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Omni Archive
Move Approval V - Printable Version

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RE: Move Approval V - Summer - 02-19-2018

Alright got a move for Sonny and a move for Clowno here

Sonny:

T2 Super Utility: Sun Spirit’s Blessing on this Wonderful World! (Area Attack, Area Defense, Buff, Healing) (800):
Sonny shifts the weather to his will and, after 5 seconds of concentration, unleashes a burst of brilliant light into the heavens above, destroying the cloud cover and creating a warm summer’s day. He then calls down a ray of healing light onto any allies of his choice within 20 meters of him, which lasts until 6 points of damage (split between all of them) has been healed. After it's been called down, this light follows each ally perfectly until all healing has been spent.
This light doesn’t patch up wounds that are already there. Rather, any new injuries sustained while the light is shining are healed immediately. Additionally, those under the blessing don’t feel any pain from attacks that aren’t strong enough to overcome the healing. As a weather-changing move, it can’t be used in places where the view of the sun is blocked. However, since it disperses weather, it can be used even amidst a raging storm, leaving a calm, clear sky in its wake.

Clownpiece:

T1 Super Utility: Mass Hysteria “Madness Pandemic” (Lampad’s Torch and everything it requires) (600): 
A release of pure lunacy, unlocking nearly the full potential of both Clownpiece and her torch. She stands still and lifts her torch into the air, before announcing the name of this spell card and unleashing the attack. The usually placid flame explodes into a bright conflagration, spilling its maddening light over everyone within range. For the next 30 seconds (a time during which Clownpiece can once again move around and attack freely), 5 separate variations of Clownpiece's choice within Lampad’s Torch are activated and constantly maintained, unleashing their powers all at once. Everyone who catches a glimpse of the light is instantly afflicted with any relevant effects (based on who can be affected by which specific version) provided they are in range for said effect. (So if one had a range of 30 and another 20, and a person was 25 meters out, said person would only be hit with the 30-meter affliction). It’s an outpouring of pure of insanity that leaves Clownpiece tired at the end, but not exhausted like if she’d used every version of it separately.


RE: Move Approval V - Jade Harley - 02-19-2018

(02-19-2018, 02:46 PM)Dane Regan Wrote: Commanding Influence (300): Buff, Telepathy

Dane can issue out verbal commands and orders to his allies in the field of battle, or just generally in a low-stress environment. These must be simple, no more than a short sentence. For the following 3 seconds after starting to speak (either verbally or telepathically - although using telepathy to do so comes with any usual drawbacks and TEC requirements if an ally doesn't have the power). During this time, Dane may move and attack normally, but can't charge any moves or powers. This is a little bit tiring, but not very - no more than a sword swing. He also has to know roughly where every one of the allies he plans to order are, and they must be in range of his telepathy (even if he speaks verbally) - he can't just say something and hope for best. If the targetted allies hear the order, all who choose to follow it get some minor benefits for the next 30 seconds (starting from 3 seconds after Dane started speaking). They get no bonus if they ignore Dane, and the effect on them ends early if they complete or stop trying to follow his command. This move will also end early if Dane cancels the order, which he can do at will verbally or mentally, providing they have a way of knowing he wants them to stop.

>They receive a burst of vigour and are able to temporarily shrug off some of their fatigue.
>They feel a boost of adrenaline and are able to ignore pain and wounds to a limited extent - like a weakened version of the survival power.
>It is a lot harder to disrupt their focus, but they exhibit a slight 'tunnel vision' towards Dane's task. Heavy damage might disrupt it, but weaker attacks definitely won't.
>The focus, slight devotion, and adrenaline gives them a minor stat boost. They can hit a little bit harder, resist damage a little bit better, move a little bit faster, and tend to be a little bit more skilful. This is almost negligible, just enough for them to feel like they're fighting a little bit better than normal. Many opponents won't notice the difference when compared to the rush of energy Dane's allies feel.

In addition to this, all allies who accept the order will be compelled perform at the best they are physically capable of. If they have the skill to land an attack, they will. If they have the strength to hit hard, they will. Essentially, this dissuades them from half-arsing an order.

Once the 30 seconds are up (if the effect ends early), Dane's allies feel a strong wave of fatigue as their actions catch up with them, as well as feeling the full brunt of any damage they took. While Dane can use this multiple times per fight providing no usage overlaps, every consecutive use has a weakened potency. So, while it can be used repetitively, it's an easy way to burn out his allies. The amount the potency is weakened by is dependant on the number of commands the target accepted within the past 30 minutes.

RP Notes:

Example Commands:
>Kill the mage.
>Defend the area.
>Stand your ground.
>Protect me.
>Bash down the door.

(Note: The following requires OOC permission, everyone is affected differently in the long term - some not at all, and others more strongly)
While minor, every use provides a slight positive stimulus in the mind of an ally following the order. For someone strong-willed or with high TEC, this might barely impact them at all. But, for a weak-willed ally, it can provide the incentive to make them more and more devoted to Dane. In general, it will usually cement his status as "leader" in their mind. Furthermore, many allies will find themselves slightly compelled to follow his command even if they wouldn't normally. If he's used this often enough on someone, it can make them willingly become cannon fodder. 

Any mental compulsion is fairly minor at first. Minor enough that the only way someone would reasonably notice it is once it has built up a lot, and something snaps them out of it. Dane can control it well enough not to push someone too far and make them question him. To anyone with a TEC equal to or lower than his, it will seem like nothing more than "a reasonable order" (and even some with higher TECs might not notice). In short, the mental effect is very subtle and needs many many uses to build up.

You'll need the ranged prof, but... Approved!

(02-19-2018, 06:02 PM)Summer Wrote: Alright got a move for Sonny and a move for Clowno here

Sonny:

T2 Super Utility: Sun Spirit’s Blessing on this Wonderful World! (Area Attack, Area Defense, Buff, Healing) (800):
Sonny shifts the weather to his will and, after 5 seconds of concentration, unleashes a burst of brilliant light into the heavens above, destroying the cloud cover and creating a warm summer’s day. He then calls down a ray of healing light onto any allies of his choice within 20 meters of him, which lasts until 6 points of damage (split between all of them) has been healed. After it's been called down, this light follows each ally perfectly until all healing has been spent.
This light doesn’t patch up wounds that are already there. Rather, any new injuries sustained while the light is shining are healed immediately. Additionally, those under the blessing don’t feel any pain from attacks that aren’t strong enough to overcome the healing. As a weather-changing move, it can’t be used in places where the view of the sun is blocked. However, since it disperses weather, it can be used even amidst a raging storm, leaving a calm, clear sky in its wake.

Clownpiece:

T1 Super Utility: Mass Hysteria “Madness Pandemic” (Lampad’s Torch and everything it requires) (600): 
A release of pure lunacy, unlocking nearly the full potential of both Clownpiece and her torch. She stands still and lifts her torch into the air, before announcing the name of this spell card and unleashing the attack. The usually placid flame explodes into a bright conflagration, spilling its maddening light over everyone within range. For the next 30 seconds (a time during which Clownpiece can once again move around and attack freely), 5 separate variations of Clownpiece's choice within Lampad’s Torch are activated and constantly maintained, unleashing their powers all at once. Everyone who catches a glimpse of the light is instantly afflicted with any relevant effects (based on who can be affected by which specific version) provided they are in range for said effect. (So if one had a range of 30 and another 20, and a person was 25 meters out, said person would only be hit with the 30-meter affliction). It’s an outpouring of pure of insanity that leaves Clownpiece tired at the end, but not exhausted like if she’d used every version of it separately.

Both approved!


RE: Move Approval V - Dane Regan - 02-20-2018

(02-19-2018, 10:46 PM)Jade Harley Wrote:
(02-19-2018, 02:46 PM)Dane Regan Wrote: Commanding Influence (300): Buff, Telepathy
[spoiler]
Dane can issue out verbal commands and orders to an ally in the field of battle, or just generally in a low-stress environment. These must be simple, no more than a short sentence. For the following 3 seconds after starting to speak (either verbally or telepathically - although using telepathy to do so comes with any usual drawbacks and TEC requirements if his ally doesn't have the power). During this time, Dane may move and attack normally, but can't charge any moves or powers. This is a little bit tiring, but not very - no more than a sword swing. He also has to know roughly where the ally he plans to order is, and they must be within 12ft of him - he can't just say something and hope for best. If the targetted ally hears the order and chooses to follow it, they get some minor benefits for the next 30 seconds (starting from 3 seconds after Dane started speaking). They get no bonus if they ignore Dane, and the effect on them ends early if they complete or stop trying to follow his command. This move will also end early if Dane cancels the order, which he can do at will verbally or mentally, providing they have a way of knowing he wants them to stop.

The main effects are as follows:
>They receive a burst of vigour and are able to temporarily shrug off most of their fatigue.
>They feel a boost of adrenaline and are able to ignore pain and wounds to a good extent - like a weakened version of the survival power.
>It is a lot harder to disrupt their focus, but they exhibit a slight 'tunnel vision' towards Dane's task. Heavy damage might disrupt it, but weaker attacks definitely won't.
>The focus, slight devotion, and adrenaline gives them a minor stat boost. They can hit a little bit harder, resist damage a little bit better, move a little bit faster, and tend to be a little bit more skilful. This isn't negligible, but it's still only a small boost - just enough for them to feel like they're fighting a little bit better than normal. Many opponents will notice the slight difference, and it could help tip a very close fight.

In addition to this, if is ally accepts the order, they will be compelled perform at the best they are physically capable of. If they have the skill to land an attack, they will. If they have the strength to hit hard, they will. Essentially, this dissuades them from half-arsing an order.

Once the 30 seconds are up (or if the effect ends early), Dane's ally feels a strong wave of fatigue as their actions catch up with them, as well as feeling the full brunt of any damage they took. While Dane can use this multiple times per fight providing no usage overlaps, every consecutive use an ally recieves has a weakened potency. So, while it can be used repetitively, it's an easy way to burn out his allies. The amount the potency is weakened by is dependant on the number of commands the target accepted within the past 30 minutes.

RP Notes:

Example Commands:
>Kill the mage.
>Defend the area.
>Stand your ground.
>Protect me.
>Bash down the door.

(Note: The following requires OOC permission, everyone is affected differently in the long term - some not at all, and others more strongly)
While minor, every use provides a slight positive stimulus in the mind of an ally following the order. For someone strong-willed or with high TEC, this might barely impact them at all. But, for a weak-willed ally, it can provide the incentive to make them more and more devoted to Dane. In general, it will usually cement his status as "leader" in their mind. Furthermore, many allies will find themselves slightly compelled to follow his command even if they wouldn't normally. If he's used this often enough on someone, it can make them willingly become cannon fodder. 

Any mental compulsion is fairly minor at first. Minor enough that the only way someone would reasonably notice it is once it has built up a lot, and something snaps them out of it. Dane can control it well enough not to push someone too far and make them question him. To anyone with a TEC equal to or lower than his, it will seem like nothing more than "a reasonable order" (and even some with higher TECs might not notice). In short, the mental effect is very subtle and needs many many uses to build up.[/spoiler]

You'll need the ranged prof, but... Approved!

I changed it to 12ft range and single target - so the buffs are a little bit stronger (since he can't use it on multiple allies at once). If this is approved, would I be good to 'upgrade' this move to my original version if/when I get ranged proficiency?



I've also got an upgrade for one of Viola's moves.

Original:

Aetherblades (300) Requires: Ranged Proficiency, Ranged Control
[spoiler]Viola can create two floating magical swords appear within 3m of her after 4 seconds of concentration, during which she can move. Creating the swords is not tiring. The swords are translucent violet, have 0.9m long blades, are straight, and have a cross guard like a typical longsword. While they have handles, Viola is not physically strong enough to use them so has to control them with her magic. Usually, Viola can comfortably move the handles at up to 30m/s within 60m of her, but while rotating them to attack or parry she would struggle to move them at 10m/s. The swords can spin very fast while the handle is moving below 10m/s, and if she had the reaction time and skill they would have a good shot at deflecting a bullet if in the right place. 

The blades are durable, and very unlikely to break - but, a strong hit to the handle will cause the sword to disperse into the air. Viola can destroy the swords with 2 seconds of stationary concentration per sword. They also disintegrate if Viola falls unconscious, or if they are ever moved more than 60m away from her.

She needs to focus on the swords about as much as a normal fighter would if they were holding them. She can move at full speed, and use other moves at the same time. The swords are generally weak - at least compared to what Viola's magic is capable of - they trade off raw strength for versatility and speed. So, if continuously harassed, the damage will build up. Furthermore, beyond 30m, wounds caused by the swords tend to be weaker, dropping off in strength until they reach 60m away where they can barely replicate a paper cut.

An opponent could technically grab the handle of one or both of the swords and try to use it against her as an incidental weapon, or as an actual weapon if they have mimic. But, Viola would still have control over the weapon, so unless they're considerably stronger than her, she'd likely be able to make their attacks miss, or wrench the sword from their grip if she focuses.[/spoiler]

Upgraded:
(now with up to 4 swords)
Aetherblades (600) Requires: Ranged Proficiency, Ranged Control
[spoiler]Viola can create up to four floating magical swords appear within 3m of her. Each sword takes 2 seconds of concentration to create, during which she can move. The swords are created one at a time, so it would take 8 seconds to make all 4. Creating the swords is not tiring. The swords are translucent blue-violet, have 0.9m long blades, are straight, and have a crossguard like a typical longsword. While they have handles, Viola is not physically strong enough to use them so has to control them with her magic. Usually, Viola can comfortably move the handles at up to 30m/s within 60m of her, but while rotating them to attack or parry she would struggle to move them at 10m/s. The swords can spin very fast while the handle is moving below 10m/s, and if she had the reaction time and skill they would have a good shot at deflecting a bullet if in the right place. 

The blades are durable and very unlikely to break - but, a strong hit to the handle will cause the sword to disperse into the air. Viola can destroy the swords with 2 seconds of stationary concentration per sword. They also disintegrate if Viola falls unconscious, or if they are ever moved more than 60m away from her. She can also destroy one instantly by touching its handle

The swords don't inherently require a lot of focus to move - no more than one has to focus to move an arm. But, in intense combat, using all four at once quickly and effectively does require her to stand still and dedicate all her concentration towards them. In a slower drawn-out fight, however, she can usually move and use/charge less demanding attacks while still controlling her swords - and using one or two swords at once doesn't notably inhibit her at all unless she is being very aggressive - or forced to put all her efforts towards defending from a fast attacker. The swords are generally weak (but still very sharp) - at least compared to what Viola's magic is capable of - they trade off raw strength for versatility, durability, and speed. So, if continuously harassed, the damage will build up. Furthermore, beyond 30m, wounds caused by the swords tend to be weaker, dropping off in strength until they reach 60m away where they can barely replicate a paper cut.

An opponent could technically grab the handle of one of the swords and try to use it against her as an incidental weapon, or as an actual weapon if they have mimic - although they're unlikely to find it an effective weapon. The swords may swing through the air quickly, but they are also very light. In addition, Viola would still have control over the weapon, so unless they're considerably stronger than her (their ATK against hers), she'd likely be able to make their attacks miss, or wrench the sword from their grip if she focuses.[/spoiler]


And a couple more time-related moves (I'd assume I'm correct in thinking I'd need to add 300 OM for every other move she can use this with - or maybe just to bump the cost to 600 since the damage would be variable, and then leave it at that. Either way, I only have one weapon right now so that doesn't matter.):

Chronological Juncture (300) Requires: Time Manipulation, Ranged Proficiency, Homing Proficiency, Aetherblades
[spoiler]
For the cost of a small amount of energy, Viola can partially jolt some aspects of time forward, making certain events from the future come to pass earlier than they would otherwise. She chooses a target she can see or sense, then focuses briefly for about a second considering how to attack them, during which she cannot move or use/charge any other moves/powers that require concentration. After the second is up, three wounds appear on her target in areas of her choosing (e.g. shin, arm, chest). Viola has thirty seconds to replicate these attacks with her Aetherblades. Each time she successfully copies one, her hit does no damage and has no impact on the target, simply serving the purpose of keeping time consistent. If the time passes and she hasn't duplicated every one of these attacks, she takes a large chunk of damage from the inconsistencies in time. For every attack she failed to replicate, she takes double the damage her opponent took (based on their DEF and her ATK) - these will usually take the form of similar wounds to the ones her target suffered, but if that's not possible the damage becomes internal (making her cough up blood).

In short, Chronological Juncture allows Viola to hit someone before actually hitting them, with a strong risk of hurting herself if she fails to do so.
[/spoiler]



Chronos Convergence (300) Requires: Time Manipulation, Foresight
[spoiler]Viola can protect herself from attacks by merging two timelines together. If an attack is ever made at her that she could block, dodge or evade, she can ignore it and instead take aspects from the alternate timeline where she didn't get hit and cast them on the current. When Chronos Convergence is used, Viola is still hit by the attack - but instead of taking damage or being effected as usual, she instead suffers a wave of fatigue proportional to how much energy it would have taken her to block or dodge (so if she could only avoid an attack through the use of a tiring move, this will be more draining). This is slightly more tiring than actually choosing to dodge/block an attack, but can be used multiple times at once to defend herself from multiple foes at the same time. In short, this allows Viola to protect herself from multiple moves at once, or hold her position at an important moment. If Viola ever tries to use this against something she wouldn't have been able to avoid, she is affected as usual when the attack hits her and suffers the fatigue cost as well.[/spoiler]



Future Restraint (300) Requires: Time Manipulation, Buff, Ranged
[spoiler]Viola focuses for five seconds, standing still and closing her eyes. Once she opens them, she drastically accelerates herself (and any allies of her choice that are within 30m of her) through time causing the world to appear at a standstill. This effect lasts for up to one minute, during which she suffers a slow continuous drain of energy - this adds up, but with controlled usage Viola is unlikely to tire herself out. Future Restraint will end prematurely if either she or one the allies joining her:
>Starts charging a move or power.
>Uses a move or power to impact their 'frozen' environment.
>Moves further than 30m from where Viola was where she used Future Restraint.
>Tries to effect their 'frozen' environment (e.g. breaking an object, punching someone, picking up something, etc.)
Or if Viola chooses to end this move.

This move is very useful for repositioning and coordinating in the middle of a fight as it essentially stops time for everyone but her friends. It gives them a minute to rally and prepare, and can help them get the jump on an enemy once time resumes. Lastly, during the 'stopped time', any lingering effects (e.g. buffs, debuffs, etc.) are halted. They resume once time starts with no effect on their duration. Tactically, Viola has to be careful when using this move as using it on an ally will disrupt any moves they are currently charging.

RP Notes/Fodder: Viola can also use this move easier in non combat situations, allowing the duration to be longer, the move to be less tiring, and her to influence the surroundings to a limited extent. The high concentrations of magic/power in fights prevent her from doing this in battle. (She also can't do this to stop time and steal all of someone's stuff or something like that without OOC permision - Omniphysics)[/spoiler]


RE: Move Approval V - Reece - 02-21-2018

I've got a Power-Up and another new Move for China:

Quote:Ceramic Beast: Second Incarnation (1000)
[spoiler]
- Art by Werewolf9595
[Image: moratorium6_hallo1_copy.jpg][/spoiler]
For a period of exactly one millisecond, China's entire body glows with a very bright, white light, whilst at the same time a very loud noise like shattering porcelain can be heard originating from his location; essentially making this Power-Up impossible to activate stealthily. After the light vanishes, he has an extra pair of arms (see 'Fine China Arms: Tertiary Set') but otherwise looks no different from before.

During this Power-Up, China's mind functions differently; both his hunger and his fear are suppressed enormously, allowing other personality traits that he would very rarely experience ordinarily – such as anger and kindness – to reach the forefront of his mind.

Stat Increases:
ATK: +2
DEF: +0
SPD: +1
TEC: +2

Fine China Arms: Tertiary Set (300)
(Physical Strength)
This move can only ever be used in conjunction with a Power-Up of Tier 1 or higher and must always be activated whenever it can be. In addition to his normal arms and second set of arms, China nigh-instantaneously grows a third pair just behind the second whenever this move is activated. These arms are identical to the others in every way. Each arm is just under three feet long and ends in a five-fingered hand.

Also, if this gets approved, I'd like permission to change the name of my current move 'Fine China Arms' (see below) to 'Fine China Arms: Secondary Set'... it'll just be a name change, the actual effect won't be altered at all.
[spoiler]
Quote:Fine China Arms
(Physical Strength)
In addition to his two normal arms, China has a second pair just beneath the first, which are identical in every way. Each arm is just under three feet long and ends in a five-fingered hand.
[/spoiler]


RE: Move Approval V - Sasuke Uchiha - 02-22-2018

Editing a current move and submitting a new Super:

Sword of Kusanagi – 300 OM
The artifact Sasuke won from Dante’s Abyss doesn’t even need to be active in order to be formidable weapon. Though it lacks the electric might in its passive form, it still has the harsh bite of sharp steal. Best used for piercing and slashing, the blade adequately fits the guile and speed of Sasuke Uchiha. With a black scabbard and matching hilt, it was known to be a larger size than a normal chokutō. Since having lost the artefact in a great battle, he now summons an exact copy of sword to fight with instead.
(Measurements in centimeters)
• Overall Length: 94
• Blade Length: 78.25
• Handle Length: 15.75


Sword of Kusanagi (Chidori Blade) T2 Super Attack Move 2 SP – 800 OM
Having won the legendary artefact in Dante’s Abyss, Sasuke is able to replicate its ability to infuse his blade with the power of Chidori, though it lacks the ultimate might of the artefact, it is still a formable and devastating sword live with electric current. The blade can be used to cut down foes with electric charged damage, or like the artefact, be used to discharge an electric blast at a range of ten yards.


RE: Move Approval V - Strazio Rockwell - 02-22-2018

Meat Missle (300) Requires physical strength, ranged proficiency

[Spoiler]Strazio grabs a willing nearby ally and by using magick to overcharge his muscles throws them a distance of 55 ft. Heavier allies will be thrown a shorter distance, while exceptionally small and/or light allies will be thrown up to a distance of 75 ft. The sudden strain imparted on Strazio leaves him heavily winded for a few seconds after the throw. Thrown allies are potentially harmed by a botched or careless throw so the best projectiles are those that are naturally resilient with survival or a high DEF stat or those that are particularly dextrous with master acrobat, a high TEC stat, or some other means to lessen the impact. If Strazio is too tired or weakened he can't use this move. [/spoiler]


RE: Move Approval V - Aello - 02-22-2018

I don't think this goes over the maximum moves in approval restriction, if it does please tell me to kick rocks and I'll submit some of these at another time.

Slipstream Bulldog Tier One Power-Up (1000)

[spoiler]
[Image: atlas_litho.jpg?1398822461]

ATK + 1
DEF + 2
SPD + 1
TEC + 1

Standing at an intimidating 24 feet tall, the Slipstream Bulldog offers personal protection at a price point that can just not be beat. Slipstream’s latest creation offers a fully modular frame, with several hardpoints compatible with virtually any modern armament allowing the Bulldog to tackle any situation presented to it. Designed with your safety in mind the Bulldog is fitted with thick ceramite plating inspired by Space Marine technology as well as a six inch thick plasteel viewport. Complete with heated seat, climate control, and an integrated sound system Slipstream Industries guarantees that, when it comes to mechanized hardsuits, the Bulldog is the most comfortable ride money can by. “Splistream Industries - It’s like wearing a second skin.”

Aello’s particular Bulldog is stored within a modified teleporter. This teleporter is tuned to her and should the need arise she can have it teleported to her in a matter of seconds. However in order to make room for the teleport homer the energy core had to be downsized giving her a limited window of use. One the mech runs out of energy or Aello chooses to dismiss it it will be transported back to Jamie’s repair shop.[/spoiler]

Crusher Clamp with Grapnel Cable (600) Requires Physical Strength, Range Proficiency, Active Slipstream Bulldog Transformation

[spoiler] Aello’s Bulldog is equipped with the stock crusher clamp on its left arm. This clamp can be used to grab, crush, and/or batter opponents. Despite being able to rotate in its socket the crusher clamp is an inherently clumsy weapon and only truly effective against foes that are too slow or cumbersome to avoid its sluggish movements. Should Aello manage to grab a foe she can try to crush them over the course of five seconds before built-in limiters force her to release the target.

Additionally Aello can fire the claw up to fifteen meters away. This move is incredibly hard to aim and often results in collateral damage rather than a direct hit. Once fired the claw can be reeled back in via a thick braided cable resetting from max distance after about three seconds. Should she manage to score a direct hit the claw will clamp down and begin to reel in the target. Stronger opponents can fight against the grapnel and the claw will automatically release after five seconds. While the cable is moderately strong it can be severed if it sustains enough damage. Once severed Aello is unable to use any function of the crusher clamp until it is repaired and refitted out of combat.[/spoiler]

Booster Rush (300) Requires Physical Strength, Burst Movement, Active Slipstream Bulldog Transformation

[Spoiler] Aello’s Bulldog is fitted with several Slipstream Shocktek Boosters. These boosters normally allow Aello to perform short rapid maneuvers around the battlefield. However she can choose to overload these boosters, allowing her to charge rapidly in a straight line. Once activated the booster jets along the rear of her mech fire up, shooting a burst of bright blue exhaust behind her. She then charges at roughly double her maximum speed for a distance of ten meters, knocking aside or bowling over anyone in her path. At the end of her charge the boosters become overheated and she is unable to use burst movement, super jumping, or moves that require either for a total of thirty seconds. Additionally if she collides with an object that she in unable to burst through she is heavily disoriented for a few seconds from the sudden impact.[/spoiler]

Kroztech Hellspike Plasslug Rifle (600) Ranged proficiency, Active Slipstream Bulldog Transformation

[spoiler] Originally intended for exclusive use in military application the Kroztech Hellspike proved to be such a devastating weapon that every private arms dealer pressured Kroztech to release a publically available version. Modified to fit the Bulldog’s right arm the Kroztech Hellspike offers two seperate firing modes. Switching between the two modes takes ten seconds as internal mechanisms are engaged.

The standard firing mode is a full auto machine gun, capable of sustained fire for thirty seconds before a new clip must be cycled. It fires two rounds every second and takes a total of five seconds to reload as a new clip is internally cycled. Designed for short to mid-range firefights this firing mode is not very accurate past 15 meters with a total effective range of 60 meters. Due to Omniphysics the bullets become largely harmless beyond 60 meters. Due to ultra-efficient ammunition storage running completely out of ammunition is practically a non-issue.

The secondary firing mode engages the rifle’s patented Hellspike plasma generator. This mode fires a semi-solid spike of superheated plasma up to 120 meters away. These projectiles are particularly devastating against solid objects. While the Bulldog’s built in aim assistance is relatively ineffective with the standard firing mode due to the rate of fire, it works swimmingly with the secondary firing mode allowing Aello to remain surprisingly accurate at all ranges up to the maximum 120 meters. Due to the heat and energy involved in firing these projectiles there is a ten second cooldown period in between each shot as well as a two second chargeup period before the weapon fires a projectile. If the weapon sustains heavy damage during this charge up time it can go critical and explode, severely harming Aello and as the shockwave propagates into the cockpit. [/spoiler]

Delbrook Corp. Locust Self Defense System (600) Requires Ranged Proficiency, Homing Proficiency, Active Slipstream Bulldog Transformation

[spoiler] Eight rockets, located in ports built into the Bulldog’s shoulders, provide Aello with a flexible and reliable defensive system. Should a projectile be targeted at her from more than 10 meters away she can activate Delbrook’s Defense System. The built in aim assistance locks onto the incoming projectile and fires one of the eight rockets to intercept it, either completely absorbing the projectile or mitigating it. There is no cooldown on this ability, but once all eight rockets are used she is unable to use this move until the mech is reloaded outside of combat. If a projectile is fired within the 10 meter deadzone the system is unable to accurately target it and will not deploy a missle.

Alternatively Aello can target an enemy and fire a rocket at them. This rocket pursues them with and is able to slightly course correct for a direct hit. The rocket travels relatively quickly and the resulting explosion is not very powerful, but can be used as an effective distraction or to flush a target out of cover.[/spoiler]


RE: Move Approval V - Ash - 02-23-2018

(12-24-2017, 01:58 PM)Jade Harley Wrote: [quote='Ash' pid='122312' dateline='1514139534']
Quote:Snatch It Up (300 OM)
Requires Ranged Prof, Strength Prof, and Red Devil’s Claw(Weapon).
From a distance of 13-ft max, Ash can launch the exotic grappling hook from the modified contraption on her forearm by fusing it with Entropy magic(3-second charge) and increasing its chances of piercing through all kinds of typical armor. The bladed point in the center of the hook stabs through its target’s body, with a solid yank the arms of the hooks embed themselves into the creature’s body making it near impossible for them to resist being yanked themselves towards her. Ash usually follows this up with a punch or a kick, but this can be combined with Shocking Grasp(Move) or Red Devil’s Quill(Weapon). Ash has to be standing still to aim for the softest part of her intended target. The Claw has to be forcefully removed - which Ash can do by yanking on the metal part - and will have to be re-loaded into her arm to be able to use again.

Can a grappled opponent escape?

Snatch It Up (300 OM)
Requires Ranged Prof, Strength Prof, and Red Devil’s Claw(Weapon).
From a distance of 13-ft max, Ash can launch the exotic grappling hook from the modified contraption on her forearm by fusing it with Entropy magic(3-second charge) and increasing its chances of piercing through all kinds of typical armor. The bladed point in the center of the hook stabs through its target’s body, with a solid yank the arms of the hooks embed themselves into the creature’s body making it near impossible for them to resist being yanked themselves towards her. Ash usually follows this up with a punch or a kick, but this can be combined with Shocking Grasp(Move) or Red Devil’s Quill(Weapon). Ash has to be standing still to aim for the softest part of her intended target. The Claw has to be forcefully removed - which Ash can do by yanking on the metal part - and will have to be re-loaded into her arm to be able to use again.
(Anyone with an Atk of 1 or higher can also dislodge it themselves, until then they are at her will and on the end of her goretastic leash. <3)


And to Add to my new pile:
Weapon Concealment (300)
Requires: Physical Prof, Suppression, Stealth
Ash focuses on any weapon-type Move of hers for one second, after which that weapon becomes invisible. Spotting it is just as difficult as it would be to notice Ash if she were using Stealth herself. Maintaining this Move tires her slowly and requires a small amount of continued concentration for as long as it remains active. Whilst active, the effect will persist even during combat, preventing enemies from accurately determining the dimensions of her weapon.

Phantom Luck(300 OM)
Requres: Forsight
A magical buckler-sized shield (1.5 feet across) of force magic appears to defend Ash from attacks with the intention of to kill her. It appears to be made of shadows but light does not disperse it. Its a reaction spell, her only defense against things she can sense but may not be able to stop normally due to her hands being full or bound. Once used, Ash has to concentrate for 4 seconds while standing still to be able to summon it to her aid again. Attacks stronger than Ash's shield may breach it and still do some damage (e.g. super attacks, moves with high charge times, etc.)


RE: Move Approval V - Shantotto - 02-23-2018

Tornado: (300) OM (Ranged Materialize Proficiency/ Debuff Proficiency/ Area of effect) Shantotto roots herself for three seconds where she is unable to move but can defend herself with her Stardust Rod to summon a gust of wind in the target location, the gust gradually grows to a full scale tornado spanning 15 feet over the next three seconds where anyone, friend or foe takes moderate damage and is tossed up into the air. The duration of time in the air is determined by the difference between the ATT of Shantotto and the Def of the target, allowing up to 5 seconds of air time max (with a difference of 5 points in stat)

This move is moderately draining and can not be cast twice in a row.
This attack has a range of 60 feet


RE: Move Approval V - The Emperor of Mankind - 02-24-2018

Resubmitting this

Psykana Discipline (1800) (Ranged Proficiency, Ranged Materialise Proficiency, Telepathy, Area Defence Proficiency, Buff Proficiency, Debuff Proficiency, Area Attack Proficiency, Homing Proficiency)
The Emperor uses his psychic mastery to attack his enemies; though its effects can differ, Psykana Discipline's cooldown, charge-time, fatigue cost and range are the same regardles. Charging this move cannot be interrupted by taking damage, except from a Super Move, however the Emperor must remain stationary whilst charging and cannot use any other moves or powers at the same time.
Delayed Choice: The Emperor does not need to choose which of its effects he wants to use until after he has finished charging Psykana Discipline.
Cooldown: Each separate aspect of Psykana Discipline can be used only once per 10 minutes, with no more than 5 uses total of Psykana Discipline in that time.
Charge Time: Psykana Discipline must be charged for at least 5 seconds before use, but can be charged for up to 30 seconds if the Emperor wishes.
Fatigue: Psykana Discipline tires the Emperor quickly whilst charging, so it can be risky to try and build up his attacks to their maximum power too often.
Range: Psykana Discipline has a maximum range of 50 metres.

Terrifying Visions: The emperor fills the mind of an enemy with visions of torment and what scares them most, making them more likely to keep their distance and attack less for the duration. The minimum duration is 10 seconds and the maximum is 30 seconds. The duration increases by 2 seconds for each second Psykana Discipline has been charged and 5 seconds for each point of TEC the Emperor has above his target. Suppression will make the hallucinations transparent and Enhanced Senses will not detect them, letting the target know that they don't exist.

Gaze of the Emperor: The Emperor's eyes blaze in vengeful fury and as his rage is made manifest and he shoots twin red beams through his eyes at the nearest target. It will appear to pierce the target regardless of their DEF, but will only deal the amount of damage it should based on their Stats. He cannot move his head while using this effect. The lasers travel as fast as a bullet and continue travelling until hitting Psykana Discipline's maximum range, piercing everything along the way. The laser will last 1 second after being fired.

Psychic Barrier: The Emperor forms a psychic barrier that covers an ally's body, which will give them a clear blue, intangible (except when attacked) shield that will shatter after the duration or after taking enough damage. The duration is equal to the charge time multiplied by 5, and the amount of damage that can be taken is based on the amount of time and energy the Emperor spent preparing it, varying based on his foe's ATK vs his DEF.

Nightshroud: The Emperor summons a shadow out of the warp, covering an area within range in a bubble with a 6 metre diameter. From outside, it will look like a section of the world is now in absolute darkness and people inside will be unable to see out. The Emperor and any Characters with Enhanced Senses will be able to completely ignore the bubble. The duration is equal to the charge time multiplied by 5.

Psychic Maelstrom: The Emperor summons the full force of the warp to defeat his foes, releasing a barrage of psychic attacks against all enemies within a 20 metre diameter circle inside Psykana Discipline's range. The attack takes the form of a swirling green vortex (a large, green storm cloud with a whirlpool-like shape) in the sky above the target area, which fires out as many small bursts of lightning as the number of seconds Psykana Discipline has been charged. To an average person (1 DEF), each bolt delivers a painful electric shock, but will deal very little actual damage. Even so, if charged long enough, the sheer number of blasts can make this a powerful attack. The bolts move at lightning-speed and will strike enemies at random, but home in with extreme accuracy and so will rarely miss. 5 bolts are fired per second and the vortex lasts until all bolts have been fired; if no enemies are within range, the bolts will hit the ground or random objects.


RE: Move Approval V - Shantotto - 02-24-2018

Chainspell: T1 Super Utility. (600) OM (1SP cost) Shantotto channels her focus for ten seconds where she can move at a walk and defend herself with her stardust rod. After completing the channeling she is able to cast the next six spells (that she has purchased) with a one second cast time. (this effect is limited to spells with a 10 second or less cast time) with a slightly higher stamina cost.

This utility move lasts for ten seconds forcing her to fire the spells off one right after another

This effect is draining on shantotto


RE: Move Approval V - Gilgamesh - 02-24-2018

T2 Utility: Elixir of Immortaility 800 OM (Requires Ranged Proficiency & Debuff Proficiency)
Gilgamesh takes out a small vial that contains an extract from the Plant of Immortaility he sought after in life from his Gates of Babylon. He then tosses the vial at a single opponent, covering them in the clear, crisp liquid. At first the recipient feels very happy and exuberant before they begin to feel its real effects. After a few seconds of being covered in the liquid, the target begins to age in reverse until they revert into a 10 year old body. Although this does not change stats, the targets will be much less efficient at using their moves because they are now a child and don't have the strength nor proficieny to use their weapons like they used to. This effect lasts for a minute (or one round). This cannot be used on an opponent that is mechanical in nature or a fusion (since that would be difficult)


RE: Move Approval V - Jack Darby - 02-26-2018

Tablet of Chaos (300, Ranged, Debuff, Insight, Telepathy.): 

Tablet of Chaos is a weapon that Unicron can manifest to attack his opponents with. First, though this requires that he use Telepathy and Insight to know the moves of an opponent. If he has done this, Unicron can activate the tablet after 5 seconds of charge time. What this does is allow him to shoot a beam of energy out from the tablet, a 3x3 beam of energy that will lock for the next 18 seconds, any singular move, so long as it is not their only move. This can be overcome by someone with a stronger Tec than he has, or a higher DEF than his ATK stat. In addition, this will wear off, if he switches to another weapon. Furthermore, this cannot be done while moving which may present a disadvantage to Rafael, and Unicron. This has a range of 75 feet, and is moderately draining on the stamina of Unicron to use, at present. 

Dark Energon Sphere (300, Ranged Proficiency, Area Attack, Debuff.): 

A roughly basket ball sized orb of Dark Energon that will form in his hands. This will shoot at the speed of an arrow at an opponent, and can cover a wide range. Once this gets near an opponent, it will electrify them for seven seconds, paralyzing a limb for those seconds. Takes 8 seconds for Rafael to make one of these, and requires that he use the Tablet of Chaos to do so. This is moderately draining on his stamina, and has a range of 80 feet. This travels at the speed of an arrow.
 



RE: Move Approval V - Hecate Rothchild - 02-27-2018

T1 Assist: Ice Golem (1000 OM) -2 SP

A large 12ft tall Golem made of ice. This golem lasts for one round and can use all of Hecate’s Ice attacks, It’s weapon is a large battle axe made of the same ice it’s body is made from however it does not freeze the wound like her blades. As such its semi fragile but it is built with the sole purpose of protecting Hecate. Its reach for melee is almost ten feet thanks to the length of it’s weapon.

Hecate forms a small hand sized shard of ice in her hand and plants it. This shard is imbued with a large amount of her spiritual power. After 15 seconds the shard exploded and the golem bursts forth from the ground leaving a crater where the see was planted.


ATK: 2
DEF: 2
SPD: 0
TEC: 1

This skill is moderately draining


RE: Move Approval V - Kopaka - 02-28-2018

Ngakau Maraoke (Requires...Physical Proficiency? Maybe?) - 300 OM

By preparing a well of elemental energy for two seconds, Kopaka can focus his power over ice inwards. This causes his entire body to become supercooled to the point that even lightly touching him can result in frostbite and fleshwounds.

Channeling his power in this way is very efficient, and Kopaka can sustain the chill for up to two minutes before it becomes taxing. Doing so takes concentration, however, so Kopaka can only move at a walking speed and take no other actions while supercooled. Kopaka can prepare and maintain this attack while being actively grappled or attacked, but it does not reduce damage taken.


RE: Move Approval V - Gamzee Makara - 02-28-2018

T2 Transformation: ????

Gamzee's eyes roll into the back of his head, and he falls to the floor unconscious. A dark, purple smoke begins to swirl around his body, before the vapors consume his body. When he returns to his feet, his eyes are a brilliant glowing white, and his entire being appears to be that of the same purple smoke. All that is truly visible are his eyes and his wolfish grin, the features seemingly suspended in the clouds of smoke. It should be known that he is NOT gaseous in actual form, he is very solid. In fact, you could say that the swirling smoke was about as thick as it needs to be to accurately imitate the human (or in this case, troll) body.

ATK: 4 + 4
DEF: 3 + 1
SPD: 3 + 1
TEC: 3 + 4


RE: Move Approval V - Jade Harley - 02-28-2018

@ Dane Regan

[spoiler]
(02-20-2018, 10:15 AM)Dane Regan Wrote:
(02-19-2018, 10:46 PM)Jade Harley Wrote:
(02-19-2018, 02:46 PM)Dane Regan Wrote: Commanding Influence (300): Buff, Telepathy

Dane can issue out verbal commands and orders to an ally in the field of battle, or just generally in a low-stress environment. These must be simple, no more than a short sentence. For the following 3 seconds after starting to speak (either verbally or telepathically - although using telepathy to do so comes with any usual drawbacks and TEC requirements if his ally doesn't have the power). During this time, Dane may move and attack normally, but can't charge any moves or powers. This is a little bit tiring, but not very - no more than a sword swing. He also has to know roughly where the ally he plans to order is, and they must be within 12ft of him - he can't just say something and hope for best. If the targetted ally hears the order and chooses to follow it, they get some minor benefits for the next 30 seconds (starting from 3 seconds after Dane started speaking). They get no bonus if they ignore Dane, and the effect on them ends early if they complete or stop trying to follow his command. This move will also end early if Dane cancels the order, which he can do at will verbally or mentally, providing they have a way of knowing he wants them to stop.

The main effects are as follows:
>They receive a burst of vigour and are able to temporarily shrug off most of their fatigue.
>They feel a boost of adrenaline and are able to ignore pain and wounds to a good extent - like a weakened version of the survival power.
>It is a lot harder to disrupt their focus, but they exhibit a slight 'tunnel vision' towards Dane's task. Heavy damage might disrupt it, but weaker attacks definitely won't.
>The focus, slight devotion, and adrenaline gives them a minor stat boost. They can hit a little bit harder, resist damage a little bit better, move a little bit faster, and tend to be a little bit more skilful. This isn't negligible, but it's still only a small boost - just enough for them to feel like they're fighting a little bit better than normal. Many opponents will notice the slight difference, and it could help tip a very close fight.

In addition to this, if is ally accepts the order, they will be compelled perform at the best they are physically capable of. If they have the skill to land an attack, they will. If they have the strength to hit hard, they will. Essentially, this dissuades them from half-arsing an order.

Once the 30 seconds are up (or if the effect ends early), Dane's ally feels a strong wave of fatigue as their actions catch up with them, as well as feeling the full brunt of any damage they took. While Dane can use this multiple times per fight providing no usage overlaps, every consecutive use an ally recieves has a weakened potency. So, while it can be used repetitively, it's an easy way to burn out his allies. The amount the potency is weakened by is dependant on the number of commands the target accepted within the past 30 minutes.

RP Notes:

Example Commands:
>Kill the mage.
>Defend the area.
>Stand your ground.
>Protect me.
>Bash down the door.

(Note: The following requires OOC permission, everyone is affected differently in the long term - some not at all, and others more strongly)
While minor, every use provides a slight positive stimulus in the mind of an ally following the order. For someone strong-willed or with high TEC, this might barely impact them at all. But, for a weak-willed ally, it can provide the incentive to make them more and more devoted to Dane. In general, it will usually cement his status as "leader" in their mind. Furthermore, many allies will find themselves slightly compelled to follow his command even if they wouldn't normally. If he's used this often enough on someone, it can make them willingly become cannon fodder. 

Any mental compulsion is fairly minor at first. Minor enough that the only way someone would reasonably notice it is once it has built up a lot, and something snaps them out of it. Dane can control it well enough not to push someone too far and make them question him. To anyone with a TEC equal to or lower than his, it will seem like nothing more than "a reasonable order" (and even some with higher TECs might not notice). In short, the mental effect is very subtle and needs many many uses to build up.

You'll need the ranged prof, but... Approved!

I changed it to 12ft range and single target - so the buffs are a little bit stronger (since he can't use it on multiple allies at once). If this is approved, would I be good to 'upgrade' this move to my original version if/when I get ranged proficiency?

Yeah, of course. Still approved.

Quote:I've also got an upgrade for one of Viola's moves.

Original:

Aetherblades (300) Requires: Ranged Proficiency, Ranged Control

Viola can create two floating magical swords appear within 3m of her after 4 seconds of concentration, during which she can move. Creating the swords is not tiring. The swords are translucent violet, have 0.9m long blades, are straight, and have a cross guard like a typical longsword. While they have handles, Viola is not physically strong enough to use them so has to control them with her magic. Usually, Viola can comfortably move the handles at up to 30m/s within 60m of her, but while rotating them to attack or parry she would struggle to move them at 10m/s. The swords can spin very fast while the handle is moving below 10m/s, and if she had the reaction time and skill they would have a good shot at deflecting a bullet if in the right place. 

The blades are durable, and very unlikely to break - but, a strong hit to the handle will cause the sword to disperse into the air. Viola can destroy the swords with 2 seconds of stationary concentration per sword. They also disintegrate if Viola falls unconscious, or if they are ever moved more than 60m away from her.

She needs to focus on the swords about as much as a normal fighter would if they were holding them. She can move at full speed, and use other moves at the same time. The swords are generally weak - at least compared to what Viola's magic is capable of - they trade off raw strength for versatility and speed. So, if continuously harassed, the damage will build up. Furthermore, beyond 30m, wounds caused by the swords tend to be weaker, dropping off in strength until they reach 60m away where they can barely replicate a paper cut.

An opponent could technically grab the handle of one or both of the swords and try to use it against her as an incidental weapon, or as an actual weapon if they have mimic. But, Viola would still have control over the weapon, so unless they're considerably stronger than her, she'd likely be able to make their attacks miss, or wrench the sword from their grip if she focuses.

Quote:Upgraded:
(now with up to 4 swords)
Aetherblades (600) Requires: Ranged Proficiency, Ranged Control

Viola can create up to four floating magical swords appear within 3m of her. Each sword takes 2 seconds of concentration to create, during which she can move. The swords are created one at a time, so it would take 8 seconds to make all 4. Creating the swords is not tiring. The swords are translucent blue-violet, have 0.9m long blades, are straight, and have a crossguard like a typical longsword. While they have handles, Viola is not physically strong enough to use them so has to control them with her magic. Usually, Viola can comfortably move the handles at up to 30m/s within 60m of her, but while rotating them to attack or parry she would struggle to move them at 10m/s. The swords can spin very fast while the handle is moving below 10m/s, and if she had the reaction time and skill they would have a good shot at deflecting a bullet if in the right place. 

The blades are durable and very unlikely to break - but, a strong hit to the handle will cause the sword to disperse into the air. Viola can destroy the swords with 2 seconds of stationary concentration per sword. They also disintegrate if Viola falls unconscious, or if they are ever moved more than 60m away from her. She can also destroy one instantly by touching its handle

The swords don't inherently require a lot of focus to move - no more than one has to focus to move an arm. But, in intense combat, using all four at once quickly and effectively does require her to stand still and dedicate all her concentration towards them. In a slower drawn-out fight, however, she can usually move and use/charge less demanding attacks while still controlling her swords - and using one or two swords at once doesn't notably inhibit her at all unless she is being very aggressive - or forced to put all her efforts towards defending from a fast attacker. The swords are generally weak (but still very sharp) - at least compared to what Viola's magic is capable of - they trade off raw strength for versatility, durability, and speed. So, if continuously harassed, the damage will build up. Furthermore, beyond 30m, wounds caused by the swords tend to be weaker, dropping off in strength until they reach 60m away where they can barely replicate a paper cut.

An opponent could technically grab the handle of one of the swords and try to use it against her as an incidental weapon, or as an actual weapon if they have mimic - although they're unlikely to find it an effective weapon. The swords may swing through the air quickly, but they are also very light. In addition, Viola would still have control over the weapon, so unless they're considerably stronger than her (their ATK against hers), she'd likely be able to make their attacks miss, or wrench the sword from their grip if she focuses.

Upgrade approved!

Quote:Chronological Juncture (300) Requires: Time Manipulation, Ranged Proficiency, Homing Proficiency, Aetherblades

For the cost of a small amount of energy, Viola can partially jolt some aspects of time forward, making certain events from the future come to pass earlier than they would otherwise. She chooses a target she can see or sense, then focuses briefly for about a second considering how to attack them, during which she cannot move or use/charge any other moves/powers that require concentration. After the second is up, three wounds appear on her target in areas of her choosing (e.g. shin, arm, chest). Viola has thirty seconds to replicate these attacks with her Aetherblades. Each time she successfully copies one, her hit does no damage and has no impact on the target, simply serving the purpose of keeping time consistent. If the time passes and she hasn't duplicated every one of these attacks, she takes a large chunk of damage from the inconsistencies in time. For every attack she failed to replicate, she takes double the damage her opponent took (based on their DEF and her ATK) - these will usually take the form of similar wounds to the ones her target suffered, but if that's not possible the damage becomes internal (making her cough up blood).

In short, Chronological Juncture allows Viola to hit someone before actually hitting them, with a strong risk of hurting herself if she fails to do so.

Chronos Convergence (300) Requires: Time Manipulation, Foresight
Viola can protect herself from attacks by merging two timelines together. If an attack is ever made at her that she could block, dodge or evade, she can ignore it and instead take aspects from the alternate timeline where she didn't get hit and cast them on the current. When Chronos Convergence is used, Viola is still hit by the attack - but instead of taking damage or being effected as usual, she instead suffers a wave of fatigue proportional to how much energy it would have taken her to block or dodge (so if she could only avoid an attack through the use of a tiring move, this will be more draining). This is slightly more tiring than actually choosing to dodge/block an attack, but can be used multiple times at once to defend herself from multiple foes at the same time. In short, this allows Viola to protect herself from multiple moves at once, or hold her position at an important moment. If Viola ever tries to use this against something she wouldn't have been able to avoid, she is affected as usual when the attack hits her and suffers the fatigue cost as well.

Future Restraint (300) Requires: Time Manipulation, Buff, Ranged
Viola focuses for five seconds, standing still and closing her eyes. Once she opens them, she drastically accelerates herself (and any allies of her choice that are within 30m of her) through time causing the world to appear at a standstill. This effect lasts for up to one minute, during which she suffers a slow continuous drain of energy - this adds up, but with controlled usage Viola is unlikely to tire herself out. Future Restraint will end prematurely if either she or one the allies joining her:
>Starts charging a move or power.
>Uses a move or power to impact their 'frozen' environment.
>Moves further than 30m from where Viola was where she used Future Restraint.
>Tries to effect their 'frozen' environment (e.g. breaking an object, punching someone, picking up something, etc.)
Or if Viola chooses to end this move.

This move is very useful for repositioning and coordinating in the middle of a fight as it essentially stops time for everyone but her friends. It gives them a minute to rally and prepare, and can help them get the jump on an enemy once time resumes. Lastly, during the 'stopped time', any lingering effects (e.g. buffs, debuffs, etc.) are halted. They resume once time starts with no effect on their duration. Tactically, Viola has to be careful when using this move as using it on an ally will disrupt any moves they are currently charging.

RP Notes/Fodder: Viola can also use this move easier in non combat situations, allowing the duration to be longer, the move to be less tiring, and her to influence the surroundings to a limited extent. The high concentrations of magic/power in fights prevent her from doing this in battle. (She also can't do this to stop time and steal all of someone's stuff or something like that without OOC permision - Omniphysics)

All of these are approved.[/spoiler]

@ Reece:

[spoiler]
(02-21-2018, 03:45 PM)Reece Wrote: I've got a Power-Up and another new Move for China:

Ceramic Beast: Second Incarnation (1000)

- Art by Werewolf9595
[Image: moratorium6_hallo1_copy.jpg]
For a period of exactly one millisecond, China's entire body glows with a very bright, white light, whilst at the same time a very loud noise like shattering porcelain can be heard originating from his location; essentially making this Power-Up impossible to activate stealthily. After the light vanishes, he has an extra pair of arms (see 'Fine China Arms: Tertiary Set') but otherwise looks no different from before.

During this Power-Up, China's mind functions differently; both his hunger and his fear are suppressed enormously, allowing other personality traits that he would very rarely experience ordinarily – such as anger and kindness – to reach the forefront of his mind.

Stat Increases:
ATK: +2
DEF: +0
SPD: +1
TEC: +2

Add "Tier 1 Power-Up – 1 SP per post" to your transformation's description when putting it on your roster. Approved!

Quote:Fine China Arms: Tertiary Set (300)
(Physical Strength)
This move can only ever be used in conjunction with a Power-Up of Tier 1 or higher and must always be activated whenever it can be. In addition to his normal arms and second set of arms, China nigh-instantaneously grows a third pair just behind the second whenever this move is activated. These arms are identical to the others in every way. Each arm is just under three feet long and ends in a five-fingered hand.

Approved. You also have permission to change the name of Fire China Arms to Fine China Arms: Secondary Set.[/spoiler]

@ Sasuke Uchiha:

[spoiler]
(02-22-2018, 01:50 AM)Sasuke Uchiha Wrote: Editing a current move and submitting a new Super:

Sword of Kusanagi – 300 OM
The artifact Sasuke won from Dante’s Abyss doesn’t even need to be active in order to be formidable weapon. Though it lacks the electric might in its passive form, it still has the harsh bite of sharp steal. Best used for piercing and slashing, the blade adequately fits the guile and speed of Sasuke Uchiha. With a black scabbard and matching hilt, it was known to be a larger size than a normal chokutō. Since having lost the artefact in a great battle, he now summons an exact copy of sword to fight with instead.
(Measurements in centimeters)
• Overall Length: 94
• Blade Length: 78.25
• Handle Length: 15.75

Sword of Kusanagi (Chidori Blade) T2 Super Attack Move 2 SP – 800 OM
Having won the legendary artefact in Dante’s Abyss, Sasuke is able to replicate its ability to infuse his blade with the power of Chidori, though it lacks the ultimate might of the artefact, it is still a formable and devastating sword live with electric current. The blade can be used to cut down foes with electric charged damage, or like the artefact, be used to discharge an electric blast at a range of ten yards.

Approved.[/spoiler]

@ Strazio Rockwell:

[spoiler]
(02-22-2018, 12:04 PM)Strazio Rockwell Wrote: Meat Missle (300) Requires physical strength, ranged proficiency

Strazio grabs a willing nearby ally and by using magick to overcharge his muscles throws them a distance of 55 ft. Heavier allies will be thrown a shorter distance, while exceptionally small and/or light allies will be thrown up to a distance of 75 ft. The sudden strain imparted on Strazio leaves him heavily winded for a few seconds after the throw. Thrown allies are potentially harmed by a botched or careless throw so the best projectiles are those that are naturally resilient with survival or a high DEF stat or those that are particularly dextrous with master acrobat, a high TEC stat, or some other means to lessen the impact. If Strazio is too tired or weakened he can't use this move.

Approved! I love this, reminds me of that one thing.... "I'll beat a motherfucker with another motherfucker".[/spoiler]

@ Aello:

[spoiler]
(02-22-2018, 03:31 PM)Aello Wrote: I don't think this goes over the maximum moves in approval restriction, if it does please tell me to kick rocks and I'll submit some of these at another time.

Slipstream Bulldog Tier One Power-Up (1000)

[Image: atlas_litho.jpg?1398822461]

ATK + 1
DEF + 2
SPD + 1
TEC + 1

Standing at an intimidating 24 feet tall, the Slipstream Bulldog offers personal protection at a price point that can just not be beat. Slipstream’s latest creation offers a fully modular frame, with several hardpoints compatible with virtually any modern armament allowing the Bulldog to tackle any situation presented to it. Designed with your safety in mind the Bulldog is fitted with thick ceramite plating inspired by Space Marine technology as well as a six inch thick plasteel viewport. Complete with heated seat, climate control, and an integrated sound system Slipstream Industries guarantees that, when it comes to mechanized hardsuits, the Bulldog is the most comfortable ride money can by. “Splistream Industries - It’s like wearing a second skin.”

Aello’s particular Bulldog is stored within a modified teleporter. This teleporter is tuned to her and should the need arise she can have it teleported to her in a matter of seconds. However in order to make room for the teleport homer the energy core had to be downsized giving her a limited window of use. One the mech runs out of energy or Aello chooses to dismiss it it will be transported back to Jamie’s repair shop.

Crusher Clamp with Grapnel Cable (600) Requires Physical Strength, Ranged Proficiency, Active Slipstream Bulldog Transformation

Aello’s Bulldog is equipped with the stock crusher clamp on its left arm. This clamp can be used to grab, crush, and/or batter opponents. Despite being able to rotate in its socket the crusher clamp is an inherently clumsy weapon and only truly effective against foes that are too slow or cumbersome to avoid its sluggish movements. Should Aello manage to grab a foe she can try to crush them over the course of five seconds before built-in limiters force her to release the target.

Additionally Aello can fire the claw up to fifteen meters away. This move is incredibly hard to aim and often results in collateral damage rather than a direct hit. Once fired the claw can be reeled back in via a thick braided cable resetting from max distance after about three seconds. Should she manage to score a direct hit the claw will clamp down and begin to reel in the target. Stronger opponents can fight against the grapnel and the claw will automatically release after five seconds. While the cable is moderately strong it can be severed if it sustains enough damage. Once severed Aello is unable to use any function of the crusher clamp until it is repaired and refitted out of combat.

Booster Rush (300) Requires Physical Strength, Burst Movement, Active Slipstream Bulldog Transformation

Aello’s Bulldog is fitted with several Slipstream Shocktek Boosters. These boosters normally allow Aello to perform short rapid maneuvers around the battlefield. However she can choose to overload these boosters, allowing her to charge rapidly in a straight line. Once activated the booster jets along the rear of her mech fire up, shooting a burst of bright blue exhaust behind her. She then charges at roughly double her maximum speed for a distance of ten meters, knocking aside or bowling over anyone in her path. At the end of her charge the boosters become overheated and she is unable to use burst movement, super jumping, or moves that require either for a total of thirty seconds. Additionally if she collides with an object that she in unable to burst through she is heavily disoriented for a few seconds from the sudden impact.

Kroztech Hellspike Plasslug Rifle (600) Ranged proficiency, Active Slipstream Bulldog Transformation

Originally intended for exclusive use in military application the Kroztech Hellspike proved to be such a devastating weapon that every private arms dealer pressured Kroztech to release a publically available version. Modified to fit the Bulldog’s right arm the Kroztech Hellspike offers two seperate firing modes. Switching between the two modes takes ten seconds as internal mechanisms are engaged.

The standard firing mode is a full auto machine gun, capable of sustained fire for thirty seconds before a new clip must be cycled. It fires two rounds every second and takes a total of five seconds to reload as a new clip is internally cycled. Designed for short to mid-range firefights this firing mode is not very accurate past 15 meters with a total effective range of 60 meters. Due to Omniphysics the bullets become largely harmless beyond 60 meters. Due to ultra-efficient ammunition storage running completely out of ammunition is practically a non-issue.

The secondary firing mode engages the rifle’s patented Hellspike plasma generator. This mode fires a semi-solid spike of superheated plasma up to 120 meters away. These projectiles are particularly devastating against solid objects. While the Bulldog’s built in aim assistance is relatively ineffective with the standard firing mode due to the rate of fire, it works swimmingly with the secondary firing mode allowing Aello to remain surprisingly accurate at all ranges up to the maximum 120 meters. Due to the heat and energy involved in firing these projectiles there is a ten second cooldown period in between each shot as well as a two second chargeup period before the weapon fires a projectile. If the weapon sustains heavy damage during this charge up time it can go critical and explode, severely harming Aello and as the shockwave propagates into the cockpit.

Delbrook Corp. Locust Self Defense System (600) Requires Ranged Proficiency, Homing Proficiency, Active Slipstream Bulldog Transformation

Eight rockets, located in ports built into the Bulldog’s shoulders, provide Aello with a flexible and reliable defensive system. Should a projectile be targeted at her from more than 10 meters away she can activate Delbrook’s Defense System. The built in aim assistance locks onto the incoming projectile and fires one of the eight rockets to intercept it, either completely absorbing the projectile or mitigating it. There is no cooldown on this ability, but once all eight rockets are used she is unable to use this move until the mech is reloaded outside of combat. If a projectile is fired within the 10 meter deadzone the system is unable to accurately target it and will not deploy a missle.

Alternatively Aello can target an enemy and fire a rocket at them. This rocket pursues them with and is able to slightly course correct for a direct hit. The rocket travels relatively quickly and the resulting explosion is not very powerful, but can be used as an effective distraction or to flush a target out of cover.

All approved.[/spoiler]

@ Ash:

[spoiler]
Quote:Snatch It Up (300 OM)
Requires Ranged Prof, Strength Prof, and Red Devil’s Claw(Weapon).
From a distance of 13-ft max, Ash can launch the exotic grappling hook from the modified contraption on her forearm by fusing it with Entropy magic(3-second charge) and increasing its chances of piercing through all kinds of typical armor. The bladed point in the center of the hook stabs through its target’s body, with a solid yank the arms of the hooks embed themselves into the creature’s body making it near impossible for them to resist being yanked themselves towards her. Ash usually follows this up with a punch or a kick, but this can be combined with Shocking Grasp(Move) or Red Devil’s Quill(Weapon). Ash has to be standing still to aim for the softest part of her intended target. The Claw has to be forcefully removed - which Ash can do by yanking on the metal part - and will have to be re-loaded into her arm to be able to use again.
(Anyone with an Atk of 1 or higher can also dislodge it themselves, until then they are at her will and on the end of her goretastic leash. <3)


And to Add to my new pile:
Weapon Concealment (300)
Requires: Physical Prof, Suppression, Stealth
Ash focuses on any weapon-type Move of hers for one second, after which that weapon becomes invisible. Spotting it is just as difficult as it would be to notice Ash if she were using Stealth herself. Maintaining this Move tires her slowly and requires a small amount of continued concentration for as long as it remains active. Whilst active, the effect will persist even during combat, preventing enemies from accurately determining the dimensions of her weapon.

Phantom Luck(300 OM)
Requres: Forsight
A magical buckler-sized shield (1.5 feet across) of force magic appears to defend Ash from attacks with the intention of to kill her. It appears to be made of shadows but light does not disperse it. Its a reaction spell, her only defense against things she can sense but may not be able to stop normally due to her hands being full or bound. Once used, Ash has to concentrate for 4 seconds while standing still to be able to summon it to her aid again. Attacks stronger than Ash's shield may breach it and still do some damage (e.g. super attacks, moves with high charge times, etc.)

All approved! Please note that Weapon Concealment will have differing degrees of success depending on an opponent's TEC or Enhanced Senses.[/spoiler]

@ Shantotto:

[spoiler]
(02-23-2018, 11:13 PM)Shantotto Wrote: Tornado:  (300) OM (Ranged Materialize Proficiency/ Debuff Proficiency/ Area of effect)  Shantotto roots herself for three seconds where she is unable to move but can defend herself with her Stardust Rod to summon a  gust of wind in the target location, the gust gradually grows to a full scale tornado spanning 15 feet over the next three seconds where anyone, friend or foe takes moderate damage and is tossed up into the air. The duration of time in the air is determined by the difference between the ATT of Shantotto and the Def of the target,  allowing up to 5 seconds of air time max (with a difference of 5 points in stat)

This move is moderately draining and can not be cast twice in a row.
This attack has a range of 60 feet

Approved. I'll look at your other move in a bit.[/spoiler]

@ The Emperor of Mankind:

[spoiler]
(02-24-2018, 09:56 AM)The Emperor of Mankind Wrote: Resubmitting this

Psykana Discipline (1800) (Ranged Proficiency, Ranged Materialise Proficiency, Telepathy, Area Defence Proficiency, Buff Proficiency, Debuff Proficiency, Area Attack Proficiency, Homing Proficiency)
The Emperor uses his psychic mastery to attack his enemies; though its effects can differ, Psykana Discipline's cooldown, charge-time, fatigue cost and range are the same regardles. Charging this move cannot be interrupted by taking damage, except from a Super Move, however the Emperor must remain stationary whilst charging and cannot use any other moves or powers at the same time.
Delayed Choice: The Emperor does not need to choose which of its effects he wants to use until after he has finished charging Psykana Discipline.
Cooldown: Each separate aspect of Psykana Discipline can be used only once per 10 minutes, with no more than 5 uses total of Psykana Discipline in that time.
Charge Time: Psykana Discipline must be charged for at least 5 seconds before use, but can be charged for up to 30 seconds if the Emperor wishes.
Fatigue: Psykana Discipline tires the Emperor quickly whilst charging, so it can be risky to try and build up his attacks to their maximum power too often.
Range: Psykana Discipline has a maximum range of 50 metres.

Terrifying Visions: The emperor fills the mind of an enemy with visions of torment and what scares them most, making them more likely to keep their distance and attack less for the duration. The minimum duration is 10 seconds and the maximum is 30 seconds. The duration increases by 2 seconds for each second Psykana Discipline has been charged and 5 seconds for each point of TEC the Emperor has above his target. Suppression will make the hallucinations transparent and Enhanced Senses will not detect them, letting the target know that they don't exist.

Gaze of the Emperor: The Emperor's eyes blaze in vengeful fury and as his rage is made manifest and he shoots twin red beams through his eyes at the nearest target. It will appear to pierce the target regardless of their DEF, but will only deal the amount of damage it should based on their Stats. He cannot move his head while using this effect. The lasers travel as fast as a bullet and continue travelling until hitting Psykana Discipline's maximum range, piercing everything along the way. The laser will last 1 second after being fired.

Psychic Barrier: The Emperor forms a psychic barrier that covers an ally's body, which will give them a clear blue, intangible (except when attacked) shield that will shatter after the duration or after taking enough damage. The duration is equal to the charge time multiplied by 5, and the amount of damage that can be taken is based on the amount of time and energy the Emperor spent preparing it, varying based on his foe's ATK vs his DEF.

Nightshroud: The Emperor summons a shadow out of the warp, covering an area within range in a bubble with a 6 metre diameter. From outside, it will look like a section of the world is now in absolute darkness and people inside will be unable to see out. The Emperor and any Characters with Enhanced Senses will be able to completely ignore the bubble. The duration is equal to the charge time multiplied by 5.

Psychic Maelstrom: The Emperor summons the full force of the warp to defeat his foes, releasing a barrage of psychic attacks against all enemies within a 20 metre diameter circle inside Psykana Discipline's range. The attack takes the form of a swirling green vortex (a large, green storm cloud with a whirlpool-like shape) in the sky above the target area, which fires out as many small bursts of lightning as the number of seconds Psykana Discipline has been charged. To an average person (1 DEF), each bolt delivers a painful electric shock, but will deal very little actual damage. Even so, if charged long enough, the sheer number of blasts can make this a powerful attack. The bolts move at lightning-speed and will strike enemies at random, but home in with extreme accuracy and so will rarely miss. 5 bolts are fired per second and the vortex lasts until all bolts have been fired; if no enemies are within range, the bolts will hit the ground or random objects.

After adding all of this move's potential effects up, I've determined that it would actually cost 2400 OM.

Terrifying Visions: Variable. 600 OM.

Gaze of the Emperor: 300 OM.

Psychic Barrier: Variable. 600 OM.

Nightshroud: Variable. 600 OM.

Psychic Maelstrom: 300 OM.[/spoiler]

@ Gilgamesh:

[spoiler]
(02-24-2018, 04:21 PM)Gilgamesh Wrote: T2 Utility: Elixir of Immortaility 800 OM (Requires Ranged Proficiency & Debuff Proficiency)
Gilgamesh takes out a small vial that contains an extract from the Plant of Immortaility he sought after in life from his Gates of Babylon. He then tosses the vial at a single opponent, covering them in the clear, crisp liquid. At first the recipient feels very happy and exuberant before they begin to feel its real effects. After a few seconds of being covered in the liquid, the target begins to age in reverse until they revert into a 10 year old body. Although this does not change stats, the targets will be much less efficient at using their moves because they are now a child and don't have the strength nor proficieny to use their weapons like they used to. This effect lasts for a minute (or one round). This cannot be used on an opponent that is mechanical in nature or a fusion (since that would be difficult)

Strange, but approved. Make a note somewhere that it costs 2 SP to use it, please.[/spoiler]

@ Rafael Esquivel:

[spoiler]
(02-26-2018, 05:57 PM)Rafael Esquivel Wrote: Tablet of Chaos (300, Ranged, Debuff, Insight, Telepathy.):

Tablet of Chaos is a weapon that Unicron can manifest to attack his opponents with. First, though this requires that he use Telepathy and Insight to know the moves of an opponent. If he has done this, Unicron can activate the tablet after 5 seconds of charge time. What this does is allow him to shoot a beam of energy out from the tablet, a 3x3 beam of energy that will lock for the next 18 seconds, any singular move, so long as it is not their only move. This can be overcome by someone with a stronger Tec than he has, or a higher DEF than his ATK stat. In addition, this will wear off, if he switches to another weapon. Furthermore, this cannot be done while moving which may present a disadvantage to Rafael, and Unicron. This has a range of 75 feet, and is moderately draining on the stamina of Unicron to use, at present.

Dark Energon Sphere (300, Ranged Proficiency, Area Attack, Debuff.): 

[align=center]A roughly basket ball sized orb of Dark Energon that will form in his hands. This will shoot at the speed of an arrow at an opponent, and can cover a wide range. Once this gets near an opponent, it will electrify them for seven seconds, paralyzing a limb for those seconds. Takes 8 seconds for Rafael to make one of these, and requires that he use the Tablet of Chaos to do so. This is moderately draining on his stamina, and has a range of 80 feet. This travels at the speed of an arrow.

Both are approved![/spoiler]

@ Hecate Rothchild:

[spoiler]
(02-27-2018, 03:50 PM)Hecate Rothchild Wrote: T1 Assist: Ice Golem (1000 OM) -2 SP

A large 12ft tall Golem made of ice. This golem lasts for one round and can use all of Hecate’s Ice attacks, It’s weapon is a large battle axe made of the same ice it’s body is made from however it does not freeze the wound like her blades. As such its semi fragile but it is built with the sole purpose of protecting Hecate. Its reach for melee is almost ten feet thanks to the length of it’s weapon.

Hecate forms a small hand sized shard of ice in her hand and plants it. This shard is imbued with a large amount of her spiritual power. After 15 seconds the shard exploded and the golem bursts forth from the ground leaving a crater where the see was planted.


ATK: 2
DEF: 2
SPD: 0
TEC: 1

This skill is moderately draining

The note about it being "moderately draining" is not needed, since this is an Assist. The SP is the only cost you gotta worry about. Otherwise, approved.[/spoiler]

@ Kopaka:

[spoiler]
(02-28-2018, 11:26 AM)Kopaka Wrote: Ngakau Maraoke (Requires...Physical Proficiency? Maybe?) - 300 OM

By preparing a well of elemental energy for two seconds, Kopaka can focus his power over ice inwards. This causes his entire body to become supercooled to the point that even lightly touching him can result in frostbite and fleshwounds.

Channeling his power in this way is very efficient, and Kopaka can sustain the chill for up to two minutes before it becomes taxing. Doing so takes concentration, however, so Kopaka can only move at a walking speed and take no other actions while supercooled. Kopaka can prepare and maintain this attack while being actively grappled or attacked, but it does not reduce damage taken.

Cool! (hahahahahahahahahahahaha)

Approved![/spoiler]

@ Gamzee Makara:

[spoiler]
(02-28-2018, 02:35 PM)Gamzee Makara Wrote: T2 Transformation: ????

Gamzee's eyes roll into the back of his head, and he falls to the floor unconscious. A dark, purple smoke begins to swirl around his body, before the vapors consume his body. When he returns to his feet, his eyes are a brilliant glowing white, and his entire being appears to be that of the same purple smoke. All that is truly visible are his eyes and his wolfish grin, the features seemingly suspended in the clouds of smoke. It should be known that he is NOT gaseous in actual form, he is very solid. In fact, you could say that the swirling smoke was about as thick as it needs to be to accurately imitate the human (or in this case, troll) body.

ATK: 4 + 4
DEF: 3 + 1
SPD: 3 + 1
TEC: 3 + 4

Make a note on your roster that this is a T2 Power-Up and can be activated at the cost of 2 SP. Also, please note that the cost is 1500 OM.

Other than that, approved!
[/spoiler]


RE: Move Approval V - Jack Darby - 02-28-2018

The Narwhal Song (Telepathy, Debuff, Ranged Proficiency 300 OM.) 

The Narwhal Song is something that Rafael remembered from his world, and considered annoying. When you combine that with Unicron's power of telepathy, and his annoyance at being in the Omniverse at general, it's become a new attack of theirs. It takes roughly 4 seconds, but as long as their TEC is superior to that of their opponent, what Rafael can do is FLOOD the world of an opponent with nothing but Narwhals singing that song, and driving the opponent up the wall, to the point where they'd be unable to focus on anything else for about 15 seconds, and be begging for it to stop. There is more to the attack than that, though. For you see, Unicron does not just loathe being in the Omniverse, he's quite angry. This is reflected by the Narwhals attacking the individuals. However, this is a telepathic assault, with a unique caveat. If the opponent flinches, they receive the damage they would if, if it had been an actual attack. 


RE: Move Approval V - The Emperor of Mankind - 03-01-2018

@Jade/any other staff member, Reece thinks it's 3000 for the psykana move seeing as every power has two functions. I'd like to clear it up before I either buy it for too much or get told by a judge or staff member that I can't use it.


RE: Move Approval V - Dane Regan - 03-01-2018

(03-01-2018, 03:05 AM)The Emperor of Mankind Wrote: @Jade/any other staff member, Reece thinks it's 3000 for the psykana move seeing as every power has two functions. I'd like to clear it up before I either buy it for too much or get told by a judge or staff member that I can't use it.

To add to this, his reasoning was that the two functioning Jade valued at 300 have variable damage based on charge time, so should be 600 (Gaze does more damage, Psychic Maelstrom shoots more projectiles).