Re: Move Approval III - Proto Man - 09-28-2015
Dawnika Snow Wrote:Kagetsume form two 300OM+form one 300 OM=600OM - Physical Stength is required
Kagetsume takes on his second form, a sheild roughly 2 feet tall, 1foot wide and 2 inches thick. Form two and one can be used in unison at expense to Dawnikas speed and strength. Taking hits with the shield can cause fatigue and pain to the arm it is used with. Dawnika can replace form one with form two to assume her defensive mode but this in turn leaves attack beyond fists and feet out of the questionong with being able to bash the shield against her opponent. Form two can be summoned between instant and 5 seconds although the quicker it is summoned, the less effective it will be. Can be smashed if it takes too much damage, and renders Dawnika without Kagetsume for a full 15 seconds while he recharges.
Looks good to me. I changed a sentence to try and make it sound more sensical... dunno if that worked, but it's italicized for you XD
So Form 1 was already approved?
So yea, Form 1 and Form 2 would be 600 OM total!
Re: Move Approval III - Proto Man - 09-28-2015
Desco Wrote:Desco Wrote:Upgrade for purchasing Flight 0 OM cost? Removed height restriction to Levitate. Bolded changes, tiny font size for removed text.
Bodypart Yogsothoth (600) (Requires Remote Control Proficiency, Ranged Proficiency, Physical Strength, Malleability, Flight) - Desco exists as two parts which are inherently one. There is her small, little demon girl body and the tentacled monstrosity that usually floats behind her, referred to as Yogsothoth. While always physically separate from Desco, Yogsothoth is as much a part of her body as her arms or legs. Hurting Yogsothoth is the same as damaging Desco's arm or any other part of her body. Yogsothoth can move independently from Desco, consciously or unconsciously, and his tentacles are Desco's main weapons opening up as mouths, the edges where the tentacles open where the light and dark purples on her body meet making them jagged and are also razor sharp. They can also be used as bludgeoning weapons, slapping enemies instead of biting. Desco does not normally exhibit elastic properties except for her tail, she just can't do it, but Yog's many tentacles do stretch far and wide to attack, up close or at a fair distance away, up to 20 feet. Desco typically uses only the top two tentacles for any attack. (Consider that to stretch out and increase in size they draw in mass from the rest of of Yog, to follow the restrictions of Malleability)
Levitate (+300) - Yogsothoth can be summoned or dismissed at will, taking a few seconds to materialize. Yog is summoned in some position immediately next to Desco. While he is directly behind Desco she can float and move a few feet above the ground with only slightly more effort than walking or running, though Desco is typically pretty slow. Yogsothoth can even be, and often is, summoned through unconscious instinct.
Instinct (+300) (Requires Area Shield Proficiency) - Guided mostly through instinct, Yog watches through the many yellow eyes all over Desco's body, which Desco herself can't see through even to react to another's presence, and with that nearly 360 degree vision he can see most things coming and instinctively attempt to block though this is less speedy or effective than blocking consciously. When Yogsothoth blocks for Desco, consciously or by instinct, his skin hardens and Desco takes less damage as long as the block is successful.
There no strict distance where Yog cannot go away from Desco, however as Desco cannot see through the yellow eyes consciously she has no way to effectively tell Yog what to do when not in visual range, and Yog doesn't actually have a mind of his own. Without direction he simply fades out and back to Desco. Typically when he isn't just unsummoned, Yog rarely leaves Desco's side except for specific super moves.
This and some moves by other people have been skipped over.. 5 people including myself
Yea, it's no cost to add a new Power to a move. Is that all you were asking? Are those +300 new things you'd like to add or already approved stuff? Lemme know and I'll sort it out for you.
Re: Official Move Approval III - Proto Man - 09-28-2015
Connor Hound Wrote:Lupa: (Requires Ranged Profinciency, cost 300 OM)
A Glock 18 (caliber: 9mm) , full-auto (2 seconds to empty clip), uses sub-sonic bullets,has a laser attachment and it's magazine size is 33 bullets, not entirely accurate, it's bullet spread is aprox. 2 ft in vertical direction from intended target point. Is stored on my left hip, is holstered so that I can grab it with my right hand
I just want to confirm this. When you talk about spread, you just mean the spacing between rapidly-fired bullets and not like, an actually area of damage?
I only need to ask, because I wouldn't want this to be construed as an Area Attack.
Re: Move Approval III - Tartaros - 09-28-2015
Tartaros Wrote:Proto Man Wrote:Tartaros Wrote:Stun Grenade - 300 OM - Requires Ranged Proficiency, Area Attack Proficiency and Debuff Proficiency
A reliable non-lethal weapon, the Stun Grenade has earned its reputation as a tool of bounty hunters and law enforcement. Shaped like a small dark grey disk, upon forceful impact with a surface, the trap lets out a large and carefully calibrated arc of electricity across a five-meter range. As the arcs of energy course through the target's nervous system, they fall to their knees, writhing for some time as their muscles contract. Of course, on targets that lack nervous or muscular systems such things will have little-to-no effect.
What effect does this have on primes (ie - be more specific)
Eh? I thought I was pretty clear, it just keeps the target in place for a few moments. Here's a slightly edited version.
Stun Grenade - 300 OM - Requires Ranged Proficiency, Area Attack Proficiency and Debuff Proficiency
A reliable non-lethal weapon, the Stun Grenade has earned its reputation as a tool of bounty hunters and law enforcement. Shaped like a small dark grey disk, upon forceful impact with a surface, the trap lets out a large and carefully calibrated arc of electricity across a five-meter range. As the arcs of energy course through the target's nervous system, they fall to their knees, writhing and unable to move for around ten seconds as their muscles contract. Despite how it may seem though, the process is relatively painless, barring some short stings. Of course, on targets that lack nervous or muscular systems such things will have little-to-no effect.
Quote:Quote:Long-Las - 600 OM - Requires Ranged Proficiency
A modified version of the standard-issue scoped Long-las, designed for larger hands. Being an energy-based weapon with a maximum effective range of around a kilometer, it is ideal for sniping due to the lack of bullet drop, long and reliability of the firing mechanism. In spite of these advantages though, the sheer heat of the beams fired easily wear out the extended barrel, so it requires frequent replacement. In absence of the specialized "hot shot" ammunition and extended barrel required for sniping, the Long-las can also be modified easily and loaded with normal lasgun batteries, drastically lowering damage and lowering range somewhat in exchange for increased rate-of-fire, shot capacity and an immense boost to reliability due to the simpler nature of the standard barrel and battery designs..
So the standard version sacrifices rate of fire and clip size for being stronger than a normal bullet? (asking this for clarity)
Rate of fire and shots per battery for range and damage, yeah.
Bumpedy bumpedy!
Re: Official Move Approval III - Proto Man - 09-28-2015
Jaixe Furiael Wrote:Scythe Howl – 600 OM (Requires Area Attack Proficiency)
Jaixe conjures an orb of black and violet energy in the palm of his hand. He holds his open palm out with the orb toward his target and makes a sweeping, or swiping motion in front of him from side to side. An explosive wave is generated from the orb in his palm and is cast outward as he sweeps his hand, creating a curved, flat, wave in the shape of a scythe blade that surges forward at the target. He can swipe vertically, diagonally, or horizontally, and etcetera, as long as the line he draws with that motion is straight. The wave will continue on its path and not deviate after it is cast.
The ability requires a charge-up time of three seconds, but can be overcharged to five to allow Jaixe to use two scythe waves of energy. The ability can be held onto after charging, but this prevents him from using any other Moves while he holds it. If the orb is destroyed or dispelled, the ability is canceled without a return investment on the energy spent. The ability requires a mild investment of energy to cast, and has a five second break in between uses. The arcing wave generated is eight meters long, accounting for the curvature of the wave, and one-half of a meter tall. It travels at a speed akin to that of an arrow, at around one-hundred and forty meters per second.
When the wave hits something in its path, the segment of the wave that made contact with the object detonates with a violent pulse of black and violet energy. The segments of the wave which did not make contact continue onward, along that segment's original path until it does impact with something. This means that blocking or the use of cover will stop the wave, but the covering object may take damage from the hit. If the block or cover did not completely intercept the entirety of the wave, it is possible that an unblocked segment could hit its intended target.
Can you tone down the length of this (or make an appropriate adjustment to some other trait)? 24 feet x 5 feet exploding segmented waves every five seconds just seems a little bit intense to me.
Re: Move Approval III - Proto Man - 09-28-2015
Strazio Rockwell Wrote:Bumping this
Strazio Rockwell Wrote:Here are some moves for Strazio I'm looking to get approved
Cauterize (300)
[spoiler]Strazio control over energy allows him to sacrifice his own flesh for the explosive power within. He can do this on a much smaller scale and release a very small about of energy, enough to sear his own skin. When he is injured with a laceration or an open wound he can spend about two seconds concentrating, during which he can move but cannot attack. During these two seconds the cells around the open edge of the wound explode and cauterize the nearby cells, effectively sealing the blood vessels and staunching the flow of blood. This doesn't actually heal Strazio, and in fact might even impeded the later healing of certain wounds, all this does is staunch blood loss.[/spoiler]
Cataclysm (1000) Tier 1 Assist
[spoiler]ATK 2
DEF 0
SPD 2
TEC 1
After several moments of concentration several sinders (white-hot orbs of energy) spark and explode off Strazio. He creates 100 of these small orbs, only about three inches in diameter. These orbs attempt to stay within a twenty meter radius of Strazio. These sinders expire after getting hit by any attack, making area abilities very very effective against them. They can only cast Shatter, Shockwave, and Detonate and after attacking the sinder dissipates. These are mainly used as area control against fast melee enemies, creating a dangerous zone around Strazio.[/spoiler]
Overcharge (300) Physical Strength
[spoiler]Strazio momentarily pumps energy into his muscles, supercharging them and pushing them past the normal human limits. For five seconds Strazio's physical strength becomes insane, allowing him to lift and throw things far beyond his normal ability. This ability has no charge-up time, but it is incredibly draining and damaging to Strazio's body. After the effect fades, Strazio's muscles are ravaged and he physically becomes much weaker and moves slower than normal. He can only activate Overcharge once per fight unless he opts to take 2 points of damage at which point he can activate it again. Every activation after the first magnifies the refractory period and doesn't strengthen him as much as the original activation.[/spoiler]
Here is a move for Renji my alt.
Demon Lotus (600) Tier 1 Defensive Super Move - Physical Strength, Foresight, Enhanced Senses
[spoiler]Renji is unable to activate the Demon Lotus consciously. Instead the demon that possesses his body is on constant vigilance, ready to take temporary control over Renji's body in order to protect him. Should the demon notice an incoming super move, it'll take control of Renji's body and defend against the attack. Hundreds of large blades erupt from Renji in the direction of the attack, creating a lotus pattern with the center ready to absorb the blast. Melee attackers will be damaged by the blades should they charge into them. Ranged attacks are absorbed and refracted from the demonic blades and the attack rendered harmless. After defending against the attack, the blades retract and Renji is returned to control of his body.
Something like this - <!-- m --><a class="postlink" href="https://youtu.be/-OAj3guPjMs?t=90">https://youtu.be/-OAj3guPjMs?t=90</a><!-- m -->[/spoiler]
Cauterize -- 300 is fine.
Cataclysm -- Good.
Overcharge -- I mean, this kind of sounds like a Transformation to me with its current wording?
Demon Flower -- Good.
Re: Official Move Approval III - Proto Man - 09-28-2015
Zack Fair Wrote:Earth Materia - 300 OM
Requires Ranged Proficiency, Ranged Materialize, Area Effect
A fist sized, green orb that Zack can hold in one hand. By concentrating his spirit energy into the Materia and focusing on a certain area, Zack can cause a large rock formation to explode from the ground with lightning velocity. The rock is circular, with a five foot radius in every direction and is about six feet tall with jagged edges all around. Though the rock has points, they are not sharp enough to impale an enemy, and most of the damage it causes is blunt force. It takes Zack approximately five seconds to cast the spell, and he is unable to use it again for another ten seconds afterwards. About three seconds into the casting process, dirt will slowly rise in the targeted area, giving a clear indication that something is about to happen. Ten seconds after the spell is cast the rock crumbles and falls apart, leaving no indication it was ever there and no longer affects the terrain in a given area. Zack cannot cast the Quake spell without the Materia.
Does the Materia generate the earth or is it physically uprooted? If it's the latter, what happens if he's fighting on non-earthen surfaces? That's food for thought, but the move is approved.
Quote:Poison Materia - 600 OM
Requires Ranged Proficiency, Ranged Materialize, Area Effect, Debuff
A fist sized, green orb that Zack can hold in one hand. By concentrating his spirit energy into the Materia Zack can summon a violent blast of poisonous energy in the air around a target area. It takes four seconds for Zack to summon the poison burst, and nine seconds between uses. The explosion covers a four foot spread, and is made of a liquid poison substance that drops to the ground and then vanishes. In the aftermath of the explosion, a green poison gas cloud hangs in the area for five seconds, and anyone that inhales fumes from the gas or the liquid burst will immediately feel the effects of the poison. Once poisoned, the target will temporarily have a hard time seeing and breathing, but it will wear off in about eight seconds after their last contact with the poison. Zack cannot cast the Bio spell without the Materia.
Does the poison gradually wear off from the moment of initial impact?
Quote:Braver - 600 OM (Tier 1 Offensive Super Move)
Physical Strength
Zack can gather energy from within himself and the environment around him and centralize it into a single object. Typcially this is the Buster Sword, but any weapon or even his fists can be super charged like this. The targeted object will appear surrounded by blue energy in a flame pattern. The next attack with whatever object he has charged with this energy will be fueled by this blue energy and cause devastating additional damage. It takes Zack six seconds to gather the energy, and although he can move around, he can't do much else while it is gathered. If he holds it without attacking for longer than fifteen seconds he will be unable to maintain it, and the energy will harmlessly dissipate. Though Zack can technically superpower a firearm with this move, it would only affect the gun itself, and not any bullets fired from it.
I think that you're going to have to specify a specific item for this effect. I don't know if maybe Super Moves have different logic, but we do impose limits on these sorts of 'wide use' attacks (Sinestro has multiple Moves for various types of Construct weapons, for instance).
Quote:ShinRa Mk97 Sniper - 300 OM
Requires Ranged Proficiency
A sleek, black sniper rifle produced by ShinRa. Zack can materialize it from thin air through the use of Omnilium, since he has nowhere to store it and does not frequently use it. It takes about three seconds to make the weapon appear. The weapon comes with a bipod, and he must set it on the ground and lay prone to use the scope, as it is too much to simply blindly fire in any sort of tactical situation. It has a six round magazine, and rounds are fed into the chamber with a bolt action. Zack is not the most skilled sniper, so his maximum range is a little under 800 yards, and it can take several seconds to properly acquire the target in his scope.
*thumbs up*
Re: Official Move Approval III - Proto Man - 09-28-2015
Kopaka Wrote:Taiepa o Whaiaro Tier 1 Defensive Super Move, Requires Area Shield Proficiency. 600 OM
Kopaka calls upon the power of the Kanohi Hau, the Great Mask of Shielding. After a 1.5 second activation period, a brilliant, electric blue veil of light surrounds Kopaka's entire body, granting him near unlimited protection to attacks of equal strength or lower. The shield only works, however, if Kopaka is able to see the attack coming, so sneak attacks and attacks from invisible opponents pass right through the Hau's shield. Kopaka can maintain the shield for 5 seconds.
Super Move a-go-go
Re: Official Move Approval III - Proto Man - 09-28-2015
Ash Wrote:Stunning Choker - 300 OM
In addition to sending electricity through her hands and feet, Ash can send currents through her tail. The best advantage point for this move is above the intended or unintended target, and hidden from view. She wraps her prehensile tail around the throat of her victim, and squeezes. Her tail is strong enough for balance, but lacks the strength to lift anything heavier than a gallon of milk. (9 lbs.) So to ensure the victim doesn't free themselves easily, instantaneously she sends electricity straight to the spinal cord at the base of the head and paralyzes them temporary from the face down. This also effectively attacks the vocal cords making them mute for the duration. If she doesn't dispose of the vulnerable soul, they can move again in 15 minutes, by then the fight should be over.
Yeap, this one's way to over-powered. Try to scale it down (a lot). A stunning tail grip is fine, but not a stunning tail grip that renders someone a vegetable for 15 minutes.
Re: Move Approval III - Proto Man - 09-28-2015
Tartaros Wrote:Stun Grenade - 300 OM - Requires Ranged Proficiency, Area Attack Proficiency and Debuff Proficiency
A reliable non-lethal weapon, the Stun Grenade has earned its reputation as a tool of bounty hunters and law enforcement. Shaped like a small dark grey disk, upon forceful impact with a surface, the trap lets out a large and carefully calibrated arc of electricity across a five-meter range. As the arcs of energy course through the target's nervous system, they fall to their knees, writhing and unable to move for around ten seconds as their muscles contract. Despite how it may seem though, the process is relatively painless, barring some short stings. Of course, on targets that lack nervous or muscular systems such things will have little-to-no effect.
Quote:Long-Las - 600 OM - Requires Ranged Proficiency
A modified version of the standard-issue scoped Long-las, designed for larger hands. Being an energy-based weapon with a maximum effective range of around a kilometer, it is ideal for sniping due to the lack of bullet drop, long and reliability of the firing mechanism. In spite of these advantages though, the sheer heat of the beams fired easily wear out the extended barrel, so it requires frequent replacement. In absence of the specialized "hot shot" ammunition and extended barrel required for sniping, the Long-las can also be modified easily and loaded with normal lasgun batteries, drastically lowering damage and lowering range somewhat in exchange for increased rate-of-fire, shot capacity and an immense boost to reliability due to the simpler nature of the standard barrel and battery designs..
DJ BLOW THE SPEAKERS UP
Re: Move Approval III - Kakashi Hatake - 09-28-2015
Kakashi Hatake Wrote:This probably won't be an issue, but for the sake of transparency I'd like to change a move slightly. Basically making a dagger into a sword with no change in damage or anything. If I end up having to sell and re-buy the new version, that's also fine. I've bolded the changes.
White Light Chakra Saber (Physical Strength)
[spoiler] [/spoiler]
A tantō passed down to Kakashi from his father Sakumo, widely known as the White Fang of the Hidden Leaf. It bears a small, circular guard at the hilt and a straight, 12 inch blade composed of a special alloy. This metal (colloquially known as 'Chakra metal") absorbs the chakra of the user and channels it outward, emitting a streak of white light (a 'fang') when it is swung [ <!-- m --><a class="postlink" href="https://www.youtube.com/watch?v=FLdkgzW29OQ&t=1m5s">https://www.youtube.com/watch?v=FLdkgzW29OQ&t=1m5s</a><!-- m --> ]. This projects a few inches before fizzling out seconds later, serving to give it a bit more punch than your everyday dagger. Kakashi keeps this in a small sheath between his shoulder blades.
White Light Chakra Saber (Physical Strength)
[spoiler] [/spoiler]
A chokutō-style sword forged from a (since broken) tantō passed down to Kakashi from his father Sakumo, widely known as the White Fang of the Hidden Leaf. The blade itself measures approximately 40 cm, with the entire sword being at about 70 cm. The sabre is guardless and composed of a special alloy (colloquially known as 'Chakra metal") that absorbs the chakra of the user and channels it outward, emitting a streak of white light (a 'fang') when it is swung [ <!-- m --><a class="postlink" href="https://www.youtube.com/watch?v=FLdkgzW29OQ&t=1m5s">https://www.youtube.com/watch?v=FLdkgzW29OQ&t=1m5s</a><!-- m --> ]. This projects a few inches before fizzling out seconds later, serving to give it a bit more punch than your everyday sword. Kakashi keeps this in a sheath between his shoulder blades
Ninja bump!
Re: Official Move Approval III - Proto Man - 09-28-2015
Swore I responded to this, but I guess I never hit submit.
Anyway, this may be onerous, but I think that the utility of a dagger and a sword are different enough that this would be more than just a cosmetic change (color). So this'll fall under the 'Refund and then purchase' category.
Re: Official Move Approval III - Kakashi Hatake - 09-28-2015
Sounds good. Thank ya'.
Re: Move Approval III - Shade - 09-28-2015
Shade Wrote:Quote:Shadow of a Memory (Requires Telepathy, Insight, Basic Fusion, Symbiosis, Mimic, and "Your Nightmares are What You Make Them") - 300 OM
Shade fuses with a target and, if they willing open their mind for her to enter, she can dig through their memories and view any of the past fights they've had with other Primes. Using her powers of Insight along with her ability to Mimic the moves of others, Shade can store any moves or powers her fusion partner has witness during combat with another Prime. These can be added to roster of moves stored by "Your Nightmares are What You Make Them", but follow the same rules for storage as any she witnessed herself. Typically used outside of combat, and is performed rather quickly during these times, but may be performed in combat if Shade and her fusion partner are able to remain undisturbed for ten minutes.
Proto Man Wrote:There has to a limit. Otherwise, to me this just seems like an excuse to be able to interchange the Mimic power with any other power or move at any point when it becomes relevant or useful in a sticky situation (which I don't really mind in a personal story, but if you're in a fight or a big story, it'd be borderline broken, since it'd let you get around ever really needing to buy Super Moves).
So there needs to be a hard, IC time limit or something.
Also remember that you'd need Symbiosis if the other person doesn't have fusion.
Alright. I meant it more for out of combat use anyway, as another avenue of power collection.
This was skipped as well it seems.
Re: Move Approval III - Schwi Dola - 09-28-2015
Proto Man Wrote:Desco Wrote:Desco Wrote:Upgrade for purchasing Flight 0 OM cost? Removed height restriction to Levitate. Bolded changes, tiny font size for removed text.
Bodypart Yogsothoth (600) (Requires Remote Control Proficiency, Ranged Proficiency, Physical Strength, Malleability, Flight) - Desco exists as two parts which are inherently one. There is her small, little demon girl body and the tentacled monstrosity that usually floats behind her, referred to as Yogsothoth. While always physically separate from Desco, Yogsothoth is as much a part of her body as her arms or legs. Hurting Yogsothoth is the same as damaging Desco's arm or any other part of her body. Yogsothoth can move independently from Desco, consciously or unconsciously, and his tentacles are Desco's main weapons opening up as mouths, the edges where the tentacles open where the light and dark purples on her body meet making them jagged and are also razor sharp. They can also be used as bludgeoning weapons, slapping enemies instead of biting. Desco does not normally exhibit elastic properties except for her tail, she just can't do it, but Yog's many tentacles do stretch far and wide to attack, up close or at a fair distance away, up to 20 feet. Desco typically uses only the top two tentacles for any attack. (Consider that to stretch out and increase in size they draw in mass from the rest of of Yog, to follow the restrictions of Malleability)
Levitate (+300) - Yogsothoth can be summoned or dismissed at will, taking a few seconds to materialize. Yog is summoned in some position immediately next to Desco. While he is directly behind Desco she can float and move a few feet above the ground with only slightly more effort than walking or running, though Desco is typically pretty slow. Yogsothoth can even be, and often is, summoned through unconscious instinct.
Instinct (+300) (Requires Area Shield Proficiency) - Guided mostly through instinct, Yog watches through the many yellow eyes all over Desco's body, which Desco herself can't see through even to react to another's presence, and with that nearly 360 degree vision he can see most things coming and instinctively attempt to block though this is less speedy or effective than blocking consciously. When Yogsothoth blocks for Desco, consciously or by instinct, his skin hardens and Desco takes less damage as long as the block is successful.
There no strict distance where Yog cannot go away from Desco, however as Desco cannot see through the yellow eyes consciously she has no way to effectively tell Yog what to do when not in visual range, and Yog doesn't actually have a mind of his own. Without direction he simply fades out and back to Desco. Typically when he isn't just unsummoned, Yog rarely leaves Desco's side except for specific super moves.
This and some moves by other people have been skipped over.. 5 people including myself
Yea, it's no cost to add a new Power to a move. Is that all you were asking? Are those +300 new things you'd like to add or already approved stuff? Lemme know and I'll sort it out for you.
Those are already approved abilities, been there since the beginning. The only thing that has changed is I picked up Flight so removed the height limit on levitating
Re: Official Move Approval III - Ash - 09-28-2015
Quote:Quote:Ash wrote:
Stunning Choker - 300 OM
In addition to sending electricity through her hands and feet, Ash can send currents through her tail. The best advantage point for this move is above the intended or unintended target, and hidden from view. She wraps her prehensile tail around the throat of her victim, and squeezes. Her tail is strong enough for balance, but lacks the strength to lift anything heavier than a gallon of milk. (9 lbs.) So to ensure the victim doesn't free themselves easily, instantaneously she sends electricity straight to the spinal cord at the base of the head and paralyzes them temporary from the face down. This also effectively attacks the vocal cords making them mute for the duration. If she doesn't dispose of the vulnerable soul, they can move again in 15 minutes, by then the fight should be over.
Yeap, this one's way to over-powered. Try to scale it down (a lot). A stunning tail grip is fine, but not a stunning tail grip that renders someone a vegetable for 15 minutes
Well.. Okay! xD
This is why we ask questions, so we don't break the game. (And in the process we get ideas for later.)
So should I knock the time down, to like one minute or less, or should I make it so that it just straight up stuns them?
Re: Official Move Approval III - Zack Fair - 09-28-2015
Proto Man Wrote:Zack Fair Wrote:Earth Materia - 300 OM
Requires Ranged Proficiency, Ranged Materialize, Area Effect
A fist sized, green orb that Zack can hold in one hand. By concentrating his spirit energy into the Materia and focusing on a certain area, Zack can cause a large rock formation to explode from the ground with lightning velocity. The rock is circular, with a five foot radius in every direction and is about six feet tall with jagged edges all around. Though the rock has points, they are not sharp enough to impale an enemy, and most of the damage it causes is blunt force. It takes Zack approximately five seconds to cast the spell, and he is unable to use it again for another ten seconds afterwards. About three seconds into the casting process, dirt will slowly rise in the targeted area, giving a clear indication that something is about to happen. Ten seconds after the spell is cast the rock crumbles and falls apart, leaving no indication it was ever there and no longer affects the terrain in a given area. This spell works regardless of the terrain, the only restriction is that it must have some sort of ground below it to materialize the stone. Zack cannot cast the Quake spell without the Materia.
Does the Materia generate the earth or is it physically uprooted? If it's the latter, what happens if he's fighting on non-earthen surfaces? That's food for thought, but the move is approved.
Thanks! It can emerge from anywhere, and I edited in a line in the quoted text for clarity.
Proto Man Wrote:Zack Fair Wrote:Poison Materia - 600 OM
Requires Ranged Proficiency, Ranged Materialize, Area Effect, Debuff
A fist sized, green orb that Zack can hold in one hand. By concentrating his spirit energy into the Materia Zack can summon a violent blast of poisonous energy in the air around a target area. It takes four seconds for Zack to summon the poison burst, and nine seconds between uses. The explosion covers a four foot spread, and is made of a liquid poison substance that drops to the ground and then vanishes. In the aftermath of the explosion, a green poison gas cloud hangs in the area for five seconds, and anyone that inhales fumes from the gas or the liquid burst will immediately feel the effects of the poison. Once poisoned, the target will temporarily have a hard time seeing and breathing, but it will wear off in about eight seconds after their last contact with the poison. Zack cannot cast the Bio spell without the Materia.
Does the poison gradually wear off from the moment of initial impact?
Yes, unless they hang around in the cloud, in which case it begins wearing off as soon as they exit it.
Proto Man Wrote:Zack Fair Wrote:Braver - 600 OM (Tier 1 Offensive Super Move)
Physical Strength
Zack can gather energy from within himself and the environment around him and centralize it into the Buster Sword. The sword will appear surrounded by blue energy in a flame pattern. The next attack with the Buster Sword will be fueled by this blue energy and cause devastating additional damage. It takes Zack six seconds to gather the energy, and although he can move around, he can't do much else while it is gathered. If he holds it without attacking for longer than fifteen seconds he will be unable to maintain it, and the energy will harmlessly dissipate.
I think that you're going to have to specify a specific item for this effect. I don't know if maybe Super Moves have different logic, but we do impose limits on these sorts of 'wide use' attacks (Sinestro has multiple Moves for various types of Construct weapons, for instance).
That sounds good to me. I've edited the move in the quotes to reflect it only working with the Buster Sword. Out of curiosity, for events like DA where you turn in your weapon and randomly draw one, would this move be considered invalid as a super?
Re: Move Approval III - Demetri Malius - 09-28-2015
Demetri Malius Wrote:Swordbreaker(300, requires Physical Strength) This dagger-like tool takes three seconds to summon and can be used to parry most melee attacks and leave the enemy open for a counterattack. It is held in Demetri's off-hand and restricts chain use on that side. It can deflect a number of light physical attacks, but is close to useless if the blade or weapon does not have a side less than an inch wide. For more energetic attacks, the blade is less durable, and although effective at first, become close to useless as it parries more attacks.
Buckler(300, requires Physical Strength) A small circular shield, one-and-a-half feet in diameter, made of rare metal, takes three seconds to summon. This shield is made to deflect both physical and energetic attacks from both near and far, but is more suited against energy attacks due to its material, and is easily broken and bent after taking a few hard physical hits. the metal is soft like wood, but has some ind of special resistance to non-physical attacks. It is held in Demetri's off-hand and restricts chain use on that side.
King's Warpick(600, requires Physical Strength) This is Demetri's strongest weapon, requiring a full fifteen seconds to summon while standing still, thirty while moving, and is equipped in his dominant hand, disabling his steam chains on that side. This weapon has a short curved blade on one side to tear through flesh, and a spiked hammer on the other to break through armor. It is two-and-a-half feet long, the blade is five inches long, and the hammer's spike one inch long. Demetri can hold this weapon with both hands to greatly increase its strength, but is unable to use his steam chains at all.
Bumping
Re: Move Approval III - Mickey Mouse - 09-28-2015
Demetri Malius Wrote:Swordbreaker(300, requires Physical Strength) This dagger-like tool takes three seconds to summon and can be used to parry most melee attacks and leave the enemy open for a counterattack. It is held in Demetri's off-hand and restricts chain use on that side. It can deflect a number of light physical attacks, but is close to useless if the blade or weapon does not have a side less than an inch wide. For more energetic attacks, the blade is less durable, and although effective at first, become close to useless as it parries more attacks.
Approved.
Quote:Buckler(300, requires Physical Strength) A small circular shield, one-and-a-half feet in diameter, made of rare metal, takes three seconds to summon. This shield is made to deflect both physical and energetic attacks from both near and far, but is more suited against energy attacks due to its material, and is easily broken and bent after taking a few hard physical hits. the metal is soft like wood, but has some ind of special resistance to non-physical attacks. It is held in Demetri's off-hand and restricts chain use on that side.
Approved.
Quote:King's Warpick(600, requires Physical Strength) This is Demetri's strongest weapon, requiring a full fifteen seconds to summon while standing still, thirty while moving, and is equipped in his dominant hand, disabling his steam chains on that side. This weapon has a short curved blade on one side to tear through flesh, and a spiked hammer on the other to break through armor. It is two-and-a-half feet long, the blade is five inches long, and the hammer's spike one inch long. Demetri can hold this weapon with both hands to greatly increase its strength, but is unable to use his steam chains at all.
That seems like a pretty long summon time, especially since using it basically negates his steam chain attacks. I mean... you can keep it that long if you want, but just so you know I wouldn't mind you shortening it just a bit.
But, if you decide to keep it, approved.
Re: Official Move Approval III - Demetri Malius - 09-28-2015
How long would you believe for it to be ideal?
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