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Move Approval V - Printable Version +- Omni Archive (https://omni.zulenka.com) +-- Forum: Administration Forums (https://omni.zulenka.com/forumdisplay.php?fid=5) +--- Forum: Update "One Stop" (https://omni.zulenka.com/forumdisplay.php?fid=52) +--- Thread: Move Approval V (/showthread.php?tid=6692) |
RE: Move Approval V - Kumoko - 03-19-2018 T1 Super Attack: Poison Synthesis (600): Extending at least two of her legs out, Kumoko concentrates and synthesizes a ball of deadly poison, measuring about half a meter in diameter, in the air between said two legs. She's capable of moving around as normal as she creates it. Once formed, it simply... falls. Nor more than 12 feet before the liquid evaporates away. Since she can't throw it, she needs to be in a position where it can just fall on an enemy. Thus, Kumoko typically tries to put herself in a position where she can force it down their throat, but they don’t need to ingest it for it to do damage. Instead, if it only hits their skin, it simply takes a few more seconds for the poison to actually seep into them and do the damage. Also because I'm a terrible person and realized I missed something in Venomous Bite... Small adjustment Old: [spoiler] Venomous Bite (Physical, Debuff) (300): As a member of the Taratect species, Kumoko carries their innate venom, which she can deliver with a solid bite from her serrated jaw. Her venom isn’t the paralyzing type a lot of spiders have, but rather inflicts pure pain upon the victim. Those who are bitten and receive a dose experience intense agony in the wound, the sort that makes one wish they’d rather lose their arm rather than continue experiencing it. This venom-induced torment lasts for about 5 seconds, during which it slowly fades away to a more bearable level. Due to limits in physiology, she only has enough venom for about 2 bites before they become normal, non-venomous bites. Her body does synthesize more venom as time goes on, however. She passively regenerates enough for 1 more bite every 30 seconds, though she can not go over her max of 2.[/spoiler] New: [spoiler]Venomous Bite (Physical, Debuff) (300): As a member of the Taratect species, Kumoko carries their innate venom, which she can deliver with a solid bite from her serrated jaw. Her venom isn’t the paralyzing type a lot of spiders have, but rather brings about pure pain. Those who are bitten and receive a dose experience intense agony in the wound, the sort that makes one wish they’d rather lose their arm rather than continue experiencing it. This overwhelming torment completely disrupts their concentration for the 5 seconds that it lasts before it fades away. Due to limits in physiology, she only has enough venom for about 2 bites before they become normal, non-venomous bites. Her body does synthesize more venom as time goes on, however. She passively regenerates enough for 1 more bite every 30 seconds, though she can not go over her max of 2.[/spoiler] RE: Move Approval V - 13-Jzall - 03-20-2018 Flechette Blaster, 300 OM, requires homing prof and ranged prof ![]() The Flechette Blaster is a small pistol in 13's coat, it has 10 darts that travel as fast as a bullet in a single cartridge and will shoot all of them with a single press of the trigger in a second however this causes the gun to move up 10 cm, throwing off the aim. When a dart his the target it will emit a homing beacon, making other darts change their course to focus on one area. The darts by themselves deal low amounts of damage but can stack up to hit harder than 13 normally can. The darts will only change direction if a new one hits, so if the target moves left they can easily avoid the other darts. The darts can move up to 90 degrees each time one hits and will continue moving as fast as a bullet while making those turns. It takes 3 seconds to reload. There is a small amount of sideways recoil if 13 only uses one arm to aim, although if he uses multiple arms to control it he will have to slow down. RE: Move Approval V - Dane Regan - 03-20-2018 (03-19-2018, 04:44 PM)Kumoko Wrote: [spoiler]T1 Super Attack: Poison Synthesis (600): Approved (with physical prof as 12ft range). (03-19-2018, 04:44 PM)Kumoko Wrote: Also because I'm a terrible person and realized I missed something in Venomous Bite... Changes are approved. (03-20-2018, 04:00 PM)13-Jzall Wrote: [spoiler]Flechette Blaster, 300 OM, requires homing prof and ranged prof Approved. RE: Move Approval V - Dane Regan - 03-22-2018 Bumping this to the front. Since it's burried a page back. (03-17-2018, 06:20 PM)Dane Regan Wrote: I'm rewriting Dane's Mass Teleport based on Blink's portals, since like, I added some unnecessary drawbacks. In short: I removed the fatigue applied to other people brought with him. Removed the limit on people he can bring (but it's either everyone he's touching or no one). And it no longer requires people to touch him for the charge period, just at the end. RE: Move Approval V - Kumoko - 03-23-2018 Spider Eyes (300): Having 8 eyes means that Kumoko has a larger field of view than a normal human. Given that she has two "main" eyes she relies on, which are larger and more advanced than the other 6, this effect isn't super drastic, but it is enough to be noticeable. Notably, the arrangement of Taratect eyes put 4 nearer the top center of the head and 2 below and off the side of the main eyes (basically making an upside-down V), expanding her peripheral vision greatly. While she can only see the usual cone in front of her clearly, her other 6 eyes give her weak vision above her and slightly behind her (though not directly behind her). She's capable of vaguely seeing and reacting to movement within that greatly expanded FoV, but it doesn't allow her to make out anything specific. She can only tell that there's something moving and the general proximity to her. Additionally, since her 6 smaller eyes are more disposable than a normal person's would be, she can lose them without loss in her main vision (though it still hurts to lose them). Spider Legs (Physical) (300): As a spider, Kumoko also has 8 spider legs. Each of these is fully mobile and way more flexible than one would expect of spider legs, allowing her to even reach things on her back (with some difficulty). Since they're sticky in the way spider legs are, they can all be used to grab hold of things, whether it's an object, a person, a wall, etc. Though since she lacks hands and fingers, she's not really dextrous. Additionally, 8 legs mean losing 1 hinders her less than normal, but losing one still hinders her, and more importantly, still hurts as much as one would expect. RE: Move Approval V - Ash - 03-24-2018 T2 POWER UP: STORM DEMON Blue lightning cracks across Ash's entire body, her horns and eyes glow bright neon blue as the electricity supercharges her, she wears a wicked grin the whole time. Her form begins to pulse with light, leaving a map of her nerves across her skin for a moment until the light fades. As an added effect, the lightning tears bits of her clothing and her hair floats in a invisible current. ATK: +2 DEF: +0 SPD: +4 TEC: +4 RE: Move Approval V - Little Rose - 03-24-2018 Pure Blood Status ( 0 - Fodder Move ) Cassandra was an undead human vampire, but since then has gone through a mythical transformation that does not normally require a sacrifice of a pure blooded vampire to do so, but did involve one in her case. Her undead heart now beats with the blood of a pure-blooded vampire. Along with this honor, she gains the benefit of a pureblood. Any lesser vampire that tastes or smells her blood will instantly know of her status. While Myst is more the type to ask instead of demand, if she exerts enough force of will or calls upon her blood she can force them to do her bidding. -These vampires are intended for fodder RP use only, they are either NPCs I've made myself, or have permission to use. -And as per the rules, cannot benefit her in a fight without being approved as an Assist/Move/Etc. RE: Move Approval V - Jade Harley - 03-25-2018 (03-22-2018, 03:50 AM)Dane Regan Wrote: Bumping this to the front. Since it's burried a page back. All approved except for Eclipse. I assume that Eclipse would require that both characters have Fusion, or that one has Symbiosis? (03-23-2018, 04:57 AM)Kumoko Wrote: Spider Eyes (300): Spider Legs are approved! Spider Eyes: i feel like this is just fodder, you don't need to pay for this! (03-24-2018, 12:19 PM)Ash Wrote: T2 POWER UP: STORM DEMON Approved! (03-24-2018, 12:54 PM)Sandy Myst Wrote: Pure Blood Status ( 0 - Fodder Move ) You're good! RE: Move Approval V - Ebonywood Hellscythe - 03-25-2018 @Jade: Yeah, Eclipse says: "After touching a willing ally with Fusion and maintaining physical contact for 3 seconds [...]" So the intention was for both Eb and her friend (*cough* Summer *cough*) to have fusion for it to work. Rephrased for clarity: Eclipse (300) Requires: Fusion - Basic, Buff After touching a willing ally (who also has fusion) and maintaining physical contact for 3 seconds, during which both Ebony and her friend must concentrate and cannot attack, they both fuse together in a low-power state. They get all the benefits of a usual fusion (such as shared moves and powers, shared SP pool) but their new total stats are halved (including powerups). While in this state, damage is split between both of them equally, and either Ebony or her ally can instantly choose to spend SP to turn this into a proper fusion (following the usual usage costs). RE: Move Approval V - Dane Regan - 03-25-2018 Sorry for being Mr. One Million Moves. Blame new character syndrome. In the effort to save space, I'm just writing the part that I'm adding. This would go under the elements tab for Ebony's elemental blast. It's basically just a new ammo type for the spell - like the fire, dark, light, air, and ice ones I already have. So each main use would need the usual 5-second stationary charge, but could also be used with the other modifying variants of the move (e.g. homing, explosive, charged, etc.). Meta Magic: Elemental Blast - Electric [+300] Requires: Ranged, Debuff, All other Elemental Blast Proficiencies (area attack + homing) Electric spells only do half damage, however, the large shock also causes spasms throughout the target. This shocking effect lasts for about 2 seconds with a standard blast, and is very painful, completely incapacitating those affected. For splash damage and other modified spells, this duration increases/decreases in proportion with the damage (so someone barely touched by the edge of an explosion would merely fall limp for a fraction of a second, but someone hit with a charged spell could be paralysed for much longer). The overall duration can be lengthened or decreased slightly in proportion to Ebony's ATK vs their DEF (but can't be reduced by more than half, or increased to more than double). Essentially, Ebony converts half the damaging potential of lightning spells towards the debuff. And a support one for Viola, because bleeding to death sucks. Sustain (300) Requires: Time Manipulation, Ranged, Buff By focusing intently for one second and expending a small amount of energy, Viola can 'freeze' wounds. This prevents it from healing naturally, but also partially stops time in that area of the body having the effect of also stopping blood loss completely. Viola can use this on herself or anyone within 30m of her - although she needs to be able to see or sense the wound and her target needs to be roughly still relative to her. Anyone with a 'frozen' wound can cause it to start healing naturally by focusing on healing it (but it will also start bleeding again). Wounds targeted with this move slowly shift into a 'frozen' state over the next two seconds, so this won't immediately stop blood loss. This requires a small amount of energy to initially use and doesn't need any energy or concentration to maintain. Viola can only target one wound at once with this, or multiple smaller cuts. But can use this multiple times consecutively and have many uses of Sustain active at once. And a super defence: T1SD - Theoretical Paradox (600) Requires: Ranged, Time Manipulation Immediately after Viola and/or her allies are hit by a strong attack that she couldn't have prevented via conventional means - or about to be hit by one - Viola can instantly send out a focused wave of magic that breaks the very fabric of time. In short, the strong wave of energy is designed to head back in time and prevent the attack being ever made in the first place (e.g. by disrupting the attacker). However, if this works, as the attack would never have happened in the first place, Viola would have had no reason to use this move to prevent it. Thus, a paradox occurs and the general aim of this spell does not work. But, the universe can't be broken so easily. Instead, when Viola tries to use this spell, the nearby surroundings (~15m around and including the area/people affected by the attack) appear to turn shades of grey for a fraction of a second, then warp. Providing the attack wasn't stronger than her magic, all effects of it are reversed, be it damage or anything similar. However, the person who tried to use it is left winded and expended of energy as if they had used it (and keeps their memory of doing so). It's also as if Viola never sent any magic back in time, but she still feels the strain of doing so (and remembers attempting to). Some of the effects of a higher tier super move will still linger if Viola uses this move against one, it will just be weakened as appropriate. And a super attack: T1SA - Infinity Rend (600) Requires: Ranged, Area Attack, Time Manipulation After speaking a short word under her breath, Viola's blue magic flares outwards in a fast sweeping translucent wave, encompassing a 15m radius sphere centred around her within a fraction of a second. The magic does nothing initially, but is selective, bending around allies and specific parts of terrain Viola would prefer remain untouched. Only strong defensive abilities (T1 Super Defenses or higher) can typically stop it, causing the spell to warp around them and leave a pocket from the following destruction. One the wave of magic reaches the 15m range, everything touched by it starts to age drastically. Metal corrodes. Rocks crumble. Buildings collapse. Trees grow and die, only for more to grow again. Dirt and hills shift, rising and falling and eroding. All as if thousands and thousands of years have passed within a matter of seconds. Strong life-forces (i.e. primes) disrupt this magic somewhat, so instead of simply decaying to dust, the magic is weaker and patchy. This can cause parts of the affected's body to simply die, or even decay but usually not a vital area. The areas it affects tend to seem random, and in some cases it simply kills a bunch of odd cells, spreading the damage over a larger area. Strong life-forces also prevent this from affecting their equipped possessions and the ground beneath them. This spell lasts for 5 seconds, and should anyone die because of it, they quickly dissolve into dust. Furthermore, the magic of the spell spreads out an additional 25m (up to 40m total), however, it is much weaker and can't hurt other primes or even secondaries. It does, however, still affect the environment. The spell acts at the usual full strength towards the surroundings at 15m away, and evenly weakens out over the next 25m, so at 40m it would do very little. And another way for Dane to kill himself. Does equal damage to him and someone else whenever they make eye contact. (And if he tries to use it with less than 6 TEC he's forced to keep using it until he gets his TEC back up to 6 or higher) Death Stare (300) Requires: Physical, Telepathy Whenever someone within 12ft of Dane makes eye contact with him, he can instantly choose to partially link minds with them. No information travels this link, only pain. Both Dane and his target suffer a constant stream of moderate damage based on Dane's ATK and his opponent's DEF (so Dane takes the same damage as his foe). This happens due to their bodies both slowly deconstructing and breaking cells and other critical biomass (or the equivalent for robots and such), so isn't noticeable and won't cause visible wounds. This will stop the moment eye contact is broken or his target moves out of range, or if Dane chooses to stop it. But, he can start it whenever eye contact is made again in the future. Both Dane and his target feel a lot of pain and know they are taking damage, as well as the source of it. This move isn't particularly tiring for Dane to use, nor does it require much concentration, just eye contact. If someone dies due to this move, including Dane, their head explodes. Controlling this move requires 6 TEC or higher. If Dane ever tries to use this with less than 6 TEC, he is then forced to use it every time he makes eye contact with someone and is unable to turn it off. This can only be stopped by Dane raising his TEC to 6 or higher (e.g. through use of a Power-Up or Alt Form). RE: Move Approval V - Daniel - 03-25-2018 (03-25-2018, 05:03 PM)Ebonywood Hellscythe Wrote: @Jade: Yeah, Eclipse says: Jade wanted me to let you know that this is approved. RE: Move Approval V - Desman Black - 03-26-2018 Tier 2 Super Attack: Mental Meltdown -800 OM (Requires:Ranged Proficiency, Area Attack Proficiency, Fusion) When fused, if the fusion were to end up in a situation where it’s parts were to react too drastically different from one another, the resulting conflict would cause the fusion to defuse erratically, creating a fiery explosion 16 feet in radius. Non-damaging shockwaves can also be felt within a 60 ft diameter from where the fusion was, all fusion materials being sent 20 ft away from the centre point as well. RE: Move Approval V - Kaleigh Dactomb Nox - 03-26-2018 Morning! I had a discussion about a fluff alternate form and I got a 'Should be good' from it, so I thought I'd try getting it approved for real. Also, two more moves that go along with it. I deliberately did NOT write that the two moves were only usable in the alternate form due to the fluff nature of the form. They should be reviewed as being available in any form my character takes, and I'll just restrict myself to only using them in the fluff form. The Black Dog (Alternate Form) - 0OM (Fluff) Kaleigh harbors a darkness inside of her, a monster she calls Nox, and it will manifest itself if her control slips. This can happen against her will if two conditions are met: First, she must truly believe that she is in serious danger. Second, she must take a blow that would be fatal to a normal human. If these two conditions are met, Kaleigh can still stop the transformation if she stands still and focuses entirely on preventing the transformation for a solid minute. If she doesn’t, she will quickly begin to undergo a drastic change of both body and mind. Jet black fur sprouts from her body, consuming any equipment or clothing she is wearing, with the sole exception of the Black Omen. Her feminine features quickly fade and disappear, and her body takes on a distinct canine appearance very similar to that of a werewolf. Finally, the irises of her eyes begin to shift and move as if there was a fire suddenly lit inside of them. This entire transformation takes about 4 seconds. Nox is similar to Kaleigh in both size and power, and their fighting styles are identical. Anyone who sees Nox will recognize him as Kaleigh, and any foul deeds he accomplishes will be laid at her feet. He is brutal and ruthless, seeking only to utterly decimate whatever being or beings caused the attack that triggered the transformation. If the original target is killed or otherwise is no longer valid, he will continue to fight and kill any nearby allies of the original target until either they are dead or escape and no one else hostile is in the immediate area. Kaleigh will regain control of herself as soon as she is no longer in danger, according to what her own perception of such danger would be, and the transformation back is the same as before, only in reverse. (Link to questions thread) Malice and Hate – Tier 1 Power-Up - 1000OM Nox was a force of death and destruction in the world he came from, and while most of that strength has been lost in the Omniverse, he can still summon some of it temporarily. His muscles bulge, his mind sharpens, and his movements quicken. ATK: +2 DEF: N/A SPD: +1 TEC: +2 Portent of Death (Fluff move) [spoiler]Activation time: 3 seconds of uninterrupted eye contact Speed: Light Power: Special Mobility: No restrictions Accuracy: Direct line of sight Range: 300m Area Of Effect:[/spoiler] Attack Description: The eyes of Nox are tools of a reaper, and they have the power to end life just as the mythical scythe once did. Anyone who makes direct eye contact with Nox for 3 seconds or more is marked for death; They will die gruesomely in exactly one year after breaking eye contact. The only way to break this curse is to die early, it cannot be dispelled by any means. (One OOC year, for simplicity's sake, and it only works automatically on nameless fodder. Otherwise, this effect only happens if agreed upon OOC, and can be taken back at any time during or at the year's end. I’ll keep track of the year.) RE: Move Approval V - Taloc - 03-26-2018 A small reword to a move in the process of adding to it. Original [spoiler]Ire and Woe (600 OM): Physical Strength, Debuff Proficiency Taloc's weapons of choice, Ire and Woe are a short sword and dagger, respectfully. Truly rare to see one without the other, the 20 inch long blade of Ire was forged from the same billet as the 12 inch Woe and were designed to be used in tandem. The blades are naturally light and easy to swing, doing little damage, but boasting a high speed and requiring little effort to swing them. In their hilts are several enchantments designed to deliver poisons into the target, though as of yet, only one is currently working. While he's not sure why the others aren't, Taloc is happy that the one that does is the paralysis poison, even if it is to a drastically reduced degree. The poison is activated by changing his grip on the hilts, pressing down on a series of hidden buttons along the hilt and, while complicated at first, it allows near instant activation and changing amongst the enchaments. Upon contact with the target the paralysis poison will cause muscle spasms throughout their body, effectively breaking the concetration of his target as well as leaving them stunned for one second. Once the poison has been used, it requires five seconds for the blades to recharge enough energy for the effect to happen again. 'Your only friends are your weapons, and even they should be kept at arm's length.'[/spoiler] New Ire and Woe (900 OM): Physical Strength, Debuff Proficiency, Ranged Proficiency Taloc's weapons of choice, Ire and Woe are a short sword and dagger, respectfully. Truly rare to see one without the other, the 20 inch long slightly curved blade of Ire was forged from the same billet as the 12 inch Woe and were designed to be used in tandem. The blades are naturally light and easy to swing, doing little damage, but boasting a high speed and requiring little effort to swing them. In their hilts are several enchantments designed to deliver poisons into the target, though as of yet, only one is currently working. While he's not sure why the others aren't, Taloc is happy that the one that does is the paralysis poison, even if it is to a drastically reduced degree. The poison is activated by changing his grip on the hilts, pressing down on a series of hidden buttons along the hilt and, while complicated at first, it allows near instant activation and changing amongst the enchantments. Upon contact with the target the paralysis poison will cause muscle spasms throughout their body, effectively breaking the concentration of his target as well as leaving them stunned for one second. Once the poison has been used, it requires five seconds for the blades to recharge enough energy for the effect to happen again. Nestled in the cross guard of the weapons are a series of darts as well, three per hilt with every level adding one more per. These darts are linked to the enchantments every bit as much as the blades are, but offer a ranged delivery option. While looking to be little more than needles, albeit slightly larger and spiraled, they are honed surprisingly well and allow for good distance despite their size. Doing negligible damage on impact, but flying as fast as an arrow, these darts have a max range of 30 meters with each point in tech offering an additional 5 meters to effective distance. In addition, due to the small size of the darts, they could potentially escape notice during flight. Writers note: If the poison activated for the darts has a charge, the charge is used regardless if the target is hit or not. 'Your only friends are your weapons, and even they should be kept at arm's length.' RE: Move Approval V - Dane Regan - 03-26-2018 Moves left unapproved: (03-26-2018, 06:23 PM)Kaleigh Dactomb Nox Wrote: [spoiler] (And also my moves from earlier) Moves responded to/approved: (03-26-2018, 06:17 PM)Desman Black Wrote: [spoiler]Tier 2 Super Attack: Mental Meltdown -800 OM (Requires:Ranged Proficiency, Area Attack Proficiency, Fusion) Approved. But remember, as usual, you can't use this if your fusion is not broken up at the end of your post (or the post of someone else in the fusion). (03-26-2018, 06:23 PM)Kaleigh Dactomb Nox Wrote: [spoiler] These are both approved. You can buy the power-up once you hit level 2. I'm not 100% sure about your fluff thing because it's a drastic appearance change, so I'll leave that for someone else to take a look at. (03-26-2018, 06:56 PM)Taloc Wrote: [spoiler]Ire and Woe (900 OM): Physical Strength, Debuff Proficiency, Ranged Proficiency "three per hilt with every level adding one more per" Primes don't get 'stronger' as they level up. A level 1 is just as strong as a level 2. Just pick a fixed amount of ammo and stick with it. If you'd prefer to have more in the future, just resubmit it for approval. 6 darts per weapon seems like a fair number to me, but you can have more (I doubt you'd ever use more than 12 in a fight, since the damage is pretty low - but really I'd approve this move with an unlimited number, they're already weak so it wouldn't make them much weaker). "these darts have a max range of 30 meters with each point in tech offering an additional 5 meters to effective distance" You can have this, but the accuracy based on TEC is already inherently worked into the moves (see the stats table). Also, this might sound like a silly and kinda dumb question, but how are you shooting the darts? Are you throwing them? Or firing them from the sword (like a dart canon)? Or shooting them by swinging the sword? I'm mostly asking because arrow speed is quite fast for a thrown item, and you dual wield weapons so I figured you might have a fancy firing method so you don't need to drop a sword/dagger to use the darts. Lastly, how big are the darts exactly? A couple of inches? One inch? RE: Move Approval V - Taloc - 03-26-2018 Edited in the changes... Can't believe I forgot to put in any form of firing the darts... As for the number of darts increasing per level, I was using Samus as a reference point with projectile numbers. Ire and Woe (900 OM): Physical Strength, Debuff Proficiency, Ranged Proficiency Taloc's weapons of choice, Ire and Woe are a short sword and dagger, respectfully. Truly rare to see one without the other, the 20 inch long slightly curved blade of Ire was forged from the same billet as the 12 inch Woe and were designed to be used in tandem. The blades are naturally light and easy to swing, doing little damage, but boasting a high speed and requiring little effort to swing them. In their hilts are several enchantments designed to deliver poisons into the target, though as of yet, only one is currently working. While he's not sure why the others aren't, Taloc is happy that the one that does is the paralysis poison, even if it is to a drastically reduced degree. The poison is activated by changing his grip on the hilts, pressing down on a series of hidden buttons along the hilt and, while complicated at first, it allows near instant activation and changing amongst the enchantments. Upon contact with the target the paralysis poison will cause muscle spasms throughout their body, effectively breaking the concentration of his target as well as leaving them stunned for one second. Once the poison has been used, it requires five seconds for the blades to recharge enough energy for the effect to happen again. Nestled in the cross guard of the weapons are a series of darts as well, six per hilt, along with a crossbow-esqe firing system. Fired with a simple thumb release, these darts are linked to the enchantments every bit as much as the blades are, but offer a ranged delivery option. While looking to be little more than 6 inch long needles, albeit slightly larger and spiraled, they are honed surprisingly well and allow for good distance despite their size. Doing negligible damage on impact, but flying as fast as an arrow, these darts have a max range of 30 meters with each point in tech offering an additional 5 meters to effective distance. Reloading is a simple matter and can be done while still fighting without much difficulty, only requiring a catch to be pulled back. In addition, due to the small size of the darts, they could potentially escape notice during flight. Writers note: If the poison activated for the darts has a charge, the charge is used regardless if the target is hit or not. 'Your only friends are your weapons, and even they should be kept at arm's length.' RE: Move Approval V - Jade Harley - 03-26-2018 (03-25-2018, 05:36 PM)Dane Regan Wrote: Sorry for being Mr. One Million Moves. Blame new character syndrome. Approved. Quote:And a support one for Viola, because bleeding to death sucks. Approved. Quote:And a super defence: Seems legit. Approved. Quote:And a super attack: Epic. Approved. Quote:And another way for Dane to kill himself. Does equal damage to him and someone else whenever they make eye contact. (And if he tries to use it with less than 6 TEC he's forced to keep using it until he gets his TEC back up to 6 or higher) I think this sounds okay. Approved. RE: Move Approval V - Dane Regan - 03-26-2018 (03-26-2018, 08:31 PM)Taloc Wrote: Edited in the changes... Can't believe I forgot to put in any form of firing the darts... As for the number of darts increasing per level, I was using Samus as a reference point with projectile numbers. Approved. Sorry for making you change the dart numbers, if you want to change it back you can. (Just repost it again and I'll approve it) RE: Move Approval V - Summer - 03-26-2018 Body of Weather (Advanced Regeneration) (300): [spoiler]Summer or Sonny begin to pull from the very same power that makes up their body, that found in the very weather all around them, greatly overdriving their natural regenerative ability. For as long as he's able to maintain this constant draw from nature itself, all wounds he would accrue are healed instantly, letting him keep fighting at peak performance even as injuries should begin to pile up. Since this is basically second nature to him, he can use it as easily as he can breathe, allowing him to fight, take hits, charge moves and powers, etc. Basically, he can start it, stop it, and maintain it whenever wants to, and fight unhindered as he does. Such resilience is fleeting, however, and he cannot borrow power without paying it back. As wounds would accumulate, the energy it takes to maintain this ability grows rapidly, and the moment he's unable to maintain it anymore (either through wearing out or choosing to stop), the natural order reclaims its power. The weather itself (whether it's mist, light, snow, rain, wind, etc.) explodes out from his body and all the wounds that he suppressed through this regeneration reappear on him simultaneously. While he can hold back small wounds for minutes at a time before wearing out completely, the larger the wounds get, the more rapidly it tires him. Huge injuries like broken bones, deep slashes, and missing limbs can only be maintained for mere seconds before exhausting him, so even though he can fight less cautiously, he must still be wary, lest he tire himself out too quickly.[/spoiler] And adjusting Heavenly Bolt as well because uh... It was kinda stupidly unuseable >.> I mean, it's still silly now, but less so. Also clarified a good few things that were too vague. Old: [spoiler]Heavenly Bolt (Ranged, Ranged Materialize, Area Attack) (300): Channeling the weather’s power, Summer quickly and forcefully gathers up huge amounts of electrical energy in the sky. After four seconds of immobile charging, he calls down a single, powerful lightning strike from the heavens, regardless of whether it’s cloudy or clear, with a snap of his fingers for added flair. Aimed at a foe within fifty meters of him, the bolt slams into the ground, striking a random spot somewhere within twenty meters of the target. As a semi-natural lightning strike, the bolt itself holds tremendous amounts of power, wielding a strength capable of blowing apart grown trees from the inside. Of course, since it’s a bonafide lightning bolt, the actual bolt is approximately an inch wide and all but impossible to reliably aim. Actually getting it to hit what he wants it to hit comes down to pure chance. Due to this, he prefers to rely on the resulting shockwave, a powerful, concussive blast that bowls over anyone within three meters of the bolt itself. Calling down a lightning strike in such a short amount of time takes up a huge amount of Summer’s power, leaving him utterly exhausted in the wake of it. Can not be used in places where the skies are blocked, such as buildings or caves.[/spoiler] And New: [spoiler]Heavenly Bolt (Ranged, Ranged Materialize, Area Attack, Debuff) (300): The wrath of the heavens themselves given physical form. Over the course of 5 seconds (a time during which he must remain totally still and cannot attack or be attacked), Summer forces a charge into the sky above, readying a devastating lightning bolt. With a snap of his fingers for added flair, he calls down a single, powerful strike, aiming for a target location of his choice within 50 meters. Since it's a totally natural lightning event, it, of course, carries all the tremendous power that lightning normally carries. This one-inch thick bolt of pure electricity tears down erratically from the heavens themselves, piercing through everyone and everything in its path, destroying every object and obstacle that it rips through. Of course, Prime-created shields that are equal to or stronger than this terrifying bolt will stop it in its path, but anything less merely weakens it on its inexorable journey to the ground. Since it is a bonafide lightning strike, it’s impossible to reliably aim. While the bolt itself houses catastrophic strength, it will almost never hit what Summer intends it to, instead slamming down somewhere randomly within 10 meters of his target. (In the context of RP, this means it will never hit someone directly unless they're too big to miss). Due to this, he relies on its secondary effects instead. Anyone that the bolt itself passes within 6 meters of (whether that was when it touched down or if it passed by someone flying) is struck by a thunderous, concussive shockwave, throwing them clear off their feet and dazing them for 5 seconds. Anyone (including himself) within 20 meters is blinded by the flash and deafened by the blast, both also lasting 5 seconds. Gathering up a charge in the sky as quickly as he does, regardless of the weather, is a lot more energy-intensive than simply gathering up charge within his body, especially for a strike as powerful as this is, leaving Summer completely and utterly exhausted after use, on the verge of collapsing then and there. Additionally, since it comes down from the sky, it can only be used in places where his view of the sky isn't blocked.[/spoiler] RE: Move Approval V - Sasuke Uchiha - 03-26-2018 Uchiha Illusions: Confusion – 600 OM (Basic Move)(Requires: Insight,Telepathy)Through the use of various illusions the user can confuse his target into attacking an opponent of the user’s choosing with the target’s own basic moves. This takes continuous concentration and the user is unable to attack or defend while casting the illusion, only dodge. Activation time and success is based on the rules regarding technique stat difference between the user and the target. In any given fight, this trick and/or any variation of this trick won’t work on the same person twice and the illusion ends after the move is completed. Uchiha Illusions: Confusion 600 OM (Tier 1 Super Move)(Requires: Insight,Telepathy)Through the use of various illusions, the user can confuse their target into attacking an opponent of the user’s choosing with the target’s own tier one super moves. Being unable to access a target’s sp pool, the user exhausts their own sp to activate their target’s tier one super move. This takes continuous concentration and the user is unable to attack or defend while casting the illusion, only dodge. Activation time and success is based on the rules regarding the technique stat difference between the user and the target. In any given fight, this trick and/or any variation of this trick won’t work on the same person twice and the illusion ends after the move is completed. Uchiha Illusions: Confusion 800 OM (Tier 2 Super Move)(Requires: Insight,Telepathy)Through the use of various illusions, the user can confuse their target into attacking an opponent of the user’s choosing with the target’s own tier two super moves. Being unable to access a target’s sp pool, the user exhausts their own sp to activate their target’s tier one super move. This takes continuous concentration and the user is unable to attack or defend while casting the illusion, only dodge. Activation time and success is based on the rules regarding the technique stat difference between the user and the target. In any given fight, this trick and/or any variation of this trick won’t work on the same person twice and the illusion ends after the move is completed. |