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Omni Archive
Official Move Approval III - Printable Version

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Re: Official Move Approval III - Kakashi Hatake - 09-30-2015

Kunai (Physical Strength, Ranged Proficiency; 600 OM)
[spoiler][Image: latest?cb=20110417100910][/spoiler]
A steel dagger approximately the length of one's hand typically used for thrusting and stabbing. Kakashi favors these for their utility as well as the fact that they are disposable in combat. Though not designed for it, they can also be thrown with relatively decent accuracy to inflict puncture damage on a foe. As they are heavier and larger, they are somewhat slower and less accurate to throw than shuriken but have the capacity to deal more damage. Also owing to their larger size Kakashi cannot keep as many in his relatively minimal storage, only around a dozen or so after which he needs time to summon more if he cannot reclaim them from the environment.

Explosive Tag (Area Attack Proficiency, Remote Control Proficiency; 300 OM)
[spoiler][Image: 320?cb=20150529135157][/spoiler]
Also known as a paper bomb, it functions as the name would suggest. A slip of paper around 7 x 15 cm, it is inscribed with special seals and infused with chakra. After adhering the tag to an object (rock, tree, the ground, a person), the tag may be detonated by a special hand seal. If the tag is removed before the seal can be performed, the bomb is 'defused' and cannot be detonated. As one would expect from an explosive, it deals a large amount of splash damage to those within its area of effect (~3 meters) as well as knocking them back. Readying the tag takes a few seconds of uninterrupted concentration, as does detonating it. No more than 3 can be placed at a time. With these restrictions in mind, it is not often practical to place them in the heat of battle unless it can be done surreptitiously.

Explosive Kunai (Ranged Proficiency, Area Attack Proficiency, Remote Control Proficiency; 300 OM)
[spoiler][Image: Explosive_Kunai.jpg][/spoiler]
A combination of the explosive tag and kunai, this allows the user to fling a kunai that can then be detonated remotely. This removes the issue of kiting the enemy toward the explosive, though creating the device takes a bit longer than a simple tag. The entire assembly process takes around 5 seconds uninterrupted, after which the kunai can be hurled and detonated at the user's leisure. The detonation is much the same as a normal tag, as is the method of defusing. Simply severing the wire tying the tag to the blade is enough to render it inert. No more than 3 can be placed at a time.


Re: Official Move Approval III - Demetri Malius - 09-30-2015

Mickey Mouse Wrote:Demetri:

Yes, King's Warpick is so approved. Sorry that wasn't clear. I was actually just trying to tell you that maybe you were making it too weak. But yes, so approved. Buy away.

And yes, Minato is getting what I'm saying. Having different charge times while standing still/moving would not making it variable.

Yu Kanda:

Second Illusion: Hurricane is approved.

alright, just making sure, ill give it the 10 seconds static and 15 mobile like you suggested once i get it


Re: Move Approval III - Minato Namikaze - 09-30-2015

Minato Namikaze Wrote:
Quote:Rasengan (Physical Strength) (300) – The Rasengan is a ball of chakra that is formed in the users hand by spinning and twisting Chakra around the palm of the user’s hand. The chakra is then compressed into a destructive ball of spiraling, blue, chakra that can be thrust into an opponent to cause damage. The Rasegan takes 5 seconds of full concentration to form in the palm of the user’s hands and is able to be maintained for a maximum of 3 minutes before dispersing. Since the Rasengan is a physical form of the user’s chakra, it requires no extra chakra use to maintain it for the entire three minutes. If the Rasengan is not utilized within the 3 minutes, it becomes unstable and disperses into thin air. The size of a normal Rasengan is the size of the users entire palm (this has no effect on the strength of the move).

putting up an Upgrade for this move.

Double Rasengan (+300 OM) - Minato takes an extra five seconds to charge his Rasengan, in this time, he is able to create a second Rasengan in his other hand, effectively producing two separate Rasengan at the same time.

Bump :3


Re: Official Move Approval III - Ururu Kyuuei - 09-30-2015

The Architect
Cost: 600om
Requires: Area of Attack Proficiency, Area of Defense Proficiency, Remote Materialization, Remote Control Proficiency
After forming a set of hand seals and molding the chakra Ururu takes active control of the land, infusing it with their will. Through active full body movements and a constant chakra supply the user causes earth, stone and woody plant life to move and take shape within a given volumetric (3m^3) area at any given time. Simple combat oriented features and designs take only half seconds or slightly longer to form, while more complexity, and sturdier designs increases the required effort in time to build.


Re: Move Approval III - Black Mage - 09-30-2015

Proto Man Wrote:
Black Mage Wrote:Tier 1 Offensive Supermove: Quake(Area Attack Proficiency)(600 OM)

The Black Mage kneels on one knee and places a hand on the ground, causing glowing runs to begin to form and expand around him in a 20 meter circle. When the circle is completed the Black Mage clenches his free hand into a fist and launches it at the ground, releasing a powerful wave of seismic energy around him throughout the created runes, knocking foes upwards before spikes of earth rise up to skewer those caught in the rune.

What's it do, though? I get that it's a wave but does it just shake people?
Edited in a line for clarity.
Proto Man Wrote:
Quote:Aero(Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency?)(300 OM)

The Black Mage spins his hands across his wrists before bringing them together in a clapping motion, releasing a high-powered wind in a five meter wide cone in front of him. While only mildly damaging at best the attack comes out quick and throws significant force, knocking foes backward and away from the Black Mage to allow for some breathing room.

This requires area attack given the width of the cone. Be aware that a strong or durable prime might be able to resist this effect more so than a fragile one. Okay?
I don't know why I missed Area proficiency, terribly sorry. And yeah, it'd be less effective against those with more DEF, but I sort of thought that was assumed in a stat-based system and I didn't have to clarify it'd be less/more effective based on opponent's DEF/your ATK. I can edit the line to say something to the effect of "knocking foe backward at a range dependent on the foe's constitution" if you wish.

Proto Man Wrote:
Quote:Bio(Ranged, Debuff Proficiency) (300 OM)

The Black Mage conjures a .1 meter wide green bubble that emits a rancid odor and launches it at a foe. Travelling at a pace slightly slower than an arrow for around 10 meters the bubble gives a foe a mild pain comparable in flavor to an acid burn on contact, but also transfers a virus not unlike the "common cold". Actions and motion become more and more fatiguing, while other symptoms such as mild sneezing or headaches may develop with extraordinary fatigue. Symptoms in Primes generally worsen for around two to five minutes depending on the hardiness of the specimen before the symptoms gradually wear off in another two to five minutes. Exposure to multiple bubbles will not worsen symptoms, but will "reset" recovery time.

I think that 10 minutes is a little harsh, since most combat situations will probably resolve before then. Otherwise, I think the effect is fine, since it's not like, crippling people.[/quote]

I've edited it down to "two to five" as opposed to "five to ten". Ultimately I just want something to make them a bit more fatigued for a while, no real damage upfront but playing for the long-game.


Re: Official Move Approval III - Tartaros - 09-30-2015

Bayonet - 300? OM - Requires Physical Strength

A simple, straight combat knife, slightly under a foot in length and similar in design to an ancient Roman Spatha. While small and not particularly effective on its own, it has a secondary purpose. A small pin lock on its guard allows the blade to be attached to most firearms, rendering them capable of being used as a spear. Due to the nature of the Omniverse however, such an arrangement would be somewhat less damaging than a dedicated melee weapon.

Combat Focus - Tier 1 Power Up

Taking a short moment to control his breath and remove his hide cloak, Tartaros enters a more focused state of being, increasing his technical ability, aim and speed. Though, such periods of massively heightened self-control are rather draining on the mind.

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


Re: Official Move Approval III - Magus - 09-30-2015

Wither: (Ranged Proficiency, Debilitate Proficiency, Time Manipulation) By weaving negative energy into the space around an opponent, Magus can dramatically accelerate the passage of time around his victim, causing them to age decades in just seconds.

The victim is left old, frail, and vulnerable. Magus can capitalize on this by inflicting as much damage as possible against his weakened victim. Wither is an extremely draining technique, however, and can only be maintained for a few minutes at a time.

300OM (?)

Shadeflame: (Area Attack Proficiency, Area Shield Proficiency): Magus can will a fiery explosion to burst to life from within himself, engulfing an area around him of up to fifty feet in an intense conflagration. After the initial firestorm fades, Magus can choose to remain on fire, making it dangerous for an opponent to get near enough to be burned.

I guess 600OM since it does two things.


Re: Move Approval III - Shade - 09-30-2015

Shade Wrote:
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.

Bump number 3? 5 actually, or 6.


Re: Move Approval III - Schwi Dola - 10-01-2015

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 :oops: 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.
Quote: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

Since you didn't recognize it when I mentioned it in chat, requote!


Re: Official Move Approval III - Minato Namikaze - 10-01-2015

So all you're doing is adding flight to the list of Requirements?


Re: Official Move Approval III - Schwi Dola - 10-01-2015

Adding Flight Requirement, removing the restriction that she could only levitate ' 'and move a few feet ' above the ground '. Levitating at any point in the air.


Re: Official Move Approval III - Minato Namikaze - 10-01-2015

Ururu Kyuuei Wrote:The Architect
Cost: 600om
Requires: Area of Attack Proficiency, Area of Defense Proficiency, Remote Materialization, Remote Control Proficiency
After forming a set of hand seals and molding the chakra Ururu takes active control of the land, infusing it with their will. Through active full body movements and a constant chakra supply the user causes earth, stone and woody plant life to move and take shape within a given volumetric (3m^3) area at any given time. Simple combat oriented features and designs take only half seconds or slightly longer to form, while more complexity, and sturdier designs increases the required effort in time to build.

What can this move actually do? How is it offensive? Other than changing the shape of a battlefield and potentially knocking someone over, what offensive capabilities does this have?

If you're using anything that is within a 3m cubed space, then you're not materializing anything, you don't need Ranged Materialize (it's not called Remote Materialize).

Also, I see that you've got both Area shield and attack, so yes, this move at base does cost 600, but depending on what you can actually do while using it offensively with either keep it at 600 or increase the price further.


Re: Official Move Approval III - Illidan Stormrage - 10-01-2015

Kiai (Ranged, Area Attack) (600) - a powerful, invisible blast of ki that acts as a shockwave. Orion charges for two seconds, then shouts (or throws his arms out) and a forceful dome spreads outwards from him about three metres from him in all directions, knocking anyone back. The effect of the attack is weaker the further away the target is.

Orion can also concentrate his kiai in a single, four foot shockwave launched from his hand or mouth. It's more potent than the area kiai, but can only travel in one direction. It can also hit multiple people in a row, though the effect lessens based on how many objects it passes through.

While 'invisible,' the kiai can be seen by its rippling effect in the air. Kiais do no damage and are solely for pushing targets back or smashing stuff.


Re: Official Move Approval III - Ururu Kyuuei - 10-01-2015

Minato Namikaze Wrote:What can this move actually do? How is it offensive? Other than changing the shape of a battlefield and potentially knocking someone over, what offensive capabilities does this have?

If you're using anything that is within a 3m cubed space, then you're not materializing anything, you don't need Ranged Materialize (it's not called Remote Materialize).

Also, I see that you've got both Area shield and attack, so yes, this move at base does cost 600, but depending on what you can actually do while using it offensively with either keep it at 600 or increase the price further.

Roger that, moved this to the workshop, now for something a bit more simple. Upgraded Twin Sacrificial Rebirth to match what I originally wanted (I'll be purchasing Shapeshifting as well) and a technique that will allow Ururu to actually make use of it. Some time in the future I'll have to pick up a more classic shapeshifting (Henge no jutsu). But that's for later.
The Original Technique Wrote:Twin Sacrificial Rebirth
Cost: 300 Om
Requires: Remote Control Proficiency, Hive Mind
The base technique to which Ururu made her life and lies with. Through a series of hand seals and channeling of chakra Ururu can bring life to lifelessness, and generate a single durable replica of herself within a moment. There are some minor allowances from differences in appearance and apparel, but it will be a strong obvious familial relation to the user and their materials.

Combat effectiveness matches the user’s own in terms of skills and physical ability provided they assume direct control (read the user is committed to continuous concentration and limited movement). Autonomous use though personas (artificial personalities) is ineffective in combat without Tiered Assist to power their bodily functions beyond existing, a target, as a meat shield, or an authentic corpse. Said corpse will remain upon death to decay or until dismissed by the user. Range does not extend beyond the verse’s borders in which the user currently occupies.

The cost of this technique is a single decent payment of chakra that can be staggering if used several times in a short period consecutively.

See bolded area for changes to the technique.
The New Version Wrote:Twin Sacrificial Rebirth
Cost: 600 Om
Requires: Remote Control Proficiency, Hive Mind, Shape Shifting, Shapeshifting
The base technique to which Ururu made her life and lies with. Through a series of hand seals and channeling of chakra Ururu can bring life to lifelessness, and generate a single durable replica of herself within a moment. Appearance and Clothing alternations will extend the duration of the technique’s casting; the more significant the change the more effort must go into it. Unlike normal shape shifting however this transformation of the clone becomes its base appearance and any new appearances/apparel require the producuction of a new clone.

Combat effectiveness matches the user’s own in terms of skills and physical ability provided they assume direct control (read the user is committed to continuous concentration and limited movement). Autonomous use though personas (artificial personalities) is ineffective in combat without Tiered Assist to power their bodily functions beyond existing, a target, as a meat shield, or an authentic corpse. Said corpse will remain upon death to decay or until dismissed by the user. Range does not extend beyond the verse’s borders in which the user currently occupies.

The cost of this technique is a single decent payment of chakra that can be staggering if used several times in a short period consecutively.

Immortality - Soul Transference
Cost: 300 Om
Requires: Remote Control Proficiency, Hive Mind, Shape Shifting, Shapeshifting
With this technique the user unlocks their Network Interface Seal and targets a clone within range of their control. Upon doing so the user leaves behind their body and enters that of targeted vessel, such as the Twin Sacrificial Rebirth or similar. Unfortunately due to the nature of Omnilium and its interaction with chakra and this technique any current injuries the user has are reproduced upon entering into the new body. Furthermore while this technique is instantaneous, it leaves the user physically weakened for a few seconds as any chakra they carry with them is redistributed into the new body. The previous body is subsequently considered a clone and can be loaded with a persona as desired or left without.


Re: Official Move Approval III - Minato Namikaze - 10-01-2015

Orion Wrote:Kiai (Ranged, Area Attack) (600) - a powerful, invisible blast of ki that acts as a shockwave. Orion charges for two seconds, then shouts (or throws his arms out) and a forceful dome spreads outwards from him about three metres from him in all directions, knocking anyone back. The effect of the attack is weaker the further away the target is.

Orion can also concentrate his kiai in a single, four foot shockwave launched from his hand or mouth. It's more potent than the area kiai, but can only travel in one direction. It can also hit multiple people in a row, though the effect lessens based on how many objects it passes through.

While 'invisible,' the kiai can be seen by its rippling effect in the air. Kiais do no damage and are solely for pushing targets back or smashing stuff.

What is the max range of the Area Kiai, how long does it take for this attack to reach it's max range?

How long does Orion have to Concentrate for the four foot shockwave?


Re: Official Move Approval III - Illidan Stormrage - 10-01-2015

Minato Namikaze Wrote:
Orion Wrote:Kiai (Ranged, Area Attack) (600) - a powerful, invisible blast of ki that acts as a shockwave. Orion charges for two seconds, then shouts (or throws his arms out) and a forceful dome spreads outwards from him about three metres from him in all directions, knocking anyone back. The effect of the attack is weaker the further away the target is.

Orion can also concentrate his kiai in a single, four foot shockwave launched from his hand or mouth. It's more potent than the area kiai, but can only travel in one direction. It can also hit multiple people in a row, though the effect lessens based on how many objects it passes through.

While 'invisible,' the kiai can be seen by its rippling effect in the air. Kiais do no damage and are solely for pushing targets back or smashing stuff.

What is the max range of the Area Kiai, how long does it take for this attack to reach it's max range?

How long does Orion have to Concentrate for the four foot shockwave?

Max range is mentioned. Three metres.

The attack moves reasonably fast, probably about two seconds. It's meant to get people away from him fast.

The directed shockwave has the same charge time.

Rewritten:

Kiai (Ranged, Area Attack) (600) - a powerful, invisible blast of ki that acts as a shockwave. Orion charges for two seconds, then shouts (or throws his arms out) and a forceful dome spreads outwards from him about three metres from him in all directions, knocking anyone back. The effect of the attack is weaker the further away the target is, the shockwave covers its full diameter in about two seconds.

Orion can also concentrate his kiai in a single, four foot shockwave launched from his hand or mouth, with the same two second charge time. It's more potent than the area kiai, but can only travel in one direction. It can also hit multiple people in a row, though the effect lessens based on how many objects it passes through.

While 'invisible,' the kiai can be seen by its rippling effect in the air. Kiais do no damage and are solely for pushing targets back or smashing stuff.


Re: Official Move Approval III - Minato Namikaze - 10-01-2015

@Orion, sorry, I have only just woken up ;~; approved


Re: Official Move Approval III - Zack Fair - 10-02-2015

Zack Fair Wrote:
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?

Just bringing this back up.


Re: Official Move Approval III - Jaixe Furiael - 10-02-2015

Quote:Scythe Howl – 300 OM (Requires Area Attack Proficiency)
[spoiler]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. 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 twelve second cooldown in between uses. The arcing wave generated is six meters long, accounting for the curvature of the wave, and one-half of a meter tall (.5 meters). 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.[/spoiler]

I removed the double-charge ability to reduce the cost of the ability to 300 OM rather than 600. It can no longer charge up to fire two waves, only one. Might change it back in the future when I am not on a budget. I'm also tossing in an extra move for covering basic defenses. This should do nicely:

Quote:Dark Ward – 300 OM
Jaixe crosses one or both of his arms in front of himself and rapidly channels black-purple energy in the form of flames through it. With that energy, he projects a series of dark violet hexagons in a closely-fit pattern, attempting to block whatever attack may be inbound.

Dark Ward requires only a second to charge, allowing it to be used rapidly. It has a mild energy cost, and lasts for only two seconds. It is fragile, capable of taking a single average strike, or a couple weak ones, before shattering. Stronger attacks would shatter the barrier without much damage being mitigated. The barrier is conjured one foot in front of him, and has a width and a height of three feet each.



Re: Official Move Approval III - Demetri Malius - 10-03-2015

Changing Steam Chains to Steam Blades, mostly adding a bit of detail and changing aesthetics.

FROM:
Quote:Steam Chains(600 Requires Ranged Proficiency, Master Acrobat)
On each arm, Demetri has a device that is able to shoot out chains, each of which is able to have a different weapon attached to its end. The chains are retractable and take ten seconds to generate while in their holders, moving or not moving, and once functional, can be instantly shot out. They have a reach of ten meters but become less effective when his target gets close than a meter. Demetri can also used his chains to deflect light physical projectiles, but can also deflect energy projectiles at the cost of damaging the chains. When the chains are damaged or destroyed, they must retreat back into their mechanism for repairs before they can be fully functional again. The time spent repairing is proportional to the damage given to the chains. Light damage by reflecting a single energy projectile takes a full two seconds to repair, meaning the chains can take 5 energy hits before being destroyed, taking a full ten seconds for repair. With acrobatic skills, the chains can be used as a tool for maneuverability and mobility, allowing him to grasp or hook onto poles and buildings(depending on the attachment) to allow him to swing himself for extra force and speed. Demetri can also grasp objects and people(limbs and neck only) with his chains and pull them towards him. However, grasping foes with the chains pose a risk, as they can also use the chain to pull him before he gets the chance to do so to them(mostly those with higher speed), which can serve as a disadvantage

Kunai- The default attachment for the chains. They cause a small amount of damage but can be much more damaging if they hit a critical point on the enemy. It is mostly used for maneuverability and grappling.


TO:

Chain Blades(600 Requires Ranged Proficiency, Master Acrobat)
On each arm, Demetri has a device that is able to shoot out chains, each of which is able to have a different weapon attached to its end. The chains are retractable and take ten seconds to generate while in their holders, moving or not moving, and once functional, can be instantly shot out. They have a reach of ten meters but become less effective when his target gets close than a meter. When the chains are damaged or destroyed, they must retreat back into their mechanism for repairs before they can be fully functional again. The time spent repairing is proportional to the damage given to the chains. Minor damage takes a few seconds to repair, heavy damage can take up seven, and the full ten if the chains are completely destroyed. With acrobatic skills, the chains can be used as a tool for maneuverability and mobility, allowing him to grasp or hook onto his surroundings(dependent of attachment), and give himself a boost in speed and mobility, as well as extra force in attacks. Demetri can also grasp objects and people with his chains and pull them towards him. However, grasping foes with the chains pose a risk, as they can also use the chain to pull him before he gets the chance to pull them in.

Blade - Default attachment for chains. The Blade attachment is a thing one inch wide blade that sharpens to a point. Primary uses include grappling objects and edges of buildings and poles, but is useless for scaling up flat building or walls with nothing to grasp. Best used for maneuverability and speed, as it causes minor damage.

Also found an epic picture for them Big Grin
As I said, mostly aesthetic, made some parts a bit simpler to understand, but overall is the same. Just making sure I am not doing anything I shouldn't.

Alsooo, I was wondering if I can get a refund on the move Kunai, which is below.

Quote:Kunai(600, Requires Ranged Proficiency, Enhanced Senses)
Demetri equips a set of up to ten kunai which can be thrown at almost any range, up to 50 meters. It takes a second to summon each kunai while immobile, but can take up to six if Demetri is moving, depending on his speed. Each one's effectiveness is determined by the distance it was thrown, at very close range it can impale the target, but at further ranges, can only scrape an opponent. Demetri must be conservative with his kunai, however, as they must be retrieved. (For example, if he used all ten in a fight, he cannot summon more and must either pick up the ones that missed his target or pull out the from his target.) They must be retrieved after each fight in order to be summoned later as well. Demetri can sense the locations of his kunai and can track them in opponents using his Advanced Senses, although they must be within range.

My reasoning is that it isnt really variable so I think I overdid the price, and the enchanced senses part is redundant. I figure I would be able to have detecting the kunai as just fodder, and people will probably not be running around with kunai in them. So I want to get rid of the move entirely, focus on other things I need. This move hasn't been used IC yet, save for when he summons a single on before his confrontation of Nealaphh in the Deeps, but nobody IC is aware of it nor do they know he has them.(full refund if possible, but if not im fine with the 300)