used in conjunction with other one-handed weapons or moves. Snart can keep up to 15 ammo clips on him, but there is a caveat that he can't gather more easily - he either has to get lucky with searching, or have Mick summon more.
I still have an issue with the ammo usage, insta-freeze, its duration, and the lack of necessary concentration. With the effect being instant and having nearly 15 minutes of blasting time, with each individual hit freezing the foe solid for a full five seconds, this could cause some serious problems with balancing. Though it may not be 100% true to canon, I’d recommend giving the effect a build-up time like Mei did. This allows for a fair debuff that can still work but doesn’t allow you to cheese the battle by re-freezing the foe repeatedly.
The lack or accuracy doesn’t really mean too much when the beam is a yard wide. Also, I don’t know what you mean by ‘searching’, but if you have an ammo cap you won’t be able to find ammo just lying around to get around it.
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