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Omni Archive
Move Approval V - Printable Version

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RE: Move Approval V - Sasuke Uchiha - 02-13-2018

Uchiha Insight(300)(Requires Insight):

Through the use of his Sharingan, Sasuke has unlocked a more heightened sense of Insight. While Insight provides information – such as stats, powers, moves and transformations – on anyone you can see or sense with Enhanced Senses, the Uchiha Insight allows one to ascertain additional information such as basic items, consumables, bases, base improvements, and artefacts. This form of insight takes twice as long as the original insight, during which time you would not be able to effectively attack.


RE: Move Approval V - Touko Fukawa - 02-13-2018

Stun Gun [300 OM, Requires Debuff Proficiency]

Zippity zap.

It's... remarkably powerful, as they go. Though not powerful enough to kill anyone, especially not in one hit, it does the job it was created for- stunning. On the average human, such as herself, it can rather easily knock them out and make them lose consciousness (or at least awareness) completely for ~10 seconds... though as the opponent's DEF increases, the effect decreases, as one would expect. And, as it approaches her TEC, the amount of time the target is stunned decreases- so at a DEF above her TEC, becomes less "incapacitating" and more "slightly startling and disorienting".

It doesn't usually leave any damage deeper than surface-level burns where the electricity from the gun first struck. And as it is a traditional gun and not a taser, she needs to touch her target with the end of it for it to work, or at least touch something they're holding. In addition, prolonged use drains the battery on it quickly, making it effective only once or twice in a fight before she has to replace the batteries out of combat.


RE: Move Approval V - Atelos - 02-14-2018

Let me know if this is a stretch or what else this needs.

T1 Super Utility- Bring it On! (600 OM)

Atelos pounds on his shield before screaming "Bring it On!!!" Any super move that targets an ally is reassigned to Atelos and he is unable to respond to it, taking the full brunt of the damage or negative effect.


RE: Move Approval V - Jade Harley - 02-14-2018

(02-12-2018, 04:15 PM)The Humble Sage Wrote: 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.

Both approved.

(02-13-2018, 01:01 AM)Skeletor Wrote: 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.

All approved!

(02-13-2018, 01:35 AM)Éowyn Wrote: 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.

Approved!

(02-13-2018, 06:17 AM)Touko Fukawa Wrote: Stun Gun [300 OM, Requires Debuff Proficiency]

Zippity zap.

It's... remarkably powerful, as they go. Though not powerful enough to kill anyone, especially not in one hit, it does the job it was created for- stunning. On the average human, such as herself, it can rather easily knock them out and make them lose consciousness (or at least awareness) completely for ~10 seconds... though as the opponent's DEF increases, the effect decreases, as one would expect. And, as it approaches her TEC, the amount of time the target is stunned decreases- so at a DEF above her TEC, becomes less "incapacitating" and more "slightly startling and disorienting".

It doesn't usually leave any damage deeper than surface-level burns where the electricity from the gun first struck. And as it is a traditional gun and not a taser, she needs to touch her target with the end of it for it to work, or at least touch something they're holding. In addition, prolonged use drains the battery on it quickly, making it effective only once or twice in a fight before she has to replace the batteries out of combat.

Approved.


RE: Move Approval V - Omni - 02-14-2018

(02-13-2018, 05:24 AM)Sasuke Uchiha Wrote: Uchiha Insight(300)(Requires Insight):

Through the use of his Sharingan, Sasuke has unlocked a more heightened sense of Insight. While Insight provides information – such as stats, powers, moves and transformations – on anyone you can see or sense with Enhanced Senses, the Uchiha Insight allows one to ascertain additional information such as basic items, consumables, bases, base improvements, and artefacts. This form of insight takes twice as long as the original insight, during which time you would not be able to effectively attack.

Got called in for this one. I'm gonna say that scanning held items (including artefacts) is reasonable, but not knowing their bases (or any artefacts hidden away) because that's just a mind read, and would need Telepathy (and use the rules of Telepathy for mind reading). So exclude the bases and specify that it only includes artefacts on the person, and fine.

However, I do think it needs to specify the time spent scanning a bit better. Probably easier for me to rewrite it here. I could probably do with clarifying the original Insight text.

Uchiha Insight(300)(Requires Insight):

Through the use of his Sharingan, Sasuke has unlocked a more heightened sense of Insight. While Insight provides information – such as stats, powers, moves and transformations – on anyone you can see or sense with Enhanced Senses, the Uchiha Insight allows one to ascertain additional information such as basic items, consumables, and currently held artefacts. Finding ALL of this information in addition to the normal Insight information would take the user another thirty seconds (sixty seconds total), though the user can try to find this information specifically first, if they want.


RE: Move Approval V - Viola - 02-14-2018

This one is a little ambitious. I know reversing time is a flat out 'no' without it either being a very short period or with very heavy drawbacks. But what about this? This doesn't rewrite something that has already happened, and it's more like a 'Time Loop' reverting back to the same checkpoint. If there are any conceivable nerfs I can add to make this viable, toss 'em at me. I'd really like to make this work 'cuz writing a time loop seems hella cool. I can't really see a way this could be exploited heavily, so if something looks fishy point it out and I'll try to get it sorted. (I did consider putting this in the move workshop, but I think any problems would need mod input)

T1SU - Time Loop (600) Requires: Time Manipulation, Foresight

Viola stands still in complete focus, closing both of her eyes for one second. When she opens them, they both glow their respective colours. For the forty seconds, she can act, use moves, and attack as usual with no restrictions. However, once this time has passed, time resets back to the point where she opened her eyes. Viola keeps all her memories from the initial "loop" but no one else does (although telepathy/insight users may be able to glean that something had happened if they take the time to analyse Viola's status or look into her mind). The second loop passes as usual, and then resets once it reaches its end. As does the third, and then the forth - in each consecutive loop, the glow in her eyes starts to dim slightly. Once it reaches the fifth loop, however, when Viola opens her eyes they no longer glow. Furthermore, the fifth loop doesn't reset once the forty seconds are and Viola suffers a heavy wave of fatigue upon the its completion. Viola can only use this move once per fight, and has to meditate for five minutes (or simply rest for a while) to gain use of it again.

Once this move has been used, nothing can force it to end it prematurely - not even a super attack to the face. Time will still reset at the end, and Viola will simply experience taking that attack to the face multiple times unless she has her own available super defence to avoid it. From the perspective of everyone else in the fight, Viola simply gained detailed visions of multiple futures (as they'll only remember the fifth loop). From her perspective, time was reset multiple times - each 'vision' is fresh as if she experienced it - so what actually happens is up for debate.

Throughout the use of this move, Viola doesn't gain any abilities or powers. She's still the same. Thus, even with knowledge of attacks that are coming, some are simply unavoidable. Lastly, if Viola dies during one of the first four loops, time resets early and she keeps all memories up to her death. If her death happened to be unpreventable (such as a bomb going off 30 seconds from when she used the move) this can lead to a painful experience. 

Other comments: if someone happens to copy and use this move with mimic, or two people happen to use this move at the same time by a different means, all 5 loops will happen as usual but both users will keep their memories.


RE: Move Approval V - Omni - 02-14-2018

(02-09-2018, 08:59 PM)Strazio Rockwell Wrote: 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]
Approved.

Quote: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.
Gonna have to hard-no on this one, because it can be used as a potential Guaranteed Kill which are basically no-gos in this system. The section on Super Moves in Damage in the Fighting rules kind of go into how the system fuzzes damage in order to prevent guaranteed kills.


RE: Move Approval V - Omni - 02-14-2018

(01-28-2018, 12:09 PM)Crocodile Wrote: Ground Secco; Tier 1 Super Utility (Debuff, Area Attack): (600) Crocodile places his hand on the ground and uses his dehydration ability to dry out a 50 meter area around him, turning it into a desert wasteland. Within this area, an extreme heat and dryness pervades everything and everyone aside from Crocodile and his allies will find that even the simplest actions take far more energy than they usually do. For the duration of the Fight (or about 10 non-combat posts), all Moves, Powers, and Abilities which aren't powered by SP cost roughly twice as much stamina to perform.

Just saw this, and unfortunately I'm going to have to nerf it hard. Since there are multiple variables possible to be nerfed here - specifically Radius, Duration and Strength - I'm going to leave this open. But I would suggest it would only last a single post from your opponent for 1 SP, if nothing else is changed. It's definitely tactical and could be used to cripple your opponent's stamina if they're relying on doing some crazy stuff in that post, or otherwise shut down their offense.

If you don't like this and wanna refund for free, I am okay with that. Might be good to take this one to the Workshop.


RE: Move Approval V - Sasuke Uchiha - 02-14-2018

(02-14-2018, 12:04 PM)Omni Wrote:
(02-13-2018, 05:24 AM)Sasuke Uchiha Wrote: Uchiha Insight(300)(Requires Insight):

Through the use of his Sharingan, Sasuke has unlocked a more heightened sense of Insight. While Insight provides information – such as stats, powers, moves and transformations – on anyone you can see or sense with Enhanced Senses, the Uchiha Insight allows one to ascertain additional information such as basic items, consumables, bases, base improvements, and artefacts. This form of insight takes twice as long as the original insight, during which time you would not be able to effectively attack.

Got called in for this one. I'm gonna say that scanning held items (including artefacts) is reasonable, but not knowing their bases (or any artefacts hidden away) because that's just a mind read, and would need Telepathy (and use the rules of Telepathy for mind reading). So exclude the bases and specify that it only includes artefacts on the person, and fine.

However, I do think it needs to specify the time spent scanning a bit better. Probably easier for me to rewrite it here. I could probably do with clarifying the original Insight text.

Uchiha Insight(300)(Requires Insight):

Through the use of his Sharingan, Sasuke has unlocked a more heightened sense of Insight. While Insight provides information – such as stats, powers, moves and transformations – on anyone you can see or sense with Enhanced Senses, the Uchiha Insight allows one to ascertain additional information such as basic items, consumables, and currently held artefacts. Finding ALL of this information in addition to the normal Insight information would take the user another thirty seconds (sixty seconds total), though the user can try to find this information specifically first, if they want.

I like your description and will use that one. Now, the only question I have is this, if I add telepathy in order to scan items not on their person or to ascertain base info, would the cost go up or would it stay at 300, because it's still the same function?


RE: Move Approval V - Jak Mar - 02-14-2018

Mass Inverter (300) (Requires Physical Proficiency, Ranged Proficiency, Debuff)

This weapon is quite unique as Jak can shoot one rectangle anti-gravity field around an enemy for a short time. It takes Jak about 5 seconds to prepare the next shot. The enemy will float up in the air in a anti-gravity field until a minute is over. However, the anti-gravity field expands over time. While the enemy is stuck in anti-grav field, they are rendered helpless in that anti-gravity field until that minute is over. Jak can shoot other guns in conjunction with this attack while moving but this gun is a fire-and forget gun. The rate of fire on this gun is low but it forces Jak to reload every 20 shots in one magazine.

Eco Constructs- T2 Super Utility( 600 OM)

Jak can use his own ability to absorb OM to make a eco crystal that is able to jut out of the ground, either causing the enemy to gain damage by being thrown up in the air or damaged by the crystals themselves.
He can use this as a way to get to higher places, or freeze a enemy temporarily in place.


RE: Move Approval V - Crocodile - 02-15-2018

Ground Secco; Tier 1 Super Utility (Debuff, Area Attack): (600) Crocodile places his hand on the ground and uses his dehydration ability to dry out a 30 meter area around him, turning it into a desert wasteland. Within this area, an extreme heat and dryness pervades everything and everyone aside from Crocodile and his allies will find that even the simplest actions take far more energy than they usually do. For a round of combat (or about 2 non-combat posts), all Moves, Powers, and Abilities which aren't powered by SP cost roughly twice as much stamina to perform, including mundane actions like simple attacks, moving, and even just breathing. This can be maintained from round to round if Crocodile desires, by expending additional SP.


RE: Move Approval V - Omni - 02-15-2018

(02-15-2018, 11:17 AM)Crocodile Wrote: Ground Secco; Tier 1 Super Utility (Debuff, Area Attack): (600) Crocodile places his hand on the ground and uses his dehydration ability to dry out a 30 meter area around him, turning it into a desert wasteland. Within this area, an extreme heat and dryness pervades everything and everyone aside from Crocodile and his allies will find that even the simplest actions take far more energy than they usually do. For a round of combat (or about 2 non-combat posts), all Moves, Powers, and Abilities which aren't powered by SP cost roughly twice as much stamina to perform, including mundane actions like simple attacks, moving, and even just breathing. This can be maintained from round to round if Crocodile desires, by expending additional SP.
New version is approved! Notes here: http://omniverse-rpg.com/showthread.php?tid=2830&pid=125245#pid125245


RE: Move Approval V - Dane Regan - 02-15-2018

(02-14-2018, 09:44 AM)Atelos Wrote: Let me know if this is a stretch or what else this needs.

T1 Super Utility- Bring it On! (600 OM)

Atelos pounds on his shield before screaming "Bring it On!!!" Any super move that targets an ally is reassigned to Atelos and he is unable to respond to it, taking the full brunt of the damage or negative effect.

Are you sure you want a move like this? It is perfectly viable to use a super defence move to protect an ally - for example, you could make a shield super defence move that can be cast on friends as well as yourself. Also, if an attack is targetted at a friend, you can try and move in the way without making specific move for it.

Besides that, to make this work you'll need some fluff. What makes the super move target him instead? Also, what about an AoE that would hit you both? What sort of range can you redirect an attack from? If you were 10m away and someone was doing a melee super attack on your friend, I don't see how you could make it suddenly hit you just by slamming your shield into the ground. A ranged projectile move could be redirected towards you with ranged control, perhaps. Or maybe you could use the telepathy power to force an opponent to use their super move on you instead (but, reasonably, if they had a T1 defense they could probably block you doing that to them so that idea isn't preferable).

In short, I want to know how Atelos is going to assure that super moves will hit him even if targetted at someone else.


RE: Move Approval V - Dane Regan - 02-15-2018

(02-14-2018, 09:07 PM)Jak Mar Wrote: Mass Inverter (300) (Requires Physical Proficiency, Ranged Proficiency, Debuff)

This weapon is quite unique as Jak can shoot one rectangle anti-gravity field around an enemy for a short time.  It takes Jak about 5 seconds to prepare the next shot. The enemy will float up in the air in a anti-gravity field until a minute is over. However, the anti-gravity field expands over time.  While the enemy is stuck in anti-grav field, they are rendered helpless in that anti-gravity field until that minute is over.  Jak can shoot other guns in conjunction with this attack while moving but this gun is a fire-and forget gun.  The rate of fire on this gun is low but it forces Jak to reload every 20 shots in one magazine.

Eco Constructs- T2 Super Utility( 600 OM)

Jak can use his own ability to absorb OM to make a eco crystal that is able to jut out of the ground, either causing the enemy to gain damage by being thrown up in the air or damaged by the crystals themselves.
He can use this as a way to get to higher places, or freeze a enemy temporarily in place.

Mass Inverter:
You're essentially immobilising someone for a minute with a 5 seconds charge. That's too much. I suggest you move this over to the move creation workshop to rebalance and hash over the details.

Eco Constructs:
It's unclear whether you want to damage someone or freeze them - a super move can only do one thing. And quite a few details are missing (crystal size, range, duration). This will also need ranged materialise. Take a look at the "Ice Prison" move in the rules, if that's what you're going for. I'd also suggest bringing this to the workshop as well.


RE: Move Approval V - Gilgamesh - 02-15-2018

(02-15-2018, 11:33 AM)Dane Regan Wrote:
(02-14-2018, 09:44 AM)Atelos Wrote: Let me know if this is a stretch or what else this needs.

T1 Super Utility- Bring it On! (600 OM)

Atelos pounds on his shield before screaming "Bring it On!!!" Any super move that targets an ally is reassigned to Atelos and he is unable to respond to it, taking the full brunt of the damage or negative effect.

Are you sure you want a move like this? It is perfectly viable to use a super defence move to protect an ally - for example, you could make a shield super defence move that can be cast on friends as well as yourself. Also, if an attack is targetted at a friend, you can try and move in the way without making specific move for it.

Besides that, to make this work you'll need some fluff. What makes the super move target him instead? Also, what about an AoE that would hit you both? What sort of range can you redirect an attack from? If you were 10m away and someone was doing a melee super attack on your friend, I don't see how you could make it suddenly hit you just by slamming your shield into the ground. A ranged projectile move could be redirected towards you with ranged control, perhaps. Or maybe you could use the telepathy power to force an opponent to use their super move on you instead (but, reasonably, if they had a T1 defense they could probably block you doing that to them so that idea isn't preferable).

In short, I want to know how Atelos is going to assure that super moves will hit him even if targetted at someone else.

I was more thinking Atelos could enrage the target, making the target want to hit him instead. An AOE move wouldn't be effected cause they're both targeted so he can't do anything about that. Maybe telepathy would be needed to piss the target off enough to get them to Target him instead? I was kinda thinking of a taunt mechanic like in a MMO or a RPG


RE: Move Approval V - Dane Regan - 02-15-2018

(02-15-2018, 12:17 PM)Gilgamesh Wrote: [spoiler]
(02-15-2018, 11:33 AM)Dane Regan Wrote:
(02-14-2018, 09:44 AM)Atelos Wrote: Let me know if this is a stretch or what else this needs.

T1 Super Utility- Bring it On! (600 OM)

Atelos pounds on his shield before screaming "Bring it On!!!" Any super move that targets an ally is reassigned to Atelos and he is unable to respond to it, taking the full brunt of the damage or negative effect.

Are you sure you want a move like this? It is perfectly viable to use a super defence move to protect an ally - for example, you could make a shield super defence move that can be cast on friends as well as yourself. Also, if an attack is targetted at a friend, you can try and move in the way without making specific move for it.

Besides that, to make this work you'll need some fluff. What makes the super move target him instead? Also, what about an AoE that would hit you both? What sort of range can you redirect an attack from? If you were 10m away and someone was doing a melee super attack on your friend, I don't see how you could make it suddenly hit you just by slamming your shield into the ground. A ranged projectile move could be redirected towards you with ranged control, perhaps. Or maybe you could use the telepathy power to force an opponent to use their super move on you instead (but, reasonably, if they had a T1 defense they could probably block you doing that to them so that idea isn't preferable).

In short, I want to know how Atelos is going to assure that super moves will hit him even if targetted at someone else.

I was more thinking Atelos could enrage the target, making the target want to hit him instead. An AOE move wouldn't be effected cause they're both targeted so he can't do anything about that. Maybe telepathy would be needed to piss the target off enough to get them to Target him instead?  I was kinda thinking of a taunt mechanic like in a MMO or a RPG[/spoiler]

In that case, yes. You'd need telepathy to taunt someone like that. I'll leave approving something like that up to someone else, but I can't see there being any problems.


RE: Move Approval V - Gilgamesh - 02-15-2018

Mirror Mirror on the Wall: T2 Super Defensive Move (800 OM)

Gilgamesh pulls out a mirror shield from his gates of Babylon to prepare to block a massive move. This ornate mirror shield is as large as a tower shield and Gilgamesh can easily fit behind it. Any T2 or below super move that targets Gilgamesh gets reflected by the mirror away from him.

Diablo's Influence: T2 Power Up (1500 OM)

Gilgamesh spent too much time in the Underverse and as a result, some of its power can be tapped into. Once activated, Gilgamesh turns into a black shadow with glowing red eyes. Additonally all of his weaponry seems t be coated in slimy black goo (flavor). When in this form Gilgamesh does not speak and becomes angered very quickly. He mainly communicates in grunts and will usually attack the nearest enemy.

ATK: 3 (+5)
DEF: 1
SPD: 2 (+3)
TEC: 5 (+2)


RE: Move Approval V - Dane Regan - 02-15-2018

(02-15-2018, 05:16 PM)Gilgamesh Wrote: [spoiler]Mirror Mirror on the Wall: T2 Super Defensive Move (800 OM)

Gilgamesh pulls out a mirror shield from his gates of Babylon to prepare to block a massive move. This ornate mirror shield is as large as a tower shield and Gilgamesh can easily fit behind it. Any T2 or below super move that targets Gilgamesh gets reflected by the mirror away from him.

Diablo's Influence: T2 Power Up (1500 OM)

Gilgamesh spent too much time in the Underverse and as a result, some of its power can be tapped into. Once activated, Gilgamesh turns into a black shadow with glowing red eyes. Additonally all of his weaponry seems t be coated in slimy black goo (flavor). When in this form Gilgamesh does not speak and becomes angered very quickly. He mainly communicates in grunts and will usually attack the nearest enemy.

ATK: 3 (+5)
DEF: 1
SPD: 2  (+3)
TEC: 5 (+2)[/spoiler]

Mirror Mirror on the Wall: Add a comment about how he can't reflect it at an opponent or anything like that - i.e. it only blocks and doesn't retaliate. Also, roughly how big is the shield? If you want it larger than 3ft by 3ft, you'll need to add that 'Area Defence' is required near the top of the move.

Diablo's Influence: Approved.


RE: Move Approval V - Gilgamesh - 02-15-2018

(02-15-2018, 05:27 PM)Dane Regan Wrote:
(02-15-2018, 05:16 PM)Gilgamesh Wrote: [spoiler]Mirror Mirror on the Wall: T2 Super Defensive Move (800 OM)

Gilgamesh pulls out a mirror shield from his gates of Babylon to prepare to block a massive move. This ornate mirror shield is as large as a tower shield and Gilgamesh can easily fit behind it. Any T2 or below super move that targets Gilgamesh gets reflected by the mirror away from him.

Diablo's Influence: T2 Power Up (1500 OM)

Gilgamesh spent too much time in the Underverse and as a result, some of its power can be tapped into. Once activated, Gilgamesh turns into a black shadow with glowing red eyes. Additonally all of his weaponry seems t be coated in slimy black goo (flavor). When in this form Gilgamesh does not speak and becomes angered very quickly. He mainly communicates in grunts and will usually attack the nearest enemy.

ATK: 3 (+5)
DEF: 1
SPD: 2  (+3)
TEC: 5 (+2)[/spoiler]

Mirror Mirror on the Wall: Add a comment about how he can't reflect it at an opponent or anything like that - i.e. it only blocks and doesn't retaliate. Also, roughly how big is the shield? If you want it larger than 3ft by 3ft, you'll need to add that 'Area Defence' is required near the top of the move.

Diablo's Influence: Approved.

Mirror Mirror on the wall.
Gilgamesh pulls out a mirror shield from his gates of Babylon to prepare to block a massive move. This ornate mirror shield is about as tall as Gilgamesh and he can easily fit behind it. Any T2 or below super move that targets Gilgamesh gets reflected harmlessly away from him(this cannot be used to hit an enemy and is for flavor). This cannot be used to block for more than one person.


RE: Move Approval V - Dane Regan - 02-15-2018

(02-15-2018, 05:30 PM)Gilgamesh Wrote: Mirror Mirror on the wall.
Gilgamesh pulls out a mirror shield from his gates of Babylon to prepare to block a massive move. This ornate mirror shield is about as tall as Gilgamesh and he can easily fit behind it. Any T2 or below super move that targets Gilgamesh gets reflected harmlessly away from him(this cannot be used to hit an enemy and is for flavor). This cannot be used to block for more than one person.

Approved, as a T2 defence with area defence proficiency (it's convention to add the proficiencies required by a move to the top, like this: T2 Super Defence: Mirror Mirror on the wall (800) Requires: Area Defence - at least while getting it approved). One comment: "This cannot be used to block for more than one person." isn't necessary. You could remove that if you wanted and block for someone behind you during a fight if you wished - so feel free to change that and shoot it back for reapproval.

Edit: As far as I'm aware, the following is the only move above this left unreplied to (mentioning since there have been a bunch of posts since): http://omniverse-rpg.com/showthread.php?tid=9019&pid=125162#pid125162