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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 - Jade Harley - 09-12-2017 @ Cirno: [spoiler] (09-11-2017, 05:33 PM)Cirno Wrote: Ice cubes "great crusher" (300) (requires melee proficiency) Approved! Quote:Cocytus (300) (requires melee proficiency) Approved! (09-12-2017, 03:27 PM)Cirno Wrote: Yuki-onna "Cirno" (2000) (alternate form) Approved![/spoiler] @ Aquamarine: [spoiler] (09-11-2017, 06:17 PM)Aquamarine Wrote: Blue Aura: Tears (T1 Super Utility, 600 OM, requires Ranged, Debuff, Area) Approved![/spoiler] @ Mega Man X: [spoiler] (09-11-2017, 08:51 PM)Mega Man X Wrote: Silver Stinger - 300 OM (Requires Ranged Proficiency, Debuff Proficiency) This move needs a stronger drawback, like fatigue or a lack of accuracy or something. Also, do the stunning effects "stack" or multiply depending on how many stingers a foe is struck with? Quote:Rose Splash - 300 OM (Requires Ranged Proficiency) This also needs a drawback! Fatigue or something will do it.[/spoiler] @ Captain Cold: [spoiler] (09-11-2017, 09:11 PM)Captain Cold Wrote:(09-11-2017, 08:20 PM)Jade Harley Wrote: @ Captain Cold: With that Area of Effect, I'm pretty sure you'll need the Area Attack proficiency! Yes, that's very good. Approved! I'll set up your log, I guess, unless someone else has already done it? I have no clue where it went. One moment, please. Here you go! http://omniverse-rpg.com/showthread.php?tid=9033[/spoiler] @ Renji: [spoiler] (09-11-2017, 10:22 PM)Renji Wrote: @Miss Harley, changes are in bold Okay, grapple, block and strike... that'll be 900 OM, I'd say![/spoiler] @ Desman Black: [spoiler] (09-12-2017, 11:25 AM)Desman Black Wrote: Human Des [Alt Form]-(2000 om) I'm gonna need a physical description, similar to the one you had to write when joining as Des.[/spoiler] RE: Move Approval V - Desman Black - 09-13-2017 Human Des [Alt Form]-(2000 om) Desman in this form stands at 6" 5' and weighs in at about 150 Lbs, making up an about average build. Unlike his Robot form, Human Des's physiology is 100%, well, human. This means he now has all four of his limbs back (including attachments like arms and feet) as well as eyes and hair (amber and dark red repetitively, the latter usually unkempt). He overall looks about his age of late teens early 20's. [spoiler] [/spoiler]Atk: 2 Def: 1 Spd: 4 Tec: 3 RE: Move Approval V - Lambert - 09-13-2017 I'm gonna bust myself here a little bit. I was approved for the Cold Gun by Omni here, as described below, when I joined, for 300 OM. But judging upon how Cold Grenade was ruled, I think I might need to re-do it and/or re-price it to 600. Jade is the one who looked at the grenade, so this is probably for her to peek at. Lemme know. Quote:Cold Gun RE: Move Approval V - Clownpiece - 09-13-2017 Yet another addition to Lampad's Torch Uncertainty (Debuff, Area Attack, Homing, Suppression) (300): With a stationary 5 second charge, Clownpiece channels her power through her torch, strengthening its light and inducing weak hallucinations in anyone that can sense her with Enhanced Senses, tries to read her with Insight, or tries to react with Foresight, for as long as she’s able to maintain it. Once it's channeled, she can maintain it with little effort on her part, during which she's capable of moving around and attacking as normal, but can't use or charge any other torch moves, and during which it slowly wears her out over the course of about 45 seconds, before the effort becomes too great. The hallucinations this maddening light spawns feed her enemies false information. When not looking directly at her, people with ES always perceive her position as slightly off from where it actually is, or sense multiple of her, or none at all. People who glean information with Insight receive wrong info; stats are switched about, they may read powers she doesn’t have, etc. And for those who rely on Foresight, their warnings can arrive too late or too early, give them the wrong direction, warn about the wrong attack, or even give false alarms. No information is something that can be adapted to, wrong information can be downright deadly. The effects of this move are dependent upon the strength of her Suppression. If she's capable of completely Suppressing an enemy, then the information they receive is completely wrong. Should an enemy be able to shrug off her power however, then the info they receive is simply off, with the effects weakening the higher their TEC is compared to hers. At double her TEC, they wouldn't even notice. RE: Move Approval V - Mega Man X - 09-14-2017 (09-12-2017, 08:59 PM)Jade Harley Wrote: @ Mega Man X: Oh, right. How's this? Changes in bold. Silver Stinger - 300 OM (Requires Ranged Proficiency, Debuff Proficiency) A special weapon obtained from the data of Hornet Man.EXE. X can equip this weapon in a flash, shifting his color scheme into a white body with yellow-gold armor, and he cannot use any other special weapon until he reverts to normal. When used, the X-Buster fires a large silvery cone like a spearhead, traveling at the speed of an arrow up to 20 meters accurately before falling out of trajectory. The stinger injects an immobilizing venom into whatever it impacts with, stunning the damaged area for 10 seconds unless it is deflected or instantly removed. Striking a stunned area multiple times will not stack or replenish the duration. X can only fire one shot per second, and can only ever fire 20 stingers without recharging the weapon at a safe base. Firing this weapon too frequently can tire out X, and depleting the weapon will exhaust him similar to overuse of the X-Buster. Rose Splash - 300 OM (Requires Ranged Proficiency) A special weapon obtained from the data of Plant Man.EXE. X can equip this weapon in a flash, shifting his color scheme into a green body with pink armor, and he cannot use any other special weapon until he reverts to normal. When used, the X-Buster fires a shotgun blast of plant thorns, like deadly flechettes. The blast of thorns can only cover an area 10 meters out in a 1-meter-square area. Charged version fires a shotgun of seeds instead, which explode into a patch of lashing vines 1 second after they hit a surface. X can only fire one shot per 2 seconds, and can only ever fire 14 shots without recharging the weapon at a safe base. Firing this weapon too frequently can tire out X, and depleting the weapon will exhaust him similar to overuse of the X-Buster. RE: Move Approval V - Ada Wong - 09-14-2017 This is Jade, btw. Hold up Captain Cold-Blink, I'll talk to Omni about your move. I don't wanna contradict him. @ Desman Black: [spoiler] (09-13-2017, 03:54 AM)Desman Black Wrote: Human Des [Alt Form]-(2000 om)[/spoiler] APPROVED @ Mega Man X: [spoiler] (09-14-2017, 05:06 PM)Mega Man X Wrote:(09-12-2017, 08:59 PM)Jade Harley Wrote: @ Mega Man X: Both of these are approved![/spoiler] RE: Move Approval V - Ebonywood Hellscythe - 09-14-2017 Upgrading Ebony's elemental blast move by adding 4 elements to it (so it costs 1200 OM more). All the main changes are under the "Current list of the non-cosmetic effects each element has:" spoiler of the move (in bold). I also added an additional fodder note at the bottom regarding how Ebony may choose to actually fire the spell (which has no impact on the times or the damage - just something to add more flair), and a slight clarification for rping the chanting. Also, I made some changes to the cosmetic descriptions of the added elements (since ice can now actually be ice, rather than magic that looks like ice - hence it will now feel cold). Lastly, I updated the quick summary section with this. Fire does half damage initially, and the other half spread over the following 2 seconds. If hit again, debuff times are reapplied. Ice does half damage, then slows the opponent a small amount for the next 5 seconds (which slowly wears off). If hit again, debuff times are reapplied. Light does half damage, then disorientates the opponent for the next 5 seconds and blinds for the next 2 (both slowly wear off). Also get immunity to being blinded/disorientated by Ebony's moves for the next 30 seconds. Dark does non-lethal damage. (The exact same as in Ebony's Soul Strike move). Edit: The changes to the descriptive examples and the main body of the move were just me removing/changing sections so they don't contradict the new elements. (i.e. before they used to say things like "fire and ice do the same thing", which is no longer the case, no actual mechanical things have been modified). Changes are in bold. (see the quick summary, both elements sections, and the notes at the bottom) Meta Magic: Elemental Blast (3000) Requires: Ranged Proficiency, Area Attack, Homing Proficiency, Debuff Proficiency Quick summary: [spoiler]Base spell: 5 seconds, not fatiguing, Ebony cannot move, speed of an arrow, can be any of the elements listed, size of a fist (projectile and impact area), 5 seconds air time, needs 1 hand to chant, needs 1 hand to cast. Charged: 5 seconds, fatiguing, Ebony cannot move, more damage, repeatable, needs 1 hand to chant, increases to 2 hands to cast. Homing: 5 seconds, not fatiguing, Ebony can move, spell is now homing (3m/10ft radius turns), 10 seconds air time, decreasing damage after 5 seconds air time, needs 1 hand to chant. Explosive: 5 seconds, not fatiguing, Ebony cannot move, area effect (2m/6.6ft radius), decreased overall damage, needs 1 hand to chant. Multi: Start casting new spell, older spell(s) saved, then may cast each one after another with a 1-second delay between each, delay may exceed the 1-minute cap, fodder time may be used prior to or between each spell once casting starts. Fodder: 2-3 seconds, not fatigue, does literally nothing but maybe sound cool and delay the spell by a few seconds, can go over the 1-minute limit, Ebony needs the same number of hands-free that are required to cast the spell, Ebony cannot move. Spell time cannot exceed 1 minute. If it does the spell fails. If damage is taken the spell fails. If the casting stops then the spell fails. The base spell can be any of the following elements. Any not listed do the same as raw magic (normal damage, magical burns): Air: Knockback. ~10m per 5 seconds worth of damage. Fire: Half damage at start, half damage spread over the next 2 seconds (target set on fire). Ice: Half damage. Slows target based on damage. Lasts 5 seconds. Wears off over this time. Light: Half damage. Blinds target for 2 seconds. Disorientated for 5 seconds. Both wear off over these times. Target is immune the Light debuffs from Ebony for 30 seconds. Dark: 'Non-lethal damage'. Causes pain. Makes target a bit tired or sluggish. Impacts the target as if they had taken damage, without them actually taking damage. Slightly less effective than a standard damage spell. Wears off after a good rest.[/spoiler] Current list of "elements" Ebony may use: [spoiler]Raw Magic, Fire, Ice, Water, Air, Earth, Electric, Dark, Light. Descriptions: all elements are the size of a fist (explosive effect are in brackets and have a radius of 2m/6.6ft). All effects listed here are visual only (the next spoiler contains any mechanical differences).
Current list of the non-cosmetic effects each element has: [spoiler]Every element not listed here just does the standard "magical burns" as damage. Air converts all damage from the spell to knockback. Essentially changing the spells from acting like concrete breaking punches to car pushing shoves. The specific distance an opponent is pushed back depends on the difference between Ebony's ATK and their DEF, although if agreed OOC further or shorter than usual distances may occur for smaller and larger targets. The general floor and grip a target has on a surface could also have an impact. As a general guideline, the base spell can knock someone back 10m/30ft. Charging this adds another 10m/30ft for each charge. The explosive variant pushes people away from the centre of the explosion, and those on the edge won't be pushed back as far (but if hit by the main projectile directly the target will suffer the full knockback). Homing pushes a target away from where it made contact with them (by the same distance it would do if it was non-homing), so it's technically possible that the projectile could actually push someone towards Ebony. Naturally, the decrease in damage from a prolonged homing spell transfers proportionally to a decrease in knockback. The multi variant has no impact and each spell applies its knockback individually. While air doesn't do any damage directly (the attack feels like being shoved really hard), being hit into a wall, a rock, or off a cliff is probably still going to hurt. Lastly, targets with a high SPD and flight may be able to move against the knockback and prevent being pushed the full distance. Fire spells do half damage initially. However, when hit by a fire spell, the affected area of impact is set on fire magically (this also applies to surroundings so could set flammable objects on fire). This fire lasts for 2 seconds, and applies the remaining half of the damage at a steady rate. The fire cannot be removed by water as it's magical in nature, but attempts to brush it off may be met with some success. The fire feels painfully hot. The flames caused by splash damage are much less potent as they typically cover a larger area of the target (and, if they didn't take a direct hit, the overall damage is reduced). If a burning area is hit again, the flames are replenished (so the 2-second timer is reset). Ice spells do half damage, but anyone hit with them experiences a slowing sensation, making their limbs feel sluggish regardless of the impact site. This is spread through their whole body. The potency of this is proportional to the half of the damage which isn't applied, but it will always last 5 seconds. This slowness wears off throughout the 5 seconds, so is also more potent at the start. It is also influenced by Ebony's ATK versus the target's DEF (so high DEF targets may partly shrug this off, and low DEF targets may be influenced more highly). In general, the base 5 second charge time is going to initially cause a slight stiffness, give or take a bit. Enough to provide a noticeable difference, but not completely impair their capabilities. Being hit by splash damage rather than a direct hit will reduce this. Being hit by a charged attack will increase this. Being hit by another ice spell while already slowed will replenish the effect, resetting the timer. Light spells do half damage. Anyone hit by a light spell is also temporarily blinded, feeling a slightly disorientated. Being blinded lasts for 2 seconds, and being disorientated lasts for 5 seconds maximum - both gradually wear off throughout these times. Anyone hit by a light spell is immune to being blinded/disorientated by Ebony's attacks for the following 30 seconds. Even if someone is hit in the back by the spell, they still experience these effects - it's magical and sight plays no part of it. If hit by splash damage, both effects are weakened. If hit by a charged spell, both effects are strengthened in proportion to the new damage (but the duration never changes). Due to the immunity, if hit again by a light spell while debuffed by a previous one, the damage is still taken, but the target is not debuffed again. Light spells also don't tend to do much damage to surroundings. Dark spells do 'non-lethal' damage. Thus, they have no impact on non-living targets. Essentially, the opponent feels pain as if they actually took damage, and their body is limited as if they took damage (so a solid hit to the leg would leave a sore or numb leg), but they don't actually take the damage. This effect does not wear off until the opponent takes a rest or heals or uses a move or item that removes damage and/or fatigue. Basically, this spell tires out the opponent. No visible marks are left from being hit, nor does any pain remain afterwards, but the opponent will simply find themselves feeling drained, with their body not functioning as it should. A single hit from this is unlikely to actually do much, but multiple hits will accumulate this effect. Notably, the impact on an opponent will never quite be as much as if they actually took damage, making this attack inefficient for quickly winning a fight, but good for winning without harming an opponent too seriously, or for tiring the foe out to set up for something else. The strength of this 'non-lethal' damage is proportional to the strength of the spell (so charged spells inflict more while splash damage does less).[/spoiler] The main body of the move: [spoiler]Ebony begins the spell with a five-second incantation specifying an element to attack with. Some elements impact both the effects and appearance of the spell (see above), while others solely change how the spell looks (and just do raw damage, leaving "magical burns" on the impact site). During these first five seconds, Ebony needs at least one free hand, cannot move (but can rotate), and must continue speaking (note that she doesn't need to be heard, so as long as her mouth can open and close, the spell will still work - hence it can be done under water). These five seconds are not very fatiguing. If Ebony takes damage while casting the spell, it fails and must be restarted. She may make any motions with the hands and arms required to be free that she chooses - if casting an earth spell they may be closed and rough, but for an air spell they may move and flow much more quickly. After this, Ebony has two choices. Either cast the spell as it is (by which it will travel in a straight line at the speed of an arrow and dissipate after 5 seconds) or add any combinations of modifiers. Each modifier takes five seconds chant, can only be added to the spell once unless specified otherwise, and can be added in any order. The spell cannot be chanted for longer than 1 minute. Ebony can currently use the following modifiers: Charged Spell: This incantation increases the power of the spell at the cost of time and fatigue. This can be added to the spell as many times as Ebony wishes providing the spell does not exceed a total casting length of one minute (the base spell + 11 modifiers). Ebony cannot move throughout the five seconds of this chant and must have at least one free hand. However, if this modification is added, Ebony needs to use both hands to actually cast the spell (i.e. when she's finished chanting, she needs 2 hands to shoot it). Homing Spell: After adding this incantation, the spell will follow and curve towards her target. As a consequence, the spell can only travel at half speed, however, it will still travel the same total distance (it remains in the air for twice the time). But, once the spell has travelled for its initial 5 seconds, it slowly starts to dissipate at an even rate. So being hit after 7.5s will do half as much damage as being hit between 0 and 5s, and being hit at just before 10s will feel almost entirely painless. The spell curves after its target fairly quickly, and can make a 180 degree turn in a semicircle with a radius of 3m/10ft and will turn left, right, up and down to pursue its target. Ebony must be able to maintain sight for the 5 seconds that this part of the incantation is spoken, and she must be able to see her target when the spell is cast. The target cannot be changed unless Ebony decided to forfeit casting the spell and start again. Explosive Spell: This modification increases the area of effect of the spell from being a simple point blast to exploding out in a sphere of a radius of 2m/6ft. The damage of the spell is distributed throughout this area (and weaker at the edges), so the overall damage one target will take is lower than the damage they would take from the non-explosive spell (unless they were hit by the exploding projectile when they will take the full normal damage). During the five seconds of chanting Ebony cannot move and must have 1 free hand. This modifier is not draining to add. Ebony is immune to the splash damage (or effects) of her own spells (n.b. only the splash damage, shooting herself directly would still impact her). Multi-Spell: This allows Ebony to essentially store spells during the chanting period to all cast together once she's ready to cast. Instead of simply spending 5 seconds modifying the spell, she starts speaking and channelling magic as if she were chanting the base spell. While this occurs the old spell is saved along with all its already existing modifiers (and may not be changed). This does not reset the maximum chanting time of 1 minute. After Ebony chants the new base spell (which may be different to or the same as the one before) she continues working on that spell as usual (being affected but the same restrictions and times, as well as the usual fatigue, if any). Should she wish, she could even choose to add a "multi-spell" to the new spell, allowing another spell to be saved as well. Once she finishes chanting all the spells she wishes to cast (in the order she chanted them), she may then choose to add a couple of fodder words as usual, or may proceed straight to casting them. During this, the first spell that was saved is cast as usual. Then, there is a 1 second delay (during which Ebony does not have to speak, but may choose to). This may be extended to up to 3 seconds with more fodder words. Once the delay is over, the next spell is then cast as usual and the cycle repeats. It is possible that, due to the occasional different speeds of spells (or them following nonlinear paths) two spells could collide. When this happens they phase through each other without interacting. One additional major downside of this is that for every spell Ebony has stored, the potent magic sucks in and attracts energetic objects within 1ft of her (so 3 spells stored = 3ft). This effectively makes her a magnet to all ranged attacks in the area, and should a single one hit her and disrupt her concentration, all progress on the spells will be lost.[/spoiler] Multi-Spell Example: [spoiler]Seeing a gap in combat (maybe an ally is fighting) Ebony chants for Fire, Charged, Homing and then chooses to make the spell multi. From there, that spell is saved so she moves onto the next spell. She chooses Air and then multis again. The next time she also chooses Air and then multis again. Then, the last time, she chooses Raw Magic and charges is three times. This takes 45 seconds total (making the spell a multi takes no time, but each other section takes 5 seconds). She then shoots a Fire charged spell that swerves towards her target. 1 second later a blast of air travels out of her palm faster than the charged spell did and goes through the fire projectile (by random chance) yet misses the target. Nothing happens when they visually collide, but shortly after the fire spell hits the target. After that the next air spell shoots out 1 second later and hits. Being hit by the fire spell, and knocked back by one of the air spells (the other missed), her target charges towards her. From there she waits until the foe is in an optimal position and speaks a few fodder words to pass the time (3 seconds total). After this, she releases the powerful blast of raw magic into their chest doing heavy damage.[/spoiler] Casting the Spell: [spoiler]Once Ebony has finished all the incantations she wishes to add, she needs to point the 1 or 2 hands required to cast the spell towards her target (unless the spell is homing when variation in the angle is possible to allow the shot to curve). The instant she finishes speaking the last word of the spell, the attack is fired. If the attack takes the form of a lump of rock or physical object, it disintegrates on impact (or explodes outwards if that modification was added). Lingering frostbite, flames, or other effects will not occur. If Ebony wishes, she can speak a couple of fodder words at the end of the spell, no more than 2 or 3 seconds or so. This is just to delay the casting of the spell slightly, and also make the incantation flow better. These words can go over the maximum casting length and have no impact on the actual spell. Ebony cannot move while saying them and needs to have the same number of hands free that are required to cast the spell. During this section, the spell is seen as visible in her hands.[/spoiler] Descriptive/General Example: [spoiler]Ebony is fighting a fellow mage in a friendly duel. Her opponent is fast and mobile. Firstly she says, "Let the air be my ally, and the sky be your doom." This signifies that she will attack using the air. She can say whatever she wishes at this part, as long as it's clear what element she's using. While speaking this first part, she notices her opponent is moving quickly in an attempt to dodge so she continues chanting, this time moving into a better position and keeping a line of sight with her target. "Your legs will fail you as my spell pursues for eternity." For this section, Ebony moves into a better position and adds the homing attribute to the spell. The general phrase can change, but it should be made obvious which modifier she's using - she can't talk about making it explode when actually making it homing, for example. After this, the spell is ready to cast, as she doesn't feel the need to make it impact a large area, or do a significant amount more damage. She stops moving, looks at her opponent, and finishes off with the final word: "Elemental Blast". She could have said any short phrase, or simply nothing. In this instance, she felt like saying the name of the spell. The instant she starts the word 'elemental', a green swirling mass of air the size of her palm appears in her chosen hand (or between both). The instant she finishes the word 'blast', the swirling air shoots quickly towards her target, curving towards him as he tries to dodge. She could have shot fire or ice if she chose to earlier, but she wanted to avoid doing direct damage.[/spoiler] Notes:
RE: Move Approval V - Omni - 09-15-2017 (09-11-2017, 06:15 PM)Captain Cold Wrote:Balance police, incoming.(09-11-2017, 12:28 PM)Jade Harley Wrote: @ Captain Cold: Gonna say that someone with equal DEF/TEC to Cold's ATK/TEC moves about half speed when initially hit by the blast, and gradually recovers entirely over the course of thirty seconds. A comparatively stronger opponent will have lessened effects/duration relative to the difference in strength. An opponent with less than half of Cold's DEF/TEC can be frozen entirely for up to a second, and will gradually regain their movement over the course of thirty seconds. Seems balanced considering this isn't a guaranteed-hit attack, in a "real-world situation" - maybe Cold misses a couple of grenades, or only lands a graze, especially against a fast or skilled opponent - and he only has four grenades total if I'm reading correct. RE: Move Approval V - Jade Harley - 09-18-2017 (09-13-2017, 05:47 PM)Clownpiece Wrote: Yet another addition to Lampad's Torch I think that this needs a greater drawback. Not being able to use a certain kind of move isn't enough when you have others at your disposal. Maybe reduce this to only able to be used one time per fight! RE: Move Approval V - Clownpiece - 09-18-2017 (09-18-2017, 09:23 AM)Jade Harley Wrote: I think that this needs a greater drawback. Not being able to use a certain kind of move isn't enough when you have others at your disposal. Maybe reduce this to only able to be used one time per fight! Alright. Changes made in bold. Lampad's Torch: Uncertainty (Debuff, Area Attack, Homing, Suppression) (300): With a stationary 5 second charge, Clownpiece channels her power through her torch, strengthening its light and inducing weak hallucinations in anyone that can sense her with Enhanced Senses, tries to read her with Insight, or tries to react with Foresight, for as long as she’s able to maintain it. Once it's channeled, she can maintain it with little effort on her part, during which she's capable of moving around and attacking as normal, but can't use or charge any other torch moves. This move wears her out slowly over the course of 45 seconds, but drains her significantly during that time. She only has enough energy to use it once per fight. The hallucinations this maddening light spawns feed her enemies false information. When not looking directly at her, people with ES always perceive her position as slightly off from where it actually is, or sense multiple of her, or none at all. People who glean information with Insight receive wrong info; stats are switched about, they may read powers she doesn’t have, etc. And for those who rely on Foresight, their warnings can arrive too late or too early, give them the wrong direction, warn about the wrong attack, or even give false alarms. No information is something that can be adapted to, wrong information can be downright deadly. The effects of this move are dependent upon the strength of her Suppression. If she's capable of completely Suppressing an enemy, then the information they receive is completely wrong. Should an enemy be able to shrug off her power however, then the info they receive is simply off, with the effects weakening the higher their TEC is compared to hers. At double her TEC, they wouldn't even notice. RE: Move Approval V - Jade Harley - 09-19-2017 (09-18-2017, 02:52 PM)Clownpiece Wrote:(09-18-2017, 09:23 AM)Jade Harley Wrote: I think that this needs a greater drawback. Not being able to use a certain kind of move isn't enough when you have others at your disposal. Maybe reduce this to only able to be used one time per fight! Approved! RE: Move Approval V - Jade Harley - 09-22-2017 @ Ebonywood Hellscythe: (09-14-2017, 07:47 PM)Ebonywood Hellscythe Wrote: Upgrading Ebony's elemental blast move by adding 4 elements to it (so it costs 1200 OM more). All the main changes are under the "Current list of the non-cosmetic effects each element has:" spoiler of the move (in bold). I also added an additional fodder note at the bottom regarding how Ebony may choose to actually fire the spell (which has no impact on the times or the damage - just something to add more flair), and a slight clarification for rping the chanting. Also, I made some changes to the cosmetic descriptions of the added elements (since ice can now actually be ice, rather than magic that looks like ice - hence it will now feel cold). Lastly, I updated the quick summary section with this. Please rewrite the additions to this move as a new and separate move. Or, better yet, make them each 4 individual moves. It is difficult to tell where the new content begins and the old ends. This will expedite the approval process immensely! RE: Move Approval V - Ebonywood Hellscythe - 09-22-2017 @Jade: Is the new content actually worthy of being a new move though? Since I've essentially added alternate fire modes. (e.g. a shot with reduced damage that slows someone down instead of just the pure damage/knockback ones). I could rewrite it like multiple new moves, I guess (although if I did that I'd likely have to rewrite a lot of what I have already; I don't mind doing if it'll help make the move clearer in the longrun). And format stuff under subheaders. But since everything in Elemental Blast meshes together like a bunch of building blocks, I don't think it should actually be made into separate moves. Edit: I also just realised there are slight contradictions in the main move body (which I didn't edit before but should have) regarding how it stated that most elements were only a cosmetic change rather than a mechanical one (which is now incorrect, or will be once they get approved). Fixed in my above post. Edit2: Regarding confusion over new and old content, the new stuff is everything that's in bold. The additional spoilers were just to make it more compact (but nothing inside them was changed). RE: Move Approval V - Jade Harley - 09-22-2017 Hey, I wasn't saying that as a suggestion... I was asking you to do it! It is worthy of a new move, anything otherwise makes the move too bulky. RE: Move Approval V - Ebonywood Hellscythe - 09-22-2017 @Jade: Sorry. I just asked because making them separate moves would contradict the OP. Quote:Moves cannot have effects on the way other moves work. Such as "this move reduces the cooldown/charge time of my other moves". For example, making several attack moves. Then making another move which allows you to add a cooldown to all those other moves that make them stronger. But I guess this is an exception(?) so I don't have one stupid big move. Since in splitting it up I would literally be creating moves which have effects on other moves. Since the elements are comparable to using a different bullet in a gun. Fire does half damage initially, and the other half spread over the following 2 seconds. If hit again, debuff times are reapplied. Ice does half damage, then slows the opponent a small amount for the next 5 seconds (which slowly wears off). If hit again, debuff times are reapplied. Light does half damage, then disorientates the opponent for the next 5 seconds and blinds for the next 2 (both slowly wear off). Also get immunity to being blinded/disorientated by Ebony's moves for the next 30 seconds. Dark does non-lethal damage. (The exact same as in Ebony's Soul Strike move). Since I'm splitting off the other variants, I'm doing so for air as well just to make it more consistent. Air is already approved, and I haven't changed anything under it - I've simply copy pasted it here. Meta Magic: Fire (300) Requires: Meta Magic: Elemental Blast, Debuff, Ranged Proficiency See Meta Magic: Elemental Blast for details on usage, casting, and modifiers. Fire spells do half the damage initially. However, when hit by a fire spell, the affected area of impact is set on fire magically (this also applies to surroundings so could set flammable objects on fire). This fire lasts for 2 seconds, and applies the remaining half of the damage at a steady rate. The fire cannot be removed by water as it's magical in nature, but attempts to brush it off may be met with some success. The fire feels painfully hot. The flames caused by splash damage (as a result of the explosive modifier) are much less potent as they typically cover a larger area of the target (and, if they didn't take a direct hit, the overall damage is reduced). If a burning area is hit again, the flames are replenished (so the 2-second timer is reset). Meta Magic: Ice (300) Requires: Meta Magic: Elemental Blast, Debuff, Ranged Proficiency See Meta Magic: Elemental Blast for details on usage, casting, and modifiers. Ice spells do half damage, but anyone hit with them experiences a slowing sensation, making their limbs feel sluggish regardless of the impact site. This is spread through their whole body. The potency of this is proportional to the half of the damage which isn't applied, but it will always last 5 seconds. This slowness wears off throughout the 5 seconds, so is also more potent at the start. It is also influenced by Ebony's ATK versus the target's DEF (so high DEF targets may partly shrug this off, and low DEF targets may be influenced more highly). In general, the base 5 second charge time is going to initially cause a slight stiffness, give or take a bit. Enough to provide a noticeable difference, but not completely impair their capabilities. Being hit by splash damage rather than a direct hit will reduce this. Being hit by a charged attack will increase this. Being hit by another ice spell while already slowed will replenish the effect, resetting the timer. Meta Magic: Light (300) Requires: Meta Magic: Elemental Blast, Debuff, Ranged Proficiency See Meta Magic: Elemental Blast for details on usage, casting, and modifiers. Light spells do half damage. Anyone hit by a light spell is also temporarily blinded, feeling a slightly disorientated. Being blinded lasts for 2 seconds, and being disorientated lasts for 5 seconds maximum - both gradually wear off throughout these times. Anyone hit by a light spell is immune to being blinded/disorientated by Ebony's attacks for the following 30 seconds. Even if someone is hit in the back by the spell, they still experience these effects - it's magical and sight plays no part of it. If hit by splash damage, both effects are weakened. If hit by a charged spell, both effects are strengthened in proportion to the new damage (but the duration never changes). Due to the immunity, if hit again by a light spell while debuffed by a previous one, the damage is still taken, but the target is not debuffed again. Light spells also don't tend to do much damage to surroundings. Meta Magic: Dark (300) Requires: Meta Magic: Elemental Blast, Debuff, Ranged Proficiency See Meta Magic: Elemental Blast for details on usage, casting, and modifiers. Dark spells do 'non-lethal' damage. Thus, they have no impact on non-living targets. Essentially, the opponent feels pain as if they actually took damage, and their body is limited as if they took damage (so a solid hit to the leg would leave a sore or numb leg), but they don't actually take the damage. This effect does not wear off until the opponent takes a rest or heals or uses a move or item that removes damage and/or fatigue. Basically, this spell tires out the opponent. No visible marks are left from being hit, nor does any pain remain afterwards, but the opponent will simply find themselves feeling drained, with their body not functioning as it should. A single hit from this is unlikely to actually do much, but multiple hits will accumulate this effect. Notably, the impact on an opponent will never quite be as much as if they actually took damage, making this attack inefficient for quickly winning a fight, but good for winning without harming an opponent too seriously, or for tiring the foe out to set up for something else. The strength of this 'non-lethal' damage is proportional to the strength of the spell (so charged spells inflict more while splash damage does less). Meta Magic: Air (300) Requires: Meta Magic: Elemental Blast, Ranged Proficiency See Meta Magic: Elemental Blast for details on usage, casting, and modifiers. Air converts all damage from the spell to knockback. Essentially changing the spells from acting like concrete breaking punches to car pushing shoves. The specific distance an opponent is pushed back depends on the difference between Ebony's ATK and their DEF, although if agreed OOC further or shorter than usual distances may occur for smaller and larger targets. The general floor and grip a target has on a surface could also have an impact. As a general guideline, the base spell can knock someone back 10m/30ft. Charging this adds another 10m/30ft for each charge. The explosive variant pushes people away from the centre of the explosion, and those on the edge won't be pushed back as far (but if hit by the main projectile directly the target will suffer the full knockback). Homing pushes a target away from where it made contact with them (by the same distance it would do if it was non-homing), so it's technically possible that the projectile could actually push someone towards Ebony. Naturally, the decrease in damage from a prolonged homing spell transfers proportionally to a decrease in knockback. The multi variant has no impact and each spell applies its knockback individually. While air doesn't do any damage directly (the attack feels like being shoved really hard), being hit into a wall, a rock, or off a cliff is probably still going to hurt. Lastly, targets with a high SPD and flight may be able to move against the knockback and prevent being pushed the full distance. Added the same fodder/notes changes as before, removed air because air is its own move now (thus this costs 300 less now - was 1800, now 1500). Removed the stuff about different elements (including fodder appearance and whatnot) since the elements are now their own moves. The parts edited are to link this move to the new "moves". Changes are in bold. Meta Magic: Elemental Blast (1500) Requires: Ranged Proficiency, Area Attack, Homing Proficiency Quick summary: [spoiler]Base spell: 5 seconds, not fatiguing, Ebony cannot move, speed of an arrow, can use an elemental move (e.g. "Meta Magic: Fire") instead of the plain "Raw Magic", size of a fist (projectile and impact area), 5 seconds air time, needs 1 hand to chant, needs 1 hand to cast. Charged: 5 seconds, fatiguing, Ebony cannot move, more damage, repeatable, needs 1 hand to chant, increases to 2 hands to cast. Homing: 5 seconds, not fatiguing, Ebony can move, spell is now homing (3m/10ft radius turns), 10 seconds air time, decreasing damage after 5 seconds air time, needs 1 hand to chant. Explosive: 5 seconds, not fatiguing, Ebony cannot move, area effect (2m/6.6ft radius), decreased overall damage, needs 1 hand to chant. Multi: Start casting new spell, older spell(s) saved, then may cast each one after another with a 1-second delay between each, delay may exceed the 1-minute cap, fodder time may be used prior to or between each spell once casting starts. Fodder: 2-3 seconds, not fatigue, does literally nothing but maybe sound cool and delay the spell by a few seconds, can go over the 1-minute limit, Ebony needs the same number of hands-free that are required to cast the spell, Ebony cannot move. Spell time cannot exceed 1 minute. If it does the spell fails. If damage is taken the spell fails. If the casting stops then the spell fails.[/spoiler] Ebony begins the spell with a five-second incantation specifying an element to attack with (information on the properties of these elements can be found on the respective "Meta Magic" moves (e.g. "Meta Magic: Ice" and "Meta Magic: Dark"). Regardless of the element chosen, the casting time, projectile speed, etc. is still the same (n.b. the element influences the spell projectile, not the casting). If Ebony uses an element she doesn't have a "Meta Magic" move for, the spell will take on a relevant appearance, but this is cosmetic only. This is called "Raw Magic", as those spells leave "magic burns" as damage (and have no secondary effects). During these first five seconds, Ebony needs at least one free hand, cannot move (but can rotate), and must continue speaking (note that she doesn't need to be heard, so as long as her mouth can open and close, the spell will still work - hence it can be done under water). These five seconds are not very fatiguing. If Ebony takes damage while casting the spell, it fails and must be restarted. She may make any motions with the hands and arms required to be free that she chooses - if casting a fire spell they may be erratic and trail warm harmless illusionary flames, but for an air spell they may move and flow much more quickly - trailing a faint breeze. After this, Ebony has two choices. Either cast the spell as it is (by which it will travel in a straight line at the speed of an arrow and dissipate after 5 seconds) or add any combination of modifiers. Each modifier takes five seconds chant, can only be added to the spell once unless specified otherwise, and can be added in any order. The spell cannot be chanted for longer than 1 minute. Ebony can currently use the following modifiers: Charged Spell: This incantation increases the power of the spell at the cost of time and fatigue. This can be added to the spell as many times as Ebony wishes providing the spell does not exceed a total casting length of one minute (the base spell + 11 modifiers). Ebony cannot move throughout the five seconds of this chant and must have at least one free hand. However, if this modification is added, Ebony needs to use both hands to actually cast the spell (i.e. when she's finished chanting, she needs 2 hands to shoot it). Homing Spell: After adding this incantation, the spell will follow and curve towards her target. As a consequence, the spell can only travel at half speed, however, it will still travel the same total distance (it remains in the air for twice the time). But, once the spell has travelled for its initial 5 seconds, it slowly starts to dissipate at an even rate. So being hit after 7.5s will do half as much damage as being hit between 0 and 5s, and being hit at just before 10s will feel almost entirely painless. The spell curves after its target fairly quickly, and can make a 180 degree turn in a semicircle with a radius of 3m/10ft and will turn left, right, up and down to pursue its target. Ebony must be able to maintain sight for the 5 seconds that this part of the incantation is spoken, and she must be able to see her target when the spell is cast. The target cannot be changed unless Ebony decided to forfeit casting the spell and start again. Explosive Spell: This modification increases the area of effect of the spell from being a simple point blast to exploding out in a sphere of a radius of 2m/6ft. The damage of the spell is distributed throughout this area (and weaker at the edges), so the overall damage one target will take is lower than the damage they would take from the non-explosive spell (unless they were hit by the exploding projectile when they will take the full normal damage). During the five seconds of chanting Ebony cannot move and must have 1 free hand. This modifier is not draining to add. Ebony is immune to the splash damage (or effects) of her own spells (n.b. only the splash damage, shooting herself directly would still impact her). Multi-Spell: This allows Ebony to essentially store spells during the chanting period to all cast together once she's ready to cast. Instead of simply spending 5 seconds modifying the spell, she starts speaking and channelling magic as if she were chanting the base spell. While this occurs the old spell is saved along with all its already existing modifiers (and may not be changed). This does not reset the maximum chanting time of 1 minute. After Ebony chants the new base spell (which may be different to or the same as the one before) she continues working on that spell as usual (being affected but the same restrictions and times, as well as the usual fatigue, if any). Should she wish, she could even choose to add a "multi-spell" to the new spell, allowing another spell to be saved as well. Once she finishes chanting all the spells she wishes to cast (in the order she chanted them), she may then choose to add a couple of fodder words as usual, or may proceed straight to casting them. During this, the first spell that was saved is cast as usual. Then, there is a 1 second delay (during which Ebony does not have to speak, but may choose to). This may be extended to up to 3 seconds with more fodder words. Once the delay is over, the next spell is then cast as usual and the cycle repeats. It is possible that, due to the occasional different speeds of spells (or them following nonlinear paths) two spells could collide. When this happens they phase through each other without interacting. One additional major downside of this is that for every spell Ebony has stored, the potent magic sucks in and attracts energetic objects within 1ft of her (so 3 spells stored = 3ft). This effectively makes her a magnet to all ranged attacks in the area, and should a single one hit her and disrupt her concentration, all progress on the spells will be lost. Multi-Spell Example:[spoiler] Seeing a gap in combat (maybe an ally is fighting) Ebony chants for Fire, Charged, Homing and then chooses to make the spell multi. From there, that spell is saved so she moves onto the next spell. She chooses Air and then multis again. The next time she also chooses Air and then multis again. Then, the last time, she chooses Raw Magic and charges is three times. This takes 45 seconds total (making the spell a multi takes no time, but each other section takes 5 seconds). She then shoots a Fire charged spell that swerves towards her target. 1 second later a blast of air travels out of her palm faster than the charged spell did and goes through the fire projectile (by random chance) yet misses the target. Nothing happens when they visually collide, but shortly after the fire spell hits the target. After that the next air spell shoots out 1 second later and hits. Being hit by the fire spell, and knocked back by one of the air spells (the other missed), her target charges towards her. From there she waits until the foe is in an optimal position and speaks a few fodder words to pass the time (3 seconds total). After this, she releases the powerful blast of raw magic into their chest doing heavy damage.[/spoiler] Once Ebony has finished all the incantations she wishes to add, she needs to point the 1 or 2 hands required to cast the spell towards her target (unless the spell is homing when variation in the angle is possible to allow the shot to curve). The instant she finishes speaking the last word of the spell, the attack is fired. If the attack takes the form of a lump of rock or physical object, it disintegrates on impact (or explodes outwards if that modification was added). Lingering frostbite, flames, or other effects will not occur. If Ebony wishes, she can speak a couple of fodder words at the end of the spell, no more than 2 or 3 seconds or so. This is just to delay the casting of the spell slightly, and also make the incantation flow better. These words can go over the maximum casting length and have no impact on the actual spell. Ebony cannot move while saying them and needs to have the same number of hands free that are required to cast the spell. During this section, the spell is seen as visible in her hands. Descriptive/General Example: [spoiler]Ebony is fighting a fellow mage in a friendly duel. Her opponent is fast and mobile. Firstly she says, "Let the air be my ally, and the sky be your doom." This signifies that she will attack using the air. She can say whatever she wishes at this part, as long as it's clear what element she's using. While speaking this first part, she notices her opponent is moving quickly in an attempt to dodge so she continues chanting, this time moving into a better position and keeping a line of sight with her target. "Your legs will fail you as my spell pursues for eternity." For this section, Ebony moves into a better position and adds the homing attribute to the spell. The general phrase can change, but it should be made obvious which modifier she's using - she can't talk about making it explode when actually making it homing, for example. After this, the spell is ready to cast, as she doesn't feel the need to make it impact a large area, or do a significant amount more knockback. She stops moving, looks at her opponent, and finishes off with the final word: "Elemental Blast". She could have said any short phrase, or simply nothing. In this instance, she felt like saying the name of the spell. The instant she starts the word 'elemental', a green swirling mass of air the size of her palm appears in her chosen hand (or between both). The instant she finishes the word 'blast', the swirling air shoots quickly towards her target, curving towards him as he tries to dodge. She could have shot fire or ice if she chose to earlier, but she wanted to avoid doing direct damage. Currently, however, both fire and ice would have the exact same impact of leaving magical burns.[/spoiler] Notes:
RE: Move Approval V - Omni - 09-22-2017 Remind me about this tomorrow (someone/anyone if I don't do it myself), because it's 10:30pm here and I've had a glass of whisky and the last time I tried to do staff-stuff under the effects of alcohol, it was a bad decision. But I'll read through and give this move my full attention then. RE: Move Approval V - Omni - 09-23-2017 Meta Magic's upgrades are all approved as per the original version, where it's all one spell. RE: Move Approval V - Guu - 09-24-2017 I will use the Tearen God-Mind thread as an excuse to buy Guu Telekinesis Basic (as well as Ranged Materialized Proficiency as that’s a requirement.) Just getting these two approved ahead of time for that: Return to Sender (300) Ranged Proficiency, Remote Control Proficiency, Ranged Materialized Proficiency, Foresight, Enhanced Senses, Telekinesis Using a complex mixture of Foresight, Telekinesis, and Enhances Senses, she can catch projectiles within the range of telekinesis and launch them back at their owner. She can catch up to five medium sized projectiles at a time (baseball to beach ball sized), or 25 small sized projectiles (bullet sized), but her aim upon firing them back gets way more wonky the more projectiles she grabs. When she’s at her limit, she can still attempt to slow down other projectiles, though with little to no success. She can only fire back projectiles one at a time, 25 per second. Objects heavier than a cannonball would take a lot of strain to pull the move off with. Projectiles that explode on impact would fail to explode after using this move unless if Guu purchases Area Attack Proficiency. Noodle Tendrils (300) Ranged Proficiency, Ranged Materialized Proficiency, Debuff Proficiency, Foresight, Enhanced Senses Whenever an opponent is within range of her senses, she can summon a pair of noodle arms to burst out of the ground, latching onto a single opponent and digging into their skin causing minor damage. The arms do not break the earth when they are summoned, it breaks like someone punching through paper and the texture of the ground warps like cheap video game graphics. She can latch onto any one target within her range unless said opponent has Suppression, in that case Guu must be able to see her target in order to use this move. The victim cannot move 15 feet from the root of the tentacles in all directions. Flight based characters are held close to the ground, speedy characters are kept in a single small area. They can still attack and dodge, mobility is barely hampered as long as they don’t attempt to leave the radius of the roots. The strength of said tendrils is based on Guu’s ATK. Characters with a higher ATK can rip out the tendrils. Fast characters with Suppression can outrun the tendrils. This move can last up to 30 seconds without much strain, but maintaining them after that will begin to majorly deplete her energy. When she chooses to dismiss this move, the tendrils retract into the hole they came from and the ground mends back together. This move can only be used once per battle, and can only be used on a single opponent. RE: Move Approval V - Jade Harley - 09-24-2017 @ Guu: Not so sure about Return to Sender yet, but Noodle Tendrils is approved! I'll get back to you on the other one, though! RE: Move Approval V - Jack Darby - 09-24-2017 Deadshot’s Wrist Guns (300 OM, Ranged Proficiency.)
The wrist guns that belonged to Dead Shot. These were recollected by Amanda Waller and issued by Matt. They have been recreated by him. They attach to his wrists like bracers, and are about similar length to an old school set of bracers. They have a range of 30 feet. Their accuracy is about 50% of the time likely to hit an opponent. They take about seven seconds to summon, at least initially. After that, he’d be able to summon them instantly. However, if he waits the seven seconds, the accuracy could be upped to 75%. Each shot of them does low damage. Takes about ten seconds for him to reload, after each use. Holds fifteen shots. The wrist guns are one of the first things that he'll have recreated.
RP Flavor: They can also shoot a grapnel line for him to swing from building to building out of them.
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