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Omni Archive
Move Approval V - Printable Version

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RE: Move Approval V - Dane Regan - 04-29-2018

(04-29-2018, 01:31 AM)Illidan Stormrage Wrote: Flames of Azzinoth - sorry, meant to say four feet, not inches. Sometimes mix them up if I don't pay attention.

Illusion (Telepathy, Ranged, Ranged Materialise) (300) - Illidan gathers power for three seconds, then reaches out with his hand. An image of a terrifying demon suddenly rising up from the ground appears right before the target, breaking their focus from Illidan for three seconds. The demon looks different from person to person; its appearance is based on something the target finds confronting or scary. However they tend to be around six or seven feet tall and muscular. Stormrage uses this technique generally as a distraction so he can escape.

Flames of Azzinoth: Approved.
Illusion: Approved.

(04-29-2018, 01:27 AM)Cell Wrote: OK I might rework it to a Super Utility.

Taiyoken (Solar Flare) (Tier 1 Super Utility) (Area Attack, Debuff) (600) - Cell spreads his fingers and raises his hands to either side of his face. After three seconds, Cell yells the attack's name (Taiyoken!) and a blaring white light engulfs the area around him for 100 metres, where Cell is the centre point (ie. 50 metres in all directions from Cell's position). Anyone in the vicinity is blinded by the light, causing moderate eye discomfort. This attack even works for those who might close their eyes if they know what's coming. The blinding effects last for ten seconds. Cell uses this as a means to escape a fight.

This way the attack costs me SP to use.

If you're spending SP, you could probably blind everyone from 30 seconds or so, I'd say. Maybe 20 seconds due to the larger area. Super utilities tend to be precident setting and I can't think of a similar blindness one so you'll need a senior staffer to approve it. Also, this should be blockable by a super defense.


RE: Move Approval V - Illidan Stormrage - 04-29-2018

I'm happy with 20 secs and the caveat that it can be Super Blocked.


RE: Move Approval V - Yu Kanda - 04-29-2018

[Spoiler]



Added drawback:
Illusion: Chains of justice (Debuff, ranged and homing prof) - two blue energy coated metal chains appear from below ground. Both of which focus the same single target and fly towards it in an attempt to chain the target. Once successful they pin the target to the ground. When a target is pinned down the chains will disappear 5 seconds after succeeding their goal. A target with high strength may be able to break the chains. They have a reach of 30 meter and fly at a speed equal to Kanda’s current spd stat. The chains will not damage the target, merely incapacitate them. The strength of the chains is equal to Kanda’s current strength. After summoning the chains the energy needed to form this specific type of steel needs to recharge for about 5 minutes.

Let me be a bit more specific. At max he was able to do a -4 and only if he was close enough. Also, the rules already state that any Super move is blockable by a defensive one? Why on earth would i write it down with every super i make? That's just nonsense and nitpicking for "mistakes" if you ask me. But...if we want ro make it a T2 super according to the rules, i'll make a T2 super according to the rules: it goes from this:

Utility Super move. (Debuff ranged) Sphere of judgement: With Kanda at the centre he emits a dark blue sphere to all directions. When Kanda moves, the sphere moves with him. Inside this sphere the innocence energy manipulates the laws of physics. Items, weapons, people, projectiles that are caught in the sphere are all slowed down. Depending on the range of the sphere it will decrease the spd of the objects / persons.
15 meters: -1 spd
10 meters: -2 spd
5 meters: -3 spd
2 meter:-4 spd
Kanda is able to increase or decrease the radius.
1SP per turn

To this:

Utility Super move. (Debuff ranged area attack) Sphere of judgement: for a single post With Kanda at the centre he emits a dark blue sphere to all directions. When Kanda moves, the sphere moves with him. Inside this sphere the innocence energy manipulates the laws of physics. The range of the sphere is 60 meters radius around Kanda ( note that is 30 meters Diameter) : -3 spd -3 tec -2 def is lost to the target inside the sphere. 2SP

Even though i preferred it a T1 move with a maximum of a -4spd for a post i feel like i am being pressured into a T2 because for some reason you added all the debuffs at different ranges together and started saying max of 8stat decrease for T2??? Again….at MAX there was a debuff of -4 for a post. Again i added a drawback that wasnt even required but for flavour purposes it felt right. And it didn’t even use full t1 range?

---------------------------------------------


I was using the damage link as a drawback. But seeing as adding a drawback for flavour it will only make this idea more expensive, which i really don't get. A drawback should be rewarded, not punished. And if that's the case i will drop it.

Tier 2 assist: Illusion: Clone : Kanda’s tattoo shines bright with energy, Emerging from within the exorcist a clone appears. At first he appears to consist out of nothing but pure innocence energy, but after 20 seconds you can’t see a difference between them. It doesn’t speak, it instinctively knows how and what to attack. The clone is more durable than the original, though it doesn’t hit as hard.
ATK:1
DEF:3
SPD:4
TEC:4
2sp per turn

Added the sword length and rpm

illusion: Deathwind ranged proff: when double illusion sword is active Kanda spins his energy sword. He is then able to throw it and guide it through the air by the energy link between his original sword Mugen and the energy sword. The maximal reach of the energy link is 15 meters. As long as the blade is in the air it keeps spinning. The damage it causes is equal to the normal sword damage it would do if it was normally wielded. Kanda’s speed is lowered slightly while using this move, this move is more difficult to control as opposed to normal dual wield. The katana remains the same length, 73cm is the size of the blade. It spins at 120 RPM.

[/spoiler]


RE: Move Approval V - Dane Regan - 04-29-2018

(04-29-2018, 06:11 AM)Yu Kanda Wrote: [Spoiler]

Added drawback:
Illusion: Chains of justice (Debuff, ranged and homing prof) - two blue energy coated metal chains appear from below ground. Both of which focus the same single target and fly towards it in an attempt to chain the target. Once successful they pin the target to the ground. When a target is pinned down the chains will disappear 5 seconds after succeeding their goal. A target with high strength may be able to break the chains. They have a reach of 30 meter and fly at a speed equal to Kanda’s current spd stat. The chains will not damage the target, merely incapacitate them. The strength of the chains is equal to Kanda’s current strength. After summoning the chains the energy needed to form this specific type of steel needs to recharge for about 5 minutes.

Let me be a bit more specific. At max he was able to do a -4 and only if he was close enough. Also, the rules already state that any Super move is blockable by a defensive one? Why on earth would i write it down with every super i make? That's just nonsense and nitpicking for "mistakes" if you ask me. But...if we want ro make it a T2 super according to the rules, i'll make a T2 super according to the rules: it goes from this:

Utility Super move. (Debuff ranged) Sphere of judgement: With Kanda at the centre he emits a dark blue sphere to all directions. When Kanda moves, the sphere moves with him. Inside this sphere the innocence energy manipulates the laws of physics. Items, weapons, people, projectiles that are caught in the sphere are all slowed down. Depending on the range of the sphere it will decrease the spd of the objects / persons.
15 meters: -1 spd
10 meters: -2 spd
5 meters: -3 spd
2 meter:-4 spd
Kanda is able to increase or decrease the radius.
1SP per turn

To this:

Utility Super move. (Debuff ranged area attack) Sphere of judgement: for a single post With Kanda at the centre he emits a dark blue sphere to all directions. When Kanda moves, the sphere moves with him. Inside this sphere the innocence energy manipulates the laws of physics. The range of the sphere is 60 meters radius around Kanda ( note that is 30 meters Diameter) : -3 spd -3 tec -2 def is lost to the target inside the sphere. 2SP

Even though i preferred it a T1 move with a maximum of a -4spd for a post i feel like i am being pressured into a T2 because for some reason you added all the debuffs at different ranges together and started saying max of 8stat decrease for T2??? Again….at MAX there was a debuff of -4 for a post. Again i added a drawback that wasnt even required but for flavour purposes it felt right. And it didn’t even use full t1 range?

---------------------------------------------


I was using the damage link as a drawback. But seeing as adding a drawback for flavour it will only make this idea more expensive, which i really don't get. A drawback should be rewarded, not punished. And if that's the case i will drop it.

Tier 2 assist: Illusion: Clone : Kanda’s tattoo shines bright with energy, Emerging from within the exorcist a clone appears. At first he appears to consist out of nothing but pure innocence energy, but after 20 seconds you can’t see a difference between them. It doesn’t speak, it instinctively knows how and what to attack. The clone is more durable than the original, though it doesn’t hit as hard.
ATK:1
DEF:3
SPD:4
TEC:4
2sp per turn

Added the sword length and rpm

illusion: Deathwind ranged proff: when double illusion sword is active Kanda spins his energy sword. He is then able to throw it and guide it through the air by the energy link between his original sword Mugen and the energy sword. The maximal reach of the energy link is 15 meters. As long as the blade is in the air it keeps spinning. The damage it causes is equal to the normal sword damage it would do if it was normally wielded. Kanda’s speed is lowered slightly while using this move, this move is more difficult to control as opposed to normal dual wield. The katana remains the same length, 73cm is the size of the blade. It spins at 120 RPM.

[/spoiler]

Illusion: Chains of justice:
Cooldowns aren't really considered to be a strong drawback since there's no limit to how many moves you can get, and - in many cases - you probably wouldn't be using it often enough for the cooldown to matter. Try for a charge time or execution time instead. Or a fatigue cost.

Sphere of judgement:
>The way it reads doesn't make it look like a super defense could block is since it's a continuous effect. Not all offensive utilities can be blocked by super defenses. For all of them it is necessary to specify.
>You can only decrease a total of 4 stats over the whole round for a T2 super. This have to be split between everyone. So you could give 4 people -1 SPD. Or 1 person -4 SPD. Etc. That's how stated debuffs work. To get the effect you want you could slow down everything in a area around you for a round, but you can't decrease everyone's SPD.
>If you want a sustained -4 SPD for a full round, it'd need to be a T2. If you just want it for a post, a T1 is fine. But you cannot use it in someone else's post, only in yours - so you couldn't replicate the T2 by spamming it or anything.

Illusion: Clone: Approved. You can probably get damage link as a fodder move if you want, I guess. It's just not an inherent property of assists so I'd rather it was separated. I PMed you some other equivocal suggestions.

illusion: Deathwind:
>Unless I'm missing something, the sword can also be moved back and forth in the air within 15m of him. How fast can he make it move side to side in the air? The same as his SPD? I know you think it's nitpicky, but at the moment it's unclear whether it'll be zooming about, or moving at a more leasurely pace.
>Sorry I missed this out before, but this will need ranged control (since you're controlling the sword remotely).


RE: Move Approval V - Yu Kanda - 04-29-2018

[Spoiler]Illusion: Chains of justice (Debuff, ranged and homing prof)300 OM - two blue energy coated metal chains appear from below ground. Both of which focus the same single target and fly towards it in an attempt to chain the target. Once successful they pin the target to the ground. When a target is pinned down the chains will disappear 5 seconds after succeeding their goal. A target with high strength may be able to break the chains. They have a reach of 30 meter and fly at a speed equal to Kanda’s current spd stat. The chains will not damage the target, merely incapacitate them. The strength of the chains is equal to Kanda’s current strength. In order to cast this move Kanda has to prepare enough energy to summon the chain, this will take 15 seconds. During this time he is able to evade yet not attack.

illusion: Deathwind (300 om)(ranged and remote control): when double illusion sword is active Kanda spins his energy sword. He is then able to throw it and guide it through the air by the energy link between his original sword Mugen and the energy sword (this energy is harmful to others). The maximal reach of the energy link is 15 meters. As long as the blade is in the air it keeps spinning. The damage it causes is equal to the normal sword damage it would do if it was normally wielded. The sword’ flying speed is equal to that of Kanda. The katana remains the same length, 73cm is the size of the blade. It spins at 120 RPM.



Revamp move after discussing it:

T1 super utility move Illusion, sphere of justice (area attack, debuff, ranged):A dark blue sphere of translucent slow energy centered on Kanda. Has a 30m radius and lasts for 1 round. During this round, enemies within this sphere feel as though their movements are being hindered by some viscous liquid, with the effect being stronger closer to Kanda and nearly unnoticeable at the edges of the sphere. The closer one gets to Kanda the more sluggish their movements feel and become. Can't be blocked, but can be avoided by leaving the area of influence. The sphere emerges from Kanda and moves along with him. Kanda can maintain this effect by continuing to spend SP on a round to round basis. This sphere does not affect primes Kanda considers allies, the innocence energy recognises this.

Added as discussed:

Illusion clone part 2 (300 OM debuff, suppression) Once Kanda’s clone is out. Both bodies will remain identical, every cut, bruise or wound will be copied by the innocence coating around them. Normal suppression rules apply when attempting to make out the real one. When the clone is damaged it does not affect Kanda’s HP pool or vice versa. This remains active as long as the clone is around.
[/spoiler]


RE: Move Approval V - Dane Regan - 04-29-2018

(04-29-2018, 10:33 AM)Yu Kanda Wrote: [Spoiler]Illusion: Chains of justice (Debuff, ranged and homing prof)300 OM - two blue energy coated metal chains appear from below ground. Both of which focus the same single target and fly towards it in an attempt to chain the target. Once successful they pin the target to the ground. When a target is pinned down the chains will disappear 5 seconds after succeeding their goal. A target with high strength may be able to break the chains. They have a reach of 30 meter and fly at a speed equal to Kanda’s current spd stat. The chains will not damage the target, merely incapacitate them. The strength of the chains is equal to Kanda’s current strength. In order to cast this move Kanda has to prepare enough energy to summon the chain, this will take 15 seconds. During this time he is able to evade yet not attack.

illusion: Deathwind (300 om)(ranged and remote control): when double illusion sword is active Kanda spins his energy sword. He is then able to throw it and guide it through the air by the energy link between his original sword Mugen and the energy sword (this energy is harmful to others). The maximal reach of the energy link is 15 meters. As long as the blade is in the air it keeps spinning. The damage it causes is equal to the normal sword damage it would do if it was normally wielded. The sword’ flying speed is equal to that of Kanda. The katana remains the same length, 73cm is the size of the blade. It spins at 120 RPM.

Revamp move after discussing it:

T1 super utility move Illusion, sphere of justice (area attack, debuff, ranged):A dark blue sphere of translucent slow energy centered on Kanda. Has a 30m radius and lasts for 1 round. During this round, enemies within this sphere feel as though their movements are being hindered by some viscous liquid, with the effect being stronger closer to Kanda and nearly unnoticeable at the edges of the sphere. The closer one gets to Kanda the more sluggish their movements feel and become. Can't be blocked, but can be avoided by leaving the area of influence. The sphere emerges from Kanda and moves along with him. Kanda can maintain this effect by continuing to spend SP on a round to round basis. This sphere does not affect primes Kanda considers allies, the innocence energy recognises this.

Added as discussed:

Illusion clone part 2 (300 OM debuff, suppression) Once Kanda’s clone is out. Both bodies will remain identical, every cut, bruise or wound will be copied by the innocence coating around them. Normal suppression rules apply when attempting to make out the real one. When the clone is damaged it does not affect Kanda’s HP pool or vice versa. This remains active as long as the clone is around.
 [/spoiler]

Illusion: Chains of justice: A 15 second charge time for a move that only lasts 5 seconds is unnecessary. A couple of seconds or so in combination with some fatigue would be totally fine. Longer if it was super easy to use. But a 15-second charge is a bit overkill.

illusion: Deathwind: You removed this line: "Kanda’s speed is lowered slightly while using this move, this move is more difficult to control as opposed to normal dual wield." And didn't replace it with anything regarding whether the sword is easy/hard to control. This'd work:
Quote:illusion: Deathwind (300 om)(ranged and remote control): when double illusion sword is active Kanda spins his energy sword. He is then able to throw it and guide it through the air by the energy link between his original sword Mugen and the energy sword (this energy is harmful to others). The maximal reach of the energy link is 15 meters. As long as the blade is in the air it keeps spinning. This move is more difficult to control as opposed to normal dual wielding. The damage it causes is equal to the normal sword damage it would do if it was normally wielded. The sword’ flying speed is equal to that of Kanda. The katana remains the same length, 73cm is the size of the blade. It spins at 120 RPM. 


Illusion, sphere of justice: For something that lasts for a full round, and only costs 1sp, this is very strong. If it didn't follow Kanda about, you might be able to keep it at its current strength - maybe - but while I can't approve new super utilities, I strongly doubt you'll be able to have it at that strength and area.

Illusion clone part 2: This doesn't need debuff, but: approved.


RE: Move Approval V - Yu Kanda - 04-29-2018

Trying again

[Spoiler]Illusion: Chains of justice (Debuff, ranged and homing prof)300 OM - two blue energy coated metal chains appear from below ground. Both of which focus the same single target and fly towards it in an attempt to chain the target. Once successful they pin the target to the ground. When a target is pinned down the chains will disappear 5 seconds after succeeding their goal. A target with high strength may be able to break the chains. They have a reach of 30 meter and fly at a speed equal to Kanda’s current spd stat. The chains will not damage the target, merely incapacitate them. The strength of the chains is equal to Kanda’s current strength. In order to cast this move Kanda has to prepare enough energy to summon the chain, this will take 5 seconds. During this time he is able to evade yet not attack. After which Kanda’s fatigue takes a hit, he will still be able to attack though if too many attacks were to follow up he will hit his limit.

illusion: Deathwind (300 om)(ranged and remote control): when double illusion sword is active Kanda spins his energy sword. He is then able to throw it and guide it through the air by the energy link between his original sword Mugen and the energy sword (this energy is harmful to others). The maximal reach of the energy link is 15 meters. As long as the blade is in the air it keeps spinning. This move is more difficult to control as opposed to normal dual wielding. The damage it causes is equal to the normal sword damage it would do if it was normally wielded. The sword’ flying speed is equal to that of Kanda. The katana remains the same length, 73cm is the size of the blade. It spins at 120 RPM.



Changes: decrease the radius.

T1 super utility move Illusion, sphere of justice (area attack, debuff, ranged):A dark blue sphere of translucent slow energy centered on Kanda. Has a 15m radius and lasts for 1 round. During this round, enemies within this sphere feel as though their movements are being hindered by some viscous liquid, with the effect being stronger closer to Kanda and nearly unnoticeable at the edges of the sphere. The closer one gets to Kanda the more sluggish their movements feel and become. Can't be blocked, but can be avoided by leaving the area of influence. The sphere emerges from Kanda and moves along with him. Kanda can maintain this effect by continuing to spend SP on a round to round basis. This sphere does not affect primes Kanda considers allies, the innocence energy recognises this.
[/spoiler]


RE: Move Approval V - Dane Regan - 04-29-2018

(04-29-2018, 11:56 AM)Yu Kanda Wrote: Trying again

[Spoiler]Illusion: Chains of justice (Debuff, ranged and homing prof)300 OM - two blue energy coated metal chains appear from below ground. Both of which focus the same single target and fly towards it in an attempt to chain the target. Once successful they pin the target to the ground. When a target is pinned down the chains will disappear 5 seconds after succeeding their goal. A target with high strength may be able to break the chains. They have a reach of 30 meter and fly at a speed equal to Kanda’s current spd stat. The chains will not damage the target, merely incapacitate them. The strength of the chains is equal to Kanda’s current strength. In order to cast this move Kanda has to prepare enough energy to summon the chain, this will take 5 seconds. During this time he is able to evade yet not attack. After which Kanda’s fatigue takes a hit, he will still be able to attack though if too many attacks were to follow up he will hit his limit.

illusion: Deathwind (300 om)(ranged and remote control): when double illusion sword is active Kanda spins his energy sword. He is then able to throw it and guide it through the air by the energy link between his original sword Mugen and the energy sword (this energy is harmful to others). The maximal reach of the energy link is 15 meters. As long as the blade is in the air it keeps spinning. This move is more difficult to control as opposed to normal dual wielding. The damage it causes is equal to the normal sword damage it would do if it was normally wielded. The sword’ flying speed is equal to that of Kanda. The katana remains the same length, 73cm is the size of the blade. It spins at 120 RPM.



Changes: decrease the radius.

T1 super utility move Illusion, sphere of justice (area attack, debuff, ranged):A dark blue sphere of translucent slow energy centered on Kanda. Has a 15m radius and lasts for 1 round. During this round, enemies within this sphere feel as though their movements are being hindered by some viscous liquid, with the effect being stronger closer to Kanda and nearly unnoticeable at the edges of the sphere. The closer one gets to Kanda the more sluggish their movements feel and become. Can't be blocked, but can be avoided by leaving the area of influence. The sphere emerges from Kanda and moves along with him. Kanda can maintain this effect by continuing to spend SP on a round to round basis. This sphere does not affect primes Kanda considers allies, the innocence energy recognises this.
[/spoiler]

Illusion: Chains of justice: Since you added a fatigue cost, I'd give it to you for 3 seconds. So this would be approved:
Quote:Illusion: Chains of justice (Debuff, ranged and homing prof)300 OM - two blue energy coated metal chains appear from below ground. Both of which focus the same single target and fly towards it in an attempt to chain the target. Once successful they pin the target to the ground. When a target is pinned down the chains will disappear 5 seconds after succeeding their goal. A target with high strength may be able to break the chains. They have a reach of 30 meter and fly at a speed equal to Kanda’s current spd stat. The chains will not damage the target, merely incapacitate them. The strength of the chains is equal to Kanda’s current strength. In order to cast this move Kanda has to prepare enough energy to summon the chain, this will take 3 seconds. During this time he is able to evade yet not attack. After which Kanda’s fatigue takes a hit, he will still be able to attack though if too many attacks were to follow up he will hit his limit.

illusion: Deathwind: Approved. Sorry, I should have said you could use my last post as an approval if you made that change.

Illusion, sphere of justice: 1 round is still too long for something of that strength - especially for a T1 super utility, unless I'm overestimating how slowed people are. Maybe as a T2. Either way, I'll leave it for a higher up for now.


RE: Move Approval V - Shantotto - 04-30-2018

Stardust rod (300 om): Shantotto’s personal mage staff, this two foot long weapon is nearly the same size as the mage who wields it. This weapon serves as a conduit to channel her spells.

It is best described as a polished wooden staff with gold embellishment holding a large opal like crystal focus on the tip held in place by more gold.

Summoning the stardust rod takes only the blink of an eye but requires a small bit of stamina to do multiple times, Shantotto can keep the weapon on her back at all times to reduce the need to summon it. The rod itself is a fragile tool and can break if struck hard.
The stardust rod is capable of being used to create pulses of dark magic to divert incoming attacks, The burst acts as a reactive force to the incoming strike countering it with a similar counter directional force to divert it away from her body. Doing so requires enough time for Shantotto to react and a 1/4th second to focus. As well as a small amount of her stamina however constantly using this to redirect incoming blows can quickly tire her out.

Blows that manage to strike the Stardust rod will often shatter its focus (the crystal orb on the tip, and heavy strikes risk breaking the rod entirely. Forcing her to resummon it should it be broken.) Due to the fragile nature this weapon can not be used effectively as a melee weapon.

(Kopaka has a move with no solid proficiency requirement, This move doesn't have any proficiency that make sense to go with it, as its not a melee weapon, nor is it a shield. it doesn't amplify anyone or attack an area of effect. So I am at a loss of what prof to give it.)
reference : http://omniverse-rpg.com/showthread.php?tid=9019&pid=126473#pid126473


RE: Move Approval V - PepsiWhirda - 04-30-2018

Moves have been updated in my quote below to fix the problems pointed out at the bottom.



(04-27-2018, 12:44 PM)Whirda Wrote: Move Approval for Tia Dalma, my NPC submission.

Undead Companion (300 OM) (Ranged Proficiency, Homing Proficiency): Calling upon her latent necromantic powers, after five minutes of uninterrupted concentration Tia Dalma can raise a human or animal from the dead to serve as her companion.  While channeling this move Tia Dalma must remain stationary and completely focused.  In combat, the mindless companion will attack the closest target in defense of its master and cannot wield weapons or armor, performing only biting attacks and clumsy punches.  Much like a regular zombie, removing or bludgeoning the head will kill it, but it will persist through the loss of limbs or wounds that would otherwise be fatal. 

Outside of combat, the zombie is a faithful servant used to perform menial tasks and act as a sentry to protect Tia Dalma's island haven in the Vasty Deep. (I think this constitutes RP fodder but I can update this to 600OM if needed.)

Past and Future (0 OM): By concentrating briefly on a willing host, Tia Dalma can see their past and/or future in great detail, often discerning details of which the host itself is unaware.  As pointed out below this move is purely RP fodder, cannot be used in combat, and has no effect on an unwilling host.  It is only intended to be used for Whirda's return storyline and will not have any meta applications such as seeing future Prime enemies or OOC information or the like. Cancelled.

Fair Winds and Following Seas (900 OM) (Ranged Proficiency, Area Attack Proficiency, Area Defense Proficiency, Debuff Proficiency, Ranged Materialize Proficiency): The Sea Goddess has an innate control over the weather, able to conjure or quell wind, waves, and dangerous storm clouds to aid allies or impede and attack enemies.  As below, this move can be used as RP fodder out of combat but will not be used to gain any advantage other than better storytelling. 

Wind: By remaining stationary and concentrating for a few seconds Tia Dalma conjures gusts of wind up to thirty yards away.  The gusts last about ten seconds and buffet nearby enemies or objects, battering large enemies and throwing medium and small enemies several feet but deal no significant damage.

Waves: By remaining stationary and concentrating for a few seconds Tia Dalma conjures choppy waves up to thirty yards away.  The waves range from five to ten feet tall, last about ten seconds, and batter large enemies and sweep medium and small enemies several feet but deal no significant damage.

Storms: By remaining stationary and concentrating for a few seconds, Tia Dalma conjures storm clouds above an area of about 15 square yards (is this an appropriate size?).  The storm clouds persist for approximately five minutes, releasing loud thunderclaps and indiscriminate bolts of lightning, about one bolt of lightning per ten seconds.  This move cannot be aimed or controlled and lightning bolts travel at the speed of, well, a lightning bolt.

Cure (300 OM) (Healing): By concentrating for a few minutes to several days (depending on the severity of the affliction) on an ally, Tia Dalma can remove deadly toxins and diseases from her target.  This move cannot cure flesh wounds, but can cure everything from the common cold to the venom of a deadly serpent to the most dangerous diseases.  As below, Tia Dalma has the Healing power and cannot use this move in combat.

Voodoo Doll (0 OM): I will revisit this one later, cancelled.

Healing Stream (300 OM) (Healing, Ranged Proficiency): While remaining stationary and actively concentrating, Tia Dalma channels a beam of healing energy between herself and an ally within 30 yards.  This only applies to Tia Dalma's normal healing, per below.  Maintaining this move for more than ten seconds begins to sap Tia Dalma's energy and its maximum duration is thirty seconds, after which Tia Dalma will be exhausted.

Calypso's Maelstrom (Tier 1 Offensive Super Move, 600 OM) (Ranged Proficiency, Area Attack Proficiency, Area Defense Proficiency): Tia Dalma conjures a massive maelstrom thirty yards square, quite similar to a condensed hurricane.  This move forms around Tia Dalma, and at the end she occupies the "eye" of the storm, a circle about ten feet in diameter where the maelstrom has no effect.  Enemies near the maelstrom will be sucked in by its powerful winds and tossed like a ragdoll while skeins of rippling electricity shock and burn them and freezing rain pelts them, inflicting moderate damage.  The maelstrom lasts approximately three minutes.  (I may need some help with this one, does this seem okay?  I read the examples in the rules but I'm not sure about duration, etc.)

Dane Regan said:

I don't know if we used to do this while you were around before, but currently, it's convention to add the proficiencies required at the top of the move.

Zombie Companion:
>I'd assume this needs homing, since the zombie automatically attacks someone. And ranged prof.
>How long does it take to resurrect the zombie?
>You'll need ranged control and 300 more OM if you want to use the zombie to manipulate stuff at range.

Past and Future:
>Against someone who's willing, since this is an NPC, you can probably just have it as a fodder move. But any future info would just be very vague and not give info like, "you'll fight someone who has a spell that does X" as a cheesy way to get info about a future opponent. Foresight usually only extends for a few seconds at most, so if you want to do anything more it's going to be vague and foddery (without some big drawbacks).
>Insight isn't TEC vs TEC, so the difficulty description doesn't really make sense.

Fair Winds and Following Seas:
>If you want to summon some winds or waves out of combat for weaker utility purposes, you can have that as fodder (but you can't use the wind to make a vehicle travel faster than 80mph or something).
>You'll need to describe the winds, waves, and lightning in more detail. Stuff like time constraints and the like. It might be worth brushing over the checklist in the rules or the top post in this thread and looking over some newer move examples.

Cure:
>If you want to cure an illness not caused by a move, you can have that as fodder move (for free).
>If you want to cure an illness or toxin-based debuff from an opponent, you'll need healing and some drawbacks and time constraints.

Voodoo Doll:
>How long is several seconds? Use a specific number.
>This will need some drawbacks against primes. And a limited usage time.
>You'll need telekinesis (force them to move) or telepathy (command them to move) to make this work.
>This would cost 600 OM. 300 - forcing them to move. 300 - damage.

Healing Stream:
>Applying your healing power at range? Sure. But add a note to this saying that you can only do this for normal healing. You can't spend SP to heal them more - that would require a super move.

Calypso's Maelstrom:
>This should last the same duration every time. You can't get a climate-based advantage. (Although you can get a climate based disadvantage if you choose - but it will be purely detrimental)
>Does this do damage? If not, it's a super utility.
>I can't approve super utilities, so you'll have to wait for a higher up on this one.[/spoiler]


RE: Move Approval V - Dane Regan - 04-30-2018

(04-30-2018, 12:03 PM)Shantotto Wrote: [spoiler]Stardust rod (300 om): Shantotto’s personal mage staff, this two foot long weapon is nearly the same size as the mage who wields it. This weapon serves as a conduit to channel her spells.

It is best described as a polished wooden staff with gold embellishment holding a large opal like crystal focus on the tip held in place by more gold.

Summoning the stardust rod takes only the blink of an eye but requires a small bit of stamina to do multiple times, Shantotto can keep the weapon on her back at all times to reduce the need to summon it. The rod itself is a fragile tool and can break if struck hard.
The stardust rod is capable of being used to create pulses of dark magic to divert incoming attacks, The burst acts as a reactive force to the incoming strike countering it with a similar counter directional force to divert it away from her body. Doing so requires enough time for Shantotto to react and a 1/4th second to focus. As well as a small amount of her stamina however constantly using this to redirect incoming blows can quickly tire her out.

Blows that manage to strike the Stardust rod will often shatter its focus (the crystal orb on the tip, and heavy strikes risk breaking the rod entirely. Forcing her to resummon it should it be broken.) Due to the fragile nature this weapon can not be used effectively as a melee weapon.

(Kopaka has a move with no solid proficiency requirement, This move doesn't have any  proficiency that make sense to go with it, as its not a melee weapon, nor is it a shield. it doesn't amplify anyone or attack an area of effect. So I am at a loss of what prof to give it.)
reference : http://omniverse-rpg.com/showthread.php?tid=9019&pid=126473#pid126473[/spoiler]

Nope. Sorry. If you're batting attacks away this will need physical prof. You're physically swinging your rod to knock something away. Shantotto might not be 'strong', but this is still a physical property. If you prefer, you could have the rod send out a small ranged bolt instead that knocks attacks away and have the work with ranged prof - although that'd probably be much harder to use - but you'll need one or the other.

(04-30-2018, 12:17 PM)Whirda Wrote: Moves have been updated in my quote below to fix the problems pointed out at the bottom.
[spoiler]Move Approval for Tia Dalma, my NPC submission.

Undead Companion (300 OM) (Ranged Proficiency, Homing Proficiency): Calling upon her latent necromantic powers, after five minutes of uninterrupted concentration Tia Dalma can raise a human or animal from the dead to serve as her companion.  While channeling this move Tia Dalma must remain stationary and completely focused.  In combat, the mindless companion will attack the closest target in defense of its master and cannot wield weapons or armor, performing only biting attacks and clumsy punches.  Much like a regular zombie, removing or bludgeoning the head will kill it, but it will persist through the loss of limbs or wounds that would otherwise be fatal. 

Outside of combat, the zombie is a faithful servant used to perform menial tasks and act as a sentry to protect Tia Dalma's island haven in the Vasty Deep. (I think this constitutes RP fodder but I can update this to 600OM if needed.)

Past and Future (0 OM): By concentrating briefly on a willing host, Tia Dalma can see their past and/or future in great detail, often discerning details of which the host itself is unaware.  As pointed out below this move is purely RP fodder, cannot be used in combat, and has no effect on an unwilling host.  It is only intended to be used for Whirda's return storyline and will not have any meta applications such as seeing future Prime enemies or OOC information or the like.  Cancelled.

Fair Winds and Following Seas (900 OM) (Ranged Proficiency, Area Attack Proficiency, Area Defense Proficiency, Debuff Proficiency, Ranged Materialize Proficiency): The Sea Goddess has an innate control over the weather, able to conjure or quell wind, waves, and dangerous storm clouds to aid allies or impede and attack enemies.  As below, this move can be used as RP fodder out of combat but will not be used to gain any advantage other than better storytelling. 

Wind: By remaining stationary and concentrating for a few seconds Tia Dalma conjures gusts of wind up to thirty yards away.  The gusts last about ten seconds and buffet nearby enemies or objects, battering large enemies and throwing medium and small enemies several feet but deal no significant damage.

Waves: By remaining stationary and concentrating for a few seconds Tia Dalma conjures choppy waves up to thirty yards away.  The waves range from five to ten feet tall, last about ten seconds, and batter large enemies and sweep medium and small enemies several feet but deal no significant damage.

Storms: By remaining stationary and concentrating for a few seconds, Tia Dalma conjures storm clouds above an area of about 15 square yards (is this an appropriate size?).  The storm clouds persist for approximately five minutes, releasing loud thunderclaps and indiscriminate bolts of lightning, about one bolt of lightning per ten seconds.  This move cannot be aimed or controlled and lightning bolts travel at the speed of, well, a lightning bolt.

Cure (300 OM) (Healing): By concentrating for a few minutes to several days (depending on the severity of the affliction) on an ally, Tia Dalma can remove deadly toxins and diseases from her target.  This move cannot cure flesh wounds, but can cure everything from the common cold to the venom of a deadly serpent to the most dangerous diseases.  As below, Tia Dalma has the Healing power and cannot use this move in combat.

Voodoo Doll (0 OM): I will revisit this one later, cancelled.

Healing Stream (300 OM) (Healing, Ranged Proficiency): While remaining stationary and actively concentrating, Tia Dalma channels a beam of healing energy between herself and an ally within 30 yards.  This only applies to Tia Dalma's normal healing, per below.  Maintaining this move for more than ten seconds begins to sap Tia Dalma's energy and its maximum duration is thirty seconds, after which Tia Dalma will be exhausted.

Calypso's Maelstrom (Tier 1 Offensive Super Move, 600 OM) (Ranged Proficiency, Area Attack Proficiency, Area Defense Proficiency): Tia Dalma conjures a massive maelstrom thirty yards square, quite similar to a condensed hurricane.  This move forms around Tia Dalma, and at the end she occupies the "eye" of the storm, a circle about ten feet in diameter where the maelstrom has no effect.  Enemies near the maelstrom will be sucked in by its powerful winds and tossed like a ragdoll while skeins of rippling electricity shock and burn them and freezing rain pelts them, inflicting moderate damage.  The maelstrom lasts approximately three minutes.  (I may need some help with this one, does this seem okay?  I read the examples in the rules but I'm not sure about duration, etc.)[/spoiler]

Undead Companion: Approved at 300, since your fodder is just some out of combat utility.

Past and Future: Approved

Fair Winds and Following Seas:
I can't see any reasons why this would need area defense or debuff.
Wind: How big are the winds, roughly? What sorta of area is affected? Also, can you replace 'a few seconds' with 3 seconds.
Waves: See wind, although I'm happy giving you this as a freebie since it does the same thing as wind. If you added a comment to wind saying something like "while the wind does no damage, it can blow objects that cause harm - such as rocks - and cause other effects you might expect such as waves at sea."
Storms: Roughly how high is the cloud? Also, I think this move should really have a larger charge time combined with a fatigue cost. You'll probably need homing if you want the lightning to reliably hit anyone under the area

Cure: Approved for 0 OM, as fodder.

Healing Stream: This will also need buff proficiency. I'm happy with your being able to sustain this move indefinitely since healing is usually purely concentration based. Summer has a ranged healing move that I'm using as a basis for balancing this. See:
[spoiler]Healing Light (Healing, Ranged, Ranged Materialize, Area Defense, Buff) (300) (Sonny):
Sonny bends the skies to his whim, breaking up any cloud formations just enough to make way for a beam of light to pierce through it, but not changing the weather drastically. By staying still and maintaining his concentration, he can train this beam of light on any ally within 30 meters of him that he can see, applying healing magic to them so long as he can keep the light on them. Since it requires his utmost concentration, the healing effect is about twice as strong as natural regen would be, and is based of off Sonny's DEF making it a bit stronger, but it’s still far too weak to really swing a fight. Rather, the strength in this move lies in that those under the effects feel no pain, and their abilities cannot be interrupted. He can track an ally so long as they do not move too quickly or erratically (He can track SPDs equal to or lower than his TEC), and he can maintain this spell for minutes at a time due to the low energy requirement. It does, however, require him to stand perfectly still, making him a sitting duck, and prevents him from using other moves. The effects of the light cease the moment he stops concentrating.[/spoiler]
Although his does some other stuff as well, so yours could heal 4 times your natural regen rate (equivalent to your usual focusing and healing, but at range) and have a longer duration.

Calypso's Maelstrom: 3 minutes is too long for a duration. I'd expect 30 seconds or so tops, really. You could get away with longer if it wasn't doing damage. Also, how close does someone need to be to be sucked in? The standard maximum size for a T1 super attack is a 15m radius, so I guess you can suck people in within that range at most. Lastly, this doesn't need area defense.


RE: Move Approval V - Viola - 04-30-2018

It's been the better part of a week. If any other mods (i.e. not Dane cuz he's me) are passing through, it'd be cool if you could take a look at these:

(04-24-2018, 07:09 PM)Ebonywood Hellscythe Wrote: Got an assist and a couple of moves for Ebony as well as one thing for Viola.

A bunch of skeletons:

T1 Assist - Undying Loyalty (1000) Requires: Survival, Hivemind
[spoiler]Ebony clicks her fingers, instantly summoning a big black book with a white skull drawn on the front. Or she just pulls it out of her bag or cloak if she already has it in hand. After holding it out in front of her, she opens it to a seemingly random page in the middle and blows dust off the pages before turning the pages to face her target. A dark black portal appears and four bone-white skeletons walk out, all wielding a replica of one of Ebony's weapons (namely her scythe). They all sit at about 6 ft tall and are capable of using all her moves and powers - albeit at a lessened effectiveness.

The core difference between these skeletons and what one might expect from a usual summon is that they don't always obey Ebony during combat. They act in a way they think is strategically best for her and will throw themselves in the way of attacks made against her without hesitation. Outside of this, they do have a sense of self-preservation - they like being summoned and being of use to her, and they don't know when she'll utilise them again. So if there's another way to keep her safe, they'll act on that instead.

As Ebony summons multiple entities here, rather than just one, they're all naturally weaker. Their bones don't tend to shatter easily, but a very strong punch could fracture and knock their head off, or break a joint completely. They're more likely to be knocked apart rather than shattered (although it's definitely possible with a strong move). The skeletons are able to continue fighting until they're literally dust or their magical binding runs out - and can still move any body part not connected to their body. That said, taking out that part of their body will cause them to collapse. They also don't need their heads to see, but their vision is foggy without one. Regardless, their sight range is always limited to where they would be looking if they had a head attached to their body. Furthermore, they will always try to use Ebony's Immortal Form move to pull themselves together and remain intact where possible.

The skeletons can talk, and display a variety of personalities. There are more than four of them in the book, but Ebony can currently only summon than many at once. As a side note, I'd imagine someone with telepathy might be able to hear chatter resonating from the book. Or even talk to the skeletons. Ebony can "talk" to the book with physical contact.

General notes: Don't be afraid to smash the skeletons up a bit. Just leave me with some left until the end of their summon period if I bring them out for the whole round, and remember that they can try and pull themselves together. Also, they can use and attack with Ebony's spells too. Not all of them will mob their foes, some may choose to charge spells, so ignoring them might not be a good idea. Attacking Ebony won't have all of them try and stop you, just one or two of the closest ones. Unless Ebony is being attacked by multiple people or a really strong foe, or a strong attack Ebony can't fully block herself, the rest of the skeletons will continue on the offensive.

ATK: 2
DEF: 0
SPD: 1
TEC: 2[/spoiler]
Trying out something here. Having Eb use telekinesis to try and hold herself together (and also for her skeletons):

Immortal Form (300) Requires: Telekinesis, Hive Mind, Survival
[spoiler]Ebony's magic connects and protects every part of her body, ensuring that she's always functional up until the moment she dies. Should flesh or bone ever be severed, her magic simply holds it in place exactly where it was, causing it to act almost normally. So, if someone tries to chop off her hand, with a small amount of energy her body will keep it in place as if it's attached to her arm by a magnet. There will still be a large cut, she'll still take the damage, and the wound won't heal, but she'll still be left with a semi-functional limb. If someone were to hit the severed hand away from her, providing it is in range of her telekinesis she can pick it up with her magic and reattach it to the magical energy. This allows her to appear near-unkillable by conventional slashing weapons, although once she takes enough damage to die, she'll fall to pieces. 

Furthermore, while the drain might be small for a chopped off finger, it increases drastically the more parts of her body she's trying to hold in place - although she'll usually be dead before that gets too severe. Naturally, this can't help her if a body part is actually destroyed, but it effectively abates some of the negative consequences of having a limb severed. That said, a chopped off arm still won't be connected to her, so without healing it will die as usual. Lastly, limbs held and used in this way are more sluggish. Ebony's skeletons (see Undying Loyalty) make full use of this ability.[/spoiler]
Using telekinesis to slam and hold part of someone to the ground:

Telekinetic Singularity (300) Telekinesis, Ranged, Debuff
[spoiler]Ebony builds up her magic over the course of 10 seconds, during which she can move and make basic weapon attacks and blocks with limited concentration (it's comparable to trying to a different task with each arm). Taking moderate damage or more disrupts her concentration. Once charged, she points a finger gun at her target (or does any other reasonable gesture), sending a bullet-fast fist-sized bolt of blue magic towards her target. She can choose to delay shooting it for the same focus requirements as the charge period. If it hits, the spell focusses a large amount of telekinetic energy in the target area - be it someone's arm and shoulder, most of their leg, or part of their torso. This presses down with a large amount of force, usually making the body part slam down into the ground. This serves three main purposes: nearly immobilising her opponent, pulling a flying enemy out of the sky, and potentially doing moderate crushing damage to the target area (initially when it hits the ground and also continued gradually throughout the duration of this move). 

This is very tiring for Ebony to use, but operates in a 'fire and forget' fashion, lasting for 15 seconds. She experiences the energy drain the moment this move is used. A strong opponent (one with an ATK approaching double or higher than Ebony's and with physical strength) would be able to stand up after accommodating for the force, although it would likely be painful and require a great deal of effort. Weaker foes would still be able to roll or drag themselves along the ground unless their ATK and DEF are fairly low. Furthermore, if the bolt hits an object instead of a person (like a sword or shield) that will also be pushed down, so will be near impossible to use.[/spoiler]
Pulling attacks towards Viola's swords.

Lightning Rod (300) Requires: Aetherblades, Foresight, Ranged Control
[spoiler]By holding two of her Aetherblades in an X for half a second while concentrating and standing still, Viola can draw ranged attacks towards the blades, causing them to glow. This isn't very tiring, but as long as Viola keeps diverting all/most of her focus towards the two swords, she can maintain this move. Any ranged attack that Viola can see or sense passing through a 90 degree wide and 15m long cone in front of the swords is directed towards the interception of her blades (although Viola can choose to allow an exception on a case by case basis - e.g. for an ally's move or one not aimed at her). Once it hits, all of its strength is dissipated throughout the swords, so if it would usually explode on impact it no longer does so and the explosion energy goes to damaging the blades. This move does, however, weaken the swords. The concentration enhances her sword's durability a bit, but depending on the strength of attacks they can still be broken. If an attack manages to break both of her swords, it will keep moving afterwards but at a reduced strength (although with Viola's more durable swords this is unlikely unless they take a very strong hit), or explode outwards at reduced strength (if it would normally do that instead). Ranged attacks requiring ranged control and constant concentration are largely unaffected by this move, as long as they're being actively controlled. Due to the concentration required and the directional nature of this move, Viola is left open to flanking attacks.[/spoiler]



RE: Move Approval V - Viola - 04-30-2018

I'd also like to add another utility for Viola. I used Croc's super for balancing:
[spoiler]Ground Secco; Tier 1 Super Utility (Debuff, Area Attack) : (600) Crocodile places his hand on the ground and uses his dehydration ability to dry out a 30 meter area around him, turning it into a desert wasteland. Within this area, an extreme heat and dryness pervades everything and everyone aside from Crocodile and his allies will find that even the simplest actions take far more energy than they usually do. For a round of combat (or about 2 non-combat posts), all Moves, Powers, and Abilities which aren't powered by SP cost roughly twice as much stamina to perform, including mundane actions like simple attacks, moving, and even just breathing. This can be maintained from round to round if Crocodile desires, by expending additional SP.[/spoiler]
T1SU - Infinity Mend (600) Requires: Buff, Ranged, Time Manipulation
[spoiler]
Viola closes her eyes for one second. Once she opens them, a blue-violet sweeping wave of magic flows outwards in a 30m radius sphere, forcing the most desirable future upon the land. Even deserts or steam-punk workshops will find nature quickly taking a hold. Grass, shrubbery and flowers all grow, bending around any obstructions rather than damaging them. It's as if many years pass for the terrain at once, but rather than it being left to its own devices, it's more akin to the whole area being gardened for years. As a result, changes are more aesthetic than chaotic, and Viola has a fair control over the rough décor - although any new plants won't be noticeably disruptive to anyone's movements. But, the most notable effect of this spell is how Viola's time magic permiates the air, giving a lush and rejuvenating feel to her and all of her allies so long as they remain in the area. This magic lasts for one round (~10 minutes out of combat), and all moves, powers, abilities, and actions cost half as much stamina/mana/etc. as they would normally (sp costs remain the same). Even simple actions such as walking are easier. After the magic disperses, the changes to the landscape remain. While most of the changes happen at the start, new flowers and plants bloom and grow throughout this move, just not as fast (a rose bush might slowly grow over a few minutes, for example). Viola can choose to continue spending SP to sustain this effect (1sp = 1 extra round).[/spoiler]


RE: Move Approval V - Shantotto - 04-30-2018

Stardust rod (300 om) (Ranged proficancy): Shantotto’s personal mage staff, this two foot long weapon is nearly the same size as the mage who wields it. This weapon serves as a conduit to channel her spells.

It is best described as a polished wooden staff with gold embellishment holding a large opal like crystal focus on the tip held in place by more gold.

Summoning the stardust rod takes only the blink of an eye but requires a small bit of stamina to do multiple times, Shantotto can keep the weapon on her back at all times to reduce the need to summon it. The rod itself is a fragile tool and can break if struck hard.

The stardust rod is capable of being used to create a pulse of dark magic that expands outward from the focus of the rod to divert incoming attacks away from Shantotto’s body. The burst is a short range projected shield that activates prior to the incoming attack or projectile makes contact with the rod or shantotto so as to prevent any damage to the rod itself. The magical pulse is a bubble emitted from the acts as a reactive force to the incoming strike countering it with a similar counter directional force to block it. Doing so requires enough time for Shantotto to react and a 1/4th second to focus. As well as a small amount of her stamina however constantly using this to redirect incoming blows can quickly tire her out.

Blows that manage to strike the Stardust rod will often shatter its focus (the crystal orb on the tip, and heavy strikes risk breaking the rod entirely. Forcing her to resummon it should it be broken.) Due to the fragile nature this weapon can not be used as a melee weapon.



TLDR: She makes a dark magic shield using the pulse to stop attacks from hitting her


RE: Move Approval V - Jacket - 04-30-2018

How about this?
M2 Flamethrower, Tier 1 Super Attack Move (600), Proficiencies: Range, Area Attack, Debuff (I will be buying once this move is approved)
[Image: M2a12.jpg]
A flamethrower that Jacket has had experience with back in the war on Hawaii. It weighs up to 68 pounds. The feed system carries two gallons of napalm/gasoline in the tank. There are straps on the backside of the tank so this weapon is able to be carried around like a backpack. Jacket's movement is affected by this weapons since he isn't too flexible on making any quick dodges and makes him an extremely vulnerable at times. Sprinting will also be a challenge to him. A makeshift gun sprayer is connected to a hose that leads to the tank allowing a flow of fuel. The maximum range is up to 132 feet that the stream of fire can reach. Spray and pray is the only way Jacket uses this weapon to clean out an area. A stream of napalm mixed with gasoline sprays out sort of like a fire hose is with water but spreads toward the end of its reach. Both hands are required to operate this flamethrower by holding the two grips. Anything that isn't fireproof will catch on fire once it makes contact with the surface. Fire will spread to other areas that are dry. The time for this weapon to deplete the fuel is seventeen minutes if the usage is in an unceasing way. Jacket does have the ability to preserve fuel if he wants to change position. Whoever is touched by the fire but avoids being sprayed repeatedly will have an after effect of them burning for a duration of a round. Full damage is dealt by the target if he or she is constantly being torched but the after effect is half of that damage. Once the round is up, they will be distinguished but still damaged. Once Jacket uses all the fuel up, the flamethrower will disappear into omnilium thus the move is over.


Graham Mask:
Yeah pretty much well... Omni-physics may allow him to morph his fodder mask to the power-ups so he can keep his identity hidden. :ninja:


RE: Move Approval V - Dane Regan - 05-01-2018

Shantotto:
[spoiler]
(04-30-2018, 09:36 PM)Shantotto Wrote: Stardust rod (300 om) (Ranged proficancy): Shantotto’s personal mage staff, this two foot long weapon is nearly the same size as the mage who wields it. This weapon serves as a conduit to channel her spells.

It is best described as a polished wooden staff with gold embellishment holding a large opal like crystal focus on the tip held in place by more gold.

Summoning the stardust rod takes only the blink of an eye but requires a small bit of stamina to do multiple times, Shantotto can keep the weapon on her back at all times to reduce the need to summon it. The rod itself is a fragile tool and can break if struck hard.

The stardust rod is capable of being used to create a pulse of dark magic that expands outward from the focus of the rod to divert incoming attacks away from Shantotto’s body. The burst is a short range projected shield that activates  prior to the incoming attack or projectile makes contact with the rod or shantotto so as to prevent any damage to the rod itself. The magical pulse is a bubble emitted from the acts as a reactive force to the incoming strike countering it with a similar counter directional force to block it. Doing so requires enough time for Shantotto to react and a 1/4th second to focus. As well as a small amount of her stamina however constantly using this to redirect incoming blows can quickly tire her out.

Blows that manage to strike the Stardust rod will often shatter its focus (the crystal orb on the tip, and heavy strikes risk breaking the rod entirely. Forcing her to resummon it should it be broken.) Due to the fragile nature this weapon can not be used as a melee weapon.

When I said you might be able to do it with ranged prof, I meant by shooting a 'counter projectile' or something along those lines. The way it's worded right now has your staff applying a physical pulse to projectile attacks away. That would need physical prof. It's equivalent to hitting away attacks with a baseball bat at the moment. If you had telekinesis, I guess you could have that as a requirement instead with the current wording.

Alternatively, if you were simply making a small shield (and not batting stuff away, just a static small shield) in the hopes of causing attacks to bounce off (although there'd be a greater risk of you being hit and them breaking the shield), then you could get it with no profs.

Lastly, regardless of how you do it, you should add something about how this move has varied effectiveness. If someone shoots a weak arrow at you, you'll probably be able to push it away. But, even if you timed it perfectly, you probably won't be able to push away a big fireball or a high calibre sniper bullet.[/spoiler]
Jacket:
[spoiler]
(04-30-2018, 09:44 PM)Jacket Wrote: How about this?
M2 Flamethrower, Tier 1 Super Attack Move (600), Proficiencies: Range, Area Attack, Debuff (I will be buying once this move is approved)
[Image: M2a12.jpg]
A flamethrower that Jacket has had experience with back in the war on Hawaii. It weighs up to 68 pounds. The feed system carries two gallons of napalm/gasoline in the tank. There are straps on the backside of the tank so this weapon is able to be carried around like a backpack. Jacket's movement is affected by this weapons since he isn't too flexible on making any quick dodges and makes him an extremely vulnerable at times. Sprinting will also be a challenge to him. A makeshift gun sprayer is connected to a hose that leads to the tank allowing a flow of fuel. The maximum range is up to 132 feet that the stream of fire can reach. Spray and pray is the only way Jacket uses this weapon to clean out an area. A stream of napalm mixed with gasoline sprays out sort of like a fire hose is with water but spreads toward the end of its reach. Both hands are required to operate this flamethrower by holding the two grips. Anything that isn't fireproof will catch on fire once it makes contact with the surface. Fire will spread to other areas that are dry. The time for this weapon to deplete the fuel is seventeen minutes if the usage is in an unceasing way. Jacket does have the ability to preserve fuel if he wants to change position. Whoever is touched by the fire but avoids being sprayed repeatedly will have an after effect of them burning for a duration of a round. Full damage is dealt by the target if he or she is constantly being torched but the after effect is half of that damage. Once the round is up, they will be distinguished but still damaged. Once Jacket uses all the fuel up, the flamethrower will disappear into omnilium thus the move is over.


Graham Mask:
Yeah pretty much well... Omni-physics may allow him to morph his fodder mask to the power-ups so he can keep his identity hidden. :ninja:

Super attacks are... attacks. They're not weapons that you can carry around. A super attack shouldn't really be lasting longer than 15-30 seconds or so tops (I can think of one that lasts up to 45 seconds, but that's a T2). Like, a flamethrower super attack should be "I shoot a bunch of fire at someone for about 20 seconds" and not "I get a cool flamethrower for a round or so". If you want a normal flamethrower weapon like this, just get it as a normal move. I guess it might be possible to get a super utility that's a stronger than usual weapon, possibly, but I wouldn't count on it. 

Also, how wide is the 'spray' part of the flamethrower. I assume it's a cone or something like that, can you elaborate on the max width or the angle of the cone?

Lastly, your round long fire debuff is way too strong. Even if all your super move did was set a single person on fire for a round, as a debuff, I'd probably expect it to be at about a T2 in strength. And even then, the fire wouldn't be strong.[/spoiler]


RE: Move Approval V - Daniel - 05-01-2018

@Shantotto

Stardust Rod - Can this be used to do anything other than what is described in the current description? what sort of sized attacks can this block?

Edit - When you say short range, how short do you mean?


RE: Move Approval V - Shantotto - 05-01-2018

(05-01-2018, 06:45 AM)Daniel Wrote: @Shantotto

Stardust Rod - Can this be used to do anything other than what is described in the current description? what sort of sized attacks can this block?

Edit - When you say short range, how short do you mean?

Incoming projectiles and telegraphed melee attacks, this move would be of little use to shantotto against speedy fast hits as it takes her time albeit short, to redict the incoming path and adjust the pulse location the short range is a 2 foot wide sphere that is projected from the tip of the rod, it does not travel but it is also not swung to block objects.

As of right now the stardust rod Is primarily used to afford Shantotto the ability to defend herself in close combat.


RE: Move Approval V - Jacket - 05-01-2018

I'm deciding to take the flamethrower idea back to the drawing board and make a return with it one day as a regular move.


RE: Move Approval V - Shantotto - 05-01-2018

Cloak of midnight: 300 OM (Ranged Proficiency / Debuff proficiency / Area attack /ranged materialize ) Shantotto focuses her magic for four seconds to create a ring around someone with a diameter up to 15 feet. This ring is static and does not move. A wall of jet black magic shoots up 25 feet along the ring obscuring anything inside the ring from view. This ring lasts for an initial time of ten seconds. during which Shantotto can only walk and use her stardust rod. Any friend or foe passing through the wall is would feel nausea and slight weakness similar to if one had the flu. This effect last for 5 seconds. Living things are blinded for three seconds after passing through the wall. This spell has a 45 foot range.

This spell does no damage.

The initial charge of ten seconds takes a moderate amount of mana to use and it drains Shantotto as if she performed a 50m dash.