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Omni Archive
Move Approval V - Printable Version

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RE: Move Approval V - Jade Harley - 02-09-2018

@ Warren:
[spoiler]

(02-07-2018, 04:13 PM)Warren Zimmer Wrote: Multi-Weapon Construct Apparatus MK I: (600 OM, Physical Strength) 

This device was one that didn't exist, back in Warren's world. Created using data on Hard Light Technology, this is capable of making a few preset constructs that have been programmed into it. The constructs it makes are limited to hand held things, and currently, only a few defaults have been installed as capabilities of the device. This also has his communicator and mobile data verse device integrated into it. Unlike his devices, this is one that Warren has built for himself. These moves can be used while he is moving, and if he has a hand free they can be used with other moves so long as the move doesn't conflict. 

The first construct is an elegant purple and black Calvary sword that has golden trim. This sword can be used for melee combat and is a simple construct with no special properties, and is an ordinary sword. This takes two seconds to summon. This is a foot and a half long. 

The second construct granted by the Multi-Weapon Construct Apparatus is a set of hooked swords. These can be used defensively to parry attacks that are directed by crossing them together. They can also be used to travel along zip lines, but their primary use is to cut an enemy down to size. Despite being constructs they are ordinary blades with no special properties. This takes five seconds to summon both. These are about two and a half feet long. This move is moderately taxing on Warren's stamina, and requires both hands for him to use successfully. It can be used while moving, but cannot be used with other moves by him, for some reason. 

Approved.

(02-07-2018, 11:44 PM)Warren Zimmer Wrote: Also. Seeking Pre-Approval to use these for an NPC Prime I am working on. More moves will be coming for him shortly. 

Quote:Arsenal of the Champions (2100, Physical Strength, Ranged Proficiency.): Arsenal of the Champions is a move that allows Aiden to summon weapons that he has wielded. At present, he can only summon 5 weapons with this ability that have survived the trip with him into the Omniverse. Summoning any of them takes him about 2-3 seconds to do so. It is also moderately exhausting on his stamina. Also, each weapon has their own requirements.  

  • Jack’s Katana: The katana associated with his father Samurai Jack. Originally one of the most powerful blades back home, but here it’s power has been reduced quite significantly, due to the nature of the Omniverse. While this is still a very durable sword and can clash with lightsabers, or similar blades easily, this sword really possesses no special properties. The blade takes him about 5 seconds to manifest. It is his favorite sword to wield. This can be used one handed, or wielded two handed as his personal style. When using it he does not wield other weapons. The sword cannot be used with other weapon moves as a result of that, but can be used while moving.
  • The Scotsman’s Sword: While the Scotsman may not exist in Jack’s timeline, his ancestors who made the blade did. This heavy claymore type sword is wielded by Aiden as one of his blades. The Scotsman’s sword is good against more heavily armored opponents, weighing about 50 pounds. The sword appears to be made out of a crystalline material. Due to the weight of the sword he needs both hands to wield the blade. The sword is very tiring on his stamina reserves,  but has a high amount of power with each swing that he does. 
  • The Sword of Conquest: The sword of conquest is a sword that is a twin to the sword Excalibur. It has gray, purple and black trim.  This sword can clash with light-sabers, and enchanted weapons. The sword is very durable, and more powerful even than its twin. This sword takes about six seconds for him to summon it to his hand, visible by a coalescing of purple flame into a black shape that fades to reveal the sword. The longer its held, the more powerful it becomes (1.1x after the first minute, 1.2x after the second minute, etc, up to 2x), but at a cost to the holder. It drains the user's life force, at the same time cementing its hold on this world. De-summoning the sword takes six seconds, but this increases by one for every minute it gets to exist in this plane.This is moderately draining on the stamina of Aiden, and is not one of his favorite blades to summon because of it's darker nature. 
  • The Bow of Robin Hood: The Bow of Robin Hood is a green colored bow that appears to be made out of solid oak. The arrows that this bow shoots travel at the speeds of regular arrows, but appear to have diamond tips on them. The bow and arrow can also be used as a melee weapon, by bashing an opponent upside the skull with it. Both uses are moderately draining on his stamina. Summoning this does not require any concentration at all for Aiden to do actually. The bow has 10 shots, before he must take the time to make more arrows. This is moderately draining on his stamina. In addition, it cannot be re-aimed, and arrows cannot be adjusted. Has a range of 100 feet. 

This would only cost 1800 OM. Other than that, approved![/spoiler]

@ Reece:
[spoiler]
(02-08-2018, 04:14 PM)Reece Wrote: A move for China:

Quote:Abyssal Screech (600)
(Area Attack Proficiency, Physical Strength)
This Move can only be used when China's mouth is in its second form (see 'Resilient China Fangs'). China opens his mouth wide and lets loose a piercing shriek so loud and so high-pitched that it is actually capable of causing real harm to those hearing it from close by.

Abyssal Screech damages the eardrums of affected parties, so generally the only visible sign of any injuries caused will be blood running from the ears, at the most. The distance at which one can stand from China before being within range of having their eardrums ruptured depends on their DEF compared to his ATK. For each point that his ATK exceeds their DEF, add 1 foot of distance; so, for example, if his ATK was 10 and his opponent's DEF was 0, he could harm them from up to 10' away from his head. Note that whilst Ranged Proficiency is not required for this Move, China cannot harm anyone more than 12' away without it. Enemies outside the damage range may still feel some pain, but will not be harmed by it and will be assumed to be capable of ignoring it well enough to continue fighting unless the character's owner states otherwise. Characters whose DEF matches or exceeds China's ATK will not be harmed by this Move (unless their owner wishes them to be).

This Move can be maintained for a maximum of 20 seconds and in order to take enough damage to actually have their eardrums burst, an individual must remain close enough to China to be affected for at least 2 seconds. China himself will not be harmed by Abyssal Screech, but otherwise it will affect enemies and allies alike. China must remain stationary whilst using this Move and must Focus on it completely, so cannot use any other Moves or Powers at the same time. Also, this Move tires him significantly, has a 15 minute cooldown period, and prevents him from speaking at all for 5 minutes after each use.

Abyssal Screech can theoretically deal lethal damage, though in order for it to do so China would have to keep an opponent at very close proximity (1/3rd of their affected range) for 3 times the standard affect duration (6 seconds). This will generally only be possible for lesser Secondaries or Primes too weakened to fight back (i.e. I could have him use it as a finisher move after having won a graded fight).

Priced at 600 OM due to the variable duration.

Approved! Great job.[/spoiler]

@ Summer:
[spoiler]
(02-08-2018, 05:08 PM)Summer Wrote: Healing Light (Sonny) (Healing, Ranged, Ranged Materialize, Area Defense, Buff) (300): Sonny bends the skies to his whim, breaking up any cloud formations just enough to make way for a beam of light to pierce through it, but not changing the weather drastically. By staying still and maintaining his concentration, he can train this beam of light on any ally within 30 meters of him that he can see, applying healing magic to them so long as he can keep the light on them. Since it requires his utmost concentration, the healing effect is about twice as strong as natural regen would be, and is based of off Sonny's DEF making it a bit stronger, but it’s still far too weak to really swing a fight. Rather, the strength in this move lies in that those under the effects feel no pain, and their abilities cannot be interrupted. He can track an ally so long as they do not move too quickly or erratically (He can track SPDs equal to or lower than his TEC), and he can maintain this spell for minutes at a time due to the low energy requirement. It does, however, require him to stand perfectly still, making him a sitting duck, and prevents him from using other moves. The effects of the light cease the moment he stops concentrating.

Gust (Summer) (Ranged, Ranged Materialize, Area Attack) (300): Summer channels the power of the wind over the course of a quick second (during which he can move but can’t attack), calling up a short, powerful gust at the location of his choice (within 30 meters of him) and in the direction of his choice (this can be either vertical or horizontal. He could push someone back with a straight-line gust, or knock someone off their feet with an updraft, etc). This roughly cylindrical burst of wind measures about 2 meters in diameter and blows over an area about 5 meters long at approximately 45 m/s, lasting for an instant before dying out. Anyone and anything that is caught within this gust (including himself) is shoved in the direction of the wind, pushed with a force as though Summer had pushed them directly, making it dependent on his ATK vs their DEF. Occasionally, multiple people can be caught within the gust, in which case the force is divided evenly amongst everyone. A simple application of wind. It takes little energy outright, but gets more energy intensive the further he summons it. When used up close, he can use it frequently, but must be sparing in its uses at 15 meters and more out.

Healing Light: Approved!

Gust: Approved![/spoiler]

@ Dane:
[spoiler]
(02-09-2018, 08:58 AM)Dane Regan Wrote: Mass Stealth (300) Requires: Stealth, Suppression

Dane can wrap his stealth magic around up to two allies touching him. This obeys the usual rules of stealth (so can't be done in the sight of enemies), and if any of them is ever revealed, the others are too. With the exception of: anyone who stops touching Dane will lose the stealth. Furthermore, it takes 3 seconds and a small amount of energy on Dane's part to initially apply the stealth to everyone. Lastly, anyone stealthed by Dane also benefits from his suppression power until the stealth ends. This is applied at his TEC, unless their TEC his higher and they already have suppression (or mimic). Dane can do this for up to two people.

Mass Teleport (300) Requires: Teleportation

Whenever Dane teleports, up to four allies touching him can choose to join him. The charge time remains the same, and from Dane's perspective it's like teleporting normally. However, anyone brought with him will suffer the usual fatigue from teleporting, and will be dizzy and disorientated afterwards if they don't have the power themselves (or mimic). They also need to maintain contact with him for the whole charge time - but they don't need to concentrate.

T1:SU - Blink (600) Requires: Teleportation

Dane focuses for a brief moment, mentally linking different points in space. This takes about a second, and he has to stand roughly still. Afterwards, the next 5 teleports Dane executes are instant and don't require a charge time - but are just as tiring as normal, and each applies a 1 second cooldown to his teleportation power (and any associated moves). He can bring willing allies with him if they're touching him, but they'll feel dizzy for a short moment afterwards if they don't have mimic or the teleport power, and will always suffer fatigue as if they teleported by themselves. Any instant teleports not used up within the 30 seconds are lost.

Mass Stealth and Teleport: I'm not saying that this requires the Buff proficiency, but can you explain why you don't think it's needed?

T1:SU Blink - Approved![/spoiler]


RE: Move Approval V - James Knight - 02-09-2018

Made a slight change to the Sword of Conquest:

The Sword of Power: The sword of power is a sword that is a twin to the sword Excalibur. It has bronze, black, and red trim. This sword can clash with light-sabers, and other augmented weapons.. The sword is very durable, and more powerful even than its twin. This sword takes about six seconds for him to summon it to his hand, visible by a coalescing of red flame into a black shape that fades to reveal the sword. The longer its held, the more powerful it becomes (1.1x after the first minute, 1.2x after the second minute, etc, up to 2x), but at a cost to the holder. It drains the user's life force, at the same time cementing its hold on this world. De-summoning the sword takes six seconds, but this increases by one for every minute it gets to exist in this plane.This is moderately draining on the stamina of Aiden, and is not one of his favorite blades to summon because of it's darker nature.


RE: Move Approval V - Gilgamesh - 02-09-2018

Enuma Elish(Ranged Proficiency) - T2 Super Move 800 OM

Gilgamesh draws out his greatest weapon Ea and begins to take the fight more seriously. The rotating parts of his blades begin to spin faster, emanating red wisps of energy that destroy nearby rubble. After a few moments Gilgamesh cries "Enuma Elish" and a bright red beam of pure energy pours out of his weapon in a path before him.


RE: Move Approval V - Jade Harley - 02-09-2018

@ Warren: Your update is approved!

@ Gilgamesh: Welcome back! I'm guessing the path before him is aimed at an opponent! How wide is the beam and can it strike multiple people?


RE: Move Approval V - Gilgamesh - 02-09-2018

Yeah it's more of a single target ability. The beam would probably be 3 feet wide and stops after it collides with something.



Enuma Elish(Ranged Proficiency) - T2 Super Move 800 OM

Gilgamesh draws out his greatest weapon Ea and begins to take the fight more seriously. The rotating parts of his blades begin to spin faster, emanating red wisps of energy that destroy nearby rubble. After a few moments Gilgamesh cries "Enuma Elish" and a bright red beam of pure energy, about three feet wide, pours out of his weapon in the direction his weapon was pointing. The beam stops after initial contact with something and can only be used on one target.


RE: Move Approval V - Hecate Rothchild - 02-09-2018

Shard Storm: (300) (Requires Ranged Prof, Area Attack Prof) - Hecate Focuses for 10 seconds, during which she can move at walking pace, and defend herself, but use no other moves, as she forms a ball of ice in the air. The ball of ice is 2 feet in diameter and hovers roughly 8 feet in the air above Hecate. After the 10 seconds of focusing her energy are up, the ball of ice explodes into 24 pieces of sharp, blade-like, icicles that cover an area of 10 feet in diameter in an area up to 40 feet away (but always miss Hecate). These icicles travel at the speed of a crossbow bolt and are slightly stronger than a crossbow bolt. The move only requires a moderate amount of energy to use and using it too often will tire Hecate out.


RE: Move Approval V - Dane Regan - 02-09-2018

@Jade:
For teleport, my reasoning was that Dane's allies don't gain any general 'buff' benefits. They're just tagging along for a teleport. The teleport itself is also instant, so he's not really giving them his powers or anything like that.

For stealth, I was thinking more, 'wrapping his stealth around them' rather than giving them the power or loaning them the strength while drawing in their stamina to fuel it (especially due to the physical contact required). But, if you think it needs buff, I'll add buff. I'll probably get the proficiency sooner or later anyway.


RE: Move Approval V - Strazio Rockwell - 02-09-2018

God-Mind: Begone Thought! (300) (Requires Physical Strength, Debuff Proficiency, Telepathy, Active God-Mind Transformation)


[spoiler] In his God-mind state Strazio’s tactical awareness is heightened to a point where he is able to identify which of the opponent’s abilities and moves are the greatest threat to him. Using a sudden surge of both physical and mental stimuli he is able to temporarily disable his opponent’s access to a single move. To begin this attack Strazio must spend three seconds charging, during which one of his hands is unable to do anything, but he is free to move and attack otherwise. As he charges white energy begins to wreath his chosen hand and after three seconds his hand becomes a blazing white endoskeleton. Once fully charged he can hold onto the move for thirty seconds before it dissipates. To activate this attack Strazio must have witnessed the move he wishes to disable in person. He then reaches out and grabs his opponent's forehead. Once contact is made the stored energy blasts through the target’s brain scrambling their thoughts. Physically the attack leaves behind superficial burns, but mentally the target is unable to recall how to effectively use the chosen move. This effect lasts for thirty seconds. This can only be used once per fight and should the target’s TEC be higher than Strazio’s the move fails. Should :Begone Thought!” target a move that is a physical object, such as a sword or gun, the target merely loses the ability to use it effectively I.E. they forget their fighting style and can merely swing their sword or fire their gun as if they were untrained. Moves such as claws, fangs, or other inherent parts of someone’s body cannot be disabled. Super Moves are also unaffected. [/spoiler]

Energy Strip (300) Requires Physical Strength, Life Burn

[Spoiler]Strazio’s mastery of energy allows him to convert organic matter into raw magickal power. Normally this means that he sacrifices his own flesh and blood to fuel his attacks, but given the opportunity he can strip energy from a willing participant. This process requires physical contact and is incredibly painful for the unfortunate volunteer. It lasts a total of five seconds during which small pieces of their body are broken down and absorbed into Strazio as pure energy. Due to Omniphysics Strazio is only able to use this ability on a willing prime. After the full five seconds are up Strazio is able to use his current level of life burn, but his ally pays the HP cost. [/spoiler]

God-Mind: Forced Overload Tier 2 Super Attack (800) Requires Ranged Proficiency, Telepathy, Life Burn, Active God-Mind transformation

[Spoiler] Strazio locks eyes with his opponent and the two stop moving. White lightning begins to crackle across both of their bodies, consuming bits of their flesh. After a few seconds the effect ends with both Strazio and his target in incredible pain, but with a new reserve of energy. This move activates Strazio’s current level of Life Burn on himself and his target. This move costs 2 Sp and only affects targets with a lower TEC than Strazio. [/spoiler]

This last one I’m willing to alter as needed if it is possible to make it work at all.


RE: Move Approval V - Jade Harley - 02-10-2018

@ Gilgamesh:

[spoiler]
(02-09-2018, 10:11 AM)Gilgamesh Wrote: Yeah it's more of a single target ability. The beam would probably be 3 feet wide and stops after it collides with something.

Enuma Elish(Ranged Proficiency) - T2 Super Move 800 OM

Gilgamesh draws out his greatest weapon Ea and begins to take the fight more seriously. The rotating parts of his blades begin to spin faster, emanating red wisps of energy that destroy nearby rubble. After a few moments Gilgamesh cries "Enuma Elish" and a bright red beam of pure energy, about three feet wide, pours out of his weapon in the direction his weapon was pointing. The beam stops after initial contact with something and can only be used on one target.

Approved![/spoiler]

@ Hecate Rothchild:

[spoiler]
(02-09-2018, 11:22 AM)Hecate Rothchild Wrote: Shard Storm: (300) (Requires Ranged Prof, Area Attack Prof) - Hecate Focuses for 10 seconds, during which she can move at walking pace, and defend herself, but use no other moves, as she forms a ball of ice in the air. The ball of ice is 2 feet in diameter and hovers roughly 8 feet in the air above Hecate. After the 10 seconds of focusing her energy are up, the ball of ice explodes into 24 pieces of sharp, blade-like, icicles that cover an area of 10 feet in diameter in an area up to 40 feet away (but always miss Hecate). These icicles travel at the speed of a crossbow bolt and are slightly stronger than a crossbow bolt. The move only requires a moderate amount of energy to use and using it too often will tire Hecate out.

Approved![/spoiler]

@ Dane Regan:

[spoiler]
(02-09-2018, 02:48 PM)Dane Regan Wrote: @Jade:
For teleport, my reasoning was that Dane's allies don't gain any general 'buff' benefits. They're just tagging along for a teleport. The teleport itself is also instant, so he's not really giving them his powers or anything like that.

For stealth, I was thinking more, 'wrapping his stealth around them' rather than giving them the power or loaning them the strength while drawing in their stamina to fuel it (especially due to the physical contact required). But, if you think it needs buff, I'll add buff. I'll probably get the proficiency sooner or later anyway.

I would be more comfortable if you included Buff, but I'm asking Alex and other staff for their opinions first. I don't want you to have to buy something you don't need![/spoiler]


RE: Move Approval V - Mark - 02-11-2018

(02-09-2018, 08:59 PM)Strazio Rockwell Wrote: God-Mind: Begone Thought! (300) (Requires Physical Strength, Debuff Proficiency, Telepathy, Active God-Mind Transformation)


[spoiler] In his God-mind state Strazio’s tactical awareness is heightened to a point where he is able to identify which of the opponent’s abilities and moves are the greatest threat to him. Using a sudden surge of both physical and mental stimuli he is able to temporarily disable his opponent’s access to a single move. To begin this attack Strazio must spend three seconds charging, during which one of his hands is unable to do anything, but he is free to move and attack otherwise. As he charges white energy begins to wreath his chosen hand and after three seconds his hand becomes a blazing white endoskeleton. Once fully charged he can hold onto the move for thirty seconds before it dissipates. To activate this attack Strazio must have witnessed the move he wishes to disable in person. He then reaches out and grabs his opponent's forehead. Once contact is made the stored energy blasts through the target’s brain scrambling their thoughts. Physically the attack leaves behind superficial burns, but mentally the target is unable to recall how to effectively use the chosen move. This effect lasts for thirty seconds. This can only be used once per fight and should the target’s TEC be higher than Strazio’s the move fails. Should :Begone Thought!” target a move that is a physical object, such as a sword or gun, the target merely loses the ability to use it effectively I.E. they forget their fighting style and can merely swing their sword  or fire their gun as if they were untrained. Moves such as claws, fangs, or other inherent parts of someone’s body cannot be disabled. Super Moves are also unaffected. [/spoiler]

While he's channeling and holding onto this prior to applying  it to an enemy, does it require any concentration whatsoever or is he free to take hits and use other moves completely uninhibited? What's the stamina drain/similar downside?

I'm gonna run your other two moves past the bossman 'cause I'm not 100% confident in judging Life Burn. Stay tuned!


RE: Move Approval V - Strazio Rockwell - 02-11-2018

(02-11-2018, 07:46 AM)Mark Wrote: While he's channeling and holding onto this prior to applying  it to an enemy, does it require any concentration whatsoever or is he free to take hits and use other moves completely uninhibited? What's the stamina drain/similar downside?

I'm gonna run your other two moves past the bossman 'cause I'm not 100% confident in judging Life Burn. Stay tuned!

God-Mind: Begone Thought! (300) (Requires Physical Strength, Debuff Proficiency, Telepathy, Active God-Mind Transformation)


[spoiler] In his God-mind state Strazio’s tactical awareness is heightened to a point where he is able to identify which of the opponent’s abilities and moves are the greatest threat to him. Using a sudden surge of both physical and mental stimuli he is able to temporarily disable his opponent’s access to a single move. To begin this attack Strazio must spend three seconds charging, during which one of his hands is unable to do anything, but he is free to move, take hits, and attack otherwise. As he charges white energy begins to wreath his chosen hand and after three seconds his hand becomes a blazing white endoskeleton. Once fully charged he can hold onto the move for thirty seconds before it dissipates. To activate this attack Strazio must have witnessed the move he wishes to disable in person. He then reaches out and grabs his opponent's forehead. Once contact is made the stored energy blasts through the target’s brain scrambling their thoughts. Physically the attack leaves behind superficial burns, but mentally the target is unable to recall how to effectively use the chosen move. This effect lasts for thirty seconds. This can only be used once per fight and should the target’s TEC be higher than Strazio’s the move fails. Should :Begone Thought!” target a move that is a physical object, such as a sword or gun, the target merely loses the ability to use it effectively I.E. they forget their fighting style and can merely swing their sword  or fire their gun as if they were untrained. Moves such as claws, fangs, or other inherent parts of someone’s body cannot be disabled. Super Moves are also unaffected. After application Strazio is heavily winded for a few seconds.[/spoiler]


Changes are in bold.


RE: Move Approval V - Mark - 02-11-2018

(02-11-2018, 08:30 AM)Strazio Rockwell Wrote:
(02-11-2018, 07:46 AM)Mark Wrote: While he's channeling and holding onto this prior to applying  it to an enemy, does it require any concentration whatsoever or is he free to take hits and use other moves completely uninhibited? What's the stamina drain/similar downside?

I'm gonna run your other two moves past the bossman 'cause I'm not 100% confident in judging Life Burn. Stay tuned!

God-Mind: Begone Thought! (300) (Requires Physical Strength, Debuff Proficiency, Telepathy, Active God-Mind Transformation)


[spoiler] In his God-mind state Strazio’s tactical awareness is heightened to a point where he is able to identify which of the opponent’s abilities and moves are the greatest threat to him. Using a sudden surge of both physical and mental stimuli he is able to temporarily disable his opponent’s access to a single move. To begin this attack Strazio must spend three seconds charging, during which one of his hands is unable to do anything, but he is free to move, take hits, and attack otherwise. As he charges white energy begins to wreath his chosen hand and after three seconds his hand becomes a blazing white endoskeleton. Once fully charged he can hold onto the move for thirty seconds before it dissipates. To activate this attack Strazio must have witnessed the move he wishes to disable in person. He then reaches out and grabs his opponent's forehead. Once contact is made the stored energy blasts through the target’s brain scrambling their thoughts. Physically the attack leaves behind superficial burns, but mentally the target is unable to recall how to effectively use the chosen move. This effect lasts for thirty seconds. This can only be used once per fight and should the target’s TEC be higher than Strazio’s the move fails. Should :Begone Thought!” target a move that is a physical object, such as a sword or gun, the target merely loses the ability to use it effectively I.E. they forget their fighting style and can merely swing their sword  or fire their gun as if they were untrained. Moves such as claws, fangs, or other inherent parts of someone’s body cannot be disabled. Super Moves are also unaffected. After application Strazio is heavily winded for a few seconds.[/spoiler]


Changes are in bold.

Approved!


RE: Move Approval V - Clownpiece - 02-11-2018

If possible, I was hoping to get the melee portion of Lampad's Torch to something less useless, because right now it's sort of super weak. Bold is what was changed between the two versions.

Old:
[spoiler]Lampad’s Torch (Physical, Debuff, Telepathy) (300): 

A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood, and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the light doesn’t burn, and the torch is only a wooden rod, making that a fairly ineffective maneuver. Rather, the torch’s main purpose is to mess with the sanity of those who look at the glow. 
Unless otherwise stated in a specific use of this ability, Clownpiece does this by channeling her power to induce insanity through the torch for 5 seconds, during which she must devote her entire concentration to charging. Once charged, she waves her torch and casts its light over either enemies or allies within 20 meters of her, though they must see the light in order to be affected by it. Once cast, she's able to move around again as normal. Most aspects of her torch, unless specified otherwise, have only a minor energy drain to them. Clownpiece can use them frequently, but should still be wary about overexerting herself.[/spoiler]

New:
[spoiler]Lampad’s Torch (Physical, Debuff, Telepathy) (300): 

A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the flame doesn’t burn, and since the torch is just a light, wooden rod, this is a very weak hit, no stronger than a punch from her. Fortunately, hitting someone does more than just hurt them. Since the torch is imbued with the power of madness, a strike from it scrambles her enemy’s mind, preventing the formation of memories for 10 seconds, no matter where she hits. To the afflicted, it suddenly feels like they skipped ahead 10 seconds, though they were fighting all through that duration, and it otherwise doesn't influence their ability to fight and act. As this is a natural function of the torch, this effect always happens by default, meaning it doesn't require a wind-up from Clownpiece and doesn't wear her out more than swinging around a torch normally would. Essentially, it trades physical damage for a mind-scrambling effect.
Aside from that, the main use of the torch is messing with the sanity of those who look at the glow.
Unless otherwise stated in a specific use of this ability, Clownpiece does this by channeling her power to induce insanity through the torch for 5 seconds, during which she must devote her entire concentration to charging. Once charged, she waves her torch and casts its light over either enemies or allies within 20 meters of her, though they must see the light in order to be affected by it. Once cast, she's able to move around again as normal. Most aspects of her torch, unless specified otherwise, have only a minor energy drain to them. Clownpiece can use them frequently, but should still be wary about overexerting herself.[/spoiler]

Obviously, all uses past that remain exactly the same. None of the other uses of Lampad's Torch are being changed in this. Is this possible as is, or am I gonna have to sell the old version for it? I'm fine with it either way.

Also, Hijiri brought to my attention that his "Undaunted Stance" is better than "Lampad's Torch: Fervor" in basically every possible way. Could I get like, an expert's opinion on what would be an acceptable change? Or am I misunderstanding something and everything's all good? Moves for reference:

Fervor (Ranged, Area Attack, Buff) (300): 
[spoiler]A light that induces fervor in her allies. For 10 seconds, friends afflicted by the lunatic light are more ferocious, making them less likely to hesitate or fear. (20 meter AOE range, must be able to see the light, 5 second charge, Clownpiece must remain still, minor energy drain)[/spoiler]

Undaunted Stance, Inspiring Others (Ranged, Buff) (300):
[spoiler]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.[/spoiler]


RE: Move Approval V - Mega Man X - 02-11-2018

Since I never yet purchased the previous versions of these moves, I've decided to refine and re-purpose them.


Silver Stinger - 300 OM (Requires Ranged Proficiency, Debuff Proficiency)
A special weapon obtained from the data of Hornet Man.EXE. It takes a second to switch to and from this weapon, with X's body shifting into a white/gold color scheme.

While equipped, the X-Buster can fire a large silvery cone, a little over two inches long and shaped rather like a spearhead. This projectile travels at the speed of an arrow accurately up to 15 meters, provided X is not moving and able to aim properly. The stinger deeply pierces whatever surface it hits to inject a paralyzing venom into the area, immobilizing it for up to 10 seconds unless immediately removed. This duration can be replenished (but not increased) with successive hits to the same area. The stinger and the venom, much like an actual arrow, are most harmful when there's minimal protection against it.

This weapon, after firing, requires 1 second to cool down before firing again. This weapon can only be used 15 times before needing to be recharged; this can only be done outside of battle. Depleting the weapon also fatigues X notably, similar to overuse of the X-Buster.


Rose Splash - 300 OM (Requires Physical Strength, Debuff Proficiency)
A special weapon obtained from the data of Plant Man.EXE. It takes a second to switch to and from this weapon, with X's body shifting into a green/pink color scheme.

While equipped, the X-Buster can generate a 10-foot plant-like whip when swung, similar to a vine or rose stem. This whip can lash out in less than a second, but only persists for just a couple of seconds; long enough to snare something with its prickly thorns and rip it away with a firm pull. This can be used to tear away shields, armor plating, or some other protective equipment from an enemy, exposing part of their body to more damaging attacks. Though X can use this weapon while moving, he must be standing still to use it most effectively, and he must take care with it. An enemy with enough strength can yank the vine in retaliation and resist being pulled upon.

This weapon, after firing, requires 2 seconds to cool down before firing again. The weapon can be shot while moving, but X needs to be standing to still to pull at his best effect. This weapon can only be used 10 times before needing to be recharged; this can only be done outside of battle. Depleting the weapon also fatigues X notably, similar to overuse of the X-Buster.


RE: Move Approval V - Jade Harley - 02-11-2018

@ Clownpiece:

[spoiler]
(02-11-2018, 05:04 PM)Clownpiece Wrote: If possible, I was hoping to get the melee portion of Lampad's Torch to something less useless, because right now it's sort of super weak. Bold is what was changed between the two versions.

Old:
Lampad’s Torch (Physical, Debuff, Telepathy) (300): 

A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood, and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the light doesn’t burn, and the torch is only a wooden rod, making that a fairly ineffective maneuver. Rather, the torch’s main purpose is to mess with the sanity of those who look at the glow. 
Unless otherwise stated in a specific use of this ability, Clownpiece does this by channeling her power to induce insanity through the torch for 5 seconds, during which she must devote her entire concentration to charging. Once charged, she waves her torch and casts its light over either enemies or allies within 20 meters of her, though they must see the light in order to be affected by it. Once cast, she's able to move around again as normal. Most aspects of her torch, unless specified otherwise, have only a minor energy drain to them. Clownpiece can use them frequently, but should still be wary about overexerting herself.

New:
Lampad’s Torch (Physical, Debuff, Telepathy) (300): 

A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the flame doesn’t burn, and since the torch is just a light, wooden rod, this is a very weak hit, no stronger than a punch from her. Fortunately, hitting someone does more than just hurt them. Since the torch is imbued with the power of madness, a strike from it scrambles her enemy’s mind, preventing the formation of memories for 10 seconds, no matter where she hits. To the afflicted, it suddenly feels like they skipped ahead 10 seconds, though they were fighting all through that duration, and it otherwise doesn't influence their ability to fight and act. As this is a natural function of the torch, this effect always happens by default, meaning it doesn't require a wind-up from Clownpiece and doesn't wear her out more than swinging around a torch normally would. Essentially, it trades physical damage for a mind-scrambling effect.
Aside from that, the main use of the torch is messing with the sanity of those who look at the glow.
Unless otherwise stated in a specific use of this ability, Clownpiece does this by channeling her power to induce insanity through the torch for 5 seconds, during which she must devote her entire concentration to charging. Once charged, she waves her torch and casts its light over either enemies or allies within 20 meters of her, though they must see the light in order to be affected by it. Once cast, she's able to move around again as normal. Most aspects of her torch, unless specified otherwise, have only a minor energy drain to them. Clownpiece can use them frequently, but should still be wary about overexerting herself.

Obviously, all uses past that remain exactly the same. None of the other uses of Lampad's Torch are being changed in this. Is this possible as is, or am I gonna have to sell the old version for it? I'm fine with it either way.

You don't have to sell the old version of it, you can just update the move description in your roster.

Quote:Also, Hijiri brought to my attention that his "Undaunted Stance" is better than "Lampad's Torch: Fervor" in basically every possible way. Could I get like, an expert's opinion on what would be an acceptable change? Or am I misunderstanding something and everything's all good? Moves for reference:

Fervor (Ranged, Area Attack, Buff) (300): 
A light that induces fervor in her allies. For 10 seconds, friends afflicted by the lunatic light are more ferocious, making them less likely to hesitate or fear. (20 meter AOE range, must be able to see the light, 5 second charge, Clownpiece must remain still, minor energy drain)

Undaunted Stance, Inspiring Others (Ranged, Buff) (300):
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.

Your move is good, but Hijiri's has fewer drawbacks. You could probably just remove the "Clownpiece must remain still" part and then upgrade the duration of your move's effects to 35 seconds. Then it would be closer to Hijiri's. But, it's your choice![/spoiler]

@ Mega Man X:

[spoiler]
(02-11-2018, 05:09 PM)Mega Man X Wrote: Since I never yet purchased the previous versions of these moves, I've decided to refine and re-purpose them.

Silver Stinger - 300 OM (Requires Ranged Proficiency, Debuff Proficiency)
A special weapon obtained from the data of Hornet Man.EXE. It takes a second to switch to and from this weapon, with X's body shifting into a white/gold color scheme.

While equipped, the X-Buster can fire a large silvery cone, a little over two inches long and shaped rather like a spearhead. This projectile travels at the speed of an arrow accurately up to 15 meters, provided X is not moving and able to aim properly. The stinger deeply pierces whatever surface it hits to inject a paralyzing venom into the area, immobilizing it for up to 10 seconds unless immediately removed. This duration can be replenished (but not increased) with successive hits to the same area. The stinger and the venom, much like an actual arrow, are most harmful when there's minimal protection against it.

This weapon, after firing, requires 1 second to cool down before firing again. This weapon can only be used 15 times before needing to be recharged; this can only be done outside of battle. Depleting the weapon also fatigues X notably, similar to overuse of the X-Buster.

Approved!

Quote:Rose Splash - 300 OM (Requires Physical Strength, Debuff Proficiency)
A special weapon obtained from the data of Plant Man.EXE. It takes a second to switch to and from this weapon, with X's body shifting into a green/pink color scheme.

While equipped, the X-Buster can generate a 10-foot plant-like whip when swung, similar to a vine or rose stem. This whip can lash out in less than a second, but only persists for just a couple of seconds; long enough to snare something with its prickly thorns and rip it away with a firm pull. This can be used to tear away shields, armor plating, or some other protective equipment from an enemy, exposing part of their body to more damaging attacks. Though X can use this weapon while moving, he must be standing still to use it most effectively, and he must take care with it. An enemy with enough strength can yank the vine in retaliation and resist being pulled upon.

This weapon, after firing, requires 2 seconds to cool down before firing again. The weapon can be shot while moving, but X needs to be standing to still to pull at his best effect. This weapon can only be used 10 times before needing to be recharged; this can only be done outside of battle. Depleting the weapon also fatigues X notably, similar to overuse of the X-Buster.

Approved![/spoiler]


RE: Move Approval V - Clownpiece - 02-11-2018

Awesome. I take it that means the change to the melee is good?
And thanks for the suggestions! I sorta like what Hijiri did. Would something similar be possible for Fervor?

Lampad’s Torch: Reckless Fervor (Ranged, Area Attack, Buff, Debuff, Telepathy) (300):
Clownpiece’s most favored application of madness. Everyone within range of her torch, enemy and ally alike, is driven into a powerful fervor for as long as they can see the flame. While under the effects of this madness, everyone is less likely to fear, falter, or flee but at the same time, this zeal also makes them more impulsive and prone to mistakes. Though while everyone is influenced by both the positive and the negative, allies receive slightly more positive, while enemies receive slightly more negative. However, these effects are minute due to the wide and indiscriminate nature of the move.
Since Clownpiece uses this move so much it’s basically second-nature to her, meaning that when she activates it, it lasts nearly indefinitely as a passive effect, though it does slowly fatigue her. Additionally, it requires little focus to upkeep, meaning she can use other moves at will, but is unable to use any other Lampad’s Torch moves while it’s active. The madness fades away quickly over about 10 seconds after losing sight of the flame.
(Main-body Torch fare: 5-second stationary charge, 20-meter range, people must see the light)


RE: Move Approval V - Jade Harley - 02-12-2018

@ Clownpiece:

Yup, the melee stuff is good to go. Your updates to Fervor are also approved.


RE: Move Approval V - The Humble Sage - 02-12-2018

Here's a reworked version of hoisted sails, to emphasize that it is a push, not a levitate, along with a new move. Thanks in advance for your time!

Failed Magician: Hoisted Sails (requires Remote Control Proficiency) (600 OM)

An offensive spell designed to expose concealed enemies to archer fire during a siege. A battle-mage extends a hand, the finger tips glowing a pale violet, and pushes an opponent ten feet off of the ground, temporarily repelling them from the surface they were standing on. The usage of this spell requires a battle-mage to remain stationary and focused on the target, to maximum range of 50 feet and anything that interrupts their concentration would similarly break the spell.
The Sage’s ability to use this spell is limited, and he cannot hold an opponent stationary in the air. Instead, the Sage can lift an enemy off the ground by lowering his own hand a proportional amount, at which point they fall as normal. Moving his hand down a foot would allow the sage to lift an opponent two feet from the ground, meaning that swiping down with his arm would likely lift a foe about 6 feet into the air.
The motion is relative to the distance the Sage’s hand travels rather than relative to the Sage’s body, so if circumstances allowed the Sage’s hand to move farther he could theoretically lift a foe up to a maximum of 10 feet.
This spell is quite draining on the Sage’s manapool, the lesser use taking about half of his mana to activate, up to completely draining his manapool with the more powerful activation.


Quieted Soul Ripples (requires TEC 5+, Suppression, Area Attack Proficiency, Debuff Proficiency) (300 OM)

This technique is one that the Sage has learned on his own during his travels as an artifact collector. By focusing his concentration on maintaining as little impact as possible on his surroundings, the Sage can cause opponents to simply “miss” him, when they are not paying active attention. This perception filtering effect in no way prevents an opponent from seeing or noticing the Sage, but in situations where other things are vying for a person’s attention, they may well regard the Sage’s presence (and indeed existance) as unimportant, or they may fail to notice him when scanning a room for example.
Maintaining this technique requires the Sage to focus, and although he can move and even still fight while keeping it in effect, such actions are extremely tiring, and he cannot perform any action that would require his undivided attention without ceasing this technique.


RE: Move Approval V - Skeletor - 02-13-2018

Grasping claws (ranged materialize, remote control, debuff) (600 OM)

Skeletor uses his fell magic to create a hand or hands out of a nearby material, be they branches of a tree morphing into hands, or simply grasping fingers reaching out of a nearby wall or floor.
Skeletor has two methods of using this move. By creating hands from the floor around a target, Skeletor can grab their ankles, limiting an opponent’s mobility by holding their legs in place. This can be done in only a few seconds, and Skeletor can potentially catch up to three enemies with this move, although they must be clumped together for this to be possible.
Alternatively, Skeletor can manifest a single larger hand, that seeks to grab the target, pinning their arms to their sides and lifting them off of the ground. This move is significantly more tiring for Skeletor to use, and can only target one person. Chances are a target with their wits about them could see this attack coming however, as it is a much slower version.
Both the ankle grab and the pinning grab will have a varying difficulty for the target(s) to escape. When the spell is being actively cast, and the hands are seeking to grab the target, they require the most of Skeletor’s attention and are the most vulnerable to being destroyed. While the claws are trying to grab the target, any well-placed attack should be able to shatter them, regardless of the material the hand has been formed out of. After grabbing their target, the hands start to revert back towards their base state, taking less of Skeletor’s focus and becoming more structurally similar to the initial material, as if someone had simply shaped whatever the hand was made of into that shape. It will cease to move with the target as it reverts, the ankle graspers holding an opponent’s shins about six inches from the ground, while the pinning claw seeks to hold the foe’s chest and arms, and hold them approximately 4 feet in the air (though this will obviously subject to the circumstances of the terrain itself.) at this point the claws no longer exhibit any signs of motion and Skeletor no longer need take any notice of maintaining the spell at all.

Force field(area defense proficiency) (900 OM)

Skeletor materializes a sickly yellow energy, that he can use to protect himself from danger. With only his hands, Skeletor can create a shield about four feet in diameter, which although initially centered around his hand, will keep its orientation and relative distance to him as he turns or moves. This shield will disappear after taking any sort of noticeable hit, but requires relatively little energy from Skeletor, being more of the “fire and forget” variety of shielding.
With access to his Havoc Staff, Skeletor is able to channel his magic into much more comprehensive defense. Skeletor can emit a dome of protective energy up to 8 yards in diameter, allowing him to shield both himself and others, though a larger shield will be less powerful a defense. This shield can withstand more significant impacts, but requires Skeletor’s complete focus, and will drain his energy more rapidly as it takes strikes. The forcefield is better suited for defusing impacts then it is at stopping sharp attacks, and strong enough versions of such attacks could quite possibly bypass the shield. Its suitability for impact protection does come with one advantage, Skeletor can create a small spherical shield about five feet in diameter, which can be useful for cushioning an impact if the Warlock finds himself airborne.
Maintaining either the dome or the spherical versions of this spell will become exponentially more draining on Skeletor, and it is highly unlikely that he could maintain the shield far beyond ten seconds.


RE: Move Approval V - Éowyn - 02-13-2018

T1 powered-up form: Rider of Rohan (1000 OM)

Mounted upon her noble steed Windfola, Eowyn is an even more dangerous combatant, with the strength and speed to decimate a foe taken unawares. She has somewhat fewer tactical options while mounted, but the power of a mounted rider more than makes up for this fault.

ATK: 5
DEF: 3
SPD: 5
TEQ: 2


Hooves of the Mark (requires Rider of Rohan to be active, physical proficiency (300 OM)

The true terror of a mounted warrior comes not only from the added height and momentum it lends to the rider’s attacks, but from the powerful beast upon which they ride. Windfola is capable of delivering sharp kicks and riding down foes with a terrifying power and ease, and will complement Eowyn’s own plans quite well, allowing her to focus on her own attacks.