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Official Move Approval III - 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 III (/showthread.php?tid=1470) |
Re: Move Approval III - Simon - 08-31-2015 Mickey Mouse Wrote:Can you give this a little bit more downside? Maybe it's tricky to aim because you're only using one hand? Something? Right now it just seems epicly awesome all the time. Also, can it hit more than one enemy per shot, or is the "tight cone" part meant to imply that it'll only hit what you're aiming at?Alright, true, just a full second of reload time per shot won't cut it. Lemme just... Terminator - 600 OM (Requires Ranged Proficiency) Previously a vintage lever-action shotgun Dante obtained, he later modified this firearm for combat against demonic foes. Dante wields the weapon with one hand, firing the shotgun and then throwing it into a one-handed, 'terminator-style' reload that takes a second - otherwise, Dante doesn't need to load more shells into the weapon. The shotgun is equipped to interchangeably fire two different kinds of shells: a modified buckshot shell effective at 12 meters, built with a tighter spread to maximize power delivery (but can only hit one or two targets at full range, and won't ever do full damage except at close range); and a slug round effective at 20 meters that doesn't sacrifice power falloff, but instead suffers from Dante's lack of accuracy when wielding the weapon one-handed, giving him a 50/50 shot at best at anything but close range. Mickey Mouse Wrote:Give it a few more seconds on the summoning of the weapon. Right now it sounds instantaneous.True, that sort of stuff should be depending on SPD. Gilgamesh - 600 OM (Requires Physical Strength) A set of gauntlets and greaves made from a living, demonic metal. This Devil Arm functions less like armor, though, and more like a bolster to his punches and kicks. These attacks are solid and heavy, but can be stiff and slow at times, easy to counter with grappling skills. The weapon is imbued with the Fire element, burning with red heat in normal attacks. A set of thrusters on each armor piece can be used to charge Dante's attacks for up to 3 seconds each, capable of delivering almighty flaming blows if he doesn't get himself knocked back in the process. Dante can summon/despawn this weapon with a moment's concentration and a flick of his arms (a transition of about 3 seconds where he can't attack), but cannot wield it in tandem with any other weapons. Re: Move Approval III - Mickey Mouse - 08-31-2015 Raal Deathwind Wrote:The Maximum amount of time Raal can maintain it is 10 seconds. he can stop at any time(or be forced to stop if something strikes him or breaks his concentration in any way) before that, however. If he keeps it on for the full 10 seconds, it will leave him pretty tired. Not enough to prevent him from doing anything else, but enough that he would be unlikely to be able to do it more than twice in a single battle. If he only uses it for small bursts it's much less draining, however. Edit that into the description and it's approved at 600 OM. Dante Wrote:Terminator - 600 OM (Requires Ranged Proficiency) Approved at 600 OM. Dante Wrote:True, that sort of stuff should be depending on SPD. Approved at 600 OM. Re: Move Approval III - Omni - 09-02-2015 Vincent Valentine Wrote:Approved! Sorry to be so finicky about this.Omni Wrote:Vincent Valentine Wrote:Sorry, I'm dumb...I'm not exactly sure what you mean by turning arc. Visually I was thinking something like this for how it homes, not like this.Turning arc as in, can it turn on a dime, or is it like a truck? <!-- m --><a class="postlink" href="https://en.wikipedia.org/wiki/Turning_radius">https://en.wikipedia.org/wiki/Turning_radius</a><!-- m --> Re: Move Approval III - Omni - 09-02-2015 Daenerys Targaryen Wrote:Claws: After being injected with dragon DNA, Daenerys' body has morphed into a sort of half-woman/half-dragon hybrid. Her hands have transformed into claws reminiscent of dragon claws, with long, sharp nails -- about an inch long -- and scales covering them from the tips of her fingers to just above the elbow. The princess can use these claws as a makeshift melee weapon; they are sharp enough to cut through most weak fabrics and make dents in wood or weak steel. If used against armor that is too hard, the nails may break, causing some pain to Daenerys. (300 OM)Approved. Given the risks to herself and the close range, you can expect these to be pretty strong. Re: Move Approval III - Omni - 09-02-2015 Mickey Mouse Wrote:Carpet Shield: One of Mickey's pals, a secondary from the Aladdin world named Magic Carpet, flies in to block an oncoming attack. Carpet can be summoned to defend either Mickey or any of his allies and usually appears rather quickly, but he is a very flimsy shield and can only block certain projectiles. Specifically, any projectiles of great magnitude or anything involving sharp edges or flames can probably easily break through Carpet. Either way, once Carpet has blocked a projectile, he must be resummoned by Mickey, which takes about five minutes of focused concentration, so it is only really rational to use this move once per fight. Also, once Carpet has been decommissioned, Mickey will not be able to use Flight until the secondary is resummoned.How soon is rather quickly? A second? Re: Move Approval III - Mickey Mouse - 09-02-2015 Omni Wrote:Mickey Mouse Wrote:Carpet Shield: One of Mickey's pals, a secondary from the Aladdin world named Magic Carpet, flies in to block an oncoming attack. Carpet can be summoned to defend either Mickey or any of his allies and usually appears rather quickly, but he is a very flimsy shield and can only block certain projectiles. Specifically, any projectiles of great magnitude or anything involving sharp edges or flames can probably easily break through Carpet. Either way, once Carpet has blocked a projectile, he must be resummoned by Mickey, which takes about five minutes of focused concentration, so it is only really rational to use this move once per fight. Also, once Carpet has been decommissioned, Mickey will not be able to use Flight until the secondary is resummoned.How soon is rather quickly? A second? Let's go with two. I imagine Carpet materializes in the air above Mickey and then swoops down, hopefully getting there in time. EDIT: Another way of thinking of it is Carpet is off doing something else, already summoned, and is called into action by Mickey. Either way, still takes him two seconds to get into place, leaving a window of time for Mickey to get hit. Re: Move Approval III - Omni - 09-02-2015 Shade Wrote:Let's say this, one second to perform the move for each minute of swap time. You can have it as fixed like this (3 seconds for 3 minutes) or make variable and go nuts.Quote:The Black Spark (Requires Debuff Proficiency, Mimic) - 300 OM Quote:I just removed one bit. Shade always takes all damage taken when fused with someone, because that's how fusion always works. As per what I said in your join form. That might have gotten a little confused somewhere along the way, because you stopped posting there to make the new join forms as Ultron.Quote:Shadow Jumper (Requires Basic Fusion, Symbiosis, Telepathy) - Tier One Super Utility - 600 OM Re: Move Approval III - Omni - 09-02-2015 Mickey Mouse Wrote:Put it in the descriptionOmni Wrote:Mickey Mouse Wrote:Carpet Shield: One of Mickey's pals, a secondary from the Aladdin world named Magic Carpet, flies in to block an oncoming attack. Carpet can be summoned to defend either Mickey or any of his allies and usually appears rather quickly, but he is a very flimsy shield and can only block certain projectiles. Specifically, any projectiles of great magnitude or anything involving sharp edges or flames can probably easily break through Carpet. Either way, once Carpet has blocked a projectile, he must be resummoned by Mickey, which takes about five minutes of focused concentration, so it is only really rational to use this move once per fight. Also, once Carpet has been decommissioned, Mickey will not be able to use Flight until the secondary is resummoned.How soon is rather quickly? A second? hh:
Re: Move Approval III - Omni - 09-02-2015 Dante Wrote:Terminator - 600 OM (Requires Ranged Proficiency)Overruled, this is totally fine. Quote:Gilgamesh - 600 OM (Requires Physical Strength)Ditto. Re: Move Approval III - Mickey Mouse - 09-02-2015 Carpet Shield: One of Mickey's pals, a secondary from the Aladdin world named Magic Carpet, flies in to block an oncoming attack. This move can only be activated if Carpet has already been summoned by Mickey, a process which takes about five minutes. He's usually off avoiding the fight, however, so it takes him about two seconds to fly in and either Mickey or any of his allies; unfortunately, he is a very flimsy shield and can only block certain projectiles. Specifically, any projectiles of great magnitude or anything involving sharp edges or flames can probably easily break through Carpet. Either way, once Carpet has blocked a projectile, he must be resummoned by Mickey, which takes again about five minutes of focused concentration, so it is only really rational to use this move once per fight. Also, once Carpet has been decommissioned, Mickey will not be able to use Flight until the secondary is resummoned. Blue Kingdom Hearts (Tier 2 Defensive Super Move): In addition to the Yellow Kingdom Hearts created by Organization XIII, Mickey and his master, Yen Sid, also attempted to create a replica of the original Kingdom Hearts, which the mouse has also learned to harness the energy of. In order to activate this move, Mickey draws a heart in the air with the tip of his Keyblade; any projectile that passes through the heart is absorbed by the Keyblade, and then, after being charged to its maximum potential -- a process which takes about three average-damage projectiles -- Mickey slams the Keyblade into the ground. The ground on either side of the Keyblade's tip begins to crack, and out of that crack a huge wall of blue energy erupts forth, defending Mickey and anyone else behind it. The wall is approximately ten meters long, five meters on either side of Mickey, and about five meters high. It is completely opaque, so Mickey and his allies cannot see what the enemy is doing on the other side, but with enough concentration, Mickey can move the shield. Mickey can keep the shield up until he either chooses to dissolve it or until he runs out of SP, but the longer it stays active, the more exhausted the mouse is when the move is finished. Re: Move Approval III - Kenpachi Zaraki - 09-02-2015 Omni Wrote:Approved! Sorry to be so finicky about this. Thank you kindly! And don't worry about it; thank YOU for tolerating my lapses in understanding. :tiphat: Re: Move Approval III - Omni - 09-02-2015 Mickey Mouse Wrote:Carpet Shield: One of Mickey's pals, a secondary from the Aladdin world named Magic Carpet, flies in to block an oncoming attack. This move can only be activated if Carpet has already been summoned by Mickey, a process which takes about five minutes. He's usually off avoiding the fight, however, so it takes him about two seconds to fly in and either Mickey or any of his allies; unfortunately, he is a very flimsy shield and can only block certain projectiles. Specifically, any projectiles of great magnitude or anything involving sharp edges or flames can probably easily break through Carpet. Either way, once Carpet has blocked a projectile, he must be resummoned by Mickey, which takes again about five minutes of focused concentration, so it is only really rational to use this move once per fight. Also, once Carpet has been decommissioned, Mickey will not be able to use Flight until the secondary is resummoned.Approved! Quote:Blue Kingdom Hearts (Tier 2 Defensive Super Move): In addition to the Yellow Kingdom Hearts created by Organization XIII, Mickey and his master, Yen Sid, also attempted to create a replica of the original Kingdom Hearts, which the mouse has also learned to harness the energy of. In order to activate this move, Mickey draws a heart in the air with the tip of his Keyblade; any projectile that passes through the heart is absorbed by the Keyblade, and then, after being charged to its maximum potential -- a process which takes about three average-damage projectiles -- Mickey slams the Keyblade into the ground. The ground on either side of the Keyblade's tip begins to crack, and out of that crack a huge wall of blue energy erupts forth, defending Mickey and anyone else behind it. The wall is approximately ten meters long, five meters on either side of Mickey, and about five meters high. It is completely opaque, so Mickey and his allies cannot see what the enemy is doing on the other side, but with enough concentration, Mickey can move the shield. Mickey can keep the shield up until he either chooses to dissolve it or until he runs out of SP, but the longer it stays active, the more exhausted the mouse is when the move is finished.With Super Defenses, they basically block a single attack and then vanish. So it's just 2 SP per use. Thanks much for these approvals, perfect so far (as I say, I'd rather go back and say something is fine than the reverse and have to tell someone that something approved is actually not fine, so this is perfect). Really appreciate the backup. Re: Move Approval III - Mickey Mouse - 09-02-2015 Omni Wrote:With Super Defenses, they basically block a single attack and then vanish. So it's just 2 SP per use. Blue Kingdom Hearts (Tier 2 Defensive Super Move): In addition to the Yellow Kingdom Hearts created by Organization XIII, Mickey and his master, Yen Sid, also attempted to create a replica of the original Kingdom Hearts, which the mouse has also learned to harness the energy of. In order to activate this move, Mickey draws a heart in the air with the tip of his Keyblade; any projectile that passes through the heart is absorbed by the Keyblade, and then, after being charged to its maximum potential -- a process which takes about three average-damage projectiles -- Mickey slams the Keyblade into the ground. The ground on either side of the Keyblade's tip begins to crack, and out of that crack a huge wall of blue energy erupts forth, defending Mickey and anyone else behind it. The wall is approximately ten meters long, five meters on either side of Mickey, and about five meters high. It is completely opaque, so Mickey and his allies cannot see what the enemy is doing on the other side; the barrier appears, blocks an attack of with equal or lower strength than the shield itself (so a Tier 2 Super Attack or lower) and then shatters. And <3 Re: Move Approval III - The Dreamer - 09-02-2015 So, as they stand, those moves for Shade are approved now? Re: Move Approval III - Makoto Yuki - 09-02-2015 Resist Damage [spoiler] Quote:An innate ability of some personas to decrease the amount of damage an attack on their human self does. In the Omniverse, this ability manifests as a thin, invisible barrier, surrounding the user's body, clothes, and any items they're holding. This protection greatly reduces, though it can't completely cancel, any damage it receives from any attack. This makes it entirely useless against any attack that can bypass it entirely, and attacks of the mental variety.[/spoiler] Thanks, Vincent! Re: Move Approval III - Enzo Matrix - 09-02-2015 Assist: Tier 1 - 1000 OM AndrAIa [spoiler] [/spoiler]ATK: 1 DEF: 1 SPD: 1 TEC: 2 Trident - 300 OM Requires Physical Strength A three pronged spear that measures about six feet long. It is lightweight and easy to maneuver around, but at the same time is sturdy enough to withstand constant direct blows. When not in use, it collapses to a small stick that is about the size of a fist for easy storage on a belt or somewhere similar. With the press of a small button it can be extended or retracted between sizes, with a locking mechanism to prevent accidental deployment both in and out of battle. Deploying the weapon as well as sheathing it takes only one second. This is AndrAIa's weapon of choice, but Matrix is skilled with it as well and she will sometimes loan it to him. Re: Move Approval III - Joseph Joestar - 09-03-2015 Taokaka - Tier 1 Assist - 1000 OM As seen in http://omniverse-rpg.com/viewtopic.php?f=30&t=1644#p15222 ATK: 1 DEF: 1 SPD: 2 TEC: 1 Ragna calls his fellow displaced catgirl, Taokaka, to aid him in battle. Her short attention span is something of a liability when it comes to actually staying in battle, but her adept speed ensures she can at least keep up with a fight, even if she's not so powerful as Ragna overall. Kaka Claws - 300 OM (Requires Physcial Proficiency) Taokaka unsheathes wicked 7-inch claws from the slots on her paw-coat and leggings, using them to attack. While being undeniably sharp (enough to cut through most cloths and break skin), they aren't able to cut really deep and her movement agility is reduced with them out. Claw Stick - 300 OM (Requires Kaka Claws, Super Jumping) With her unsheathed claws, Taokaka can latch herself onto most any surface she can reach and hold herself there. She cannot move freely, however, and must devote all of her claws to holding herself steady. How long she can stay gripped depends on the surface, but it typically range to around 10 seconds. Taokaka can perform a wall-based 'Double Jump' in this manner. Dancing Edge - 300 OM (Requires Burst Movement, Kaka Claws) Taokaka's own Drive technique is a special dashing ability: she throws herself forward at any angle in a single 5-meter direction with a damaging claw outstretched. Tao is not affected by gravity or other forces (except some solid object) until she extends past 5 meters and the move ends; as a result, she can attack from unlikely or sudden angles. The only direction Taokaka cannot dash in is straight up. Re: Move Approval III - Tartaros - 09-03-2015 Not actually got all the abilities or OM for these moves, I'm just posting my ideas in advance for approval if I ever decide to use them. Black Iron Blade - 300 OM - Requires Physical Strength and Area Attack Proficiency An unadorned and simplistic longsword of approximately six feet in length, given its name from the dark grey patterns in the blade caused by the pattern-welding forging method and multiple alloys used in its creation. While a rather large, durable and somewhat intimidating weapon, its small guard can be broken through or slid past with sufficient force, and its size can make its use in cramped areas difficult. Cluster Grenade - 300 OM - Requires Ranged Proficiency and Area Attack Proficiency A commonly used anti-personnel explosive, the Mark VI cluster bomb can be a brutally effective tool when used against large groups of infantry, or as a harassment tool against armoured vehicles. Simplistic in concept, the explosive functions in much the same way as a normal fragmentation grenade, though with shells of highly concentrated napam jelly dispersed throughout the explosive materials that make up much of the grenade's structure. The resulting ignition causes the small projectiles to catch alight and be launched in across the 10 meter effective range of the blast, easily passing through wood and hide, though blocked rather easily by steel or concrete. While such a weapon is potentially devastating in the right hands, the results of an early ignition or a poor throw are obviously punishing. Combat Shotgun: - 600 OM - Requires Ranged Proficiency ![]() A pump shotgun, the weapon of choice for Imperial Guard drop troops, sappers and law enforcers. While not particularly adorned or specialized in any manner, the mechanism for the firearm is extremely simple and reliable, with malfunctions such as jams being an extreme rarity, even in the most hostile environments. While commonly loaded loaded with buckshot shells, the shotgun can also be loaded with large lead slugs, trading spread and loading speed for extra accuracy and damage. Hallowed Protection - 300 OM - Requires Area Shield Proficiency, Physical Strength A rectangular shield of rough iron, engraved with an ancient prayer and only slightly longer than one's forearm. While otherwise unremarkable, with the utterance of a short invocation it can provide protection against simple magics for the user for a short while. Leaping Strike - 600 OM - Requires Physical Strength, Burst Movement and Super Jumping (Basic) or higher Tartaros leaps into the air or charges across the ground, clasping whatever weapon which is at hand tightly, before crashing down onto his target. While a very damaging attack, any sort of regular use can be a strain on the users body, and in very tight corridors, use of the attack would be borderline-impossible. Re: Move Approval III - Minato Namikaze - 09-06-2015 Tartaros Wrote:Black Iron Blade - 300 OM - Requires Physical Strength and Area Attack Proficiency Just a basic sword? This seems fine to me. Approved at 300 OM Tartaros Wrote:Hallowed Protection - 300 OM - Requires Area Shield Proficiency, Physical Strength The shield you described doesn't really fit the area shield proficiency checklist, and what I mean by that you wouldn't actually need the mentioned proficiency to use the move, as it sounds like the shield is rather small. 'slightly longer than one's forearm'. Another thing to mention is that a move can't be specifically good or bad against specific things. So you'll need to remove the part about providing protection against magics, unless that part is purely an RP fodder term to describe all moves, in which case that would be fine. Tartaros Wrote:Leaping Strike - 600 OM - Requires Physical Strength, Burst Movement and Super Jumping (Basic) or higher This move doesn't need to be 600 OM as it is only doing one thing. You can execute a move in different ways, for example, I could have Minato teleport to his opponent with a Rasengan, or I could have him run at his opponent with his Rasengan, but the Rasengan itself is still costs 300. With that said, Approved at 300 OM Note: I have left out Cluster Grenade and Combat Shotgun as I am not sure about those and will leave them for another staff member. Re: Move Approval III - Omni - 09-06-2015 Emerald Wrote:So, as they stand, those moves for Shade are approved now?Yes. |