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Official Move Approval IV - Printable Version +- Omni Archive (https://omni.zulenka.com) +-- Forum: Administration Forums (https://omni.zulenka.com/forumdisplay.php?fid=5) +--- Forum: Help Desk (https://omni.zulenka.com/forumdisplay.php?fid=8) +--- Thread: Official Move Approval IV (/showthread.php?tid=4198) |
RE: Official Move Approval IV - James Knight - 08-19-2016 Is it okay if I use the version above which cuts the speed way down in return for making it a bit more likely to fry the nervous system of whoever hits? RE: Official Move Approval IV - Omni - 08-19-2016 (08-19-2016, 04:53 PM)Eda Wrote: Reposting for approval I nerfed the description of the first move a bit, "punching holes in people's bodies" would be only if you get the move off as a killing blow when you've already won the fight. Devastating is a suitably vague word that still implies its power. We'd rather you put that checklist into an actual description but we can approve it if you want. You'd need a description for the second one. (08-19-2016, 04:54 PM)King Sombra Wrote: Is it okay if I use the version above which cuts the speed way down in return for making it a bit more likely to fry the nervous system of whoever hits? Sure! RE: Official Move Approval IV - Dawnika Snow - 08-19-2016 (Firstly sorry I missed the reply /).(\ ) Second, i looked up ranges for SMGs i assumed that 500m was when the bullet would stop without being stopped. We can lower it to a more reasonable range because its ONLY a close range weapon. I don't know what a reasonable range is though because Im gun dumb with specifics. (08-07-2016, 09:59 AM)Omni Wrote:(07-31-2016, 03:02 AM)Jeanne d Wrote:(07-05-2016, 01:30 AM)Jeanne d Wrote: God’s Resolution RE: Official Move Approval IV - Eda - 08-19-2016 (08-19-2016, 05:01 PM)Omni Wrote:(08-19-2016, 04:53 PM)Eda Wrote: Reposting for approval RE: Official Move Approval IV - James Knight - 08-19-2016 Storm Arts - Lightning - 300, Ranged Proficiency Homing, Remote Control. --------------------------------------------------------------------------------------------------- Gathering dark magic to the tip of his horn, King Sombra will say. “So, you want to play with the thunder? How about a taste of the lightning?” Once he says that, he’ll create about 4 bolts of lightning made out of dark magic that he can control. Suffice it to say they can immobilize an opponent QUITE well. They can also be remote controlled by him, and home in an opponent. This move is very taxing, requiring that he charge it for 8 seconds. The usage of the move severely depletes his energy reserves. Furthermore, it has a four second cool down. Another problem with this move is that it requires most of his concentration, while using it he can’t normally perform other moves. Distracting him during this move is possible, and would cause him to suffer moderate damage due to the electricity he’s playing with. While these are only moderately strong these are incredibly slow. This takes about eight seconds for King Sombra to recover from. So just to be clear, the version I listed in this post is acceptable? Also adding another move. Name of Move: Dark Matter Bomb V1 OM Cost: 300 Proficiencies Required (Debuff Proficiency, Ranged Proficiency, Area Effect, Homing, Remote Control.) Description of Move: A spell that King Sombra has come up for his own use in the Omniverse. This first channels negative emotions such as fear, rage, lust, hatred, misery, greed and many other negative emotions into a sphere of energy. The sphere is roughly the size of a fully loaded mini van. Manipulating the sphere, he’ll ‘levitate’ it until it is above his opponent. Once it is above his opponent he will immediately ‘drop’ the sphere which will then explode.This has a range of 75 feet. Anyone towards the outskirts would receive pathetic damage, and find it harder to concentrate because they’d be in a debilitated emotional state. Furthermore when someone is actually closer to the center of the sphere, they’d receive heavy damage. It takes him about 10 seconds to create this sphere, and 5 seconds to recharge. It can be used with other magical abilities however and can be used while he is in motion. This has a 5 foot diameter and lasts for about 6 seconds effectiveness wise. RE: Official Move Approval IV - Marcus Wright - 08-19-2016 Body Regeneration (Advanced Regeneration, Healing) 1000 OM Marcus has a unnatural ability to regenerate his skin and heart due to advanced technology in his body. It takes about a few minutes to regenerate but the cells rebuild the organ in question or skin. RE: Official Move Approval IV - Omni - 08-19-2016 Sorry Eda, I missed that description. You will need a little more though about how it's performed. (08-19-2016, 05:05 PM)King Sombra Wrote: Storm Arts - Lightning - 300, Ranged Proficiency Homing, Remote Control.Approved. Quote:Name of Move: Dark Matter Bomb V1So the damage increases, but the debuff effect is the same regardless of where you are in the radius? How long would the negative effects last? (08-19-2016, 05:08 PM)Marcus Wright Wrote: Body Regeneration (Advanced Regeneration, Healing) 1000 OMYou'd not need an extra move for this. Assuming you had survival so that you could actually survive those type of wounds to begin with, advanced regeneration could do the job. RE: Official Move Approval IV - Eda - 08-19-2016 (08-19-2016, 05:16 PM)Omni Wrote: Sorry Eda, I missed that description. You will need a little more though about how it's performed. RE: Official Move Approval IV - Omni - 08-19-2016 Sure. RE: Official Move Approval IV - James Knight - 08-19-2016 Name of Move: Dark Matter Bomb V1 OM Cost: 300 Proficiencies Required (Debuff Proficiency, Ranged Proficiency, Area Effect, Homing, Remote Control.) Description of Move: A spell that King Sombra has come up for his own use in the Omniverse. This first channels negative emotions such as fear, rage, lust, hatred, misery, greed and many other negative emotions into a sphere of energy. The sphere is roughly the size of a fully loaded mini van. Manipulating the sphere, he’ll ‘levitate’ it until it is above his opponent. Once it is above his opponent he will immediately ‘drop’ the sphere which will then explode.This has a range of 75 feet. Anyone towards the outskirts would receive pathetic damage, and find it harder to concentrate because they’d be in a debilitated emotional state. Furthermore when someone is actually closer to the center of the sphere, they’d receive heavy damage. It takes him about 10 seconds to create this sphere, and 5 seconds to recharge. It can be used with other magical abilities however and can be used while he is in motion. This has a diameter of 8 feet and the negative effects last about six seconds. Other moves can be used while he is using this move. RE: Official Move Approval IV - Omni - 08-19-2016 What's the diameter/radius of the blast effect? Forgot to ask that before. RE: Official Move Approval IV - James Knight - 08-19-2016 I'd say 100 feet, but that probably wouldn't be allowed. So would you allow 85 feet? RE: Official Move Approval IV - Omni - 08-19-2016 Considering it's a heavy damage move which can also be made while on the move, and has a debuff effect, I'm thinking more like 10 feet in diameter and debuff the negative effects to 15ish seconds, depending on their DEF and your ATK. RE: Official Move Approval IV - Eda - 08-19-2016 Last thing before I take a break and get off of this thread for a bit Eda's staff ( 300 om ) ( Requires Strength proficiency ) Description : ![]() ^ Literally this staff An enormous and neigh comical magical staff that can double as a hammer in combat Made of oak so has a decent amount of weight to it Has no other bonus effects besides flavor and comedy for a little girl wielding a giant staff RE: Official Move Approval IV - James Knight - 08-19-2016 Name of Move: Dark Matter Bomb V1 OM Cost: 300 Proficiencies Required (Debuff Proficiency, Ranged Proficiency, Area Effect, Homing, Remote Control.) Description of Move: A spell that King Sombra has come up for his own use in the Omniverse. This first channels negative emotions such as fear, rage, lust, hatred, misery, greed and many other negative emotions into a sphere of energy. The sphere is roughly the size of a fully loaded mini van. Manipulating the sphere, he’ll ‘levitate’ it until it is above his opponent. Once it is above his opponent he will immediately ‘drop’ the sphere which will then explode.This has a range of 75 feet. Anyone towards the outskirts would receive pathetic damage, and find it harder to concentrate because they’d be in a debilitated emotional state. Furthermore when someone is actually closer to the center of the sphere, they’d receive heavy damage. It takes him about 10 seconds to create this sphere, and 5 seconds to recharge. It can be used with other magical abilities however and can be used while he is in motion. This has a diameter of 8 feet and the negative effects last about six seconds. Other moves can be used while he is using this move. RE: Official Move Approval IV - Omni - 08-19-2016 (08-19-2016, 05:32 PM)Eda Wrote: Last thing before I take a break and get off of this thread for a bitApproovered. (08-19-2016, 05:32 PM)King Sombra Wrote: Name of Move: Dark Matter Bomb V1Approved. RE: Official Move Approval IV - Ebony - 08-19-2016 Lacerate (Ranged Proficiency, 300 O.M) Blood Mage Attack 1 With a wave of your hand, gashes appear over the target's body Encounter [Image: Star.gif] Arcane, Implement Standard Action Ranged 10 Attack: constitution Vs. Fortitude Hit: 2d4 + constitution modifier damage Effect: The target takes ongoing damage equal to twice your constitution modifier until the end of your next turn. (This is the D&D explanation for reference, the omniverse version is below) This move uses blood magic to open wounds on the opponent, depending on their defence, if it is greater than the attack of the user by more than one, ,there is no effect. It opens wounds much like paper cuts, not deep or especially painful on their own, but continued use is more painful. It is an instantaneous technique, though not very powerful, and travels in a straight line from the caster. Once activated, it moves as a three foot diameter net, ,traveling at about ten feet per second. It is not difficult to aim, being a fire and forget technique. Once the user fires it, they can move, but moving while casting will interrupt the spell. It will not hinder the opponent's movement at all. It is activated by the caster simply stating "Bleed", and pointing at the opponent, at which point the net of blood will form and move straight at the opponent. Ultimately, it feels like multiple paper cuts initially,. Any sort of healing or regeneration will completely negate it as well. It is also a fixed move, no variations possible Posted again as per Omni's request RE: Official Move Approval IV - Omni - 08-20-2016 Quote: For reference. For approval: HYPER MODE 50% CORRUPTED (Tier 2 Power-Up) ATK: +4 DEF: +4 SPD: +2 Samus goes EVEN FURTHER BEYOND. By pushing the phazon in her suit to dangerous levels, Samus gains even greater power, resilience and speed in all her forms. The visible effects are more obvious still, with bright blue lines visible at all times, splitting and snaking like glowing veins across her suit. Morph Ball (300) Samus curls herself up into a tight form - a perfectly round sphere that rolls instead of running. It takes only a second to transform to and from the ball. The main advantage is its compact form - it can be used as a method of dodging and disorientation to an opponent. She is unable to use her cannon in this form but may drop bombs (separate move) and use her powers such as super jumping, flight and burst movement. Goofy height comparison (ignore all but left and right) ![]() Bombs (Ranged) (600) Samus can summon sticky blue bulbs of energy that can be dropped, thrown or attached to objects. There are two modes. The first is proximity mode, whereby the bomb will explode the moment anyone comes within three feet of it, excepting Samus or any allies she has designated as friendly. The second is timer mode, where a bomb will explode five seconds after it is released from Samus's suit. These explosions are light and serve mainly as knockback, easily taking a foe off-balance to leave an opening for another attack. These bombs are bright blue and are easy to spot; however they are silent and almost weightless. If it lands on someone's back, they may not even notice until it explodes. They can be ripped off and attached to other objects like a fridge magnet. Samus can only have three bombs in existence at once (one must explode to place another). These take only a small amount of energy to create. Missiles (ranged, homing, area attack) (600) Samus's suit can store up to (her level x5) missiles at once, after which they are depleted. She can summon new missiles by standing still and focusing - this replenishes her missiles at a rate of one per second. Missiles are a little slow, slower than an arrow, but can be fired at a rate of one per second. They hit with a satisfying 'bang', like taking a haymaker to the face from someone a bit stronger than Samus. Samus can charge her standard missiles with a homing effect, but this takes an extra second, reducing the rate of fire to one every two seconds. These homing missiles don't track perfectly and can be dodged with some effort. Super Missile (300) By charging up for a couple of seconds, Samus can create a missile that is much faster and more explosive than a standard missile, moving as fast as an arrow. This 'Super Missile' costs five missiles from her stock. Magma Missile (300) More of a mortar than a missile, these heavy packages fire in an arc, but can still be fired rather long distance (maximum 100 meters on equal-level-terrain). They are slow and can be fired only once every two seconds. When they hit the ground or a target, they 'splash' into a type of special 'digital magma', up to five meters across. This magma stays molten for up to five minutes, after which time it bubbles into nothingness, leaving behind only scorched ground. Step in it and you'll feel pain. A magma missile costs two missiles from Samus's stock. Ice Beam (Ranged, Debuff) (600) The Ice Beam switches out the Power Beam's offensive capabilities for debilitating ones. A shot to any part of the body will numb and encolden it. Repeated shots can chill an opponent to the point of distraction, or - when aimed at the hand or feet - make it difficult to run or attack due to the inability to feel the effected extremity. Just like the regular Power Beam, the Ice Beam can be charged for up to 15 seconds to unleash a far more powerful shot. This charged shot has the capability to freeze an opponent entirely (if it misses and hits only say, the feet, it can still immobilise them), the duration depending upon the difference between Samus's aggregate ATK/TEC (power of ice and debilitating effect) and the opponent's ATK/DEF (resilience, and ability to struggle free). However unlike the Power Beam, the Ice Beam, has yet to be fitted with a 'quickcharge' mode. RE: Official Move Approval IV - Creatia - 08-20-2016 Sending in this move for approval in advance. Here goes nothing: Basic Move Soul Potion Works: Wind (Finger Applique) - Ranged Proficiency, Area Attack Proficiency (Estimated Price: 900-1200 OM) Two vials filled with a dark green Wind-based potion. The liquid is applied to a surface or in aerial swipes via any viable implement (a paintbrush, a finger, etc.). The strength of the potion is dependant on the implement used and overall potency. (Potency would probably be dependent on TEC: Higher the TEC, higher the potency, and about every 2-3 points or so is a new potency level.) With Finger Applique, a finger is dipped into a vial before being brushed in midair or onto a surface. Any marks made then glow before the spell takes effect. Rune-like letters can also be written; spells take on different effects depending on how many runes are made, what they spell out, etc. Wind Potion Effects: Basic Blast - A fast, swirling tunnel of wind is shot towards the target, that feels like a strong squall or storm wind against the body. Gives minor knockback damage if pushed into a wall, an obstacle, the ground, etc.. Blast is at its strongest at 5-10 feet before weakening to a maximum of 20 feet. One stroke is needed to perform, and it's relatively easy to aim; can be used while moving, but there is a recoil effect that also pushes the user. User also has to stay focused and not be interrupted by counterattacks mid-stroke. Rune Phrase: "Disperse" - A large squall of wind is summoned from the runes to blow back multiple targets. Gives knockback damage if pushed into an object, the ground, a wall, etc.. Has about a 20-25 foot reach and a 10-15 foot maximum spread. Takes 3 rune letters to spell out, equivalent to 3-5 seconds. Fairly easy to aim; User has to stay stationary and focused to write out the runes. Rune Phrase: "Slice" - Five focused and sharp crescent wind pulses are sent towards the target at the speed of an arrow for slicing damage. It's fairly difficult to aim, and can be deflected. Has a 20-25 foot reach. Takes 2 rune letters to spell out and a stroke to finish the spell, equivalent to 2-3 seconds. User has to stay stationary and focued to write out the runes. A 3 second delay comes after the spell is cast before she can move again. RE: Official Move Approval IV - Guilmon - 08-20-2016 Tankmon ![]() ATK – 5 DEF – 5 SPD – 2 TEC – 3 Hyper Cannon (600, requires «Ranged Attack Proficiency», «Area Attack Proficiency») - Tankmon fires a large missile from the cannon on his nose. Missiles are a little slow - slower than an arrow - but can be fired at a rate of one per second. They hit with a satisfying "bang" - like taking a haymaker to the face from someone a bit stronger than Tankmon. The "bang" is a little more than two feet across. Tankmon can charge his standard missiles with an explosive effect; however, this takes an extra second - reducing the rate of fire to one every two seconds. These explosive missiles increase the size of the "bang" to roughly five feet from the point of impact. The cannon cannot be used while moving. Explosive missiles cannot be used while using Machine-Gun Arm. Machine-Gun Arm (300, requires «Ranged Attack Proficiency») - Tankmon's hands are machine guns, each with a clip size of 50 bullets and an effective range of 100 meters. Tankmon's rate of fire is roughly 300 rounds per minute - emptying each arm in approximately six seconds. The spent cartridges are spewed out the side of him arm as the bullets are shot. It takes Tankmon five seconds to reload each arm; however, he cannot reload and shoot at the same time (so that there isn't an endless stream of bullets). For BlackGrowlmon: Plasma Blades (600, requires «Physical Strength», «Ranged Proficiency») - The projections on BlackGrowlmon's arms are about 2 feet long. They jut out from the tops of his elbows and glow white when in use. BlackGrowlmon can use them like swords or swing his elbows, shooting a beam of energy roughly one meter long in an arc that travels roughly the speed of an arrow. Exhaust Flame (300, requires «Ranged Proficiency») - Shoots a red-hot fireball from the mouth. The fireball is a little larger than a basketball. The flame is roughly 1000 °F. Its effective range is roughly 20 feet. Its maximum range is roughly 40 feet, where it does minimal damage. |