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Omni Archive
Official Move Approval IV - Printable Version

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RE: Official Move Approval IV - Hiro Protagonist - 10-26-2016

Yojimbo Style: Enkidu Rising - 600 OM (Super Jump - Basic, Ranged Proficiency, Physical Proficiency)

The target of this attack must have already been hit with at least one of Hiro’s Chernobyl Packets to “attune” them to his programs. With all of his weapons sheathed, Hiro inputs automatic commands on his wristcomp, taking at least three seconds to do so. Once this is done, Hiro leaps into the air towards his opponent in a wide arc, the top of the arc being his maximum jump height. It takes a few meters of running to be able to get to that sort of momentum, and Hiro may not leap from a standing position or this attack fails.

Once Hiro hits the apex of his jump, the pre inputted program activates, materializing foot long data slivers around him in a circle, around 5-8 of them. Acting like arrows, these zip forward ahead of Hiro towards his target. However, they can be inaccurate and may not always hit the target if they are quick enough to dodge them. Hiro follows a second or two behind this barrage, sword drawn and swinging down for a powerful overhead slice, crashing into the ground if he misses, and at the very least losing his footing if he strikes, stumbling and attempting to regain his balance, leaving him open for counterattack. The entirety of this attack, from start-up run to sword strike takes about six seconds.


RE: Official Move Approval IV - ElFailzalot - 10-26-2016

Vincent:
[spoiler]
(10-23-2016, 08:19 AM)Vincent Valentine Wrote:
(10-14-2016, 08:24 PM)Vincent Valentine Wrote: Buying a combat version of Vinny's catdogfriend. Moves were approved during his NPC approval, but I figured I'd bring them through here just in case they need a second look. 

Nanaki (Tier 2 Assist; 1500)

 [Image: Bxp1T5R.png]

Nanaki, codename Red XIII, is a long-time friend and ally of Vincent from their home of Gaia. The two are 'brothers' of sorts, both being victims of experimentation at the hands of Professor Hojo. Following the defeat of Sephiroth and his remnants by Cloud's sect of Avalanche, some members of the group opted to go their separate ways. Vincent, sensing Nanaki's sorrow in being the last of his kind and having a very long lifespan, promised to meet with him yearly to discuss their travels. This friendship has carried over to the Omniverse, with the two kindred spirits finding themselves puppets at the hands of Omni.

Stats:
ATK: 3
DEF: 2
SPD: 3
TEC: 2

Moves

Claws (Physical Strength; 300): Being a predatory beast, Nanaki has a set of 2-inch (~5 cm) claws on each of his feet, the front set being retractable. All sets are quite sharp, easily able to lacerate weak foes and leave gouges in sturdy armor. The front claws can be readied in an instant, though if he is caught unaware by a fast enough foe, he could sustain damage before they were drawn.


Limit Break: Sled Fang (Physical Strength; 300)
[Image: RYwZvZw.gif]
Summoning up vast amounts of magical energy within himself over a period of 5 seconds, Nanaki sprints toward an enemy and slams into them, unleashing the stored energy in a powerful blast. The charge-up time requires the user to remain motionless and maintain concentration, lest he lose his grip on the magical energies. If he fails to make contact with a foe (missing, being knocked back), the move will fail and the energy will dissipate. As this technique relies on speed, faster foes will find it easier to avoid taking damage. This technique is significantly draining, requiring Nanaki to rest for at least 10 seconds before doing anything energy intensive.

[Image: 1267.gif][/spoiler]


Hiro:
[spoiler]
(10-26-2016, 06:16 PM)Hiro Protagonist Wrote: Yojimbo Style: Enkidu Rising - 600 OM (Super Jump - Basic, Ranged Proficiency, Physical Proficiency)

The target of this attack must have already been hit with at least one of Hiro’s Chernobyl Packets to “attune” them to his programs. With all of his weapons sheathed, Hiro inputs automatic commands on his wristcomp, taking at least three seconds to do so. Once this is done, Hiro leaps into the air towards his opponent in a wide arc, the top of the arc being his maximum jump height. It takes a few meters of running to be able to get to that sort of momentum, and Hiro may not leap from a standing position or this attack fails.

Once Hiro hits the apex of his jump, the pre inputted program activates, materializing foot long data slivers around him in a circle, around 5-8 of them. Acting like arrows, these zip forward ahead of Hiro towards his target. However, they can be inaccurate and may not always hit the target if they are quick enough to dodge them. Hiro follows a second or two behind this barrage, sword drawn and swinging down for a powerful overhead slice, crashing into the ground if he misses, and at the very least losing his footing if he strikes, stumbling and attempting to regain his balance, leaving him open for counterattack. The entirety of this attack, from start-up run to sword strike takes about six seconds.

Why's this cost 600? Is it a super attack? If so, that's all gravy.[/spoiler]


RE: Official Move Approval IV - Hiro Protagonist - 10-26-2016

(10-26-2016, 06:22 PM)ElFailzalot Wrote: Vincent:
[spoiler]
(10-23-2016, 08:19 AM)Vincent Valentine Wrote:
(10-14-2016, 08:24 PM)Vincent Valentine Wrote: Buying a combat version of Vinny's catdogfriend. Moves were approved during his NPC approval, but I figured I'd bring them through here just in case they need a second look. 

Nanaki (Tier 2 Assist; 1500)

 [Image: Bxp1T5R.png]

Nanaki, codename Red XIII, is a long-time friend and ally of Vincent from their home of Gaia. The two are 'brothers' of sorts, both being victims of experimentation at the hands of Professor Hojo. Following the defeat of Sephiroth and his remnants by Cloud's sect of Avalanche, some members of the group opted to go their separate ways. Vincent, sensing Nanaki's sorrow in being the last of his kind and having a very long lifespan, promised to meet with him yearly to discuss their travels. This friendship has carried over to the Omniverse, with the two kindred spirits finding themselves puppets at the hands of Omni.

Stats:
ATK: 3
DEF: 2
SPD: 3
TEC: 2

Moves

Claws (Physical Strength; 300): Being a predatory beast, Nanaki has a set of 2-inch (~5 cm) claws on each of his feet, the front set being retractable. All sets are quite sharp, easily able to lacerate weak foes and leave gouges in sturdy armor. The front claws can be readied in an instant, though if he is caught unaware by a fast enough foe, he could sustain damage before they were drawn.


Limit Break: Sled Fang (Physical Strength; 300)
[Image: RYwZvZw.gif]
Summoning up vast amounts of magical energy within himself over a period of 5 seconds, Nanaki sprints toward an enemy and slams into them, unleashing the stored energy in a powerful blast. The charge-up time requires the user to remain motionless and maintain concentration, lest he lose his grip on the magical energies. If he fails to make contact with a foe (missing, being knocked back), the move will fail and the energy will dissipate. As this technique relies on speed, faster foes will find it easier to avoid taking damage. This technique is significantly draining, requiring Nanaki to rest for at least 10 seconds before doing anything energy intensive.

[Image: 1267.gif][/spoiler]


Hiro:
[spoiler]
(10-26-2016, 06:16 PM)Hiro Protagonist Wrote: Yojimbo Style: Enkidu Rising - 600 OM (Super Jump - Basic, Ranged Proficiency, Physical Proficiency)

The target of this attack must have already been hit with at least one of Hiro’s Chernobyl Packets to “attune” them to his programs. With all of his weapons sheathed, Hiro inputs automatic commands on his wristcomp, taking at least three seconds to do so. Once this is done, Hiro leaps into the air towards his opponent in a wide arc, the top of the arc being his maximum jump height. It takes a few meters of running to be able to get to that sort of momentum, and Hiro may not leap from a standing position or this attack fails.

Once Hiro hits the apex of his jump, the pre inputted program activates, materializing foot long data slivers around him in a circle, around 5-8 of them. Acting like arrows, these zip forward ahead of Hiro towards his target. However, they can be inaccurate and may not always hit the target if they are quick enough to dodge them. Hiro follows a second or two behind this barrage, sword drawn and swinging down for a powerful overhead slice, crashing into the ground if he misses, and at the very least losing his footing if he strikes, stumbling and attempting to regain his balance, leaving him open for counterattack. The entirety of this attack, from start-up run to sword strike takes about six seconds.

Why's this cost 600? Is it a super attack?  If so, that's all gravy.[/spoiler]
Nope, not a super attack. I left the other version out by mistake.


Yojimbo Style: Enkidu Rising - 600 OM (Super Jump - Basic, Ranged Proficiency, Physical Proficiency)

The target of this attack must have already been hit with at least one of Hiro’s Chernobyl Packets to “attune” them to his programs. With all of his weapons sheathed, Hiro inputs automatic commands on his wristcomp, taking at least three seconds to do so. Once this is done, Hiro leaps into the air towards his opponent in a wide arc, the top of the arc being his maximum jump height. It takes a few meters of running to be able to get to that sort of momentum, and Hiro may not leap from a standing position or this attack fails.

Once Hiro hits the apex of his jump, the pre inputted program activates, materializing foot long data slivers around him in a circle, around 5-8 of them. Acting like arrows, these zip forward ahead of Hiro towards his target. However, they can be inaccurate, deal reduced damage, and all of them may not always hit their target. Alternatively, Hiro can instead throw his two tanto with much more accuracy and for greater damage, although the reduced number of projectiles means it's much easier to dodge.

 Hiro follows a second or two behind this barrage, sword drawn and swinging down for a powerful overhead slice, crashing into the ground if he misses, and at the very least losing his footing if he strikes, stumbling and attempting to regain his balance, leaving him open for counterattack. The entirety of this attack, from start-up run to sword strike takes about six seconds.


Changes are in bold.


RE: Official Move Approval IV - ElFailzalot - 10-26-2016

(10-26-2016, 06:40 PM)Hiro Protagonist Wrote:
(10-26-2016, 06:22 PM)ElFailzalot Wrote: Vincent:
[spoiler]
(10-23-2016, 08:19 AM)Vincent Valentine Wrote:
(10-14-2016, 08:24 PM)Vincent Valentine Wrote: Buying a combat version of Vinny's catdogfriend. Moves were approved during his NPC approval, but I figured I'd bring them through here just in case they need a second look. 

Nanaki (Tier 2 Assist; 1500)

 [Image: Bxp1T5R.png]

Nanaki, codename Red XIII, is a long-time friend and ally of Vincent from their home of Gaia. The two are 'brothers' of sorts, both being victims of experimentation at the hands of Professor Hojo. Following the defeat of Sephiroth and his remnants by Cloud's sect of Avalanche, some members of the group opted to go their separate ways. Vincent, sensing Nanaki's sorrow in being the last of his kind and having a very long lifespan, promised to meet with him yearly to discuss their travels. This friendship has carried over to the Omniverse, with the two kindred spirits finding themselves puppets at the hands of Omni.

Stats:
ATK: 3
DEF: 2
SPD: 3
TEC: 2

Moves

Claws (Physical Strength; 300): Being a predatory beast, Nanaki has a set of 2-inch (~5 cm) claws on each of his feet, the front set being retractable. All sets are quite sharp, easily able to lacerate weak foes and leave gouges in sturdy armor. The front claws can be readied in an instant, though if he is caught unaware by a fast enough foe, he could sustain damage before they were drawn.


Limit Break: Sled Fang (Physical Strength; 300)
[Image: RYwZvZw.gif]
Summoning up vast amounts of magical energy within himself over a period of 5 seconds, Nanaki sprints toward an enemy and slams into them, unleashing the stored energy in a powerful blast. The charge-up time requires the user to remain motionless and maintain concentration, lest he lose his grip on the magical energies. If he fails to make contact with a foe (missing, being knocked back), the move will fail and the energy will dissipate. As this technique relies on speed, faster foes will find it easier to avoid taking damage. This technique is significantly draining, requiring Nanaki to rest for at least 10 seconds before doing anything energy intensive.

[Image: 1267.gif][/spoiler]


Hiro:
[spoiler]
(10-26-2016, 06:16 PM)Hiro Protagonist Wrote: Yojimbo Style: Enkidu Rising - 600 OM (Super Jump - Basic, Ranged Proficiency, Physical Proficiency)

The target of this attack must have already been hit with at least one of Hiro’s Chernobyl Packets to “attune” them to his programs. With all of his weapons sheathed, Hiro inputs automatic commands on his wristcomp, taking at least three seconds to do so. Once this is done, Hiro leaps into the air towards his opponent in a wide arc, the top of the arc being his maximum jump height. It takes a few meters of running to be able to get to that sort of momentum, and Hiro may not leap from a standing position or this attack fails.

Once Hiro hits the apex of his jump, the pre inputted program activates, materializing foot long data slivers around him in a circle, around 5-8 of them. Acting like arrows, these zip forward ahead of Hiro towards his target. However, they can be inaccurate and may not always hit the target if they are quick enough to dodge them. Hiro follows a second or two behind this barrage, sword drawn and swinging down for a powerful overhead slice, crashing into the ground if he misses, and at the very least losing his footing if he strikes, stumbling and attempting to regain his balance, leaving him open for counterattack. The entirety of this attack, from start-up run to sword strike takes about six seconds.

Why's this cost 600? Is it a super attack?  If so, that's all gravy.[/spoiler]
Nope, not a super attack. I left the other version out by mistake.


Yojimbo Style: Enkidu Rising - 600 OM (Super Jump - Basic, Ranged Proficiency, Physical Proficiency)

The target of this attack must have already been hit with at least one of Hiro’s Chernobyl Packets to “attune” them to his programs. With all of his weapons sheathed, Hiro inputs automatic commands on his wristcomp, taking at least three seconds to do so. Once this is done, Hiro leaps into the air towards his opponent in a wide arc, the top of the arc being his maximum jump height. It takes a few meters of running to be able to get to that sort of momentum, and Hiro may not leap from a standing position or this attack fails.

Once Hiro hits the apex of his jump, the pre inputted program activates, materializing foot long data slivers around him in a circle, around 5-8 of them. Acting like arrows, these zip forward ahead of Hiro towards his target. However, they can be inaccurate, deal reduced damage, and all of them may not always hit their target. Alternatively, Hiro can instead throw his two tanto with much more accuracy and for greater damage, although the reduced number of projectiles means it's much easier to dodge.

 Hiro follows a second or two behind this barrage, sword drawn and swinging down for a powerful overhead slice, crashing into the ground if he misses, and at the very least losing his footing if he strikes, stumbling and attempting to regain his balance, leaving him open for counterattack. The entirety of this attack, from start-up run to sword strike takes about six seconds.


Changes are in bold.

[Image: 455.gif]


RE: Official Move Approval IV - The Future Warrior - 10-28-2016

Energy Shot -- 300 OM (Requires: Ranged Proficiency)
Taking the standard ki blast to the next level, Graowr takes about a second and a half to charge one before firing. The charge isn't terribly taxing, and she is free to move while prepping it, though getting hit before it is ready can break her focus. When fired, the resulting blast is roughly the size of a basketball, moving very quickly (about the speed of an arrow) to a maximum range of approximately thirty meters, and packing a sizable punch, though its linear flight path makes it somewhat easy to dodge. Only one can be used at a time, with at least a second afterward before another can be fired, and the focus (though minimal) required precludes the use of other moves while charging and firing.


RE: Official Move Approval IV - Mark - 10-28-2016

(10-28-2016, 12:45 PM)The Future Warrior Wrote: Energy Shot -- 300 OM (Requires: Ranged Proficiency)
Taking the standard ki blast to the next level, Graowr takes about a second and a half to charge one before firing. The charge isn't terribly taxing, and she is free to move while prepping it, though getting hit before it is ready can break her focus. When fired, the resulting blast is roughly the size of a basketball, moving very quickly (about the speed of an arrow) to a maximum range of approximately thirty meters, and packing a sizable punch, though its linear flight path makes it somewhat easy to dodge. Only one can be used at a time, with at least a second afterward before another can be fired, and the focus (though minimal) required precludes the use of other moves while charging and firing.

[Image: giphy.gif]


RE: Official Move Approval IV - Amber Veritz - 10-28-2016

Ain't nobody got time fo dat (300) - Requires Time Manipulation, After a few moments of concentration Amber is able to skip the time it takes to cook any food item -- i.e. she is able to cook a hotpocket in seconds instead of minutes.

Move idea courtesy of Renji. :frogbon:


RE: Official Move Approval IV - Mark - 10-28-2016

(10-28-2016, 07:54 PM)Amber Veritz Wrote: Ain't nobody got time fo dat (300) - Requires Time Manipulation, After a few moments of concentration Amber is able to skip the time it takes to cook any food item -- i.e. she is able to cook a hotpocket in seconds instead of minutes.

Move idea courtesy of Renji. :frogbon:

As long as you're not planning to use Hot Pockets as weapons, you can fodder this. =P


RE: Official Move Approval IV - Android 17 - 11-01-2016

Ki Gun – Seventeen holds out his hand and, after a momentary delay, fires a concentrated beam of energy from a fingertip. He usually shoots from the index finger with his thumb up and other fingers curled, hence the name of the move (the man loves his theatrics). The potent beam is designed to punch through surfaces, rather than exploding like a traditional ki blast (ie – it trades concussive force to pierce). Seventeen can fire one or two beams, which allows him to shoot at two different targets coming at him in two different directions. Despite that, he tends to use this from short-ranges as a surprise maneuver, because the effectiveness starts to taper off after thirty meters. This attack takes only a second or two to fire initially, and then can be used at the rate of a revolver there-after, although repeated uses will lack the strength of the initial shot and quickly fatigue Seventeen. (600 OM)

Ki Whip
After creating a small orb of ki, Seventeen grips it into his hand and creates a limp string of ki. The color varies (although it is usually blue), while the length and potency of the weapon depend on how much power the android decides to exert in its creation. Seventeen can wield dual wield at the cost of more energy expenditure. The weapon itself is mainly used as a medium-range melee weapon, but it can also be used to wrap around targets, living or nonliving. Although the weapon is merely a string of ki, its grip is rather powerful, and because of this, it can provide a vital edge in combat (because wrapping it around an opponent’s legs, arms, or neck could potentially destroy an opponent’s momentum). (600 OM)

Tier 1 Transformation (Power Up) - Ascension
Seventeen dips into a reserve strength. The result is an upswing in power. Cosmetically, the transformation is signified by a translucent white aura (that tends to gently waft his hair as if he was in a shampoo commercial) and his eyes turning from black to a crystalline blue. Also, he gets harder, better, faster, stronger.
ATK: +1
DEF: +1
SPD: +1
TEC: +2

Tier 1 Transformation (Powered Up Form) - Kaioken
Seventeen unleashes the strength of Kaioken, a power up he mastered while suffering training under the tutelage of King Kai. The result is an impressive-looking red aura that makes him look like he's blood-drenched. The result is a skew toward rapidly punching someone in the face with hard punches instead of graceful or defensive bouts.
ATK: 5
DEF: 2
SPD: 5
TEC: 3


RE: Official Move Approval IV - Undyne - 11-02-2016

Trainer's Whip (Requires Physical Strength, Ranged and Debuff Proficiencies) (900)

Sabrina used a whip in her time as a Team Rocket admin, if her Pokemon needed a little disciplining. It also makes for a fairly good self-defense weapon though.

It's a whip, alright - a strong handle with leather wrappings to strengthen one's grip, a long (~6m) strip of leather and a small rounded cone of steel at the tip to add some weight.
It's more suited to flinch its victims and hurt than to damage them, but can leave some nasty bruises.

The Trainer's Whip has two primary uses: to attack and to bind. When used to attack, simply put Sabrina strikes her opponent with the tip. When used properly it produces a loud crack and the tip briefly moves extremely fast, causing superficial injuries and great pain if it hits exposed skin. Against tough or armored opponents it's not very effective, though. When used to attack, the whip is only really dangerous near the tip, as that's what moves fastest. The leather strip between the tip and Sabrina doesn't hurt.
The whip's other use is to wrap around an opponent's bodypart or weapon to temporarily hinder or prevent them from using it, possibly leading to a tug-of-war situation. Sabrina is sufficiently skilled to (usually) hit the spot she is aiming for, but because the whip requires some length to wrap around the target they must be within 5 meters of Sabrina at most. It carries the added risk of having the whip ripped out of her hands though, if her opponent is able to overpower her.

Unhooking it from her belt or summoning it from nowhere takes ~2 seconds or ~10 seconds if the whip was broken and must be re-summoned, during which Sabrina can only move at a walking pace and can't attack. It requires relatively little stamina to use even continuously, and has a reach of ~6 meters at maximum. Sabrina can also hold the whip somewhere along the leather strip to shorten the maximum range to as little as ~1 meter - this is useful if the opponent fights close up, so that she can still hit them with the tip.

Fluff: Sabrina can also use the whip to spur her Pokemon on. It usually enrages them, making them attack more aggressively.


(I promise I didn't steal the idea from 17!)


RE: Official Move Approval IV - Mark - 11-02-2016

(11-01-2016, 08:31 AM)Android 17 Wrote: Ki Gun – Seventeen holds out his hand and, after a momentary delay, fires a concentrated beam of energy from a fingertip. He usually shoots from the index finger with his thumb up and other fingers curled, hence the name of the move (the man loves his theatrics). The potent beam is designed to punch through surfaces, rather than exploding like a traditional ki blast (ie – it trades concussive force to pierce). Seventeen can fire one or two beams, which allows him to shoot at two different targets coming at him in two different directions. Despite that, he tends to use this from short-ranges as a surprise maneuver, because the effectiveness starts to taper off after thirty meters. This attack takes only a second or two to fire initially, and then can be used at the rate of a revolver there-after, although repeated uses will lack the strength of the initial shot and quickly fatigue Seventeen. (600 OM)

Ki Whip
After creating a small orb of ki, Seventeen grips it into his hand and creates a limp string of ki. The color varies (although it is usually blue), while the length and potency of the weapon depend on how much power the android decides to exert in its creation. Seventeen can wield dual wield at the cost of more energy expenditure. The weapon itself is mainly used as a medium-range melee weapon, but it can also be used to wrap around targets, living or nonliving. Although the weapon is merely a string of ki, its grip is rather powerful, and because of this, it can provide a vital edge in combat (because wrapping it around an opponent’s legs, arms, or neck could potentially destroy an opponent’s momentum). (600 OM)

Tier 1 Transformation (Power Up) - Ascension
Seventeen dips into a reserve strength. The result is an upswing in power. Cosmetically, the transformation is signified by a translucent white aura (that tends to gently waft his hair as if he was in a shampoo commercial) and his eyes turning from black to a crystalline blue. Also, he gets harder, better, faster, stronger.
ATK: +1
DEF: +1
SPD: +1
TEC: +2

Tier 1 Transformation (Powered Up Form) - Kaioken
Seventeen unleashes the strength of Kaioken, a power up he mastered while suffering training under the tutelage of King Kai. The result is an impressive-looking red aura that makes him look like he's blood-drenched. The result is a skew toward rapidly punching someone in the face with hard punches instead of graceful or defensive bouts.
ATK: 5
DEF: 2
SPD: 5
TEC: 3

All approved.

(11-02-2016, 04:34 AM)Sabrina Wrote: Trainer's Whip (Requires Physical Strength, Ranged and Debuff Proficiencies) (900)

Sabrina used a whip in her time as a Team Rocket admin, if her Pokemon needed a little disciplining. It also makes for a fairly good self-defense weapon though.

It's a whip, alright - a strong handle with leather wrappings to strengthen one's grip, a long (~6m) strip of leather and a small rounded cone of steel at the tip to add some weight.
It's more suited to flinch its victims and hurt than to damage them, but can leave some nasty bruises.

The Trainer's Whip has two primary uses: to attack and to bind. When used to attack, simply put Sabrina strikes her opponent with the tip. When used properly it produces a loud crack and the tip briefly moves extremely fast, causing superficial injuries and great pain if it hits exposed skin. Against tough or armored opponents it's not very effective, though. When used to attack, the whip is only really dangerous near the tip, as that's what moves fastest. The leather strip between the tip and Sabrina doesn't hurt.
The whip's other use is to wrap around an opponent's bodypart or weapon to temporarily hinder or prevent them from using it, possibly leading to a tug-of-war situation. Sabrina is sufficiently skilled to (usually) hit the spot she is aiming for, but because the whip requires some length to wrap around the target they must be within 5 meters of Sabrina at most. It carries the added risk of having the whip ripped out of her hands though, if her opponent is able to overpower her.

Unhooking it from her belt or summoning it from nowhere takes ~2 seconds or ~10 seconds if the whip was broken and must be re-summoned, during which Sabrina can only move at a walking pace and can't attack. It requires relatively little stamina to use even continuously, and has a reach of ~6 meters at maximum. Sabrina can also hold the whip somewhere along the leather strip to shorten the maximum range to as little as ~1 meter - this is useful if the opponent fights close up, so that she can still hit them with the tip.

Fluff: Sabrina can also use the whip to spur her Pokemon on. It usually enrages them, making them attack more aggressively.


(I promise I didn't steal the idea from 17!)

I'm only seeing two uses here, why the 900 OM price tag?


RE: Official Move Approval IV - Undyne - 11-03-2016

(11-02-2016, 11:33 PM)Mark Wrote: SabrinaTrainer's Whip (Requires Physical Strength, Ranged and Debuff Proficiencies) (900)
(11-02-2016, 04:34 AM)Sabrina Wrote: Sabrina used a whip in her time as a Team Rocket admin, if her Pokemon needed a little disciplining. It also makes for a fairly good self-defense weapon though.

It's a whip, alright - a strong handle with leather wrappings to strengthen one's grip, a long (~6m) strip of leather and a small rounded cone of steel at the tip to add some weight.
It's more suited to flinch its victims and hurt than to damage them, but can leave some nasty bruises.

The Trainer's Whip has two primary uses: to attack and to bind. When used to attack, simply put Sabrina strikes her opponent with the tip. When used properly it produces a loud crack and the tip briefly moves extremely fast, causing superficial injuries and great pain if it hits exposed skin. Against tough or armored opponents it's not very effective, though. When used to attack, the whip is only really dangerous near the tip, as that's what moves fastest. The leather strip between the tip and Sabrina doesn't hurt.
The whip's other use is to wrap around an opponent's bodypart or weapon to temporarily hinder or prevent them from using it, possibly leading to a tug-of-war situation. Sabrina is sufficiently skilled to (usually) hit the spot she is aiming for, but because the whip requires some length to wrap around the target they must be within 5 meters of Sabrina at most. It carries the added risk of having the whip ripped out of her hands though, if her opponent is able to overpower her.

Unhooking it from her belt or summoning it from nowhere takes ~2 seconds or ~10 seconds if the whip was broken and must be re-summoned, during which Sabrina can only move at a walking pace and can't attack. It requires relatively little stamina to use even continuously, and has a reach of ~6 meters at maximum. Sabrina can also hold the whip somewhere along the leather strip to shorten the maximum range to as little as ~1 meter - this is useful if the opponent fights close up, so that she can still hit them with the tip.

Fluff: Sabrina can also use the whip to spur her Pokemon on. It usually enrages them, making them attack more aggressively.

I'm only seeing two uses here, why the 900 OM price tag?

300 for the basic whip, 300 for the debuffing part and 300 because Sabrina can shorten the whip's max range (last sentence before the fluff). I imagined that it would be variable enough to be priced extra for that?


RE: Official Move Approval IV - Mark - 11-03-2016

(11-03-2016, 01:31 AM)Sabrina Wrote: 300 for the basic whip, 300 for the debuffing part and 300 because Sabrina can shorten the whip's max range (last sentence before the fluff). I imagined that it would be variable enough to be priced extra for that?

You wouldn't need to pay for the third use as that's just changing the way you hold the whip. I'd compare it to having a Dual Swords move and only using one sword or grasping a large sword with one hand versus with two. The whip isn't exactly changing size, you're just holding it in a way that makes it not entirely useless at close range.


RE: Official Move Approval IV - Undyne - 11-04-2016

(11-03-2016, 06:47 PM)Mark Wrote:
(11-03-2016, 01:31 AM)Sabrina Wrote: 300 for the basic whip, 300 for the debuffing part and 300 because Sabrina can shorten the whip's max range (last sentence before the fluff). I imagined that it would be variable enough to be priced extra for that?

You wouldn't need to pay for the third use as that's just changing the way you hold the whip. I'd compare it to having a Dual Swords move and only using one sword or grasping a large sword with one hand versus with two. The whip isn't exactly changing size, you're just holding it in a way that makes it not entirely useless at close range.

Hmm, I figured that it would be variable enough (and "circumventing" a normal whip's limitations) to justify a price increment. Not that I'm complaining if you say that 600 is fine though!


RE: Official Move Approval IV - Weiss Schnee - 11-04-2016

Bunch of Moves for Approving:

[spoiler]
Shumatsu Taiho: (600)

Fukaku points his free hand, and a violet glow like burning flames encircles it. Fukaku may charge for 2 to 6 seconds, before firing a potent cylinder of energy from his hands.
The beam itself is about as tall as fukaku and wider, forming a circle of Purple energy that burns the opponent, covering them in purple flames for a brief moment before subsiding. The attack is moderately damaging for Fukaku’s ATK level, and its damage depends on its level of charge.
Shumatsu Taiho can only reach for roughly fifty feet, and is around the speed of an arrow.



Aku Mokin: (300 OM).

A quincy spirit weapon, Aku Mokin is a rose-colored bow of translucent energy, with the look and design of an Egyptian Ankh. Fukaku creates this bow whenever necessary in combat, using a necklace in the shape of an Ankh. Manifesting the bow takes one second.


The bow itself if made of translucent red energy, and Fukaku generates both the string and the red arrows of energy it fires from his own power whenever he feels the need to use the weapon.

Aku Mokin fires arrows made of Fukaku’s spirit energy at a rapid pace, with Fukaku able to fire roughly 5 arrows a second. The arrows hit with the strength of a hurled hammer, and, despite being arrows, hit like a hammer too, creating a harsh blunt force impact when they strike an opponent or obstacle with the force of a hurled rock.

Fukaku can fire Aku Mokin at a distance of up to a hundred feet, but in this new world his stamina forces him to fire in 3 second bursts before taking 2 seconds to rest between volleys. Aku Mokin also drains a small amount of stamina with each burst, which can quickly add up to tire him out.





Seelee Schneider: (900 OM)

A quincy blade of standard design, the Seelee Schneider is a potent device that drains reishi from the atmosphere to form a chainsaw like blade that can both cut through and block attacks both physical and astral in form, allowing fukaku to literally cut weaker magical or psychic attacks in half (Assuming they take shape in the first place), and cut through flesh with a razor-thin edge.

The weapon itself normally manifests as a simple, silver hilt a few inches long that, at the press of a button, can manifest itself into a blade of energy measuring roughly 60 cm from the tip of the hilt to the end of the blade. The blade is straight, thin, and double-edged, and the weapon has no guard. It takes roughly 4 seconds for the blade to manifest.

Fukaku is also capable of firing this weapon from his quincy bow  as though it were an arrow by firing it from the hilt, the blade aerodynamic enough to sail towards his opponent with the accuracy of an ordinary weapon.

While the Seelee Schneider is a powerful blade in combat, it does come with a weakness. As it absorbs all the ambient energy in the atmosphere around it, Fukaku cannot use the reishi to fuel his attacks. In short, Fukaku cannot use any attacks other than the seelee schneider unless he deactivates the weapon.


Gritz: (300 OM)

Fukaku throws a canister of spirit energy forth, before reaching out one hand, and yelling an incantation:
"Feel the wrath of battle and accept this sacred chalice - Heizen!
After saying this, a large rectangle of solid energy, roughly the size of a prius will appear in the air, hanging suspended in the air for two seconds before flinging itself at Fukaku’s chosen opponent with half the speed of an arrow.

If this move hits an opponent, the block will slam into the opponent with roughly 400 pounds of physical weight behind it, and keep going, regardless of what happens to the target, until it hits its maximum range of 100 meters or until it strikes something too solid for it to push through. Once the block is stopped, or hits its maximum range, it vanishes abruptly. 
Fukaku only retains enough spirit energy canisters to create two of these in any given battle, and as this move both relies on Capsules, and his own spiritual power, they are a moderate drain on his stamina.


Licht Bombe: (300 OM)

Fukaku fires an arrow up to 100 meters. The arrow moves like a normal spirit arrow, but glows a pale white instead of the normal red of Fukaku’s arrows. When the arrow strikes an object or is otherwise halted, it explodes in a torrent of light and sound similar to a flashbang grenade.. Anyone within five feet of the arrow is stunned, and anyone within ten feet is somewhat disoriented by the attack.
This attack moves at the speed of a normal arrow, and takes a moderate chunk of his energy to perform.



Todlich Dunst: (300 OM)


Fukaku takes one of the several smaller reishi canisters at his belt, and throws them at a specific area. The capsule explodes into a fine mist, impeding anyone in a 20x20 ft. Circle from seeing, hearing, or using other senses normally.

People with enhanced senses can see through the mist as long as their tec is Equal to or greater than Fukaku’s, and they are capable of seeing outlines and other vague impressions of things in the mist as long as their TEC is at least half of Fukaku’s.

While Fukaku is no less blinded in the mundane sense by Todlich Dunst, he may use his enhanced senses to find his targets in the mist with ease.
This move may only be used three times in a single battle, though the effect on his stamina is minor.
.


Tier 2 super move: 


Blitz Gott Stange: (800 OM)

While not a move known only to Fukaku in his own world, it was his preferred means of executing opponents, and one he is incredibly familiar with.

Fukaku creates an energy arrow as the clouds swirl overhead. Only a couple seconds later, a lightning bolt will strike Fukaku’s bow, and the Bow will crackle with energy as the Arrow elongates, looking more like a spear than an arrow as it crackles with yellow energy.

When Fukaku fires the Lightning-infused arrow, a sonic boom is created as the lance of energy breaks the sound barrier, and the weapon pierces through almost any defense an opponent can muster, slicing through skin, flesh, or metal that bars it’s path. Once it’s pierced Fukaku’s target opponent, however, it will then unleash an electric charge within the opponent’s body, further injuring them.

Tier 2 Super Defense:

Hirenkyaku Strom: (800 OM)

An ability that Fukaku only recently perfected, Hirenkyaku Strom is an expansion of the normal usage of Hirenkyaku. While the normal version allows for someone to create a pathway of Reishi for someone to move across at superspeed, Hirenkyaku Strom allows Fukaku to literally split his body into base particles and recreate himself at another location. Due to the drain on his power, Fukaku uses the ability sparingly, in order to dodge heavy attacks by simply not being there when they strike.

[/spoiler]


RE: Official Move Approval IV - Daniel - 11-06-2016

Minato Style: Sustained Rasengan Striking (Physical Strength, Double Rasengan) (300)

Unlike the regular Rasengan, which is a connect and release type of attack, the Sustained Rasengan Striking is more of a sustained type of attack. Minato, during his time in the Omniverse, has developed a way of turning his Ninjutsu into a Taijutsu. By continuously funnelling just enough chakra into his Rasengan, Minato is able to sustain his Rasengan use, allowing him to strike opponents with them without dispersing. This greatly increases the striking and destructive power of his normal strikes.

Minato forms two Rasengan, one in each hand, that are completely identical to his regular rasengan (and take the same amount of time to create). After which he then continuously funnels just enough chakra into his Rasengan to sustain them and make sure that they do not dissipate once making contact with an enemy. While this enhances his hand to hand combat power, it also prevents him from using most of his other moves or tools while utilising this Jutsu (If he has marked an opponent or ally before using this move, he can still teleport to the seal. And he can still teleport to his Kunai). While it is entirely possible for Minato to sustain this move for an entire battle, due to his mastery over his chakra, it is not recommended as it could severely drain his chakra reserves and render him useless in battle.

Edit: Changed requested by Mark have been put in bold.


RE: Official Move Approval IV - Amber Veritz - 11-06-2016

Time Dust(Requires Ranged proficiency, Time Manipulation) Tier Two Super Move - 800OM


Amber forms an odd crystal in her hand colour of silver. When smashed into dust the sandy substance explodes into a field of sonic energy that slows down time for everything within the energy, except Amber. The change in pace is equal to slowing a character down by half their speed, rounded up. This field of effect is a sphere with a 10-meter radius so it’s fairly sizeable, and can be difficult to escape when being attacked by Amber. The catch to this move is it can only be used once in a fight, because of a lot of Amber’s energy is used in the creation of this dust. If done more than once, Amber would have no energy to continue fighting.


Medical Dust(Requires Advanced Regen.) Tier Two Super Move - 800OM

Amber uses her second kind of dust, an odd kind considering her fighting style. This medical dust instantly clears up wounds, strong enough to fix misplaced bones and completely mend wounds in a matter of seconds. This strong dose of medicine is scarce and can’t be used as often as Amber wished she could. It takes about five seconds of application to fix broken bones.


RE: Official Move Approval IV - Clownpiece - 11-07-2016

Flare Up (Area Attack, Area Defense) (300): A quick, radiation/plasma burst move designed to help clear objects and people away from Utsuho. Drawing power from the nuclear fuel that feeds her, Okuu releases excessive amounts of beta radiation into the air around her, burning anyone unlucky enough to be within a meter radius. These leave radiation burns rather than her standard nuclear heat burns, causing a more deep and thorough pain than the skin-deep burns caused by most other attacks. Unlike pure heat burns however, the invisible wounds it leaves aren't nearly as permanent and debilitating, even if they do hurt a lot more in the short term.
This radiation also reacts with the air, creating a series of weak nuclear fission blasts as the air molecules are torn apart. These blasts last for less than a second, but are intense enough during that time to burn away or deflect some weaker attacks. It takes less than a second for Okuu to charge this move, but since she must draw energy unprepared, it quickly exhausts her if used more than once.


RE: Official Move Approval IV - Daniel - 11-09-2016

(07-13-2015, 02:17 PM)Omni Wrote: The most moves you can get approved in advance is 5.
@Weiss; You may chose 5 moves to get approved.


(11-06-2016, 01:35 PM)Amber Veritz Wrote: Time Dust(Requires Ranged proficiency, Time Manipulation) Tier Two Super Move - 800OM


Amber forms an odd crystal in her hand colour of silver. When smashed into dust the sandy substance explodes into a field of sonic energy that slows down time for everything within the energy, except Amber. The change in pace is equal to slowing a character down by half their speed, rounded up. This field of effect is a sphere with a 10-meter radius so it’s fairly sizeable, and can be difficult to escape when being attacked by Amber. The catch to this move is it can only be used once in a fight, because of a lot of Amber’s energy is used in the creation of this dust. If done more than once, Amber would have no energy to continue fighting.


Medical Dust(Requires Advanced Regen.) Tier Two Super Move - 800OM

Amber uses her second kind of dust, an odd kind considering her fighting style. This medical dust instantly clears up wounds, strong enough to fix misplaced bones and completely mend wounds in a matter of seconds. This strong dose of medicine is scarce and can’t be used as often as Amber wished she could. It takes about five seconds of application to fix broken bones.

Time Dust - How long does it take this crystal to form? How fast does this time slow field expand? 10 meters is too large for the slow that you want. Energy spend using super moves can be role played as you like, but it really doesn't matter. If you have the sp for it, you have the energy for it.

Medical Dust - When it comes to healing and regen the amount of sp is the amount of damage you can heal, whether or not 2 damage is a broken limb would really be on a case by case (fight by fight) basis, and the judge that is attributing damage. The move, at a base form, is fine. However, could you re-word/ write it so that is is more general about what it can do, rather than be specific about instantly mending bones (as 2 damage might not even be broken bones).

(11-07-2016, 12:47 PM)Utsuho Reiuji Wrote: Flare Up (Area Attack, Area Defense) (300): A quick, radiation/plasma burst move designed to help clear objects and people away from Utsuho. Drawing power from the nuclear fuel that feeds her, Okuu releases excessive amounts of beta radiation into the air around her, burning anyone unlucky enough to be within a meter radius. These leave radiation burns rather than her standard nuclear heat burns, causing a more deep and thorough pain than the skin-deep burns caused by most other attacks. Unlike pure heat burns however, the invisible wounds it leaves aren't nearly as permanent and debilitating, even if they do hurt a lot more in the short term.
This radiation also reacts with the air, creating a series of weak nuclear fission blasts as the air molecules are torn apart. These blasts last for less than a second, but are intense enough during that time to burn away or deflect some weaker attacks. It takes less than a second for Okuu to charge this move, but since she must draw energy unprepared, it quickly exhausts her if used more than once.

Maybe change the charge time to two seconds? It seems pretty useful and 2 seconds is still a pretty quick charge time.


RE: Official Move Approval IV - Weiss Schnee - 11-09-2016

(11-09-2016, 07:48 AM)Daniel Wrote:
(07-13-2015, 02:17 PM)Omni Wrote: The most moves you can get approved in advance is 5.
@Weiss; You may chose 5 moves to get approved.

Alright, in that case may I ask for you to look over the first 5 moves posted, or would you prefer me to repost the 5 moves I'd like looked at first in a new post?