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Approved Move Archive (2013 - May 2015) - Printable Version +- Omni Archive (https://omni.zulenka.com) +-- Forum: Administration Forums (https://omni.zulenka.com/forumdisplay.php?fid=5) +--- Forum: Help Desk (https://omni.zulenka.com/forumdisplay.php?fid=8) +--- Thread: Approved Move Archive (2013 - May 2015) (/showthread.php?tid=307) |
Re: Move Approval - Monkey D. Luffy - 10-12-2014 Tier 1 Powered-Up Form (1000 OM) Gear Second Luffy amps up the blood flow in all or selected body parts in order to provide them with more oxygen and nutrients. His entire metabolic rate rises so high that sweat vaporizes rapidly, making his body appear as if it were steaming, and his skin turns a shiny pink hue from increased blood flow. In this form, Luffy gains a considerable boost in speed and strength. His attacks are performed faster than the speed of sound, resulting in a sonic boom upon execution. Luffy applies "Jet" to his techniques to further emphasize this. Base Stats • ATK: 5 • DEF: 2 • SPD: 2 • TEC: 1 Gear Second Stats ATK: 6 DEF: 1 SPD: 6 TEC: 2 Re: Move Approval - Omni - 10-13-2014 Vitruvius Wrote:I edited the description for Manji Ryu. OOC explanation, they're fight stances utilizing the Burst Movement, Super Jump and Master Acrobat powers as a means of quick reparte. Like in the games when Yoshimitsu sits down, he disappears and reappears for an attack. If he's on his stilts, he walks toward the enemy and can go into a vaulting kick and slam back down with the sword. He'll jump and come crashing down. Or he spins out of the way of an attack for a counter. I'm using it as a spring board for the rest of his move set from the games. But the caveat is most of his stance moves cause some sort of damage to him for...whatever reason. I'm giving the reason that it pushes the body beyond human limits so it causes some wounding.The 'appear to be teleporting' thing sort of depends on your speed, as explained above. You'll need to remove it unless he's got really high SPD. I'm gonna break it down as I see it. Spinning to attack (overhead or otherwise). Slowing your descent by using the blade like a helicopter. Able to go from sitting to attacking instantaneously as a confusion/distraction tactic. Using katanas as stilts. Other general spinning. All of the above hurts the user but makes it more effective. A lot of this is fluff and could probably be done with just the requisite powers, but obviously you wanna make it into a more effective thing by adding the downside so let's say ... 900 OM for the bunch. Re: Move Approval - Schwi Dola - 10-13-2014 ![]() Yogsothian Blade (600) (Requires Area Shield Proficiency, Bodypart Yogsothoth) - Desco summons this weapon by opening up one of Yogsothoth's tentacles creating a dark portal in its mouth from which the blade materializes and floats down to her hand. This is a purple and red blade with light purple and red markings that is 6 foot long altogether, a little over a foot and a half longer than Desco is tall with the blades themselves at a little less than 4 feet. The hilt in total is about 3 feet wide and the sword blade is made of two half foot blades that are sharp on all edges slightly separated from each-other, but shaped so that the outside edge is shaped as if the two blades were one. One side of the hilt has two eyes made to resemble Yogsothoth's front while the other has a red mass as Yog also does with one eye and below the hilt on the handle there is an eye on both sides. This is a powerful heavy (though for Desco's enormous strength isn't so heavy) weapon however its power is offset by this disproportionally large size making it difficult for Desco to strike someone that is within a couple feet of her body with the sword. She can use the weapon to protect her body from attacks where its size comes in handy as it can cover most of her body on one side when held in the right position. However, the separation between the blades can allow energy attacks that envelop what they hit to move through resulting in only a partial block. Re: Move Approval - Monkey D. Luffy - 10-14-2014 Gomu Gomu Rifle (Required: Elasticity) Luffy twists his arm around as he stretches it behind him, then snaps it back and slams his fist into the opponent at close range whilst uncoiling. This drill effect adds penetrating force while massively increasing the velocity of the punch, but requires a bit more prep time than his other moves. Gomu Gomu Rocket (Required: Elasticity, Super Jumping) Luffy's main method of traveling long distances quickly. He stretches one or both arms and grabs a handhold, then retracts them, projecting himself high into the air at tremendous speed, over great distances, or even into an opponent with gut-wrenching impact. However, he cannot alter his trajectory once airborne, which can quite literally land him into trouble. I assume these shall both cost 300 OM. Re: Move Approval - Omni - 10-14-2014 Nyeseth Wrote:Flash Strike – 300 OM (Physical Strength, Burst Movement)Approved at 300. In future just post the new version, easier for me to find. :effort: Knight Artorias Wrote:Posting these for the future, when the time comes to buy them. (And I get enough OM, of course. Heh.)It begs the question, since your roster doesn't say, how tall is Artorias? It'll be fine at 600 but I need that deet.Quote:Feral Smash -- 300 OM (Requires: Physical Strength, Area Attack Proficiency)Approved at 300. Quote:Wrath of the Abyss -- 300 OM (Requires: Area Attack Proficiency, Ranged Proficiency)Approved at 300. Re: Move Approval - Inlumia - 10-14-2014 Chill dude: (300) (Requires Telepathy) Basically weak variation of Horror of my Mind. The user of this move can project an impression of peace and tranquility, calmness and relaxation to the mind of any 1 person they can maintain eye contact with for 2 or more seconds. If eye contact is broken the target will not continue to receive the mental impression and has a chance to start reverting to their previous state of mind. Requires the user's tech is equal or higher then their target's. Target can't be in the middle of an insane rage like a beserker. User has to focus on it it a moderate level, leaving them unable to focus on or pay attention to anything else. User also has to relive the experiance slightly, thus making them too relaxed to fight properly for a while. This is mostly designed as a RP move. Re: Move Approval - Prinny - 10-15-2014 Air Slash (Ranged Prof, Super Jumping) - 300 OM When Prinny uses this, he jumps into the air, and begins slashing as normal, however it creates blades of wind that fly at an angle towards his opponent. This move is extremely hard to aim, and he remains in the air as he uses this, he is unable to move while using this attack, but if he stops he will begin fall and he can use this time to turn and start attacking again. Re: Move Approval - Prinny - 10-15-2014 Explosive Death: To Prinny's great dismay, upon death, he will explode. This explosion is fairly small, and only 6 meters. He normally would also explode simply by being thrown, however, thanks to the scarf for fully given to him by Demon Lord Etna, he is able to survive being thrown, but will stay explode if he takes enough damage to die. (300 OM) Re: Move Approval - Proto Man - 10-25-2014 Suppppperrrrr Moveeeeee Mega Bomb - Bomb Man appears and does what he does best: Bring down the city. After a twenty-second charge, the android releases a massive bomb that does incredible destruction over a large area (several city blocks? Give me an upper limit if you can). Survivors are left momentarily stunned by the blast, and what remains of the terrain is often on fire. Proto Man may move within a five foot radius of Bomb Man to defend him from damage that would stall the attack. Bomb Man generates a momentary shield to prevent Proto Man from being murder-killed and then returns to whence he came. (Tier 2 Super Attack - Ranged Attack Proficiency, Area Attack Proficiency, Debuff Proficiency) Re: Move Approval - Omni - 10-26-2014 Desco Wrote:Upgrade for my imminent purchase, 0 OM cost? Bolded parts that have changed. I assume this is 0 OM because Yogsothoth is still a part of Desco's body and attacks that strike him are the same as hitting her main body.Okay, approved. No charge. Re: Move Approval - Juliet Delecroix - 11-02-2014 Advanced Electrical Pulse Generation - 1200 M (Requires Ranged Proficiency) (Requires Ranged Materialize Proficiency) (Requires Area Attack Proficiency) By collapsing magnetic fields on top of themselves, an advanced magnetokinetic is capable of generating electrokinetic pulses and blasts from any point around their body, but it should really be half a meter to two meters away depending on the direction it fires. These high powered blasts form a sort of fold in the air as they are generated in around half a second, then they are let loose which allows one to easily fire multiple blasts. Depending on whether or not you want to temporarily triple your attack, you can fire only one, super high powered, super heated bolt of electricity that forms in the lower atmosphere before bolting down to the Earth towards your target like a bolt of lightning. The small blasts aren't hard to create, but the lightning bolt is extremely taxing and leaves the user drained unless you have absorbed a significant amount of electricity. The pulses are something entirely different though they form the same way, but form within range of an opponent and far enough away that they won't harm the user. Only one pulse can be made at a time due to the sheer force they possess. In a massive expulsion of kinetic and electrical energies, the 'grenade' formed explodes and devastates everything within a ten meter radius. This is an extremely powerful move that must be used carefully, lest you rip yourself apart. A more advanced version pulls in things via magnetism before condensing them into small nails and them exploding outwards, the shrapnel going past a distance of thirty meters until the kinetic energy in them runs out. That means you gotta be quite the distance away. Both of these moves are taxing, extremely so. The advanced version is in fact so taxing it practically leaves its user powerless. Re: Move Approval - Yoshimitsu - 11-14-2014 Let's get that bad taste out of our mouths, huh? Soul Charge (300 OM) Yoshimitsu focuses his mystical Manji Jutsu and imbues his attacks with charged energy. A normal slash explodes in glorious flames, driving the attack with added power. However it's not limited to just his sword, a kick would be engulfed in heat, slamming an even more punishing blow. Even his Sashimono is capable of igniting, signifying the explosion of energy from his focus. It takes a short mantra (five seconds of "holyshitpleasework") for Yoshimitsu to double the power of his attacks, blowing through his targets if they're unprepared for the heavy attack. Soul Counter (300 OM) Another case of Yoshimitsu focusing his concentration on battle. While not as explosive and grandiose as the Soul Charge, Soul Counter is no less deadly. Waiting for the precise moment or simply reading his enemy, Yoshimitsu can strike through their attack. Either negating the original attack or furiously deflecting it, Yoshimitsu opens up opportunity for counter measures, whether he means to strike or use a tactical retreat. Finger Bang! (Tier 1 Offensive) (Requires Area Attack Proficiency) - 600 OM Using his left arm, which happens to be mechanical prosthetic, Yoshimitsu begins one of his more powerful attacks His arm rotates from shoulder, bicep, forearm to hand, ending with his index finger, all winding around and gathering kinetic energy. Once enough energy is generated, Yoshimitsu releases it in the form an explosive outburst. It's short range, but creates enough force to blow anyone away within three feet of the blast. Often used as a finisher, Yoshimitsu saves this as a flashy way to execute his enemies. Re: Move Approval - Omni - 11-15-2014 Kaen Pyron Wrote:Rift Edge (Requires Ranged Proficiency, Area Attack Proficiency) -300 OMLooks fine, approved at 300. Atelos Wrote:Aura Swords-300Approved at 300. The writing was a little odd so I took the liberty of clarifying it a bit. Re: Move Approval - Atelos - 11-23-2014 Hades Punch(300 OM) Atelos' flames gather into one fist and punches through a target, piercing armor. Requires a long wind-up and can be stopped by harming Atelos. Wind up take approximately five seconds of drawing his arm back. Requires Atelos to be directly in front of target. If he misses he stumbles and must gather himself for another several seconds. Hades Inferno (300 OM, Debuff proficiency) Atelos grabs his target by a limb and his white flames transfer from his hands to the opponents limb. It gives the opponent great pain and hinders his ability to move that limb. It does not cause any physical damage. The flames spiral around the target area and after the opponents next turn the flames slither back to Atelos. Can only be used on one limb and the depleted flames weakens his other attacks. (If in use, cannot use Hades Punch) Re: Move Approval - Simon - 11-23-2014 Blizzard (300 OM, Requires: Ranged Proficiency, Area Attack) Snow sends a pulse of magical energy from his l'Cie brand into one of his hands, forming an orb of cold magic about the size of a softball. Throwing it results in an explosion of sub-zero air and ice, three meters in diameter. It unleashes no significant pressure, but can still cause enemies to recoil from the burst of extreme cold. The entire process for forming and winding up this attack takes about half a second, but cannot be used more than six times in succession before needing to recover for several seconds. Re: Move Approval - Atelos - 11-23-2014 Hades Hands (300 OM) Atelos' hands glow with intense flames and they slowly morph into two Fire Xiphos(Swords) . They cannot be used if not in Hades Form. They take ten seconds to fully form and will dissipate and must be reformed if knocked away from Atelos' hands. Re: Move Approval - Gherron Vael - 11-26-2014 Lightsaber (300 OM)- A sword-like weapon with a chrome hilt and a pale blue plasma blade. Has all of the uses of a standard sword. Due to the nature of the blade, it can also burn through some materials. Force push (300 OM)- Instantly projects an invisible wave of energy from Gherron's hand, pushing everything away from the front of the blast for five meters. At point-blank range, the effect is somewhat like getting slammed in the chest by a force of thirty pounds, while at its farthest range only disorients or staggers the opponent. Re: Move Approval - Simon - 11-29-2014 Blizzara (300 OM, requires: Area Attack Proficiency, Ranged Proficiency) Snow sends a pulse of magical energy from his l'Cie brand into one of his hands, forming an orb of cold magic about the size of a softball. By charging the orb with further magical energy for a couple of seconds more, the orb grows larger and more concentrated before being thrown. On impact, the ball explodes into a flurry of thick ice, covering an area of about three meters in diameter. Unlike the weaker form of this spell, this move can cause notable knockback on opponents caught in the core of this blast. Ice Bardiche (300 OM, requires: Area Attack Proficiency) Snow obtains a random stick or rod, then gathers a large amount of magical energy in his l'Cie brand. After about 5 seconds of charging, Snow unleashes that magic upon the rod he got, forming a layer of icy magic that weaves itself into a massive polearm. The weapon is about 10 feet in length, with a 'blade' 3 feet in length and just over a foot in depth. With this, Snow can perform huge swings with great range and power, but becomes practically immobile while using it because of the strength and footing needed to tote the bardiche. After about three heavy blows upon the weapon, it will shatter. Snow cannot use this move more than once in a battle. Re: Move Approval - Proto Man - 12-06-2014 Tier 2 Power Up - System Overclock An upgrade that aims at overclocking Proto Man's existing system specifications. Unlike the previous system upgrade, this modifies our heroes' entire physique in a flash of light, giving him the appearance of an overly athletic adolescent and the snark to go along with it. Once his systems reach a specific heat threshold (SP runs out), Proto Man must revert to his previous settings, which he does in the same flash of light. Proto Man may also decide to stop overclocking his systems if he so desires. ATK: +5 DEF: +1 SPD: +1 TEC: +3
Re: Move Approval - Omni - 12-10-2014 The Chosen Undead Wrote:Dragon Slayer's Greatbow (300 OM) Requires Ranged ProficiencyCool. Approved at 300. |