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Omni Archive
Official Move Approval IV - Printable Version

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RE: Official Move Approval IV - James Knight - 12-26-2016

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. This reduces the damage that their weapon does by half.
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. Leaving the cloud cancels the effect, but the cloud can be remade should it be destroyed however. Any attack is enough to disperse the cloud.


RE: Official Move Approval IV - Mark - 12-26-2016

(12-26-2016, 12:14 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. This reduces the damage that their weapon does by half.
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. Leaving the cloud cancels the effect, but the cloud can be remade should it be destroyed however. Any attack is enough to disperse the cloud.

Approved.


RE: Official Move Approval IV - Skeletor - 12-27-2016

The Twin Sword (Physical Proficiency: 600 OM)

[spoiler][Image: skeletor.jpg][/spoiler]
[spoiler][Image: skeletor_2002_by_1fofi-d31hwgj.jpg][/spoiler]

 
Besides the havoc staff, the Twin Sword is Skeletor’s favored weapon for battle. This pair of blades are long and thin, approximately 95 cm in length and slightly tapering towards its point. The twin hilts are exquisitely carved, one bright gold and the other a dark purple, representing good and evil. Skeletor is able to dual-wield these weapons quite effectively for rapid attacks, but he is also able to fuse the blades together into a wider two-handed blade, for stronger but slower fighting. The transformation between the different versions of the blade takes approximately one second, but requires Skeletor to be holding the blade or blades with both hands.


RE: Official Move Approval IV - Mark - 12-27-2016

(12-27-2016, 12:21 AM)Skeletor Wrote: The Twin Sword (Physical Proficiency: 600 OM)

[spoiler][Image: skeletor.jpg][/spoiler]
[spoiler][Image: skeletor_2002_by_1fofi-d31hwgj.jpg][/spoiler]

 
Besides the havoc staff, the Twin Sword is Skeletor’s favored weapon for battle. This pair of blades are long and thin, approximately 95 cm in length and slightly tapering towards its point. The twin hilts are exquisitely carved, one bright gold and the other a dark purple, representing good and evil. Skeletor is able to dual-wield these weapons quite effectively for rapid attacks, but he is also able to fuse the blades together into a wider two-handed blade, for stronger but slower fighting. The transformation between the different versions of the blade takes approximately one second, but requires Skeletor to be holding the blade or blades with both hands.

I'm assuming the fused sword is the same length? Either way you're approved, just make sure to mention the size in your Roster if it differs.


RE: Official Move Approval IV - Revan Noctis - 12-27-2016

Grappling Hook – 300 OM (Requires Ranged Proficiency)

Revan can summon and fire  an average sized steel grappling hook attached to a rope that is fired from a silver trimmed single hand held cannon. This can be used to climb and descend surfaces but can also be used to grab enemies at which point they can be pulled causing them to take moderate damage. Ten metres in combat but 20 metres when being used for climbing. The rope can be cut easily by enemies that are fast enough to do so. Can support the weight of an average human though can hold two for a minute before finally snapping. Can be slightly tiring to use. Cannot currently be used with other moves.


RE: Official Move Approval IV - Mark - 12-27-2016

(12-27-2016, 11:48 AM)Revan Noctis Wrote: Grappling Hook – 300 OM (Requires Ranged Proficiency)

Revan can summon and fire  an average sized steel grappling hook attached to a rope that is fired from a silver trimmed single hand held cannon. This can be used to climb and descend surfaces but can also be used to grab enemies at which point they can be pulled causing them to take moderate damage. Ten metres in combat but 20 metres when being used for climbing. The rope can be cut easily by enemies that are fast enough to do so. Can support the weight of an average human though can hold two for a minute before finally snapping. Can be slightly tiring to use. Cannot currently be used with other moves.

Can you better describe the size of the hook? How fast does the hook move when fired and when reeled in? Can it be resummoned if broken? You'll need Super Jumping to use it to climb/reach higher surfaces (Advanced in this instance if you want more than the Basic tier of 10 meters).


RE: Official Move Approval IV - Revan Noctis - 12-27-2016

Grappling Hook – 300 OM (Requires Ranged Proficiency)

Revan can summon and fire  an average sized steel grappling hook When opened, it is 8 inches across and 9 ½ inches from tip to end. attached to a nylon rope that is fired from a silver trimmed single hand held cannon. This can be used to climb and descend surfaces but can also be used to grab enemies at which point they can be pulled causing them to take moderate damage. Ten metres in combat but 20 metres when being used for climbing. When fired the Hook is shot as fast as a basketball being thrown. The rope can be cut easily by enemies that are fast enough to do so. Can support the weight of an average human though can hold two for a minute before finally snapping. Can be slightly tiring to use. Cannot currently be used with other moves. If Broken will need to be repaired after battle and will take about 10 minutes to be mended.

(Can it still be used in non combat situations to climb mountains if it is like just more roleplay fodder though? I just do not want to buy super jump yet)


RE: Official Move Approval IV - Mark - 12-27-2016

(12-27-2016, 12:45 PM)Revan Noctis Wrote: Grappling Hook – 300 OM (Requires Ranged Proficiency)

Revan can summon and fire  an average sized steel grappling hook When opened, it is 8 inches across and 9 ½ inches from tip to end. attached to a nylon rope that is fired from a silver trimmed single hand held cannon. This can be used to climb and descend surfaces but can also be used to grab enemies at which point they can be pulled causing them to take moderate damage. Ten metres in combat but 20 metres when being used for climbing. When fired the Hook is shot as fast as a basketball being thrown. The rope can be cut easily by enemies that are fast enough to do so. Can support the weight of an average human though can hold two for a minute before finally snapping. Can be slightly tiring to use. Cannot currently be used with other moves. If Broken will need to be repaired after battle and will take about 10 minutes to be mended.

(Can it still be used in non combat situations to climb mountains if it is like just more roleplay fodder though? I just do not want to buy super jump yet)

Yeah, if you're just using it to climb stuff for story purposes you can do it without the Power. Just remember to buy it later if you want to use it to zip around in-combat. Approved.


RE: Official Move Approval IV - Illidan Stormrage - 12-27-2016

(12-25-2016, 12:34 AM)Mark Wrote: 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.

New parts in bold:

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, taking about five seconds to reach maximum distance. Jim can move, but it slows him considerably. 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. Jim has a minute and a half supply of flames in any one engagement.

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.

Sentinel Missiles (Requires Ranged) (300) - Jim's widow mine's main attack. The robot can load a missile in three seconds and fire it at the speed of a missile, with an effective range of fifty metres. The attack does moderate damage based on its ATK stat. The widow mine requires another three seconds to reload before firing, but after launching five, it must construct more, at the rate of one every ten seconds. The widow mine must become stationary and cannot perform other functions while attacking.


RE: Official Move Approval IV - Mark - 12-27-2016

(12-27-2016, 11:25 PM)Illidan Stormrage Wrote:
(12-25-2016, 12:34 AM)Mark Wrote: 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.

New parts in bold:

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, taking about five seconds to reach maximum distance. Jim can move, but it slows him considerably. 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. Jim has a minute and a half supply of flames in any one engagement.

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.

Sentinel Missiles (Requires Ranged) (300) - Jim's widow mine's main attack. The robot can load a missile in three seconds and fire it at the speed of a missile, with an effective range of fifty metres. The attack does moderate damage based on its ATK stat. The widow mine requires another three seconds to reload before firing, but after launching five, it must construct more, at the rate of one every ten seconds. The widow mine must become stationary and cannot perform other functions while attacking.

Most excellent. Approved!


RE: Official Move Approval IV - Dawnika Snow - 12-28-2016

Pre-Approving an Alternate form:

Split Personality Disorder(2000) Alt form

Dawn loses all sense of her own mind and becomes a new persona. In the wake of Kage's influence, she her brain was scarred, causing her to become Split. Her second Persona, name of Erika Lye, is a mentally unstabble madwoman. Her desire for death and destruction is reflected in her harsh and hasty actions toward anyone who looks at her wrong. She spares no man, no woman, no child, no animal, no being who dares cross her wave of obliteration.

ATK-5
DEF-3
SPD-1
TEC-1

Pictured, left to right, Erika and Dawn:
[Image: qa2B16P.jpg]


RE: Official Move Approval IV - Mark - 12-28-2016

(12-28-2016, 10:37 AM)Dawnika Snow Wrote: Pre-Approving an Alternate form:

Split Personality Disorder(2000) Alt form

Dawn loses all sense of her own mind and becomes a new persona. In the wake of Kage's influence, she her brain was scarred, causing her to become Split. Her second Persona, name of Erika Lye, is a mentally unstabble madwoman. Her desire for death and destruction is reflected in her harsh and hasty actions toward anyone who looks at her wrong. She spares no man, no woman, no child, no animal, no being who dares cross her wave of obliteration.

ATK-5
DEF-3
SPD-1
TEC-1

Pictured, left to right, Erika and Dawn:
[Image: qa2B16P.jpg]

Approved.


RE: Official Move Approval IV - Lord Zedd - 12-28-2016

Dragon Dagger (Requires Physical Proficiency) - 300 OM

A a short dagger, with a blade length of approximately one foot. At the center of the hilt is a mouthpiece that can be used to play it as a musical instrument, which makes a trumpet-like sound, and three valves on the handle to help control the sound. These musical notes can have a wide range of effects, depending on what Zedd needs. The primary purpose of the Dragon Dagger, however, is as a simple melee weapon. Zedd keeps the weapon stored on his left hip for a fast draw and can use it in either hand, and in combination with any other weapon if he so desires.[spoiler]
[Image: POWER-RANGERS-Legacy-Green-Dragon-Dagger...Bandai.jpg][/spoiler]


Dragon Deflect (T1 Super Defense - Requires Area Shield Proficiency) - 600 OM

By playing a fairly simple (yet specific) tune on the Dragon Dagger, and also concentrating on the intended affect, Zedd can nullify any attacks up to the first tier of strength, as long as he maintains the song and has the personal energy to do so. There is very little fanfare to the deflection; any attacks that this move stop simply disappear upon contact with his mutilated skin with there is a brief flash of green light.


RE: Official Move Approval IV - Mark - 12-28-2016

(12-28-2016, 08:46 PM)Lord Zedd Wrote: Dragon Dagger (Requires Physical Proficiency) - 300 OM

A a short dagger, with a blade length of approximately one foot. At the center of the hilt is a mouthpiece that can be used to play it as a musical instrument, which makes a trumpet-like sound, and three valves on the handle to help control the sound. These musical notes can have a wide range of effects, depending on what Zedd needs. The primary purpose of the Dragon Dagger, however, is as a simple melee weapon. Zedd keeps the weapon stored on his left hip for a fast draw and can use it in either hand, and in combination with any other weapon if he so desires.[spoiler]
[Image: POWER-RANGERS-Legacy-Green-Dragon-Dagger...Bandai.jpg][/spoiler]


Dragon Deflect (T1 Super Defense - Requires Area Shield Proficiency) - 600 OM

By playing a fairly simple (yet specific) tune on the Dragon Dagger, and also concentrating on the intended affect, Zedd can nullify any attacks up to the first tier of strength, as long as he maintains the song and has the personal energy to do so. There is very little fanfare to the deflection; any attacks that this move stop simply disappear upon contact with his mutilated skin with there is a brief flash of green light.



(approved)


RE: Official Move Approval IV - Guu - 12-29-2016

Getting these looked over for my prime NPC (Dama Hama Ha and Kii knuckles will be approved for both my NPC and Guu, as I intend for the pink one to learn them as well down the line):

Teeth (300) Physical Strength
Her teeth become jagged, capable to rip flesh asunder. Only accessible in her Monster Form.

Sniper Rifle (600) Ranged Proficiency
A customized Steyr Aug a3 model that was specifically built to keep up with Assassin Dama's TEC. It has two modes, rapid fire and sniper, each she can switch between in a second. The rapid form uses 5.56 x 45mm NATO catridges and has a firing rate of 650 rpm and is fair less accurate, only having a range of 500 feet. The sniper form uses 7.62×51mm NATO and can fire 20 rpm; this form can fully utilize her TEC in terms of effective distance. Both magazines only carry 30 rounds and it usually takes her about half a second to reload.

Dama Hama Ha (600) Ranged Proficiency
A light pink beam of raw destructive energy, fired from the palms of the hands, that can be charged for greater effectiveness. It requires the user to be stationary in order to use, though not necessarily on the ground. The minimum time it takes to use is about a second, and the longest it can be charged for is thirty seconds, the results of which can be very powerful. Once fired it travels as fast as an arrow. It is roughly three feet in diameter.

Kii Knuckles (300) Physical Strength
She uses her kii energy to heighten her punches as if she were wearing brass knuckles or specialized gloves. Her strikes give off pink sparks, signifying the use of her kii.

NPC Prime app: http://omniverse-rpg.com/showthread.php?tid=5159&pid=90390#pid90390


RE: Official Move Approval IV - Jim Raynor - 12-29-2016

(12-24-2016, 12:50 AM)Jim Raynor Wrote: Widow Mine (Tier 1 Assist) (requires Ranged, Physical, Stealth)  (1000) 

[Image: 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

Just wanted to check as this was approved but I'm not sure - do the extra stat points that I buy for Raynor affect how many points I have for an assist? Because if not, I've added one too many points to the Widow Mine.


RE: Official Move Approval IV - Mark - 12-29-2016

(12-29-2016, 12:43 AM)Guu Wrote: Teeth (300) Physical Strength
Her teeth become jagged, capable to rip flesh asunder. Only accessible in her Monster Form.

Sniper Rifle (600) Ranged Proficiency
A customized Steyr Aug a3 model that was specifically built to keep up with Assassin Dama's TEC. It has two modes, rapid fire and sniper, each she can switch between in a second. The rapid form uses 5.56 x 45mm NATO catridges and has a firing rate of 650 rpm and is fair less accurate, only having a range of 500 feet. The sniper form uses 7.62×51mm NATO and can fire 20 rpm; this form can fully utilize her TEC in terms of effective distance. Both magazines only carry 30 rounds and it usually takes her about half a second to reload.

Dama Hama Ha (600) Ranged Proficiency
A light pink beam of raw destructive energy, fired from the palms of the hands, that can be charged for greater effectiveness. It requires the user to be stationary in order to use, though not necessarily on the ground. The minimum time it takes to use is about a second, and the longest it can be charged for is thirty seconds, the results of which can be very powerful. Once fired it travels as fast as an arrow. It is roughly three feet in diameter.

Kii Knuckles (300) Physical Strength
She uses her kii energy to heighten her punches as if she were wearing brass knuckles or specialized gloves. Her strikes give off pink sparks, signifying the use of her kii.

Teeth are approved.

Sniper Rifle: Does either mode require the user to stand still to fire? Does aiming the sniper require concentration? I’m assuming the automatic move is just spray-and-pray, but if not you can mention it for this variant as well. How much ammo is kept on-hand and/or can more be summoned in combat? If so, how long would it take? When you say ‘fully utilize her TEC’, is that implying the range is longer for the sniper variant or do you mean she’s more accurate within that range? Can this be used with other moves?

Dama Hama Ha: What’s the range on this? Does this require complete concentration or can she endure an attack or two and maintain the charge? Does the no-moving bit imply that the beam can't be re-aimed/moved while firing? How draining is this on her stamina? Can this be used with other moves?

Kii Knuckles: Is this a ‘per-hit’ usage or is there a duration for the effect (is each hit charged separately or is it a ‘batch’ of hits)? Either way, what’s the cast time? Does this require concentration to cast/maintain? How draining is this on her stamina? Can this be used with other moves?

(12-29-2016, 03:45 AM)Jim Raynor Wrote:
(12-24-2016, 12:50 AM)Jim Raynor Wrote: Widow Mine (Tier 1 Assist) (requires Ranged, Physical, Stealth)  (1000) 

[Image: 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

Just wanted to check as this was approved but I'm not sure - do the extra stat points that I buy for Raynor affect how many points I have for an assist? Because if not, I've added one too many points to the Widow Mine.

Ah, thank you for double-checking that. The extra stats actually don’t apply to Assists  (citation here). Sorry for the confusion, apparently I can’t count. Feel free to rework the stats and I’ll re-approve.


RE: Official Move Approval IV - Guu - 12-29-2016

(12-29-2016, 09:57 AM)Mark Wrote: Teeth are approved.

Sniper Rifle: Does either mode require the user to stand still to fire? Does aiming the sniper require concentration? I’m assuming the automatic move is just spray-and-pray, but if not you can mention it for this variant as well. How much ammo is kept on-hand and/or can more be summoned in combat? If so, how long would it take? When you say ‘fully utilize her TEC’, is that implying the range is longer for the sniper variant or do you mean she’s more accurate within that range? Can this be used with other moves?

Dama Hama Ha: What’s the range on this? Does this require complete concentration or can she endure an attack or two and maintain the charge? Does the no-moving bit imply that the beam can't be re-aimed/moved while firing? How draining is this on her stamina? Can this be used with other moves?

Kii Knuckles: Is this a ‘per-hit’ usage or is there a duration for the effect (is each hit charged separately or is it a ‘batch’ of hits)? Either way, what’s the cast time? Does this require concentration to cast/maintain? How draining is this on her stamina? Can this be used with other moves?


Sniper Rifle (600) Ranged Proficiency
A customized Steyr Aug a3 model that was specifically built to keep up with Assassin Dama's TEC. It has two modes, rapid fire and sniper, each she can switch between in a second. The rapid form uses 5.56 x 45mm NATO catridges and has a firing rate of 650 rpm and is far less accurate, only having a range of 500 feet. The sniper form uses 7.62×51mm NATO and can fire 20 rpm; this form can fully utilize her TEC in terms of effective range and accuracy. Unlike the rapid form which has free movement, she needs to be stationary to use the sniper form, and it requires her full concentration in order to use. Both magazines only carry 30 rounds and it usually takes her about half a second to reload. She has an endless supply of magazines in her breasts which she can shake out in a pinch, or just reach in for.


Dama Hama Ha (600) Ranged Proficiency
A light pink beam of raw destructive energy, fired from the palms of the hands, that can be charged for greater effectiveness. It requires the user to be stationary in order to use, though not necessarily on the ground. The user can endure hits while charging up, unless said hits are stronger than their DEF stat can allow; in that situation, it'll cause the move to fail. The minimum time it takes to use is about a second, and the longest it can be charged for is thirty seconds, the results of which can be very powerful. Once fired it travels as fast as an arrow. The beam's direction is selected upon firing, it can't be redirected once it's fired. The range of the blast is based on the user's TEC, it'll eventually disperse if it covers too far a distance. A small charge of the beam doesn't effect the user's stamina much, but a fully charged beam can be quite taxing. It is roughly three feet in diameter.


Kii Knuckles (300) Physical Strength
She uses her kii energy to heighten her strikes as if she were wearing brass knuckles or specialized gloves. Her strikes give off pink sparks, signifying the use of her kii. This move doesn't increase power over time and it's strength is based on the ATK stat of the user.



^Kii Knuckles is literally what it says, she uses her Kii to make her fists legitimate weapons, like if she was wearing brass knuckles or special gloves. Since I've known some mods consider fists incidental weapons, it's good to have this so I don't get docked damage in fights. Currently not compatible with measuring tape fist, I'll have that move updated when Kii Knuckles is eventually bought.


RE: Official Move Approval IV - Mark - 12-29-2016

Sniper and Knuckles are approved.

Gonna leave Dama Hama Ha for someone else to approve, as there's some disagreement with how I'm viewing it.


RE: Official Move Approval IV - Jim Raynor - 12-29-2016

(12-29-2016, 09:57 AM)Mark Wrote:
(12-29-2016, 12:43 AM)Guu Wrote: Teeth (300) Physical Strength
Her teeth become jagged, capable to rip flesh asunder. Only accessible in her Monster Form.

Sniper Rifle (600) Ranged Proficiency
A customized Steyr Aug a3 model that was specifically built to keep up with Assassin Dama's TEC. It has two modes, rapid fire and sniper, each she can switch between in a second. The rapid form uses 5.56 x 45mm NATO catridges and has a firing rate of 650 rpm and is fair less accurate, only having a range of 500 feet. The sniper form uses 7.62×51mm NATO and can fire 20 rpm; this form can fully utilize her TEC in terms of effective distance. Both magazines only carry 30 rounds and it usually takes her about half a second to reload.

Dama Hama Ha (600) Ranged Proficiency
A light pink beam of raw destructive energy, fired from the palms of the hands, that can be charged for greater effectiveness. It requires the user to be stationary in order to use, though not necessarily on the ground. The minimum time it takes to use is about a second, and the longest it can be charged for is thirty seconds, the results of which can be very powerful. Once fired it travels as fast as an arrow. It is roughly three feet in diameter.

Kii Knuckles (300) Physical Strength
She uses her kii energy to heighten her punches as if she were wearing brass knuckles or specialized gloves. Her strikes give off pink sparks, signifying the use of her kii.

Teeth are approved.

Sniper Rifle: Does either mode require the user to stand still to fire? Does aiming the sniper require concentration? I’m assuming the automatic move is just spray-and-pray, but if not you can mention it for this variant as well. How much ammo is kept on-hand and/or can more be summoned in combat? If so, how long would it take? When you say ‘fully utilize her TEC’, is that implying the range is longer for the sniper variant or do you mean she’s more accurate within that range? Can this be used with other moves?

Dama Hama Ha: What’s the range on this? Does this require complete concentration or can she endure an attack or two and maintain the charge? Does the no-moving bit imply that the beam can't be re-aimed/moved while firing? How draining is this on her stamina? Can this be used with other moves?

Kii Knuckles: Is this a ‘per-hit’ usage or is there a duration for the effect (is each hit charged separately or is it a ‘batch’ of hits)? Either way, what’s the cast time? Does this require concentration to cast/maintain? How draining is this on her stamina? Can this be used with other moves?

(12-29-2016, 03:45 AM)Jim Raynor Wrote:
(12-24-2016, 12:50 AM)Jim Raynor Wrote: Widow Mine (Tier 1 Assist) (requires Ranged, Physical, Stealth)  (1000) 

[Image: 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

Just wanted to check as this was approved but I'm not sure - do the extra stat points that I buy for Raynor affect how many points I have for an assist? Because if not, I've added one too many points to the Widow Mine.

Ah, thank you for double-checking that. The extra stats actually don’t apply to Assists  (citation here). Sorry for the confusion, apparently I can’t count. Feel free to rework the stats and I’ll re-approve.

I'll just chuck the stats in here.

ATK: 2
DEF: 1
SPD: 1
TEC: 1