RE: Official Move Approval IV - Mark - 11-20-2016
(11-18-2016, 09:09 AM)King Sombra Wrote: Name of Move: Dark Crystalline Bash
Description of Move: Growing crystals out of the ground near him, King Sombra will shape them into an oversized hammer that is the size of a fully loaded mini van. This hammer will be lifted by his telekinesis, and brought down on his opponents several times. Each swing is slow like the speed of an arrow. This does a fair amount of damage, but it cannot be done when Sombra is performing other moves. It takes about 8 seconds for him to power up this move. There is a chance that it could also give a debilitating headache to whoever is treated to this. This can be dodged and blocked. It’s simply a move that involves hitting an opponent in the head repeatedly. The headache only lasts about 4 seconds. This has a 12 second cool down upon completion.
Required Proficiencies/Powers: Ranged Materialize Proficiency, Area Effect Proficiency, Debuff Proficiency.
Cost of Move: 300
Does he need to concentrate while summoning or while moving the hammer (would being hit break his cast and cancel/slow the summon)? Can this be used while moving? How draining is this to control? How far from him can he manipulate the hammer? If it’s greater than a few yards you’ll need to add in something about how being farther away makes it slower/harder to control. How far from him can he summon this? This’ll require Remote Control Proficiency (I know you have it, but list it as a prereq).
(11-18-2016, 04:29 PM)Amber Veritz Wrote: I wish to improve a move Ive already bought, so Im going to make sure it gets reapproved.
Aura Projection - Requires Physical Strength, Area Of Attack Prof. (600)
Amber controls her aura, having to concentrate on a defensive stance. She protects her body with an overlay of light, covering a specific part of her body, but she cannot cover her whole body at once. While she can still feel the blow, it is tough to break through the shield, for she focuses completely on the defensive capability of the move. It takes 1 second to cover one foot of her body. This means it takes three seconds to reach it's full length, but it doesn't have to cover three feet all at once, and it is stronger the less it covers. So, covering her forearm(roughly one foot) would be a stronger barrier than covering her shoulder to her hand(roughly two feet). With gained strength Amber is now able to create a full dome of shield over her body that can cover her and two others. The application of size is still in effect. The larger her dome, the weaker it is.
Changes made in italics, and deduction to null factors have been erased.
Sounds good to me. Approved.
(11-19-2016, 09:02 AM)Daniel Wrote: T2 Super Attack – Flying Thunder God: Lightning Execution (Requires Physical Strength)
Before being able to perform this Super Attack Minato must mark his target with his Hiraishin Seal.
Having Trained with both Kakashi and Kito, who are both Lightning Style users, Minato was able to pick up the basics of utilising his chakra to create lighting. Minato concentrates for 10 seconds, funnelling chakra into his hand and kunai. As he does this, he transforms the chakra into lightning. After the 10 seconds of charging, both his hand and his kunai are covered in a thin layer of lighting. Minato then activates his flying thunder god technique and teleports to his opponent, striking them with his kunai, discharging the electricity into their body, and electrocuting them.
T1 & T2 Super defence – Flying Thunder God: Guiding Thunder (Requires Ranged, Hiraishin No Jutsu) Note: I'd like to get this one approved for both a T1 and T2 Super Defence
Minato holds firm in his position and forms the hand seals; snake, horse, rat, ram and a technique specific hand seal that looks a lot like Zai from Kuji-in Mudra and Mantra seals. After performing this (roughly 2 seconds to perform all the hand seals) Minato's kunai will hover at the centre point of of his hands (which are still in the Zai hand seal formation). This creates a barrier three meters in front of him that will warp away anything that touches it.
The barrier appears to be invisible until something touches it, after which, a jutsu formula will spiral outwards from the point of contact, wrap itself around the move/ person that touched it and appear as if it is absorbing whatever it was that touched the barrier. It will then finish by warping away whatever touched it.
If an attack comes into contact with this barrier, it will be warped away to an unknown location, but if a person comes into contact with it (i.e. moves & Super Moves that involve characters being in physical contact with the barrier) it will warp that person to somewhere within Minato's vision/ sensing range.
Lightning Execution: add Teleportation to the list of prereqs and it’s good.
Guiding Thunder: You won’t need Ranged for this, but you will need Area Shield. Also I’d say you’d need to limit the melee counter-teleport to somewhere in the immediate vicinity (maybe within 10 meters or so), since being able to toss them 100 meters away at maximum kinda blurs it into Utility super move range. =P
(11-19-2016, 06:41 PM)Kelly MacAryn Wrote: Soliton Blast: Requires Ranged Attack Proficiency - (300 OM)
A very crude, but still potent, psychokinetic force-bolt, with an effect similar to being struck by a bowling-ball swung hard by a very strong man (That is, one with Kelly's ATK). After charging for two seconds, the bolt, which looks likes a tennis-ball sized distortion in the air, is fired from the hand and travels in a straight line, as fast as an arrow, for up to sixty meters. It can be used while moving, and Kelly can charge it while defending himself, though doing the latter splits his focus and is equivalent to a momentary minus-2 to TEC. The charge-up can be interrupted by a sudden distraction or a solid blow.
How draining is this on his person?
RE: Official Move Approval IV - Kelly MacAryn - 11-20-2016
(11-20-2016, 08:15 PM)Mark Wrote: (11-19-2016, 06:41 PM)Kelly MacAryn Wrote: Soliton Blast: Requires Ranged Attack Proficiency - (300 OM)
A very crude, but still potent, psychokinetic force-bolt, with an effect similar to being struck by a bowling-ball swung hard by a very strong man (That is, one with Kelly's ATK). After charging for two seconds, the bolt, which looks likes a tennis-ball sized distortion in the air, is fired from the hand and travels in a straight line, as fast as an arrow, for up to sixty meters. It can be used while moving, and Kelly can charge it while defending himself, though doing the latter splits his focus and is equivalent to a momentary minus-2 to TEC. The charge-up can be interrupted by a sudden distraction or a solid blow.
How draining is this on his person?
It's tiring. He can only do it three or four times in a row before he starts to feel seriously fatigued.
RE: Official Move Approval IV - Mark - 11-20-2016
(11-20-2016, 08:28 PM)Kelly MacAryn Wrote: (11-20-2016, 08:15 PM)Mark Wrote: (11-19-2016, 06:41 PM)Kelly MacAryn Wrote: Soliton Blast: Requires Ranged Attack Proficiency - (300 OM)
A very crude, but still potent, psychokinetic force-bolt, with an effect similar to being struck by a bowling-ball swung hard by a very strong man (That is, one with Kelly's ATK). After charging for two seconds, the bolt, which looks likes a tennis-ball sized distortion in the air, is fired from the hand and travels in a straight line, as fast as an arrow, for up to sixty meters. It can be used while moving, and Kelly can charge it while defending himself, though doing the latter splits his focus and is equivalent to a momentary minus-2 to TEC. The charge-up can be interrupted by a sudden distraction or a solid blow.
How draining is this on his person?
It's tiring. He can only do it three or four times in a row before he starts to feel seriously fatigued.
Okie doke. Add that into the description and it's approved.
RE: Official Move Approval IV - Daniel - 11-20-2016
(11-20-2016, 08:15 PM)Mark Wrote: (11-19-2016, 09:02 AM)Daniel Wrote: T2 Super Attack – Flying Thunder God: Lightning Execution (Requires Physical Strength)
Before being able to perform this Super Attack Minato must mark his target with his Hiraishin Seal.
Having Trained with both Kakashi and Kito, who are both Lightning Style users, Minato was able to pick up the basics of utilising his chakra to create lighting. Minato concentrates for 10 seconds, funnelling chakra into his hand and kunai. As he does this, he transforms the chakra into lightning. After the 10 seconds of charging, both his hand and his kunai are covered in a thin layer of lighting. Minato then activates his flying thunder god technique and teleports to his opponent, striking them with his kunai, discharging the electricity into their body, and electrocuting them.
T1 & T2 Super defence – Flying Thunder God: Guiding Thunder (Requires Ranged, Hiraishin No Jutsu) Note: I'd like to get this one approved for both a T1 and T2 Super Defence
Minato holds firm in his position and forms the hand seals; snake, horse, rat, ram and a technique specific hand seal that looks a lot like Zai from Kuji-in Mudra and Mantra seals. After performing this (roughly 2 seconds to perform all the hand seals) Minato's kunai will hover at the centre point of of his hands (which are still in the Zai hand seal formation). This creates a barrier three meters in front of him that will warp away anything that touches it.
The barrier appears to be invisible until something touches it, after which, a jutsu formula will spiral outwards from the point of contact, wrap itself around the move/ person that touched it and appear as if it is absorbing whatever it was that touched the barrier. It will then finish by warping away whatever touched it.
If an attack comes into contact with this barrier, it will be warped away to an unknown location, but if a person comes into contact with it (i.e. moves & Super Moves that involve characters being in physical contact with the barrier) it will warp that person to somewhere within Minato's vision/ sensing range.
Lightning Execution: add Teleportation to the list of prereqs and it’s good.
Guiding Thunder: You won’t need Ranged for this, but you will need Area Shield. Also I’d say you’d need to limit the melee counter-teleport to somewhere in the immediate vicinity (maybe within 10 meters or so), since being able to toss them 100 meters away at maximum kinda blurs it into Utility super move range. =P Changed made are in bold (apart from the name of the moves)
T2 Super Attack – Flying Thunder God: Lightning Execution (Requires Physical Strength, Teleportation)
Before being able to perform this Super Attack Minato must mark his target with his Hiraishin Seal.
Having Trained with both Kakashi and Kito, who are both Lightning Style users, Minato was able to pick up the basics of utilising his chakra to create lighting. Minato concentrates for 10 seconds, funnelling chakra into his hand and kunai. As he does this, he transforms the chakra into lightning. After the 10 seconds of charging, both his hand and his kunai are covered in a thin layer of lighting. Minato then activates his flying thunder god technique and teleports to his opponent, striking them with his kunai, discharging the electricity into their body, and electrocuting them.
T1 & T2 Super defence – Flying Thunder God: Guiding Thunder(Requires Area Shield, Hiraishin No Jutsu) Note: I'd like to get this one approved for both a T1 and T2 Super Defence
Minato holds firm in his position and forms the hand seals; snake, horse, rat, ram and a technique specific hand seal that looks a lot like Zai from Kuji-in Mudra and Mantra seals. After performing this (roughly 2 seconds to perform all the hand seals) Minato's kunai will hover at the centre point of of his hands (which are still in the Zai hand seal formation). This creates a barrier three meters in front of him that will warp away anything that touches it.
The barrier appears to be invisible until something touches it, after which, a jutsu formula will spiral outwards from the point of contact, wrap itself around the move/ person that touched it and appear as if it is absorbing whatever it was that touched the barrier. It will then finish by warping away whatever touched it.
If an attack comes into contact with this barrier, it will be warped away to an unknown location, but if a person comes into contact with it (i.e. Moves & Super Moves that involve characters being in physical contact with the barrier) it will warp that person to somewhere within 10 meters of where Minato is standing.
RE: Official Move Approval IV - Mark - 11-20-2016
(11-20-2016, 09:14 PM)Daniel Wrote: Changed made are in bold (apart from the name of the moves)
T2 Super Attack – Flying Thunder God: Lightning Execution (Requires Physical Strength, Teleportation)
Before being able to perform this Super Attack Minato must mark his target with his Hiraishin Seal.
Having Trained with both Kakashi and Kito, who are both Lightning Style users, Minato was able to pick up the basics of utilising his chakra to create lighting. Minato concentrates for 10 seconds, funnelling chakra into his hand and kunai. As he does this, he transforms the chakra into lightning. After the 10 seconds of charging, both his hand and his kunai are covered in a thin layer of lighting. Minato then activates his flying thunder god technique and teleports to his opponent, striking them with his kunai, discharging the electricity into their body, and electrocuting them.
T1 & T2 Super defence – Flying Thunder God: Guiding Thunder(Requires Area Shield, Hiraishin No Jutsu) Note: I'd like to get this one approved for both a T1 and T2 Super Defence
Minato holds firm in his position and forms the hand seals; snake, horse, rat, ram and a technique specific hand seal that looks a lot like Zai from Kuji-in Mudra and Mantra seals. After performing this (roughly 2 seconds to perform all the hand seals) Minato's kunai will hover at the centre point of of his hands (which are still in the Zai hand seal formation). This creates a barrier three meters in front of him that will warp away anything that touches it.
The barrier appears to be invisible until something touches it, after which, a jutsu formula will spiral outwards from the point of contact, wrap itself around the move/ person that touched it and appear as if it is absorbing whatever it was that touched the barrier. It will then finish by warping away whatever touched it.
If an attack comes into contact with this barrier, it will be warped away to an unknown location, but if a person comes into contact with it (i.e. Moves & Super Moves that involve characters being in physical contact with the barrier) it will warp that person to somewhere within 10 meters of where Minato is standing.
All approved!
RE: Official Move Approval IV - Kakashi Hatake - 11-20-2016
Rasengan (Physical Strength; 300)
[spoiler] [/spoiler]
Being a student of Minato Namikaze’s since he was a youth, Kakashi has learned to utilize the Kage’s signature technique: the Rasengan. By concentrating for a few seconds and focusing chakra into his palm, Kakashi can create the characteristic softball-sized orb of swirling sky blue chakra. After it’s creation, the shinobi strikes his foe with the orb, driving the spiraling sphere forward to deal blunt trauma. This is a moderately damaging technique, being slightly more damaging than a haymaker and causing most enemies to be thrust backward several feet as the spiraling energies dissipate. Since he has not mastered this technique he is only able to form a single one at a time and cannot use more than three or so in a row before wiping himself out. Similarly, his grasp on the technique is not on par with his master’s, with the orb collapsing upon itself if no foe is struck within around 30 seconds. Kakashi can move and use attacks like his Kunai and Shuriken while this technique is in use, but his more chakra-hungry moves are rendered unusable.
Earth Release: Earth-Style Wall (Ranged Materialize, Area Shield Proficiency; 300)
[spoiler] [/spoiler]
Channeling his chakra and performing the requisite hand seals over a span of around 2 seconds, Kakashi slaps both hands on the ground, causing the earth before him to spring up (over the course of around a second) and serve as a barrier to attacks. The wall created is adorn with images of a bulldog, being roughly a foot thick, 15 feet high and around 10 feet in length, reinforced with chakra to be slightly less sturdy than concrete. Kakashi may also choose to cast this farther away from himself within his line of sight, though this takes a few seconds longer and is somewhat more draining. While this can be performed in rapid succession to create a series of barriers, doing so is exponentially more taxing and rarely performed. During the few seconds of cast time Kakashi cannot use other moves or move from his location, though once created the walls are independent of his will, allowing him to move and attack as normal. The walls cannot be reinforced with more chakra and must be re-created to restore functionality. After taking enough damage or after several minutes, the walls will crumble to dust.
Earth Release: Moving Earth Core (Ranged Materialize, Area Attack Proficiency, 600*?)
[spoiler][/spoiler]
After performing a quick set of hand seals (~1 second), Kakashi falls to a crouch and slaps his hand on the ground, generating a wave of white energy that spreads from the point of contact across the ground at the speed of an arrow. Upon reaching the selected location, a section of earth roughly 10x10 feet is moved either rapidly downward or rapidly upward, creating a hole/dirt pile 10 feet deep/high. While the sudden movement of the earth can be somewhat jarring, it does not cause any harm or debuff to the foe other than the minor annoyance of needing to be climbed out of or stepped around. The generated dirt pile is very loose and fragile, making it useless as a shield. This manipulation takes around a second to generate the hole/pile upon the chakra wave reaching the chosen point. The location chosen must be within the range of Kakashi’s Enhanced Senses and this requires him to keep concentration while channeling his chakra, disallowing other moves or moving around. While not overly taxing, using this jutsu in rapid succession would drain him dry within moments.
*Not totally sure if the hole/pile thing is different enough for a separate use, but there you go. Also apologies in advance for any glaring errors, I’m stupid tired.
RE: Official Move Approval IV - James Knight - 11-20-2016
Name of Move: Dark Crystalline Bash
Description of Move: Growing crystals out of the ground near him, King Sombra will shape them into an oversized hammer that is the size of a fully loaded mini van. This hammer will be lifted by his telekinesis, and brought down on his opponents several times. Each swing is slow like the speed of an arrow. This does a fair amount of damage, but it cannot be done when Sombra is performing other moves. It takes about 8 seconds for him to power up this move. There is a chance that it could also give a debilitating headache to whoever is treated to this. This can be dodged and blocked. It’s simply a move that involves hitting an opponent in the head repeatedly. The headache only lasts about 6 seconds. This has a 12 second cool down upon completion. This hammer is moderately draining, like running a short distance for someone who is in shape. This can be used while moving, and with other moves. This has a range of about 15 yards from his body, before it will fade from existence.This can be summoned anywhere from 1-15 yards away from him when he charges up this move. The closer to fifteen yards, the slower/harder to land precisely on the target this move is.
Required Proficiencies/Powers: Ranged Materialize Proficiency, Area Effect Proficiency, Debuff Proficiency, Ranged Proficiency, Remote Control Prof.
Cost of Move: 300
RE: Official Move Approval IV - Daniel - 11-20-2016
(11-20-2016, 09:34 PM)Kakashi Hatake Wrote: Rasengan (Physical Strength; 300)
[spoiler] [/spoiler]
Being a student of Minato Namikaze’s since he was a youth, Kakashi has learned to utilize the Kage’s signature technique: the Rasengan. By concentrating for a few seconds and focusing chakra into his palm, Kakashi can create the characteristic softball-sized orb of swirling sky blue chakra. After it’s creation, the shinobi strikes his foe with the orb, driving the spiraling sphere forward to deal blunt trauma. This is a moderately damaging technique, being slightly more damaging than a haymaker and causing most enemies to be thrust backward several feet as the spiraling energies dissipate. Since he has not mastered this technique he is only able to form a single one at a time and cannot use more than three or so in a row before wiping himself out. Similarly, his grasp on the technique is not on par with his master’s, with the orb collapsing upon itself if no foe is struck within around 30 seconds. Kakashi can move and use attacks like his Kunai and Shuriken while this technique is in use, but his more chakra-hungry moves are rendered unusable.
Earth Release: Earth-Style Wall (Ranged Materialize, Area Shield Proficiency; 300)
[spoiler] [/spoiler]
Channeling his chakra and performing the requisite hand seals over a span of around 2 seconds, Kakashi slaps both hands on the ground, causing the earth before him to spring up (over the course of around a second) and serve as a barrier to attacks. The wall created is adorn with images of a bulldog, being roughly a foot thick, 15 feet high and around 10 feet in length, reinforced with chakra to be slightly less sturdy than concrete. Kakashi may also choose to cast this farther away from himself within his line of sight, though this takes a few seconds longer and is somewhat more draining. While this can be performed in rapid succession to create a series of barriers, doing so is exponentially more taxing and rarely performed. During the few seconds of cast time Kakashi cannot use other moves or move from his location, though once created the walls are independent of his will, allowing him to move and attack as normal. The walls cannot be reinforced with more chakra and must be re-created to restore functionality. After taking enough damage or after several minutes, the walls will crumble to dust.
Earth Release: Moving Earth Core (Ranged Materialize, Area Attack Proficiency, 600*?)
[spoiler][/spoiler]
After performing a quick set of hand seals (~1 second), Kakashi falls to a crouch and slaps his hand on the ground, generating a wave of white energy that spreads from the point of contact across the ground at the speed of an arrow. Upon reaching the selected location, a section of earth roughly 10x10 feet is moved either rapidly downward or rapidly upward, creating a hole/dirt pile 10 feet deep/high. While the sudden movement of the earth can be somewhat jarring, it does not cause any harm or debuff to the foe other than the minor annoyance of needing to be climbed out of or stepped around. The generated dirt pile is very loose and fragile, making it useless as a shield. This manipulation takes around a second to generate the hole/pile upon the chakra wave reaching the chosen point. The location chosen must be within the range of Kakashi’s Enhanced Senses and this requires him to keep concentration while channeling his chakra, disallowing other moves or moving around. While not overly taxing, using this jutsu in rapid succession would drain him dry within moments.
*Not totally sure if the hole/pile thing is different enough for a separate use, but there you go. Also apologies in advance for any glaring errors, I’m stupid tired.
All Approved
RE: Official Move Approval IV - Mark - 11-21-2016
(11-20-2016, 09:45 PM)King Sombra Wrote: Name of Move: Dark Crystalline Bash
Description of Move: Growing crystals out of the ground near him, King Sombra will shape them into an oversized hammer that is the size of a fully loaded mini van. This hammer will be lifted by his telekinesis, and brought down on his opponents several times. Each swing is slow like the speed of an arrow. This does a fair amount of damage, but it cannot be done when Sombra is performing other moves. It takes about 8 seconds for him to power up this move. There is a chance that it could also give a debilitating headache to whoever is treated to this. This can be dodged and blocked. It’s simply a move that involves hitting an opponent in the head repeatedly. The headache only lasts about 6 seconds. This has a 12 second cool down upon completion. This hammer is moderately draining, like running a short distance for someone who is in shape. This can be used while moving, and with other moves. This has a range of about 15 yards from his body, before it will fade from existence.This can be summoned anywhere from 1-15 yards away from him when he charges up this move. The closer to fifteen yards, the slower/harder to land precisely on the target this move is.
Required Proficiencies/Powers: Ranged Materialize Proficiency, Area Effect Proficiency, Debuff Proficiency, Ranged Proficiency, Remote Control Prof.
Cost of Move: 300
With him being able to use other moves and move around and such, just know that it'll hurt significantly less than actually being hit by a van. That said, you're approved.
RE: Official Move Approval IV - Kakashi Hatake - 11-21-2016
And another of my own because I'm annoying and forgot one:
Kamui (Tier-1 Defensive Super Move, Requires Ranged Materialize Proficiency, Area Shield Proficiency; 600)
[spoiler]![[Image: 3714213-6217986618-kamui.gif]](http://static.comicvine.com/uploads/original/11111/111118857/3714213-6217986618-kamui.gif)
[/spoiler]
Utilizing the power of the Mangekyō Sharingan, Kakashi is capable of ripping a whole in space-time within his line of sight over the course of a few seconds, creating a rift into a pocket dimension unique to his Sharingan. The distortion created by this technique is roughly one meter in diameter, resembling a swirling mass of air being sucked into an unseen outlet. Ranged techniques that make contact with this rip are sucked into the dimension and cease to exist. Melee attackers that come into contact with the rift are buffeted by the chaotic force and staggered as it threatens to draw them in, causing the attack to fail. As Kakashi has little skill with this technique, the attackers are not truly drawn in and any discomfort sustained by contact with the rift subsides as the rift closes a few seconds later. Kakashi must remain stationary while this is in effect and it takes his full attention to maintain.
RE: Official Move Approval IV - Jack Darby - 11-21-2016
Name: Weapon Module - Particle Beam Rifle
Reqs: Area Effect, Ranged Proficiency.
Description: Particle Beam Rifle is a Weapons Module that takes about fifteen seconds for Veritas because of the power it has. The beam it fires is slow moving and ridiculously easy to dodge or block.The beam is about as wide as a city bus and has a 10 second cool down after each shot. This is effective up to 30 feet, but has a maximum range of 70 feet. This is because the beam’s integrity loses stability after about 45 feet. This is good for 10 shots before he must swap out the power canister for a new one. This uses a grayish purple colored energy that is more of a concussive energy blast in that it pushes anything, or anyone it hits back. The amount of damage it does is dependent on the ATK of Veritas, versus the DEF of the opponent.
Cost: 600
Name of Move: Bladebeamer- Sword Mode
Description: A relic of old technology that was acquired from a Vendor. This was built from studying the relic. This copy can only go into sword mode, while it’s counterpart can only go into blaster mode. This sword is styled similar to a Wazikashi. Other than that, it has no special properties whatsoever.This takes 8 seconds to swap a one handed weapon out, or 10 seconds if he swaps both hands to these.. . This weapon is typically paired with it’s counterpart, and wielded with it. The amount of damage it does is dependent on the ATK of Veritas, versus the DEF of the opponent.
Reqs: Physical Strength Proficiency
Cost: 300 OM
Name of Move: Bladebeamer- Blaster Mode
Description: A relic of old technology that was acquired from a Vendor. This was built from studying the relic. This copy can only go into blaster mode, while it’s counterpart can only go into sword mode. This shoots purple “energy arrows” that do low damage, but are as fast as SPD will allow.. This takes 8 seconds to swap a one handed weapon out, or 10 seconds if he swaps both hands to these.. This weapon is typically paired with it’s counterpart, and wielded with it.
Reqs: Ranged Proficiency
Cost: 300 OM
Name of Move: Weapons Module
Description: A technological bag of holding that stores his weapons, and is password locked with very specific passwords, that sometimes locks him out of his weaponry. This is an arm gauntlet. Any time he gets a weapon, or item this automatically stores it. This cannot store any artifacts and more often than not locks him out of his weaponry. The Weapons Module is worn by him as a watch. It's passwords are.
"Summon Bladebeamer- Blaster Mode."
"Summon Plasma Katana"
"Summon Plasma Rifle"
"Summon Bladebeamer-Sword Mode"
"Summon Particle Beam Rifle."
Reqs: None
Cost: Rp Flavor
RE: Official Move Approval IV - Summer - 11-21-2016
Hey look a buncha moves for that wendigo thing!
Trying to keep the descriptions thematic but I'm shit at that still.
Claw (Physical) (300): Its fingers have long since decayed away, ravaged by the frostbite of the endless night it inhabits. With no more natural appendages, the being has replaced its body with sticks and bones, molded by its power to form five sharp claws on each hand that jut out one foot in length from the joints of its knuckles.
Consume (Physical) (300): The Unending lunges forward, skeletal head gnashing with its jagged fangs. Broken and uneven from the elements weathered, they do not leave a clean gash. Rather, the fragmented canines tear through flesh, and anything that is rent from the prey is swallowed whole by the beast, feeding and energizing it.
Cannibal Call (Tier 1 Assist) (1000): The Unending calls forth a weak wendigo to aid it. The monster, though it shares the form of its master, is half the size, and only has access to Claw and Consume.
Stats:
ATK: 2
DEF: 2
SPD: 1
TEC: 0
Cannibal Call II (Tier 2 Assist) (1500): The Unending calls forth a strong wendigo to aid it. The monster shares the form of its master, though it is slightly smaller, and only has access to Claw and Consume.
ATK: 4
DEF: 2
SPD: 4
TEC: 0
RE: Official Move Approval IV - Beta Ray Bill - 11-23-2016
Scarecrow's sickle
Requires-physical proficiency
Cost-300 OM
Description- A tool with a short curved steel blade attached to a small wooden handle. The farm tool turned into a weapon is hidden in Scarecrow's coat sleeve. The sickle is fast in combat and is able to cut, tear, rip, slice, and disarm. The sickle deals fast, but weak damage. It takes about 2 seconds for Scarecrow to pull it out of his sleeve. Because Scarecrow is trained in the martial arts style, Crain Style, he is able to use the sickle in the combination of his form of martial arts and is able to fight with the sickle and his gauntlet injector at the same time.
RE: Official Move Approval IV - Jack Darby - 11-24-2016
Quote:Name: Weapon Module - Particle Beam Rifle
Reqs: Area Effect, Ranged Proficiency.
Description: Particle Beam Rifle is a Weapons Module that takes about fifteen seconds for Veritas because of the power it has. The beam it fires is slow moving and ridiculously easy to dodge or block.The beam is about as wide as a city bus and has a 10 second cool down after each shot. This is effective up to 30 feet, but has a maximum range of 70 feet. This is because the beam’s integrity loses stability after about 45 feet. This is good for 10 shots before he must swap out the power canister for a new one. This uses a grayish purple colored energy that is more of a concussive energy blast in that it pushes anything, or anyone it hits back. The amount of damage it does is dependent on the ATK of Veritas, versus the DEF of the opponent.
Cost: 600
Name of Move: Bladebeamer- Sword Mode
Description: A relic of old technology that was acquired from a Vendor. This was built from studying the relic. This copy can only go into sword mode, while it’s counterpart can only go into blaster mode. This sword is styled similar to a Wazikashi. Other than that, it has no special properties whatsoever.This takes 8 seconds to swap a one handed weapon out, or 10 seconds if he swaps both hands to these.. . This weapon is typically paired with it’s counterpart, and wielded with it. The amount of damage it does is dependent on the ATK of Veritas, versus the DEF of the opponent.
Reqs: Physical Strength Proficiency
Cost: 300 OM
Name of Move: Bladebeamer- Blaster Mode
Description: A relic of old technology that was acquired from a Vendor. This was built from studying the relic. This copy can only go into blaster mode, while it’s counterpart can only go into sword mode. This shoots purple “energy arrows” that do low damage, but are as fast as SPD will allow.. This takes 8 seconds to swap a one handed weapon out, or 10 seconds if he swaps both hands to these.. This weapon is typically paired with it’s counterpart, and wielded with it.
Reqs: Ranged Proficiency
Cost: 300 OM
Name of Move: Weapons Module
Description: A technological bag of holding that stores his weapons, and is password locked with very specific passwords, that sometimes locks him out of his weaponry. This is an arm gauntlet. Any time he gets a weapon, or item this automatically stores it. This cannot store any artifacts and more often than not locks him out of his weaponry. The Weapons Module is worn by him as a watch. It's passwords are.
"Summon Bladebeamer- Blaster Mode."
"Summon Plasma Katana"
"Summon Plasma Rifle"
"Summon Bladebeamer-Sword Mode"
"Summon Particle Beam Rifle."
Reqs: None
Cost: Rp Flavor
Bumping all of these as it's been 72 hours.
RE: Official Move Approval IV - Summer - 11-25-2016
Tier 1 Super Utility: Oceanic Noose (600): A weakened form of her signature spell. Chronoire concentrates for five seconds, slowly bending reality around her into a more maritime form. The air takes on a brilliant blue tint, and oceanic life springs up around her, from fish swimming through the air, to vibrant corals sprouting up from the ground near her feet. Even after she’s finished conjuring it up, this beautiful entourage follows her as she moves, painting the world around her with each step. This colorful world even follows along the paths of her various spells as they appear and fly about.
This spell does more than just look pretty, however. For the one minute that it lasts, this weak noose halves the charge time of all her spells, eliminates the normal magic cost it would take to cast them, and prevents her summoned weaponry and objects from starting to fall apart or dissolve. This comes at the price of the Oceanic Noose itself, which requires a high magical upkeep. If she doesn’t cast a lot of spells during it, then the noose is counterproductive to use.
RE: Official Move Approval IV - Kelly MacAryn - 11-26-2016
Somatic Vector-Sketch - Tier 1 Power-up (1000 OM)
Kelly projects the psychokinetic forces at his command through his sense of his own body, re-enforcing his physical structure (DEF/ATK), creating a power-boosting feedback loop with many of his other psychokinetic techniques(DEF/ATK), and reducing the lag-time between his thoughts and his actions (SPD).
ATK: +2
DEF: +2
SPD: +1
TEC: N/A
RE: Official Move Approval IV - Clare - 11-26-2016
Sword Throwing (300 OM) - Requires Ranged Proficiency
Clare treats her sword as a javelin, and throws it with all her strength. The thrown sword has a maximum range of around 100 ft and takes about a second to travel this distance. Clare can choose to retrieve the sword normally, or reform it through omnilium, which takes about two seconds.
RE: Official Move Approval IV - Illidan Stormrage - 11-26-2016
Evasion (Tier 2 Super Defense) - Requires Burst Movement (800):
For a demon hunter, defence is all about not getting hit. Their fighting style ignores armour and usually even a shirt in order to focus upon mobility. When a T2 Super Attack is headed towards Illidan, he uses his remarkable agility to dodge out of the way, leaving a translucent copy in his place. This fake image can appear to the foe to have taken the hit, giving Illidan a moment to take advantage of their surprise.
RE: Official Move Approval IV - Mark - 11-26-2016
(11-21-2016, 03:12 PM)Veritas Solaris Wrote: Name: Weapon Module - Particle Beam Rifle
Reqs: Area Effect, Ranged Proficiency.
Description: Particle Beam Rifle is a Weapons Module that takes about fifteen seconds for Veritas because of the power it has. The beam it fires is slow moving and ridiculously easy to dodge or block.The beam is about as wide as a city bus and has a 10 second cool down after each shot. This is effective up to 30 feet, but has a maximum range of 70 feet. This is because the beam’s integrity loses stability after about 45 feet. This is good for 10 shots before he must swap out the power canister for a new one. This uses a grayish purple colored energy that is more of a concussive energy blast in that it pushes anything, or anyone it hits back. The amount of damage it does is dependent on the ATK of Veritas, versus the DEF of the opponent.
Cost: 600
Name of Move: Bladebeamer- Sword Mode
Description: A relic of old technology that was acquired from a Vendor. This was built from studying the relic. This copy can only go into sword mode, while it’s counterpart can only go into blaster mode. This sword is styled similar to a Wazikashi. Other than that, it has no special properties whatsoever.This takes 8 seconds to swap a one handed weapon out, or 10 seconds if he swaps both hands to these.. . This weapon is typically paired with it’s counterpart, and wielded with it. The amount of damage it does is dependent on the ATK of Veritas, versus the DEF of the opponent.
Reqs: Physical Strength Proficiency
Cost: 300 OM
Name of Move: Bladebeamer- Blaster Mode
Description: A relic of old technology that was acquired from a Vendor. This was built from studying the relic. This copy can only go into blaster mode, while it’s counterpart can only go into sword mode. This shoots purple “energy arrows” that do low damage, but are as fast as SPD will allow.. This takes 8 seconds to swap a one handed weapon out, or 10 seconds if he swaps both hands to these.. This weapon is typically paired with it’s counterpart, and wielded with it.
Reqs: Ranged Proficiency
Cost: 300 OM
Name of Move: Weapons Module
Description: A technological bag of holding that stores his weapons, and is password locked with very specific passwords, that sometimes locks him out of his weaponry. This is an arm gauntlet. Any time he gets a weapon, or item this automatically stores it. This cannot store any artifacts and more often than not locks him out of his weaponry. The Weapons Module is worn by him as a watch. It's passwords are.
"Summon Bladebeamer- Blaster Mode."
"Summon Plasma Katana"
"Summon Plasma Rifle"
"Summon Bladebeamer-Sword Mode"
"Summon Particle Beam Rifle."
Reqs: None
Cost: Rp Flavor
Particle Beam: For damage, I’m going to need some vague strength like “moderately strong” or “very powerful” or something; stats are always used to determine how much damage you take, but we still need some kind of gauge for how much oomph you want the move to have. Can you describe the travel speed a bit better? Just saying “slow” doesn’t tell me much. Can this be used while moving? How many canisters does he carry at a time or how long does it take to summon more in combat and how draining is it do to so? Can this be used with other moves?
Bladebeamer Sword: Approved.
Bladebeamer Blaster: What is the size on the arrows? How fast can he fire these? Can you describe differently how fast these move? Strictly speaking stats are more for determining how fast the character moves, not his projectiles. What’s the range? Can this be used while moving or does it require him to stand still and aim? How draining is this?
Weapons Module: Approved.
(11-21-2016, 09:54 PM)Chronoire Schwarz VI Wrote: Hey look a buncha moves for that wendigo thing!
Trying to keep the descriptions thematic but I'm shit at that still.
Claw (Physical) (300): Its fingers have long since decayed away, ravaged by the frostbite of the endless night it inhabits. With no more natural appendages, the being has replaced its body with sticks and bones, molded by its power to form five sharp claws on each hand that jut out one foot in length from the joints of its knuckles.
Consume (Physical) (300): The Unending lunges forward, skeletal head gnashing with its jagged fangs. Broken and uneven from the elements weathered, they do not leave a clean gash. Rather, the fragmented canines tear through flesh, and anything that is rent from the prey is swallowed whole by the beast, feeding and energizing it.
Cannibal Call (Tier 1 Assist) (1000): The Unending calls forth a weak wendigo to aid it. The monster, though it shares the form of its master, is half the size, and only has access to Claw and Consume.
Stats:
ATK: 2
DEF: 2
SPD: 1
TEC: 0
Cannibal Call II (Tier 2 Assist) (1500): The Unending calls forth a strong wendigo to aid it. The monster shares the form of its master, though it is slightly smaller, and only has access to Claw and Consume.
ATK: 4
DEF: 2
SPD: 4
TEC: 0
Tier 1 Super Utility: Oceanic Noose (600): A weakened form of her signature spell. Chronoire concentrates for five seconds, slowly bending reality around her into a more maritime form. The air takes on a brilliant blue tint, and oceanic life springs up around her, from fish swimming through the air, to vibrant corals sprouting up from the ground near her feet. Even after she’s finished conjuring it up, this beautiful entourage follows her as she moves, painting the world around her with each step. This colorful world even follows along the paths of her various spells as they appear and fly about.
This spell does more than just look pretty, however. For the one minute that it lasts, this weak noose halves the charge time of all her spells, eliminates the normal magic cost it would take to cast them, and prevents her summoned weaponry and objects from starting to fall apart or dissolve. This comes at the price of the Oceanic Noose itself, which requires a high magical upkeep. If she doesn’t cast a lot of spells during it, then the noose is counterproductive to use.
Consume: What exactly do you mean by feeding and energizing it? Is that just for fodder or do you mean it to be a heal or something?
All others are approved.
(11-23-2016, 03:50 PM)Scarecrow Wrote: Scarecrow's sickle
Requires-physical proficiency
Cost-300 OM
Description- A tool with a short curved steel blade attached to a small wooden handle. The farm tool turned into a weapon is hidden in Scarecrow's coat sleeve. The sickle is fast in combat and is able to cut, tear, rip, slice, and disarm. The sickle deals fast, but weak damage. It takes about 2 seconds for Scarecrow to pull it out of his sleeve. Because Scarecrow is trained in the martial arts style, Crain Style, he is able to use the sickle in the combination of his form of martial arts and is able to fight with the sickle and his gauntlet injector at the same time.
Approved, though I’d throw in a length in inches or something just so people writing with you know exactly what they’re dealing with.
(11-26-2016, 01:14 AM)Kelly MacAryn Wrote: Somatic Vector-Sketch - Tier 1 Power-up (1000 OM)
Kelly projects the psychokinetic forces at his command through his sense of his own body, re-enforcing his physical structure (DEF/ATK), creating a power-boosting feedback loop with many of his other psychokinetic techniques(DEF/ATK), and reducing the lag-time between his thoughts and his actions (SPD).
ATK: +2
DEF: +2
SPD: +1
TEC: N/A
Approved.
(11-26-2016, 01:29 AM)Clare Wrote: Sword Throwing (300 OM) - Requires Ranged Proficiency
Clare treats her sword as a javelin, and throws it with all her strength. The thrown sword has a maximum range of around 100 ft and takes about a second to travel this distance. Clare can choose to retrieve the sword normally, or reform it through omnilium, which takes about two seconds.
How draining is it to resummon this? Can she form more than one at a time or is it limited to retrieving or dissolving/reforming the same blade?
(11-26-2016, 09:28 PM)Illidan Stormrage Wrote: Evasion (Tier 2 Super Defense) - Requires Burst Movement (800):
For a demon hunter, defence is all about not getting hit. Their fighting style ignores armour and usually even a shirt in order to focus upon mobility. When a T2 Super Attack is headed towards Illidan, he uses his remarkable agility to dodge out of the way, leaving a translucent copy in his place. This fake image can appear to the foe to have taken the hit, giving Illidan a moment to take advantage of their surprise.
Approved.
RE: Official Move Approval IV - Jack Darby - 11-26-2016
Name: Weapon Module - Particle Beam Rifle
Reqs: Area Effect, Ranged Proficiency.
Description: Particle Beam Rifle is a Weapons Module that takes about fifteen seconds for Veritas because of the power it has. The beam it fires is slow moving and ridiculously easy to dodge or block.The beam is about as wide as a city bus and has a 10 second cool down after each shot. This is effective up to 30 feet, but has a maximum range of 70 feet. This is because the beam’s integrity loses stability after about 45 feet. This is good for 10 shots before he must swap out the power canister for a new one. This uses a grayish purple colored energy that is more of a concussive energy blast in that it pushes anything, or anyone it hits back.
The strength of this attack is low, meaning it cannot actually do much damage to an opponent. At best this can inflict moderate damage. Summoning a new canister to reload the particle beam rifle takes 5 seconds. This is as draining as a mile run, so he'd be a bit winded after using this for prolonged periods, but he could recover. Each Canister makes him feel a bit sore once he has summoned them. Fifteen canisters are the maximum he can summon per thread. This can be used with other moves.
Cost: 600
Name of Move: Bladebeamer- Blaster Mode
Description: A relic of old technology that was acquired from a Vendor. This was built from studying the relic. This copy can only go into blaster mode, while it’s counterpart can only go into sword mode. This shoots purple "energy arrows." This takes 8 seconds to swap a one handed weapon out, or 10 seconds if he swaps both hands to these.. This weapon is typically paired with it’s counterpart, and wielded with it. These arrows are about the size of darts. Three can be fired every second. This can be used while moving and does a pitiful amount of damage. This has a range of 50 feet from him.
Reqs: Ranged Proficiency
Cost: 300 OM
|