RE: Official Move Approval IV - The Future Warrior - 12-22-2016
Kamehameha Wave -- 600 OM (Requires: Ranged Proficiency)
Holding her hands close together, palms facing inward, Graowr gathers energy in the form of a brightly glowing ball of blue and white. At minimum charge, this takes about two seconds to gather the proper energy, and can fire a beam just over a foot in diameter, which can reach out to about forty meters before losing cohesion and dissipating; at this level of charge it feels like the equivalent of a full-on charging kick from a reasonably strong fighter, and pushing the target back, usually significantly. It can be further charged, however, up to ten seconds, to gain proportionally more power, size and range to it, up to its maximum of right around three feet in diameter and reaching nearly 200 meters, if it doesn't hit something else before then; at this maximum level of charge, the beam actually explodes on impact, producing a significantly powerful blast, though only large enough to effect the actual target struck by it, and usually throwing up a huge cloud of dust and smoke. Preparing the technique requires remaining stationary, or at least no great movement -- trying the move in freefall would probably be manageable; while running or actively flying (when she gains that capability) not exactly viable -- and can be interrupted if she is struck before it can be fired. And as it requires both of her hands and most of her focus to use, she can't do much of anything else while both readying and actively firing it.
RE: Official Move Approval IV - Okor - 12-22-2016
Anthem of Asherah (Requires 600 OM, Debuff Proficiency, Telepathy, Area Attack Proficiency)
The Anthem of Asherah manifests itself as a pair of heavy bone-forged clubs, twin thighbones, each a meter long, their length engraved with 1s and 0s, a binary declaration of Okor's will. With every impact of these massive weapons, Asherah is propagated, the beat set by Okor serving as an auditory stream of information, with the warped music serving as a vector for the Virus. Anyone within 30 meters of the impact will be affected by the Memetic infection, allowing Okor to conduct their actions. While he is not a master of the Me that would allow him to take complete control of his victims, he can still affect their subconscious urges, implanting a desire for self-destruction in their psyche. The Foe will find themselves being led by Okor, dodging deeper into danger, or leaning into a blow. Opponents with high enough TEC may be able to resist Okor's control, and those with enough speed may be able to dodge nonetheless. The longer Okor is allowed to play, whether on Drums, or the skulls of his foes, the more severe these effects become. Should the beat be interrupted, these effects end.
RE: Official Move Approval IV - Jade Harley - 12-22-2016
(12-22-2016, 01:18 PM)The Future Warrior Wrote: Kamehameha Wave -- 600 OM (Requires: Ranged Proficiency)
Good to go!
(12-22-2016, 01:26 PM)Okor Wrote: Anthem of Asherah (Requires 600 OM, Debuff Proficiency, Telepathy, Area Attack Proficiency)
So, the club-things hit stuff and create some kind of spooky psychic wave that makes characters more reckless? I like it. Approved.
RE: Official Move Approval IV - Jade Harley - 12-22-2016
(12-22-2016, 12:03 PM)Hiro Protagonist Wrote: Eldar Shuriken Pistol [Requires Ranged Proficiency] & [Area Attack Proficiency] - 600 OM Must Hiro remain stationary when firing this weapon in either of its "modes"? Or can he move around while firing it?
RE: Official Move Approval IV - Hiro Protagonist - 12-22-2016
(12-22-2016, 12:03 PM)Hiro Protagonist Wrote: Eldar Shuriken Pistol [Requires Ranged Proficiency] & [Area Attack Proficiency] - 600 OM
![[Image: latest?cb=20141021230937]](http://vignette1.wikia.nocookie.net/warhammer40k/images/8/89/Splinter_Pistol.png/revision/latest?cb=20141021230937)
Given to Hiro as a "gift" by the plague marine Okor, this weapon is a trophy taken from a battle thousands of light years into chaotic space and hundreds of years ago.
High-energy impulses originating from the rear of the weapon detach a monomolecular-thin slice of the core and hurls this slice out the barrel of the weapon at tremendous velocities due to a peristaltic shift. A magnetic repulsor forces the ammunition core out of the magazine and keeps it in line with the firing impulse. Due to the firing mechanism, the only indication of this weapon discharging is a momentary, high frequency whine followed by a subsonic "fwipfwipfwip" as the projectiles shear through air molecules. Hiro may fire this weapon while moving, but must be standing still or braced against something (cover, two handed, etc.) to use the Surpressing Fire burst.
The projectiles are typically shaped into aerodynamic four pointed stars, reminiscent of shuriken. The extreme acceleration of the projectiles can easily slice through most organic materials, but have trouble penetrating armor or reinforced materials (adjusting for Omniphysics, of course). To represent this capability, any target hit by the projectiles with a DEF equal or greater than Hiro's ATK takes reduced damage. If Hiro's current ATK plus his TEC exceeds two times the opponent's DEF, they take extra damage as the shurikens rip through weak spots and substandard protection.
Pulling the trigger fires a short burst of projectiles lasting for one second. Repeated rapid shots will greatly reduce the accuracy of the weapon, and continuous fire can overheat the gravitic accelerator, forcing it into a magnetic cooling lock until it reaches operating temperatures again, typically anywhere from 10 to 20 seconds. It is not capable of single shot fire.
The weapon, however, is capable of a sustained burst of surpressing fire. Holding down the trigger for up to five seconds will allow Hiro to spray a storm of shuriken across a general area, sacrificing power and critical damage for wider coverage and hopefully a scattering effect. Using the surpressing fire attack will rapidly heat the gravitic accelerator up and cause the weapon to enter magnetic cooldown far quicker, also making it last longer as well.
Changes are in bold, thank you!
RE: Official Move Approval IV - Jade Harley - 12-22-2016
(12-22-2016, 02:14 PM)Hiro Protagonist Wrote: (12-22-2016, 12:03 PM)Hiro Protagonist Wrote: Eldar Shuriken Pistol [Requires Ranged Proficiency] & [Area Attack Proficiency] - 600 OM
![[Image: latest?cb=20141021230937]](http://vignette1.wikia.nocookie.net/warhammer40k/images/8/89/Splinter_Pistol.png/revision/latest?cb=20141021230937)
Given to Hiro as a "gift" by the plague marine Okor, this weapon is a trophy taken from a battle thousands of light years into chaotic space and hundreds of years ago.
High-energy impulses originating from the rear of the weapon detach a monomolecular-thin slice of the core and hurls this slice out the barrel of the weapon at tremendous velocities due to a peristaltic shift. A magnetic repulsor forces the ammunition core out of the magazine and keeps it in line with the firing impulse. Due to the firing mechanism, the only indication of this weapon discharging is a momentary, high frequency whine followed by a subsonic "fwipfwipfwip" as the projectiles shear through air molecules. Hiro may fire this weapon while moving, but must be standing still or braced against something (cover, two handed, etc.) to use the Surpressing Fire burst.
The projectiles are typically shaped into aerodynamic four pointed stars, reminiscent of shuriken. The extreme acceleration of the projectiles can easily slice through most organic materials, but have trouble penetrating armor or reinforced materials (adjusting for Omniphysics, of course). To represent this capability, any target hit by the projectiles with a DEF equal or greater than Hiro's ATK takes reduced damage. If Hiro's current ATK plus his TEC exceeds two times the opponent's DEF, they take extra damage as the shurikens rip through weak spots and substandard protection.
Pulling the trigger fires a short burst of projectiles lasting for one second. Repeated rapid shots will greatly reduce the accuracy of the weapon, and continuous fire can overheat the gravitic accelerator, forcing it into a magnetic cooling lock until it reaches operating temperatures again, typically anywhere from 10 to 20 seconds. It is not capable of single shot fire.
The weapon, however, is capable of a sustained burst of surpressing fire. Holding down the trigger for up to five seconds will allow Hiro to spray a storm of shuriken across a general area, sacrificing power and critical damage for wider coverage and hopefully a scattering effect. Using the surpressing fire attack will rapidly heat the gravitic accelerator up and cause the weapon to enter magnetic cooldown far quicker, also making it last longer as well.
Changes are in bold, thank you! 
Approved!
RE: Official Move Approval IV - Mark - 12-22-2016
(12-22-2016, 01:49 PM)Jade Harley Wrote: (12-22-2016, 01:26 PM)Okor Wrote: Anthem of Asherah (Requires 600 OM, Debuff Proficiency, Telepathy, Area Attack Proficiency)
So, the club-things hit stuff and create some kind of spooky psychic wave that makes characters more reckless? I like it. Approved.
I'm gonna have to semi-overrule this. Since this is Telepathy based, the range would be limited to immediate vicinity rather than 30 meters unless you get Enhanced Senses. Also, what's the stamina drain on this?
RE: Official Move Approval IV - Okor - 12-22-2016
(12-22-2016, 02:38 PM)Mark Wrote: (12-22-2016, 01:49 PM)Jade Harley Wrote: (12-22-2016, 01:26 PM)Okor Wrote: Anthem of Asherah (Requires 600 OM, Debuff Proficiency, Telepathy, Area Attack Proficiency)
So, the club-things hit stuff and create some kind of spooky psychic wave that makes characters more reckless? I like it. Approved.
I'm gonna have to semi-overrule this. Since this is Telepathy based, the range would be limited to immediate vicinity rather than 30 meters unless you get Enhanced Senses. Also, what's the stamina drain on this?
Would 10 meters be a more acceptable radius? As for Stamina, given that Okor is a horrific abomination against everything that is sensible, I didn't really factor that in. The main restriction on this ability is that it requires the user to consecutively hit the enemy for an extended period of time for it to be of use, with the effects fading after a miss.
RE: Official Move Approval IV - Mark - 12-22-2016
(12-20-2016, 05:42 PM)Utsuho Reiuji Wrote: (12-20-2016, 12:00 PM)Mark Wrote: The Bossman has two variants that are at the extremes, so depending on where you want yours to fall on that spectrum it might be fine. I’d think it would be closer to the ‘small painful deterrent’ end if you want that long of a time, though. True excruciating pain and lasting damage would be closer to maybe 30 seconds – 1 minute. Does this effect start up immediately or is there a charge-up time? Does it take concentration to maintain? Both of those things would change how long it could last.
Also, though I know this is probably something you’re aware of, I have to state for anyone else reading this that this Move wouldn’t layer on any significant damage to your other moves.
Nuclear Furnace (Area Attack) (300): As a byproduct of the nuclear reactions with her, Utsuho’s normal body temperature is extraordinarily high. Under most circumstances, she can keep it confined to her core, keeping her comfortably warm to the touch. However, when she raises the output for an extended period of time, such as during a power-up, this is not an option.
Unable to suppress it any longer, her body temperature begins to rise uncontrollably, forming a shroud of nuclear heat and radiation around her body, which spreads no further than arms reach. The shroud takes about half a minute to heat up fully, in a process that is out of her control entirely, and lasts for two minutes before it begins to cool down, with the heat fading away completely after another half a minute. Though it is the result of nuclear energy, the shroud around her is nowhere near the temperature or pressure needed to cause fusion or fission, and rather is only hot enough to make being near her incredibly uncomfortable to friend and foe alike. Her skin temperature, on the other hand, increases dramatically, and contact with in this state would feel like touching molten lead.
Okuu is more than capable of resisting her own heat, but all that escaping energy leaves her exhausted afterwards. It takes her around a minute to readjust to the lower temperature and output level, leaving her cold and uncoordinated. This move requires elevated output levels in order to function, causing it to start up automatically upon activating a power-up, without giving her any say in it. Of course, due to her inability to multitask, it remains the only move that can be used during them.
Alright, 3 minutes total, with the first 30 seconds heating up to full power, and the last 30 cooling down.
It's an entirely brainless move, she has no control over when it starts itself up, so it takes no concentration to maintain.
And made it more clear that this is the only move she can use during power-ups. She's a birdbrain who can't concentrate on more than one thing at a time. Control "Self Tokamak" already says that but might as well cover all my bases.
That’s cool. Approved!
(12-20-2016, 06:08 PM)The Humble Sage Wrote: The fight with Hiro has made me painfully aware of just how few moves Sage currently has. So...
Failed Magician:
In his youth, the Sage received training in the arts of the Battle-mage. Though he possessed very little magical talent, and was unable to reliably preform any magic in his home universe, the Omniverse has changed him. He still has practically zero sway over his mana, and is only able to create small effects with limited usefulness. Frustrated with his lack of aptitude with the field, the Sage for the most part dismisses conventional magic, preferring to rely on the Libromancy he acquired shortly after his arrival at the Nexus. However, should his back be pressed against a wall, The Sage can perform very minor magical effects. Although the spells are anything but impressive, if used at the right moment they can give him the edge he needs in a conflict, and the Sage is painfully aware of their usefulness.
If any of these moves should drain the entirety of his manapool, he will be unable to use all of his “Failed Magician” moves (and will be physically weakened slightly to boot) for approximately a minute, long enough that the tide of battle will surely change.
Failed Magician: gout of embers (600 Om: Physical Proficiency)
[spoiler] [/spoiler]
A small fire bursts into being, the failed infancy of a true wizard’s fireball. The flame can be held in the hand, and maintained for as long as the Sage keeps some amount of concentration. The flame engulfs his fist, adding to the threat of his otherwise quite unimposing punch. Though the attack is not physically stronger, the flames do cause light burns, (akin to a small campfire) and can even sometimes ignite combustible materials. The spell is quite quick to activate, taking only a second or two for the flames to appear in his hand.
He can instead spend longer casting the spell (up to four seconds) with the flames becoming more powerful the longer he spends preparing, (up to the strength of an almost medium campfire) at the cost of more necessary concentration.
The standard form can be used with other moves; however, he cannot spend enough concentration to use the charged form while using preforming another move.
The longer the Sage maintains the flame the more taxing it is on him, and after more than 15 seconds, (or 10 seconds for the charged version) the flame will drain his manapool and die out on its own, if it has not been dismissed before then.
Failed Magician: dash of frost-rime (600 Om: Ranged Proficiency, Debuff Proficiency)
[spoiler] [/spoiler]
This invocations, if properly cast, projects a beam of crystal blue frost, which immobilizes the target upon contact in a thin coating of ice. The Sage is not able to properly cast the spell, unfortunately, and so the spell manifests instead as a small bolt which streaks towards the target. If it hits, the target feels their limbs stiffen and tighten. They are not prevented from moving, but their reflexes are dulled and their movements made less fluid (like if all their limbs simultaneously fell asleep)
If the Sage instead manages to hit the target in a place where they are contacting a surface (such as their feet, or a hand if they are leaning against a wall), instead of affecting the target’s reflexes, they will find that they have trouble removing the limb in question from the surface it touches. They are not actually prevented from moving the limb in question, but doing so requires a surprising amount of their concentration.
This spell is quick to cast, (approximately 1.5 seconds) does not require maintained concentration, and its effects tend to last between 5 and 10 seconds depending on the strength (ATK) of the target. If the Sage uses this move more than two or three times in close succession he runs the risk of draining his manapool.
Failed Magician: burden blade (600 Om: Physical Proficiency, Debuff Proficiency)
[spoiler] [/spoiler]
This spell is less flashy than the other two, but in the hands of a skilled caster, can increase the weight of weapons or armor to the point that their wielders can barely lift them. The Sage does not possess this level of ability, so instead he can only minorly affect his opponent. A bright violet octahedron appears in the Sage's hand, floating slightly above the surface of his palm. A bead of brighter light traces patterns across the edges of the polyhedron, its trail fading as it bounces about the shape. The Sage can use this spell to minimally increase the weight of an opponent’s weapon or equipment, throwing off their timing, and slightly decreasing the effectiveness of their attacks. This spell takes five seconds to cast, after which the Sage focuses on the item or items in question, which take on a very faint violet hue. The Sage can maintain the spell for up to 15 seconds before running out of mana.
This spell does not require too much concentration, and the Sage can maintain it while using other moves, unless something else requires or otherwise interferes with his concentration. In addition, the way this spell works it may be cast without being immediately activated but can remain untriggered in the Sage's hand for a maximum of 10 seconds, waiting for the appropriate moment.
Instead of choosing to slightly affect multiple pieces of equipment a person has, the Sage can instead direct all of the spells power towards a single weapon or other piece of equipment held by his target. The object in question glows a very obvious violet, and the bead of light traces its pattern at a much faster rate in this variety of the spell. This version requires the Sage to remain stationary and needs all of his concentration, but pulls the item in question towards the ground with approximately 10 kilograms of force. The Sage can only maintain this version of the spell for a maximum of 4 seconds, after which time his mana is completely drained.
Is it valid to tie these moves to the same power source as a way to balance them? or not really?
Thanks in advance to whomever looks these over!
Gout of Embers: Approved.
Frostrime: What’s the range? How fast does it move?
Burden Blade: Can this be cast at range or is it something he has to be more or less within arms’ reach of? It seems like a ranged move but you only have Physical Strength listed.
And I think they way you tied the stamina drain together works perfectly.
(12-20-2016, 06:29 PM)King Sombra Wrote: I'm fine with increasing the cost to 900.
Good to go, then.
(12-21-2016, 01:18 AM)Revan Noctis Wrote: Ice Strike , ranged proficiency
Description: Revan fires a single ice bolt the size of one of his arrows out of his palm that travels the speed of a dart and can go up to 25 metres. The bolt is designed to pierce armour and freeze a targets wound causing further pain resulting in moderate damage. takes 10 seconds to form before being shot at an opponent and needs 1 minute to recharge. User must focused and aimed carefully and must be stationary though once shot can be forgotten about.
The ice bolt can then be removed or allowed to melt over time.
Attack is significantly tiring and can be used twice per battle.
Cannot be used with other moves.
Shadow Barrage
Description: Revan creates a cloud of black smoke like substance around himself before using both arms to launch it at an enemy which it then attaches itself to causing moderate damage around the intended target.
This cloud can expand to fit over a single enemy to deal damage to them.
This attack requires full stationary focus and can be fired after only a minute of charging but takes an hour to be used again.
The shadow can move as fast as a ball as it floats quickly over to its intended target and is thus quite draining on Revan's stamina making it useful for usually once per battle.
The cloud exists on its target for only ten seconds but will cause the target great pain as the shadow attempts to rip its target apart.
The target however can remove themselves if fast enough from the cloud at any time to avoid further damage.
Once fired the move can be forgotten about but must focus long enough for it to reach its intended target or else it may go astray.
Attack is extremely tiring and can only be used once per battle
Has range of 10 metres.
Cannot be used with other moves.
Now see I am not entirely sure how that would work since Revan is only a human but there are primes far bigger then he is.., I am presuming that means that larger primes and such wont be as caught in it unless I buy the area attack? not that I will be right now I am just clearing this up since I feel confused on it.
Ice Strike: Approved.
Shadow Barrage: Yeah, without Area Attack you can only effect things less than or equal to 3 feet by 3 feet. The smaller size just makes it easier to avoid in my eyes, so if you want to make the range larger feel free to add it now or get it reapproved at a later date. If you wanna keep it as-is, you're approved.
(12-22-2016, 02:53 AM)Sarah Kerrigan Wrote: Mark Wrote:Psi Blast: How large is the blast? Can it be used while moving? Can this be used with other moves? I know it uses both hands but not all of your moves involve your hands =P. Also, I think you’ll need to tweak the damage/stamina/cast speed just a little bit to balance it better. This is pretty strong for the somewhat low cost.
I figured it'd be alright since bruising is pretty light damage. The burns weren't expected to go beyond first-degree with a blast, which I can (And probably should) edit in. I'm not sure how much weaker I can describe an attack than leaving bruising, to be honest, since I'm... not sure what sort of attack used by a human does less?
In general, the blast can be used while standing, though as it doesn't require her to brace, it's quite easy for her to walk, stop, then walk again (though for obvious reasons that would slow down the rate of fire). As it's a very aggressive push, she'd mostly just end up falling on her face were she to try that, but it takes too much focus anyway.
It cannot be used with other moves. you can only have psychic energy going so many ways at a time.
let me try a re-write:
Rewritten Technique Wrote:Psi Blast (requires ranged proficiency) - 300 OM
A basic psionic Technique, Kerrigan creates a condensed ball of yellow, psychic energy, about the size of a baseball glove (odd analogy I know, I just couldn't think of anything else) and then thrusts it at an opponent. creating a pushing motion with both hands as the energy sails at her chosen target. The energy, upon striking a target, burns and smacks the target, leaving bruises, burns, and with repeated, successive hits in the same area of the body, (provided the opponent's defence isn't higher than Kerrigan's attack), broken bones.
This technique takes only a second for Kerrigan to generate and fire, and takes very little out of her, allowing her to throw one after the other, but the power suffers for it, and it requires both hands and almost all her focus to fire, letting her talk and observe her surroundings but do little else while using the technique.
The psi blast itself starts off slow at 11 meters per second, but accelerates to the speed of a bullet after half of a second, making it easier to dodge for someone able to predict Kerrigan's aim, and the technique has a range of fifty feet. With this, characters should have roughly half a second at least before the energy blast can actually accelerate enough to strike them, unless they're very close to Kerrigan (At which point they may as well smack those outstretched arms off with a nice swording anyways), which should be manageable even for pretty low speed characters, and should help make it a bit more balanced, but still allow it to be intimidating at longer ranges.
You didn’t qualify the bruising as light in the original description, though the fractured bones and burning were my main concerns. I’m more or less balancing this against say a strong punch, since both require the same amount of focus and minimal stamina drain. The addition of repeated hits is perfect to address that. You’re good to go.
RE: Official Move Approval IV - Mark - 12-22-2016
(12-22-2016, 03:16 PM)Okor Wrote: (12-22-2016, 02:38 PM)Mark Wrote: (12-22-2016, 01:49 PM)Jade Harley Wrote: (12-22-2016, 01:26 PM)Okor Wrote: Anthem of Asherah (Requires 600 OM, Debuff Proficiency, Telepathy, Area Attack Proficiency)
So, the club-things hit stuff and create some kind of spooky psychic wave that makes characters more reckless? I like it. Approved.
I'm gonna have to semi-overrule this. Since this is Telepathy based, the range would be limited to immediate vicinity rather than 30 meters unless you get Enhanced Senses. Also, what's the stamina drain on this?
Would 10 meters be a more acceptable radius? As for Stamina, given that Okor is a horrific abomination against everything that is sensible, I didn't really factor that in. The main restriction on this ability is that it requires the user to consecutively hit the enemy for an extended period of time for it to be of use, with the effects fading after a miss.
Since 'immediate vicinity' isn't explicitly stated in the rules, I think we should stick with the Physical Strength range, which would give you 12 feet in any direction. As for stamina, you'll have to account for it in some way. Otherwise there's nothing stopping you from just drumming through the whole battle, which kinda unbalances things (not that you would, but others might). If you want you can make it a mental thing since I know a rotting husk doesn't really feel fatigue. It's fair to have the stamina drain be very little while the effects aren't strong, but once you're able to land a good few hits there should be some kind of drain to balance it.
RE: Official Move Approval IV - Strazio Rockwell - 12-22-2016
Avatar of Rage Tier 2 Powered-Up form (1500)
[spoiler]
With 3 Stat upgrades
ATK - 11
DEF - 0
SPD - 11
TEC - 1
In this form Strazio enters the apex of his ever-present rage. His skin burns away to be replaced by a fiery white-hot endoskeleton. The whites of his eyes turn black and his pupils turn yellow. His spine becomes a series of jet-black spurs. He becomes relentless and all sense of self-preservation is discarded. This overwhelming sense of rage consumes him and his speech is relegated to gutteral screams and the occasional spurt of profanity. Due to his inability to control himself once in this form he is unable to power-down until he runs out of SP or is otherwise incapacitated. [/spoiler]
RE: Official Move Approval IV - The Humble Sage - 12-22-2016
Failed Magician: dash of frost-rime (600 Om: Ranged Proficiency, Debuff Proficiency)
[spoiler] [/spoiler]
This invocations, if properly cast, projects a beam of crystal blue frost, which immobilizes the target upon contact in a thin coating of ice. The Sage is not able to properly cast the spell, unfortunately, and so the spell manifests instead as a small bolt which streaks towards the target. If it hits, the target feels their limbs stiffen and tighten. They are not prevented from moving, but their reflexes are dulled and their movements made less fluid (like if all their limbs simultaneously fell asleep)
If the Sage instead manages to hit the target in a place where they are contacting a surface (such as their feet, or a hand if they are leaning against a wall), instead of affecting the target’s reflexes, they will find that they have trouble removing the limb in question from the surface it touches. They are not actually prevented from moving the limb in question, but doing so requires a surprising amount of their concentration.
This spell is quick to cast, (approximately 1.5 seconds) does not require maintained concentration, the missle flying with the same speed and range as a thrown javelin. Its effects tend to last between 5 and 10 seconds depending on the strength (ATK) of the target. If the Sage uses this move more than two or three times in close succession he runs the risk of draining his manapool.
Failed Magician: burden blade (600 Om: Ranged Proficiency, Debuff Proficiency)
[spoiler] [/spoiler]
This spell is less flashy than the other two, but in the hands of a skilled caster, can increase the weight of weapons or armor to the point that their wielders can barely lift them. The Sage does not possess this level of ability, so instead he can only minorly affect his opponent. A bright violet octahedron appears in the Sage's hand, floating slightly above the surface of his palm. A bead of brighter light traces patterns across the edges of the polyhedron, its trail fading as it bounces about the shape. The Sage can use this spell to minimally increase the weight of an opponent’s weapon or equipment, throwing off their timing, and slightly decreasing the effectiveness of their attacks. This spell takes five seconds to cast, after which the Sage focuses on the item or items in question, which take on a very faint violet hue. The Sage can maintain the spell for up to 15 seconds before running out of mana.
This spell does not require too much concentration, and the Sage can maintain it while using other moves, unless something else requires or otherwise interferes with his concentration. In addition, the way this spell works it may be cast without being immediately activated but can remain untriggered in the Sage's hand for a maximum of 10 seconds, waiting for the appropriate moment. The Sage can focus on an object or objects to a maximum of 15 meters away.
Instead of choosing to slightly affect multiple pieces of equipment a person has, the Sage can instead direct all of the spells power towards a single weapon or other piece of equipment held by his target. The object in question glows a very obvious violet, and the bead of light traces its pattern at a much faster rate in this variety of the spell. This version requires the Sage to remain stationary and needs all of his concentration, but pulls the item in question towards the ground with approximately 10 kilograms of force. The Sage can only maintain this version of the spell for a maximum of 4 seconds, after which time his mana is completely drained.
Changes noted in bold. I totally meant for Burden Blade to be ranged, I don't know why it said physical proficiency...
Thanks for looking these over Markashi!
RE: Official Move Approval IV - James Knight - 12-23-2016
Umbral Hammer - Earth Breaker (900, Physical Strength, Area Effect Proficiency, Debuff, Ranged Proficiency, Telekinesis, Homing Proficiency.)
The Umbral Hammer can be used as a weapon to smash a person's face in by default. But this hammer holds a secret to it. For due to magic Sombra has put upon the hammer, when smashed into the ground after being charged for seven seconds, this can create a localized earthquake that could knock a person off of their feet for about 5 seconds. This does low damage for the swings of the hammer, but high damage should the earthquake knock them down, and the hammer be successfully swung then. This technique, much like the others of the Black Knight is slow, at least for now anyway, moving at the pace of a snail. The hammer is an oversized mallet. The affected area is about 75 feet. This cannot be cast more than 50 feet away from the user. This is moderately draining. It doesn't require complete concentration and can be used with other moves. He can also move around when performing this move.
This attack can be controlled by his telekinesis, should he miss the initial strike. Of course should he miss the initial strike the attack will then 'home' in on the individual that it was meant to smack, for 35 feet. This attack does more damage in the middle, but is less effective around the edges.
Decay - 300 - Debuff, Ranged Proficiency, Area Effect Proficiency:
Igniting his horn, King Sombra will form a gas cloud. This takes about 10 seconds for him to do so. But there's something unique about this cloud because it doesn't damage an opponent. What it instead does is that it attacks their weaponry similar to how acid would eat away metal, this cloud rusts their weapon they have on hand, and makes it harder for them to use. This lasts about 8 seconds. It has a 10 second cool down upon completion of the move. Decay can cover up to 65 feet from him in any direction, making it an effective deterrent to meleeing him because the opponent would suffer one weapon being disabled for about eight seconds.
RE: Official Move Approval IV - Jim Raynor - 12-24-2016
Hellfire Missiles (Tier 1 Super Attack) - Requires Ranged, Area Attack (600) - Jim summons a missile launcher, taking a few seconds. The launcher has eight long-range Hellfire missiles, which are usually mounted atop a Goliath assault walker, and all eight mini-missiles fire at the same time and stream towards the same target. Each missile itself is weak, but exploding in a cluster can wreak massive damage.
Combat Shield (Tier 1 Super Defence) - Requires Area Defence (600) - When under threat from a powerful attack, Jim bolsters the strength of his arm mounted shield, its outer edge thickening with extra sheets of neosteel. The shield can absorb any Tier 1 Super Attack before breaking.
Flamethrower Attachment (Requires Ranged, Area Attack, Debuff) (300) - once activated in the CMC-400 armour, Jim can switch the hand out on his right hand from a robotic hand to a flamethrower barrel, which takes about four seconds. Once active, Jim can spray red-hot flames up to 35 metres away, in a cone that gradually grows from 15cm to 1.5 metres at its greatest distance. The potency and intensity of the flames decreases the further the flames travel from the barrel, so Jim tends to use it in close-quarters situations. Jim is capable of a continuous spray of fire for 15 seconds, after which time it requires 5 seconds to cool down, however Jim can use it in shorter bursts without worrying about overheating the barrel.
The flames will also burn and damage flammable substances, and can sear flesh, leaving painful scalds that will continue to ache after the fire has been put out. As this is Jim's dominant hand, he can't wield his guns (or their attachments) or his psi-blade, but can still use his grappling hook and arm-mounted shield with his left.
Widow Mine (Tier 1 Assist) (requires Ranged, Physical, Stealth) (1000)
![[Image: latest?cb=20121203125010]](http://vignette4.wikia.nocookie.net/starcraft/images/1/15/WidowMine_SC2-HotS_Art1.png/revision/latest?cb=20121203125010)
An enhancement to the standard spider mines carried by vultures, the widow mine is a small, quadrapedal robot with basic armament and combat capabilities. It can fire small Sentinel missiles at a target, use its spider-like legs to leap long distances and attack physically (though this is a last resort), and dig deeply into the earth, effectively hiding itself from sight. While not very intelligent or powerful, it can make for a useful diversion in a tense situation, or as an effective scout in dangerous terrain.
ATK: 2
DEF: 1
SPD: 2
TEC: 1
Sentinel Missiles (Requires Ranged) (300) - Jim's widow mine's main attack. The robot can load a missile in two seconds and fire it at the speed of a missile. The attack does moderate damage based on its ATK stat. The widow mine requires another two seconds to reload before firing, but otherwise can attack with them indefinitely. The widow mine must become stationary and cannot perform other functions while attacking.
RE: Official Move Approval IV - Mark - 12-25-2016
Strazio
[spoiler]
(12-22-2016, 05:46 PM)Strazio Rockwell Wrote: Avatar of Rage Tier 2 Powered-Up form (1500)
With 3 Stat upgrades
ATK - 11
DEF - 0
SPD - 11
TEC - 1
In this form Strazio enters the apex of his ever-present rage. His skin burns away to be replaced by a fiery white-hot endoskeleton. The whites of his eyes turn black and his pupils turn yellow. His spine becomes a series of jet-black spurs. He becomes relentless and all sense of self-preservation is discarded. This overwhelming sense of rage consumes him and his speech is relegated to gutteral screams and the occasional spurt of profanity. Due to his inability to control himself once in this form he is unable to power-down until he runs out of SP or is otherwise incapacitated.
Approved!
[/spoiler]
Sage
[spoiler]
(12-22-2016, 08:57 PM)The Humble Sage Wrote: Failed Magician: dash of frost-rime (600 Om: Ranged Proficiency, Debuff Proficiency)
![[Image: latest?cb=20150801124850]](http://vignette3.wikia.nocookie.net/diablo/images/7/75/IceBaby.gif/revision/latest?cb=20150801124850)
This invocations, if properly cast, projects a beam of crystal blue frost, which immobilizes the target upon contact in a thin coating of ice. The Sage is not able to properly cast the spell, unfortunately, and so the spell manifests instead as a small bolt which streaks towards the target. If it hits, the target feels their limbs stiffen and tighten. They are not prevented from moving, but their reflexes are dulled and their movements made less fluid (like if all their limbs simultaneously fell asleep)
If the Sage instead manages to hit the target in a place where they are contacting a surface (such as their feet, or a hand if they are leaning against a wall), instead of affecting the target’s reflexes, they will find that they have trouble removing the limb in question from the surface it touches. They are not actually prevented from moving the limb in question, but doing so requires a surprising amount of their concentration.
This spell is quick to cast, (approximately 1.5 seconds) does not require maintained concentration, the missle flying with the same speed and range as a thrown javelin. Its effects tend to last between 5 and 10 seconds depending on the strength (ATK) of the target. If the Sage uses this move more than two or three times in close succession he runs the risk of draining his manapool.
Failed Magician: burden blade (600 Om: Ranged Proficiency, Debuff Proficiency)
![[Image: latest?cb=20120513035634]](http://vignette4.wikia.nocookie.net/elderscrolls/images/e/e3/MAGINVInvisibility.png/revision/latest?cb=20120513035634)
This spell is less flashy than the other two, but in the hands of a skilled caster, can increase the weight of weapons or armor to the point that their wielders can barely lift them. The Sage does not possess this level of ability, so instead he can only minorly affect his opponent. A bright violet octahedron appears in the Sage's hand, floating slightly above the surface of his palm. A bead of brighter light traces patterns across the edges of the polyhedron, its trail fading as it bounces about the shape. The Sage can use this spell to minimally increase the weight of an opponent’s weapon or equipment, throwing off their timing, and slightly decreasing the effectiveness of their attacks. This spell takes five seconds to cast, after which the Sage focuses on the item or items in question, which take on a very faint violet hue. The Sage can maintain the spell for up to 15 seconds before running out of mana.
This spell does not require too much concentration, and the Sage can maintain it while using other moves, unless something else requires or otherwise interferes with his concentration. In addition, the way this spell works it may be cast without being immediately activated but can remain untriggered in the Sage's hand for a maximum of 10 seconds, waiting for the appropriate moment. The Sage can focus on an object or objects to a maximum of 15 meters away.
Instead of choosing to slightly affect multiple pieces of equipment a person has, the Sage can instead direct all of the spells power towards a single weapon or other piece of equipment held by his target. The object in question glows a very obvious violet, and the bead of light traces its pattern at a much faster rate in this variety of the spell. This version requires the Sage to remain stationary and needs all of his concentration, but pulls the item in question towards the ground with approximately 10 kilograms of force. The Sage can only maintain this version of the spell for a maximum of 4 seconds, after which time his mana is completely drained.
Changes noted in bold. I totally meant for Burden Blade to be ranged, I don't know why it said physical proficiency...
Thanks for looking these over Markashi!
No problem. Approved![/spoiler]
Sombra
[spoiler]
(12-23-2016, 09:53 PM)King Sombra Wrote: Umbral Hammer - Earth Breaker (900, Physical Strength, Area Effect Proficiency, Debuff, Ranged Proficiency, Telekinesis, Homing Proficiency.)
The Umbral Hammer can be used as a weapon to smash a person's face in by default. But this hammer holds a secret to it. For due to magic Sombra has put upon the hammer, when smashed into the ground after being charged for seven seconds, this can create a localized earthquake that could knock a person off of their feet for about 5 seconds. This does low damage for the swings of the hammer, but high damage should the earthquake knock them down, and the hammer be successfully swung then. This technique, much like the others of the Black Knight is slow, at least for now anyway, moving at the pace of a snail. The hammer is an oversized mallet. The affected area is about 75 feet. This cannot be cast more than 50 feet away from the user. This is moderately draining. It doesn't require complete concentration and can be used with other moves. He can also move around when performing this move.
This attack can be controlled by his telekinesis, should he miss the initial strike. Of course should he miss the initial strike the attack will then 'home' in on the individual that it was meant to smack, for 35 feet. This attack does more damage in the middle, but is less effective around the edges.
Decay - 300 - Debuff, Ranged Proficiency, Area Effect Proficiency:
Igniting his horn, King Sombra will form a gas cloud. This takes about 10 seconds for him to do so. But there's something unique about this cloud because it doesn't damage an opponent. What it instead does is that it attacks their weaponry similar to how acid would eat away metal, this cloud rusts their weapon they have on hand, and makes it harder for them to use. This lasts about 8 seconds. It has a 10 second cool down upon completion of the move. Decay can cover up to 65 feet from him in any direction, making it an effective deterrent to meleeing him because the opponent would suffer one weapon being disabled for about eight seconds.
Hammer is approved.
Decay: I’m a little confused here. You say first that this ‘makes a weapon harder to use’ and then you say that it disables a weapon. Does it stop the person from using a weapon entirely or does it make it weaker/less effective or something? Can this be channeled while moving or does he need to stand still? Can he use other moves or do other things while charging it or while it’s in effect? How draining is this on his stamina? Since this is an area of effect move, expect the results to be pretty weak overall unless you give it some significant downsides.
[/spoiler]
Jimmy
[spoiler]
(12-24-2016, 12:50 AM)Jim Raynor Wrote: Hellfire Missiles (Tier 1 Super Attack) - Requires Ranged, Area Attack (600) - Jim summons a missile launcher, taking a few seconds. The launcher has eight long-range Hellfire missiles, which are usually mounted atop a Goliath assault walker, and all eight mini-missiles fire at the same time and stream towards the same target. Each missile itself is weak, but exploding in a cluster can wreak massive damage.
Combat Shield (Tier 1 Super Defence) - Requires Area Defence (600) - When under threat from a powerful attack, Jim bolsters the strength of his arm mounted shield, its outer edge thickening with extra sheets of neosteel. The shield can absorb any Tier 1 Super Attack before breaking.
Flamethrower Attachment (Requires Ranged, Area Attack, Debuff) (300) - once activated in the CMC-400 armour, Jim can switch the hand out on his right hand from a robotic hand to a flamethrower barrel, which takes about four seconds. Once active, Jim can spray red-hot flames up to 35 metres away, in a cone that gradually grows from 15cm to 1.5 metres at its greatest distance. The potency and intensity of the flames decreases the further the flames travel from the barrel, so Jim tends to use it in close-quarters situations. Jim is capable of a continuous spray of fire for 15 seconds, after which time it requires 5 seconds to cool down, however Jim can use it in shorter bursts without worrying about overheating the barrel.
The flames will also burn and damage flammable substances, and can sear flesh, leaving painful scalds that will continue to ache after the fire has been put out. As this is Jim's dominant hand, he can't wield his guns (or their attachments) or his psi-blade, but can still use his grappling hook and arm-mounted shield with his left.
Widow Mine (Tier 1 Assist) (requires Ranged, Physical, Stealth) (1000)
![[Image: latest?cb=20121203125010]](http://vignette4.wikia.nocookie.net/starcraft/images/1/15/WidowMine_SC2-HotS_Art1.png/revision/latest?cb=20121203125010)
An enhancement to the standard spider mines carried by vultures, the widow mine is a small, quadrapedal robot with basic armament and combat capabilities. It can fire small Sentinel missiles at a target, use its spider-like legs to leap long distances and attack physically (though this is a last resort), and dig deeply into the earth, effectively hiding itself from sight. While not very intelligent or powerful, it can make for a useful diversion in a tense situation, or as an effective scout in dangerous terrain.
ATK: 2
DEF: 1
SPD: 2
TEC: 1
Sentinel Missiles (Requires Ranged) (300) - Jim's widow mine's main attack. The robot can load a missile in two seconds and fire it at the speed of a missile. The attack does moderate damage based on its ATK stat. The widow mine requires another two seconds to reload before firing, but otherwise can attack with them indefinitely. The widow mine must become stationary and cannot perform other functions while attacking.
Supers and Assist are approved.
Flamethrower: How fast does the flame burst move or how long does it take to reach max range? Is this fire (lawl) and forget or does he need to stand still and concentrate? How draining is this on his suit or is there some kind of fuel supply?
Sentinel Missiles: Can you describe the size? What’s the range? You’ll need to tweak the damage or ammo/energy drain a bit as doing moderate damage every 2 seconds indefinitely is a bit strong. I know it’s silly to nitpick over a move designed to be used with an assist with 2 ATK but technically any move you buy can be used across all forms and assists. Sorry to be so particular about this.
[/spoiler]
RE: Official Move Approval IV - James Knight - 12-25-2016
Decay - 300 - Debuff, Ranged Proficiency, Area Effect Proficiency:
Igniting his horn, King Sombra will form a gas cloud. This takes about 10 seconds for him to do so. But there's something unique about this cloud because it doesn't damage an opponent. What it instead does is that it attacks their weaponry similar to how acid would eat away metal, this cloud rusts their weapon they have on hand, and makes it harder for them to use. This requires him to stand perfectly still, and while using or charging this move he cannot defend, or attack. In short, when he is preparing or utilizing this move he is entirely helpless and incapable of moving his body, or using his moves at all. Furthermore this is very draining on his stamina, which is why he can only do it once every 2 minutes.
RE: Official Move Approval IV - Mark - 12-25-2016
(12-25-2016, 08:31 PM)King Sombra Wrote: Decay - 300 - Debuff, Ranged Proficiency, Area Effect Proficiency:
Igniting his horn, King Sombra will form a gas cloud. This takes about 10 seconds for him to do so. But there's something unique about this cloud because it doesn't damage an opponent. What it instead does is that it attacks their weaponry similar to how acid would eat away metal, this cloud rusts their weapon they have on hand, and makes it harder for them to use. This requires him to stand perfectly still, and while using or charging this move he cannot defend, or attack. In short, when he is preparing or utilizing this move he is entirely helpless and incapable of moving his body, or using his moves at all. Furthermore this is very draining on his stamina, which is why he can only do it once every 2 minutes.
So to confirm, this makes them slightly less skilled with their weapon temporarily? If they escape the cloud, does the debuff wear off? Also in your edit you removed the range and the duration of the debuff, both of which you'll still need to include.
RE: Official Move Approval IV - Kelly MacAryn - 12-26-2016
Combat Acceleration- Requires Physical Strength, Burst Movement (300 OM)
Kelly's 'neural throttle' allows him to increase his cerebral processing speed for brief periods. Correspondingly, the speed at which he attacks and defends also increases, though the force with which he strikes remains unchanged. While using combat acceleration, he can perform basic (non-Move) attacks, evasions and defenses as though his SPD were doubled. As with normal burst-movement, this effect only lasts for a single second, with a minimum of one second between uses. Also as with regular burst-movement, use of combat acceleration is much more draining than attacking, evading or defending normally, and frequent use will wear him out quickly.
RE: Official Move Approval IV - James Knight - 12-26-2016
Alright, I'm going to make some edits.
Decay - 300 - Debuff, Ranged Proficiency, Area Effect Proficiency:
Igniting his horn, King Sombra will form a gas cloud. This takes about 10 seconds for him to do so. But there's something unique about this cloud because it doesn't damage an opponent. What it instead does is that it attacks their weaponry similar to how acid would eat away metal, this cloud rusts their weapon they have on hand. This reduces the damage that their weapon does by one damage level.
This requires him to stand perfectly still, and while using or charging this move he cannot defend, or attack. In short, when he is preparing or utilizing this move he is entirely helpless and incapable of moving his body, or using his moves at all. Furthermore this is very draining on his stamina, which is why he can only do it once every 2 minutes. This has a duration of 15 seconds, and a range of 55 feet from him in any direction. The cloud is not something he likes to use often because of how draining it is on him to use.
RE: Official Move Approval IV - Mark - 12-26-2016
(12-26-2016, 02:07 AM)Kelly MacAryn Wrote: Combat Acceleration- Requires Physical Strength, Burst Movement (300 OM)
Kelly's 'neural throttle' allows him to increase his cerebral processing speed for brief periods. Correspondingly, the speed at which he attacks and defends also increases, though the force with which he strikes remains unchanged. While using combat acceleration, he can perform basic (non-Move) attacks, evasions and defenses as though his SPD were doubled. As with normal burst-movement, this effect only lasts for a single second, with a minimum of one second between uses. Also as with regular burst-movement, use of combat acceleration is much more draining than attacking, evading or defending normally, and frequent use will wear him out quickly.
Approved.
(12-26-2016, 09:55 AM)King Sombra Wrote: Alright, I'm going to make some edits.
Decay - 300 - Debuff, Ranged Proficiency, Area Effect Proficiency:
Igniting his horn, King Sombra will form a gas cloud. This takes about 10 seconds for him to do so. But there's something unique about this cloud because it doesn't damage an opponent. What it instead does is that it attacks their weaponry similar to how acid would eat away metal, this cloud rusts their weapon they have on hand. This reduces the damage that their weapon does by one damage level.
This requires him to stand perfectly still, and while using or charging this move he cannot defend, or attack. In short, when he is preparing or utilizing this move he is entirely helpless and incapable of moving his body, or using his moves at all. Furthermore this is very draining on his stamina, which is why he can only do it once every 2 minutes. This has a duration of 15 seconds, and a range of 55 feet from him in any direction. The cloud is not something he likes to use often because of how draining it is on him to use.
I'm unsure what you mean by 'one damage level'. I would phrase it instead as "deal somewhat less damage" or something similar. Also you still need to address whether leaving the cloud cancels the effect.
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