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Omni Archive
Move Approval V - Printable Version

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RE: Move Approval V - Jack Darby - 12-07-2017

Transmute Passage 300 OM (requires Ranged Proficiency, Ranged Materialize Proficiency)

By planting his feet, clapping his hands and then touching them to a connected surface, Matthew can creates holes in walls or tunnels through the ground. A versatile move with a lot of practical applications. This may take only a moment, or much longer as a continuous transmutation. This move is not the easiest for him to pull off, requiring most of his concentration. As a result it cannot be used with other moves that require his hands to use. Another flaw of the move is that it is immensely taxing on him to continue using for prolonged periods of time, so he doesn't like to use it. 

Transmute Wall 300 OM (requires Ranged Proficiency, Ranged Materialize Proficiency)

Matthew raises a weak wall from the ground, be it cement or sand. This requires Matt to first clap his hands, then touch them to a connected surface. It takes about one second and requires Matthew to stand still. It's only a hasty maneuver, so it's not going to stand up to much, but it's great at taking the bite out of an attack. This is possible because Matthew has found a way to simulate the Firestorm Matrix. The wall is about 20 feet tall. 


Transmute Grappling Hook 300 OM (requires Ranged Proficiency)

Using this power, Matthew can create a strong grappling hook out of nearby materials (including materials that may be on his person that are not part of him). This requires him to first clap his hands, then touch them to the material in question. The transmutation takes about one second and requires Matthew to stand still. The grappling hook can then be used to latch onto objects or opponents. This is possible because Matthew has found a way to simulate the Firestorm Matrix inside of his body, allowing him this ability. The Grappling Hook has a line of 35 feet, and can be cut.  



RE: Move Approval V - Jade Harley - 12-07-2017

(12-07-2017, 02:23 PM)Matthew Mcginnis Wrote: Transmute Passage 300 OM (requires Ranged Proficiency, Ranged Materialize Proficiency)

By planting his feet, clapping his hands and then touching them to a connected surface, Matthew can creates holes in walls or tunnels through the ground. A versatile move with a lot of practical applications. This may take only a moment, or much longer as a continuous transmutation. This move is not the easiest for him to pull off, requiring most of his concentration. As a result it cannot be used with other moves that require his hands to use. Another flaw of the move is that it is immensely taxing on him to continue using for prolonged periods of time, so he doesn't like to use it.

Approved!

Quote:Transmute Wall 300 OM (requires Ranged Proficiency, Ranged Materialize Proficiency)
 
Matthew raises a weak wall from the ground, be it cement or sand. This requires Matt to first clap his hands, then touch them to a connected surface. It takes about one second and requires Matthew to stand still. It's only a hasty maneuver, so it's not going to stand up to much, but it's great at taking the bite out of an attack. This is possible because Matthew has found a way to simulate the Firestorm Matrix. The wall is about 20 feet tall.

This would require the Area Defense Proficiency (as it is, anyway), and it would help to know the width of the barrier, as well!

Quote:Transmute Grappling Hook 300 OM (requires Ranged Proficiency)

Using this power, Matthew can create a strong grappling hook out of nearby materials (including materials that may be on his person that are not part of him). This requires him to first clap his hands, then touch them to the material in question. The transmutation takes about one second and requires Matthew to stand still. The grappling hook can then be used to latch onto objects or opponents. This is possible because Matthew has found a way to simulate the Firestorm Matrix inside of his body, allowing him this ability. The Grappling Hook has a line of 35 feet, and can be cut.  

Approved!


RE: Move Approval V - Jade Harley - 12-07-2017

(12-07-2017, 01:17 PM)Takanomiya Hijiri Wrote: I'd like to get permission to add an RP Fodder bit to this move:
[spoiler]
Quote:Self-Controlled
If Hijiri is ever affected by a move which would cause him to act in a way he would not want (e.g. run away), he may choose to take two seconds to attempt to calm his thoughts. Doing so will hopefully allow him to retain control of his own mind, negating the effect which that move would have had on him. Using this requires his complete focus, so he cannot move at all whilst doing so.
The amount of effort this move requires is based on his and his opponent's TEC Stats, so whilst it won't usually be too difficult to negate the moves of those with TEC beneath his, fighting off the influence of someone with TEC equal to or slightly greater than his own will be harder, and will often leave a slight, lingering compulsion to act however they had attempted to force him to. If their TEC is at least twice Hijiri's, their power will be too great for him to counter, and this move will fail.
[/spoiler]
Which says:
[spoiler]
Quote:RP Fodder Note: This move can also be used to suppress unwanted emotions or thoughts which are not the result of actual moves (e.g. I may write him as taking a couple seconds to calm down after someone says/does something which would normally anger him).
[/spoiler]
That's how I've been writing it as working so far anyway... but I just want to have it mentioned clearly on the roster so that other people can tell what's going on.


Also, I'd like to submit this for approval:
Quote:Desert Eagle Mark XIX (300)
(Ranged Proficiency)
[Spoiler][Image: 02b38895634d768f1355c11da5f37e09.jpg][/spoiler]
This Mark XIX .50 AE calibre Desert Eagle is a gas-operated semi-automatic pistol with a 6" barrel (total length: 10.75"), a gold finish and a clip size of 7 rounds. This gun is much more powerful than most firearms would be in the hands of someone with Hijiri's ATK, however in addition to requiring a couple seconds to reload between clips, it also has a very powerful recoil, so firing frequently will quickly tire him and will even start to strain his muscles after the first few shots. Also, the recoil will throw off his aim whenever it is fired, making it more difficult to land further shots for each consecutive shot fired without pause.

I know I don't have ranged yet... I'll buy it once the move is approved.

Approved! All of it!


RE: Move Approval V - Takanomiya Hijiri - 12-08-2017

I'm really hoping I can get this first one approved as a fodder thing for 0OM... since I'm probably only gonna be using it for Luci's Westside event then removing it...
Quote:Rabbit Coat of Identity Concealment (0)
[spoiler]
- Left Art by Werewolf9595, Right Art from the Manga -
[Image: TH_OF2.png][/spoiler]
Hijiri's current outfit is a disguise which includes bandages on his face and a long coat with bunny ears. Unlike his normal clothes, these two items were designed specifically to not be switched out when he uses a Power-Up, meaning that his disguise will not be ruined by doing so.
I don't see anywhere in the Rules where it states that a Power-Up has to have a visual effect, so this should hopefully be okay.



Quote:Undaunted Stance, Inspiring Others (300)
(Ranged Proficiency, Buff Proficiency)
By standing tall and acting unafraid, Hijiri can boost the morale of all allies within 100m who can see him or sense him with enhanced senses. After they look away or leave the affected area, the effect will gradually diminish to nothing over the course of the next 30 seconds. All that this morale boost does is make them more confident; less likely to run away or surrender and more likely to take risks and behave recklessly. Using this Move has no energy cost, however it does require a small amount of concentration in order to maintain the stance.
Hijiri can move and attack as normal whilst using this and it has no inherent time limit... however, the more Wounded and/or Fatigued he is, the more Focus it requires to keep active, and so the more difficult it will be to perform other tasks simultaneously.

I based this one off the 'WAAAAAAAAUUUUGH!' move example from the Rules, but made it a maintained effect instead of temporary, and so removed the bit about getting Survival to make up for that. Like the move example it was based on, this should not require the Area Attack or Area Defence Proficiencies.
Also, it might be worth noting that the range is (now) lower than the example move as well, since 'WAAAAAAAAUUUUGH!' affects anyone who hears it, irrespective of distance.


RE: Move Approval V - Jade Harley - 12-08-2017

(12-08-2017, 10:07 AM)Takanomiya Hijiri Wrote: I'm really hoping I can get this first one approved as a fodder thing for 0OM... since I'm probably only gonna be using it for Luci's Westside event then removing it...
Quote:Rabbit Coat of Identity Concealment (0)
[spoiler]
- Left Art by Werewolf9595, Right Art from the Manga -
[Image: TH_OF2.png][/spoiler]
Hijiri's current outfit is a disguise which includes bandages on his face and a long coat with bunny ears. Unlike his normal clothes, these two items were designed specifically to not be switched out when he uses a Power-Up, meaning that his disguise will not be ruined by doing so.
I don't see anywhere in the Rules where it states that a Power-Up has to have a visual effect, so this should hopefully be okay.



Quote:Undaunted Stance, Inspiring Others (300)
(Ranged Proficiency, Buff Proficiency)
By standing tall and acting unafraid, Hijiri can boost the morale of all allies within 100m who can see him or sense him with enhanced senses. After they look away or leave the affected area, the effect will gradually diminish to nothing over the course of the next 30 seconds. All that this morale boost does is make them more confident; less likely to run away or surrender and more likely to take risks and behave recklessly. Using this Move has no energy cost, however it does require a small amount of concentration in order to maintain the stance.
Hijiri can move and attack as normal whilst using this and it has no inherent time limit... however, the more Wounded and/or Fatigued he is, the more Focus it requires to keep active, and so the more difficult it will be to perform other tasks simultaneously.

I based this one off the 'WAAAAAAAAUUUUGH!' move example from the Rules, but made it a maintained effect instead of temporary, and so removed the bit about getting Survival to make up for that. Like the move example it was based on, this should not require the Area Attack or Area Defence Proficiencies.
Also, it might be worth noting that the range is (now) lower than the example move as well, since 'WAAAAAAAAUUUUGH!' affects anyone who hears it, irrespective of distance.

Approved! x2


RE: Move Approval V - Ebonywood Hellscythe - 12-08-2017

I think this is doable for an alt form, since I want an NPC I'm making to be able to use a motorbike in combat. (3 stat upgrades, if it wasn't clear)

Alt Form: Ravenwing (2000) Requires: Super Speed

Raven jumps on her motorbike (or materialises it with a burst of silver flames), and readies herself to fight riding it. If she's knocked off the bike, or dismounts, she is reverted back to her previous form. Her bike can go very fast, and at top speeds, it turns very slowly, if at all (n.b. super speed). Harmless, silver fire trails behind the bike as it moves, increasing in intensity based on the speed and acceleration. It may feel warm, but it's never damaging by default.
[spoiler]
[Image: 74308d0d90f3921c03076a6880e394bb.jpg]
[/spoiler]
ATK: 3
DEF: 1
SPD: 6
TEC: 3


RE: Move Approval V - Jade Harley - 12-08-2017

(12-08-2017, 02:59 PM)Ebonywood Hellscythe Wrote: I think this is doable for an alt form, since I want an NPC I'm making to be able to use a motorbike in combat. (3 stat upgrades, if it wasn't clear)

Alt Form: Ravenwing (2000) Requires: Super Speed

Raven jumps on her motorbike (or materialises it with a burst of silver flames), and readies herself to fight riding it. If she's knocked off the bike, or dismounts, she is reverted back to her previous form. Her bike can go very fast, and at top speeds, it turns very slowly, if at all (n.b. super speed). Harmless, silver fire trails behind the bike as it moves, increasing in intensity based on the speed and acceleration. It may feel warm, but it's never damaging by default.
[spoiler]
[Image: 74308d0d90f3921c03076a6880e394bb.jpg]
[/spoiler]
ATK: 3
DEF: 1
SPD: 6
TEC: 3

Yeah, looks good! Approved!


RE: Move Approval V - China - 12-10-2017

Quote:Voidgut (0)
(Physical Strength)
China's insides are simply an endless void which can never be filled, with any food he swallows being 'digested' immediately, so it can never be recovered, even if China's body is literally smashed to pieces. This applies only to organic materials, however, so items like swords or guns would have to be spat out.

I dunno if this would need to be paid for like a proper move or if I could get it as fodder.
I just want to be able to write China as never getting full no matter how much he eats.


RE: Move Approval V - Jade Harley - 12-10-2017

@China: Yeah, that works as fodder.


RE: Move Approval V - Gaston - 12-13-2017

Magic Pistol (300, Requires Ranged Proficiency): A magically infused pistol Gaston picked up in a small Tangled Green village. [Flavour text]
It has a golden, rectangular barrel which connects into a square magazine. It has a black trigger which connects to a purple handle. The magazines themselves each hold 15 bullets, and can be changed within a second. Gaston only can carry 5 magazines at a time, though, and afterwards he must replenish them between fights. The gun takes two seconds to draw, after which bullets fire at a rate of two per second, and are somewhat accurate, able to hit a desired target accurately from about 5 metres away. This move does not tire Gaston out much.


RE: Move Approval V - Jade Harley - 12-14-2017

(12-13-2017, 10:11 PM)Gaston Wrote: Magic Pistol (300, Requires Ranged Proficiency): A magically infused pistol Gaston picked up in a small Tangled Green village. [Flavour text]
It has a golden, rectangular barrel which connects into a square magazine. It has a black trigger which connects to a purple handle. The magazines themselves each hold 15 bullets, and can be changed within a second. Gaston only can carry 5 magazines at a time, though, and afterwards he must replenish them between fights. The gun takes two seconds to draw, after which bullets fire at a rate of two per second, and are somewhat accurate, able to hit a desired target accurately from about 5 metres away. This move does not tire Gaston out much.

Approved!


RE: Move Approval V - Marcus Wright - 12-14-2017

[Image: %24]


EMF- Better known as a Electro- Mech-Fryer. (300, Ranged Proficiency, Homing)

Looks like a plasma rifle but has a greyish, skinny neck that connects into a square magazine. It has a silver trigger but the magazines hold about 12 Ion shots. Marcus carries about 4 magazines with him, but can summon more during a fight if necessary. The gun takes about 3 seconds to draw, and the Ion shots take a few seconds to grow as energy. They are accurate enough to take a regular robot down but still enough where the opposition can avoid if necessary. The balls of Ion energy lock on like a tazer, working on anybody with flesh and/or machinery.  Marcus can aim this at a medium distance, it takes a few seconds to lock on. This move doesn’t tire Marcus out much.


RE: Move Approval V - Jade Harley - 12-15-2017

(12-14-2017, 06:29 PM)Marcus Wright Wrote: [Image: %24]


EMF- Better known as a Electro- Mech-Fryer. (300, Ranged Proficiency, Homing)

Looks like a plasma rifle but has a greyish, skinny neck that connects into a square magazine. It has a silver trigger but the magazines hold about 12 Ion shots. Marcus carries about 4 magazines with him, but can summon more during a fight if necessary. The gun takes about 3 seconds to draw, and the Ion shots take a few seconds to grow as energy. They are accurate enough to take a regular robot down but still enough where the opposition can avoid if necessary. The balls of Ion energy lock on like a tazer, working on anybody with flesh and/or machinery.  Marcus can aim this at a medium distance, it takes a few seconds to lock on. This move doesn’t tire Marcus out much.

What is a medium distance, like as a specific amount? What does it feel like to be hit by an Ion shot?


RE: Move Approval V - Marcus Wright - 12-15-2017

i meant Electro Mech fazer

about from ten miles away and to be hit by a ion shot is like being struck with a tazer


RE: Move Approval V - Jade Harley - 12-15-2017

@ Marcus Wright: Okay! Approved!


RE: Move Approval V - Jacket - 12-16-2017

Dual-Wield Desert Eagles (300):
[Image: 2vam8a8.jpg]
These weapons here is high powered handguns that use .357 Magnum cartridges that hold up to eight bullets.  While using both guns, they are effective up to 218 yards. They are useful for close quarter combat but dual-wielding the guns can be difficult to shoot for long range targets. Jacket has the ability to extend his arms out on his left and right side to provide covering fire for both of his sides. He has another ability to summon just one gun to use if he wanted to focus on accurate shots. This is a semi-automatic based weapon so he has the ability to fire the weapon at a fast or slow rate. It takes 2.10 seconds to reload just one clip in a gun. For dual-wield, it takes 4.20 seconds to reload both guns.

KA-BAR Knife (300):
[Image: 1217_h_lg.png]
A combat knife that Jacket was used of using when he was in the Spec-Ops. The length of the weapon is 11.875 inches and weighs 0.7 pounds. When slashing, Jacket can reach up to 3 feet. He also has the ability to throw this knife but there's only one knife he carries.  Jacket can switch back and forth for which hand he would prefer to use this weapon during combat.

M60E3 Tier 1 Super Move (600):
[Image: M60E3Short.jpg]
This is a light machine gun that comes with a box-fed clip that holds up to a hundred 7.62×51mm NATO bullets. The size of these bullets is able to tear up some structures such as wood or chipping off the cement. A foldable bipod, foregrip, and foldable iron sights come with the weapon. It's a lightweight version of the M60 series compared to the predecessors. The rate of fire is around 600 rounds per minute. For the range, the gun is effective up to 1,200 yards. Jacket has the ability to stop firing his gun if he's wanting to conserve bullets or move positions. When the bipod is activated ontop a structure or ground, it helps Jacket to steady and aim the weapon better. It takes ten seconds to fire all bullets in a continuous rapid fire rate. Once the cartridge is empty, the weapon will disappear into omnium with the super move finished.

Tier 2 Power Up (1500):
Dennis Mask
[Image: 600?cb=20150311042539]
ATK: +3
DEF: +3
SPD: +2
TEC: +2


RE: Move Approval V - Ebonywood Hellscythe - 12-17-2017

Some NPC moves.

Stalker (600) Requires: Physical Proficiency,
Ranged Proficiency


Raven has two daggers, each identical with an inch thick curved silvery blade about 15cm in length. The handle is 10cm long with black fabric wrapped around it. When moved, the blades trail harmless silvery flames through the air. At any point in time, Raven can choose to start 'stalking'. When this happens, every second a dagger appears in each of her palms with a cosmetic puff of silver fire (disappearing from where it was previously - there's never more than two in existence at once). This requires no energy and no concentration - it's a purely passive effect. So, when Raven throws both of them (which will travel about as far and fast as a normal throwing dagger), they'll reappear back in her hands a second later providing her hand is empty. Raven can also use the daggers for melee, slashing close targets quickly.

Pounce (300) Requires: Stalker, Burst Movement, Super Jumping

Raven jumps/dashes, pouncing forwards in a straight line towards her target (this can be angled up, or parallel to the ground). When she reaches her opponent, she lashes out with her two knives (or just punches if they're unavailable) and kicks off of them, pushing her away and the opponent back (unless her opponent is fairly light, she'll usually be pushed back further). This is stronger than her usual melee strikes but more tiring. The speed of the pounce is double her usual maximum speed and lasts for 1 second. The pounce will only stop if she collides with something; if she hits her target; if the full second passes; or if she travels upwards further than her maximum super jumping height. Hence, after pouncing, Raven can't prematurely cancel the movement voluntarily.

Quote:The following is fairly similar to Dante's 'Air Hike'
Double Jump (300) Requires: Burst Movement, Super Jumping

With a small burst of harmless silver flames beneath her feet, Raven can jump/dash while already in the air. This is slightly more tiring that pushing off an actual physical surface, and cannot be used again until she's landed. When using this, Raven simply kicks out against the air as if there is something solid there. This could be angled, or just straight up - so Raven can use this to quickly dodge to the side while airborne.


RE: Move Approval V - Jade Harley - 12-18-2017

(12-17-2017, 08:43 PM)Ebonywood Hellscythe Wrote: Some NPC moves.

Stalker (600) Requires: Physical Proficiency,
Ranged Proficiency


Raven has two daggers, each identical with an inch thick curved silvery blade about 15cm in length. The handle is 10cm long with black fabric wrapped around it. When moved, the blades trail harmless silvery flames through the air. At any point in time, Raven can choose to start 'stalking'. When this happens, every second a dagger appears in each of her palms with a cosmetic puff of silver fire (disappearing from where it was previously - there's never more than two in existence at once). This requires no energy and no concentration - it's a purely passive effect. So, when Raven throws both of them (which will travel about as far and fast as a normal throwing dagger), they'll reappear back in her hands a second later providing her hand is empty. Raven can also use the daggers for melee, slashing close targets quickly.

Pounce (300) Requires: Stalker, Burst Movement, Super Jumping

Raven jumps/dashes, pouncing forwards in a straight line towards her target (this can be angled up, or parallel to the ground). When she reaches her opponent, she lashes out with her two knives (or just punches if they're unavailable) and kicks off of them, pushing her away and the opponent back (unless her opponent is fairly light, she'll usually be pushed back further). This is stronger than her usual melee strikes but more tiring. The speed of the pounce is double her usual maximum speed and lasts for 1 second. The pounce will only stop if she collides with something; if she hits her target; if the full second passes; or if she travels upwards further than her maximum super jumping height. Hence, after pouncing, Raven can't prematurely cancel the movement voluntarily.

Quote:The following is fairly similar to Dante's 'Air Hike'
Double Jump (300) Requires: Burst Movement, Super Jumping

With a small burst of harmless silver flames beneath her feet, Raven can jump/dash while already in the air. This is slightly more tiring that pushing off an actual physical surface, and cannot be used again until she's landed. When using this, Raven simply kicks out against the air as if there is something solid there. This could be angled, or just straight up - so Raven can use this to quickly dodge to the side while airborne.

Approved!

(12-16-2017, 08:31 PM)Jacket Wrote: Dual-Wield Desert Eagles (300):
[Image: 2vam8a8.jpg]
These weapons here is high powered handguns that use .357 Magnum cartridges that hold up to eight bullets.  While using both guns, they are effective up to 218 yards. They are useful for close quarter combat but dual-wielding the guns can be difficult to shoot for long range targets. Jacket has the ability to extend his arms out on his left and right side to provide covering fire for both of his sides. He has another ability to summon just one gun to use if he wanted to focus on accurate shots. This is a semi-automatic based weapon so he has the ability to fire the weapon at a fast or slow rate. It takes 2.10 seconds to reload just one clip in a gun. For dual-wield, it takes 4.20 seconds to reload both guns.

KA-BAR Knife (300):
[Image: 1217_h_lg.png]
A combat knife that Jacket was used of using when he was in the Spec-Ops. The length of the weapon is 11.875 inches and weighs 0.7 pounds. When slashing, Jacket can reach up to 3 feet. He also has the ability to throw this knife but there's only one knife he carries.  Jacket can switch back and forth for which hand he would prefer to use this weapon during combat.

M60E3 Tier 1 Super Move (600):
[Image: M60E3Short.jpg]
This is a light machine gun that comes with a box-fed clip that holds up to a hundred 7.62×51mm NATO bullets. The size of these bullets is able to tear up some structures such as wood or chipping off the cement. A foldable bipod, foregrip, and foldable iron sights come with the weapon. It's a lightweight version of the M60 series compared to the predecessors. The rate of fire is around 600 rounds per minute. For the range, the gun is effective up to 1,200 yards. Jacket has the ability to stop firing his gun if he's wanting to conserve bullets or move positions. When the bipod is activated ontop a structure or ground, it helps Jacket to steady and aim the weapon better. It takes ten seconds to fire all bullets in a continuous rapid fire rate. Once the cartridge is empty, the weapon will disappear into omnium with the super move finished.

Tier 2 Power Up (1500):
Dennis Mask
[Image: 600?cb=20150311042539]
ATK: +3
DEF: +3
SPD: +2
TEC: +2


Dual-Wield Desert Eagles - Approved!

Knife - This will cost 600 because of the ranged and melee options.

T2 Power-up Dennis Mask - Approved!


RE: Move Approval V - Jacket - 12-18-2017

What about my Tier 1 super move?


RE: Move Approval V - Jade Harley - 12-19-2017

(12-18-2017, 09:35 PM)Jacket Wrote: What about my Tier 1 super move?

Yeah, from the way you have written it, that's not a super move. From the Rules on Super Moves:

Quote:As their name suggests, Super Moves are more powerful than normal moves – they're what you pull out when you want to finish a fight. But unlike normal moves, they require SP, putting a hard limit on the number of times they can be used in a single fight or storyline.

Your move needs to be a single attack, like unleashing a barrage of bullets at someone all at once. If you make the super move usable until the cartridge is empty, that makes it impossible for other characters to reliably respond with their own Super during fights.