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Omni Archive
Official Move Approval III - Printable Version

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Re: Official Move Approval III - Magus - 10-05-2015

Minato Wrote:
Magus Wrote: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 (?)

I would say maintaining this on someone for a few minutes would be extremely overpowered. I would limit this to around 5 - 15 seconds. 300 is appropriate

Quote:Shadeflame: (Area Attack 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.

600 is appropriate. How long does it take to charge the fiery explosion? how long does the 50 foot radius of fire last after initial explosion? How long can Magus maintain being on fire and does it cost extra energy for him to do so?

Quote:Unyielding Malevolence: (Tier 1 Defensive Super Move, Phasing, Stealth) When the victim of an impending super move, Magus can vanish in a burst of purple-and-black smoke, obfuscating himself from the enemy and simply allowing whatever harm aimed at him to pass through him. Because he's temporarily hidden in a smokescreen, Magus can also use this opportunity to launch a surprise counter-attack.

Don't forget that this is only a T1 Super Defense, so any higher tiered super moves will still effect Magus and deal damage to him. Other than that, This is approved.

Can I get a second opinion on Wither? 5-15 seconds is entirely useless and doesn't seem fair. What about 30 sec - 1 min?

Shadeflame is a burstable attack - it only requires a few seconds of charge-up. The sphere of fire can remain as long as Magus pours energy into the attack but it would be at a significant drain. Magus can remain on fire indefinitely but it does put a constant drain (less significant than the 50-ft radius) on him while it's active.

Unyielding Malevolence is approved but has no cost associated with it. Is 300 OM fair?


Re: Official Move Approval III - Proto Man - 10-05-2015

Ururu Kyuuei Wrote:
Quote:Just having a clothing switch is fine. But if you can summon clones with weapons (and different weapons) then each different clone, with a different weapon, would have to be it's own move/ upgrade to twin sacrificial rebirth.
Increased it to 900 and specified duplicate items, tools...etc.

Quote:I'm assuming Ururu can permanently transfer her Consciousness into this clone? if so, then the clone she does this with will have to be an exact Replica of herself.
Specified that.

Twin Sacrificial Rebirth
Cost: 900 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, including duplicate moves, tools and weapons. 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 production 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.

Yea, the way that moves work, every single weapon that a clone could possible attack with would count as a variable upgrade.

This idea would function 100x easier if you just made it into an assist. Otherwise, you need to make these clones unarmed, and I'd argue that having them fit into the 'Summons as moves' thing would require them be rather one-dimensional.

The way I see it, your character could do this without needing a move (summon clones, I mean, it's no different from summoning a secondary). If you want them to serve you in a combat situation, you'd be better off making this an assist. Otherwise you need to be a little more blatant with the one-dimensional nature of these clones.

Also the range of an entire verse is a little extreme for anything created by a player character.

Quote:Immortality - Soul Transference
Cost: 300 Om
Requires: Remote Control Proficiency, Hive Mind, Shapeshifting
With this technique the user unlocks their Network Interface Seal and targets a clone within range of their control that is a replica of themselves. 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.

This transference is permanent unless it or similar is performed again.

Don't know about this one. There seems like entirely too much potential for god-moding, especially since you want the range of these clones to be an entire verse. I mean, this essentially would let you get out of any situation at any time ever. You can appeal to Omni, but I don't think he'll let something this fly either.


Re: Official Move Approval III - Proto Man - 10-05-2015

Magus Wrote:
Minato Wrote:
Magus Wrote: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 (?)

I would say maintaining this on someone for a few minutes would be extremely overpowered. I would limit this to around 5 - 15 seconds. 300 is appropriate

Quote:Shadeflame: (Area Attack 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.

600 is appropriate. How long does it take to charge the fiery explosion? how long does the 50 foot radius of fire last after initial explosion? How long can Magus maintain being on fire and does it cost extra energy for him to do so?

Quote:Unyielding Malevolence: (Tier 1 Defensive Super Move, Phasing, Stealth) When the victim of an impending super move, Magus can vanish in a burst of purple-and-black smoke, obfuscating himself from the enemy and simply allowing whatever harm aimed at him to pass through him. Because he's temporarily hidden in a smokescreen, Magus can also use this opportunity to launch a surprise counter-attack.

Don't forget that this is only a T1 Super Defense, so any higher tiered super moves will still effect Magus and deal damage to him. Other than that, This is approved.

Can I get a second opinion on Wither? 5-15 seconds is entirely useless and doesn't seem fair. What about 30 sec - 1 min?

Shadeflame is a burstable attack - it only requires a few seconds of charge-up. The sphere of fire can remain as long as Magus pours energy into the attack but it would be at a significant drain. Magus can remain on fire indefinitely but it does put a constant drain (less significant than the 50-ft radius) on him while it's active.

Unyielding Malevolence is approved but has no cost associated with it. Is 300 OM fair?

5-15 seconds in a combat situation is enough to brutalize someone. If you're fine with that being the limit in a sanctioned PvP or staff story situation, I'm fine with that power having a longer effect on secondaries or anything in your realm of personal stories.

I'm cool with the energy-drain on Shadeflame's 'DoTs'

Unyielding Malevolence is 600 OM. That's the cost for any and all Tier 1 Super Moves


Re: Official Move Approval III - Magus - 10-05-2015

Quote:5-15 seconds in a combat situation is enough to brutalize someone. If you're fine with that being the limit in a sanctioned PvP or staff story situation, I'm fine with that power having a longer effect on secondaries or anything in your realm of personal stories.

I'm cool with the energy-drain on Shadeflame's 'DoTs'

Unyielding Malevolence is 600 OM. That's the cost for any and all Tier 1 Super Moves

Okie doke. I'll run w/ that. The moves will be updated to reflect your/Minato's points of contension when I purchase them.


Re: Official Move Approval III - Proto Man - 10-05-2015

Demetri Malius Wrote:Chains(300 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(300, Requires Ranged Proficiency, attachment for steam chains)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.

chain+blade = Chain Blade, and other attachments in the future can be applied the same way. Chains + sword = chainsword, etc)

Chain and Blade are both approved.


Re: Official Move Approval III - Proto Man - 10-05-2015

Jaixe Furiael Wrote: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, covering a similar area as a circular shield would accomplish.

Just as a heads up, this would be the utmost limit for having a shield without area shield (which is roughly 7 square feet, if you want to split hairs). Regardless, this is approved.


Re: Official Move Approval III - Proto Man - 10-05-2015

Minato Namikaze Wrote:
Desco Wrote: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.

Adding flight into the list of requirements is fine. But the utility of actually flying and just levitating a few feet above the ground, I feel, is much different. You will need to refund and then re-purchase your move, Levitate.

I'm actually going to say this is approved and doesn't need to be refunded or repurchased, because this falls under 'Improving a Move by adding a new Power/Proficiency'


Re: Official Move Approval III - Ururu Kyuuei - 10-05-2015

Original 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.

Points of confusion: If Ururu can use all her moves when possessing a clone, then how come she needs to rebuy them for the clone when not possessing it, even when the clones can't use them in the first place unless Ururu possessing them via Soul Transference or Concentration Control as part of this technique? Its like paying for a move that can't be used anyways.

New Wrote:Twin Sacrificial Rebirth
Cost: 900 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, including duplicate moves, tools and weapons. 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 production of a new clone.

Minato Wrote:Just having a clothing switch is fine. But if you can summon clones with weapons (and different weapons) then each different clone, with a different weapon, would have to be it's own move/ upgrade to twin sacrificial rebirth.
Proto Wrote:Yea, the way that moves work, every single weapon that a clone could possible attack with would count as a variable upgrade.

This idea would function 100x easier if you just made it into an assist. Otherwise, you need to make these clones unarmed, and I'd argue that having them fit into the 'Summons as moves' thing would require them be rather one-dimensional.

The way I see it, your character could do this without needing a move (summon clones, I mean, it's no different from summoning a secondary). If you want them to serve you in a combat situation, you'd be better off making this an assist. Otherwise you need to be a little more blatant with the one-dimensional nature of these clones.

Also the range of an entire verse is a little extreme for anything created by a player character.
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.


Quote:Immortality - Soul Transference
Cost: 300 Om
Requires: Remote Control Proficiency, Hive Mind, Shapeshifting
With this technique the user unlocks their Network Interface Seal and targets a clone within range of their control that is a replica of themselves. 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.

This transference is permanent unless it or similar is performed again.

Proto Wrote:Don't know about this one. There seems like entirely too much potential for god-moding, especially since you want the range of these clones to be an entire verse. I mean, this essentially would let you get out of any situation at any time ever. You can appeal to Omni, but I don't think he'll let something this fly either.
I can stick a range limit of like 50m if you want? Its kind of an important feature for Ururu though I could really use her being able to use it with a new appearance since unlike normal shape shift she can't do it easily without producing another clone.


Re: Official Move Approval III - Minato Namikaze - 10-05-2015

Ururu Kyuuei Wrote:
Original 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.

Points of confusion: If Ururu can use all her moves when possessing a clone, then how come she needs to rebuy them for the clone when not possessing it, even when the clones can't use them in the first place unless Ururu possessing them via Soul Transference or Concentration Control as part of this technique? Its like paying for a move that can't be used anyways.

New Wrote:Twin Sacrificial Rebirth
Cost: 900 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, including duplicate moves, tools and weapons. 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 production 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.


Quote:Immortality - Soul Transference
Cost: 300 Om
Requires: Remote Control Proficiency, Hive Mind, Shapeshifting
With this technique the user unlocks their Network Interface Seal and targets a clone within range of their control that is a replica of themselves. 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.

This transference is permanent unless it or similar is performed again.
I can stick a range limit of like 50m if you want? Its kind of an important feature for Ururu though I could really use her being able to use it with a new appearance since unlike normal shape shift she can't do it easily without producing another clone.

For your clones, you don't need to repurchase moves you already have. any clone you summon can already be summoned with whater weapons/ moves you have. But when you start adding extra, that is a different variant of the move, with different uses and utilities, and then you have to either purchase the new weapons as moves or the new clone

For soul transference, unless Omni/Proto or one of the other mods over rules me, I'm going to have to limit this to clones that are Exact Replicas of Ururu herself. And that's only if Omni/Proto allow the move itself. So from here on, I will be leaving this move to them.


Re: Official Move Approval III - Ururu Kyuuei - 10-05-2015

Quote:For your clones, you don't need to repurchase moves you already have. any clone you summon can already be summoned with whater weapons/ moves you have. But when you start adding extra, that is a different variant of the move, with different uses and utilities, and then you have to either purchase the new weapons as moves or the new clone
So its good as is at 900? or 600? 600 was for the shapeshifting aspect.

Quote:For soul transference, unless Omni/Proto or one of the other mods over rules me, I'm going to have to limit this to clones that are Exact Replicas of Ururu herself. And that's only if Omni/Proto allow the move itself. So from here on, I will be leaving this move to them.
Already wrote that in. So just waiting on them then.


Re: Official Move Approval III - Minato Namikaze - 10-05-2015

@Ururu, it would be fine but, at 900, you can only have 2 different clones (examples: A clone that wields a sword, and a clone that welds a giant battle axe). but you haven't listed what differences the clones have besides being vague and saying that clothing and weaponry may change.

And I'll explain the weapon purchasing aspect;

If, say, you wanted to have a clone that wielded a sword, if you just bought a move that was a sword, then you could summon a clone with that weapon at any time as well as have the sword usable by Ururu. But if you just purchase a new variant of clone, then the weapon is limited to that clone and that clone only.


Re: Official Move Approval III - Minato Namikaze - 10-05-2015

Gildarts Wrote:Tier two supermove: Aftermath 1200 (ranged proficiency, area attack, debuff)

Gildarts extends his right arm out and takes a breath, concentrating on the air around him, and the magic welling within. After around a minute to charge (and drains his energy when it is released), the energy is released into a huge wave of light, thicker than fog, and very bright. It extends from his hand as though it were a regular energy blast, but, it is formed to take out more than one enemy or one larger enemy at a time. (Good for size changing powerups).

Its size is around 7-10 feet in width, and the same in height. In shape, it is similar to a huge rectangle of energy, but when it is freed from his hand, it no longer grows in size. As it passes into people, it slams them with a tremendous force. When it hits them square on, it mainly impacts the torso, and while it doesn’t knock the opponent(s) back, the force supplied will cause them to be disoriented for one to three minutes.

The only thing I'm worried about here is the charge and disorient times. One minute, in the sense of a 1v1 battle seems a bit too long of a charge time. You can keep it if you want, but you can also make it a smaller charge time.

At the same time, 1 - 3 minutes to be disoriented is, again, too long in a competitive sense. I would consider lowering this.


Re: Official Move Approval III - Ururu Kyuuei - 10-05-2015

I'm not changing any of the weapons or moves. The clones' load-out should matche Ururu exactly. Clothing and appearance changes, which is afforded by shapeshifting, but that's it.

To be sure I rewrote that section to avoid confusion and reduced the price down to 600 because apparently the price cost was associated with something that wasn't my intention.
Quote:Through time and effort of the creation process the user can generate significant appearance and clothing alterations as part of the clone's base that otherwise do not affect the clone's moves, nor equipment load-out.

Original 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.

New 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. Through time and effort of the creation process the user can generate significant appearance and clothing alterations as part of the clone's base that otherwise do not affect the clone's moves, nor equipment load-out.

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.


Quote:Immortality - Soul Transference
Cost: 300 Om
Requires: Remote Control Proficiency, Hive Mind, Shapeshifting
With this technique the user unlocks their Network Interface Seal and targets a clone within range of their control that is a replica of themselves. 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.

This transference is permanent unless it or similar is performed again.



Re: Official Move Approval III - Gildarts - 10-05-2015

Minato Namikaze Wrote:
Gildarts Wrote:
Quote:Tier two supermove: Aftermath 1200 (ranged proficiency, area attack, debuff)

Gildarts extends his right arm out and takes a breath, concentrating on the air around him, and the magic welling within. After around a minute to charge (and drains his energy when it is released), the energy is released into a huge wave of light, thicker than fog, and very bright. It extends from his hand as though it were a regular energy blast, but, it is formed to take out more than one enemy or one larger enemy at a time. (Good for size changing powerups).

Its size is around 7-10 feet in width, and the same in height. In shape, it is similar to a huge rectangle of energy, but when it is freed from his hand, it no longer grows in size. As it passes into people, it slams them with a tremendous force. When it hits them square on, it mainly impacts the torso, and while it doesn’t knock the opponent(s) back, the force supplied will cause them to be disoriented for one to three minutes.

The only thing I'm worried about here is the charge and disorient times. One minute, in the sense of a 1v1 battle seems a bit too long of a charge time. You can keep it if you want, but you can also make it a smaller charge time.

At the same time, 1 - 3 minutes to be disoriented is, again, too long in a competitive sense. I would consider lowering this.

Thanks for your suggestion. I'll rethink the times, my only concern is that I wanted the move balanced yet effective.

I think I would just change the ratio. ~20 seconds for charge,
~a minute effect time

bumping this for approval.


Re: Official Move Approval III - Shade - 10-06-2015

Latest Version as Refined by Minato:
Quote:Shadow of a Memory (Requires Telepathy, Insight, Basic Fusion, Symbiosis, Mimic, "Shadow Puppetry", and "Your Nightmares are What You Make Them") - Tier One Super Utility - 600 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, or create a Replica of any past foe. Said moves 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. Take 5 minutes of unbroken concentration by both parties to perform, and cannot be used during combat.



Re: Official Move Approval III - Minato Namikaze - 10-06-2015

Shade Wrote:Latest Version as Refined by Minato:
Quote:Shadow of a Memory (Requires Telepathy, Insight, Basic Fusion, Symbiosis, Mimic, "Shadow Puppetry", and "Your Nightmares are What You Make Them") - Tier One Super Utility - 600 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, or create a Replica of any past foe. Said moves 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. Take 5 minutes of unbroken concentration by both parties to perform, and cannot be used during combat.

Approved for the following reasons;

1. It's a super move
2. You can only use it when you have SP
3. Five minutes of unbroken concentration is hard to come by
4. This has taken so long and I just want it over and done with

Note: If any of the other Mods/ Admins come along and feel it necessary to overrule my decision, then so be it. But you will need to work it out with them.


Re: Official Move Approval III - Sarah Kerrigan - 10-06-2015

Looking for these moves to be approved:


Poison Cloud - (Requires Ranged proficiency)(Requires area of effect proficiency) (Requires Ranged materialize Proficiency) (Requires Debuff proficiency) - 600 OM

One of Raal's strongest basic moves, and the most destructive spell of the orcish warlocks of the first war.

With this ability, Raal Pulls a large quantity of Heated sulfur from the ground underneath a selected area, taking five seconds of focused concentration to do this. The substance comes from the ground in the form of a purple cloud with a diameter of ten feet. The cloud both burns and poisons those within it, the choking gas burning and coating the lungs, making it difficult to breathe.
The cloud takes roughly two seconds to come up to eye level, or about 2 meters, however, meaning that even those who are initially caught in the cloud may escape it with merely burns. the width of the cloud is roughly 10 square meters
Raal is capable of channeling for another five seconds to increase the overall size of the cloud by 1.5, and another 10 seconds to increase it's size by double. the cloud persists for about 30 seconds afterwards.


Hellfire (600 OM)
a basic spell the warlocks of the first war often practiced, Raal has improved and enhanced the ability beyond the scope the original warlocks ever intended.
Raal creates a ball of flame the size of a beach ball, before flinging it at an opponent. The ball of flame moves at roughly half the speed of a fast baseball pitch, and covers whatever it strikes with flames.
The flames of hell burn far longer than those used by mere mortals, and continue to burn for quite a while afterwards, even if the affected area or being is not flammable. This lasts for roughly twenty seconds.
While these flames will not spread further, they will continue to burn much like flames from napalm fire, not losing intensity until the last minute or until suitable measures have been taken to douse the flame.
Raal can fire these roughly once every two seconds, and it is such a simple cantrip that it uses only a small fraction of his energy.


Re: Official Move Approval III - Proto Man - 10-06-2015

Raal Deathwind Wrote:Looking for these moves to be approved:


Poison Cloud - (Requires Ranged proficiency)(Requires area of effect proficiency) (Requires Ranged materialize Proficiency) (Requires Debuff proficiency) - 600 OM

One of Raal's strongest basic moves, and the most destructive spell of the orcish warlocks of the first war.

With this ability, Raal Pulls a large quantity of Heated sulfur from the ground underneath a selected area, taking five seconds of focused concentration to do this. The substance comes from the ground in the form of a purple cloud with a diameter of ten feet. The cloud both burns and poisons those within it, the choking gas burning and coating the lungs, making it difficult to breathe.
The cloud takes roughly two seconds to come up to eye level, or about 2 meters, however, meaning that even those who are initially caught in the cloud may escape it with merely burns. the width of the cloud is roughly 10 square meters
Raal is capable of channeling for another five seconds to increase the overall size of the cloud by 1.5, and another 10 seconds to increase it's size by double. the cloud persists for about 30 seconds afterwards.


Hellfire (600 OM)
a basic spell the warlocks of the first war often practiced, Raal has improved and enhanced the ability beyond the scope the original warlocks ever intended.
Raal creates a ball of flame the size of a beach ball, before flinging it at an opponent. The ball of flame moves at roughly the speed of a fast baseball pitch, and covers whatever it strikes with flames.
The flames of hell burn far longer than those used by mere mortals, and continue to burn for quite a while afterwards, even if the affected area or being is not flammable. This lasts for roughly twenty seconds.
While these flames will not spread further, they will continue to burn much like flames from napalm fire, not losing intensity until the last minute or until suitable measures have been taken to douse the flame.
Raal can fire these roughly once every two seconds, and it is such a simple cantrip that it uses only a small fraction of his energy.

Poison Cloud - Good
Hellfire - I'm concerned that this is overly powerful given the size of the projectiles and the quality of the fire. Beachballs of napalm fire every two seconds is a bit intense. Could you either scale down the size or lengthen the rate of fire?


Re: Official Move Approval III - Proto Man - 10-06-2015

Jaixe Furiael Wrote:
Quote:
Quote:Scythe Howl – 300 OM (Requires Area Attack Proficiency, Ranged 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 five 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]

With the moves dimensions, when you say 6 meters long, you mean from curved point to point right? Also when you refer to it's height, do you mean how thick the wave of energy is? This also Requires Ranged Proficiency. Also, don't you think six meters is a bit large? considering that the average person is roughly one third of that size. You can keep it if that's what you want. I'm just here to make sure Tongue

Well, the point of it is to ASPLODE groupings of enemies or wash over cover with some amount of ease, though with flaws in either case. So the size is useful for that fact. And yes, I do mean from curved point to curved point, it says "accounting for the curvature of the wave," so you don't ignore the curve, you include it. And height would be thickness, yes. Also, the proficiency was a slight error on my part. I fixed that. I knocked it down to five meters this time. I'd rather keep it at that, at least.[/qoute]

So six meters long and half a meter tall, correct? If those are the dimensions, this looks solid to me.


Re: Official Move Approval III - King Axorn - 10-06-2015

It's back, and better than ever!

Refer to this and this for the original confirmed versions of the moves which I'm now attempting to combine into one.

Holy Controlled Fire (300) (Requires Ranged Proficiency, Remote Control Proficiency, Telepathy): Axorn breathes out a 3 inch diameter flamethrower-like blast of fire which can be changed to any temperature at which a fire is possible and, if the victim is willing, purify them, clearing all dark thoughts from the person and leave them with a clear conscience. Dark thoughts can still return to the person's mind although they take longer to manifest themselves. Axorn can, at the end of a battle that he has won, use this, if the person is willing, to give them a second chance. This coincidentally, always has an effect on Axorn, keeping his mind clear of dark thoughts and protecting him from corruption.