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Omni Archive
Official Move Approval III - Printable Version

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Re: Official Move Approval III - Omni - 10-14-2015

Quote:Shadow Puppetry (Require Remote Control Prof. and Foresight) - X00 OM

Creation and Function (RC Prof. + Foresight - 600 OM)
Tapping into the power of the shadows and the void, Shade can create an exact physical replica of any opponent she makes physical contact with.

Shade can summon up to 5 Replicas at any one time. Maintaining 2 Replicas takes little concentration, and they function as extensions of Shade's own body, as easy to move as limbs. Each additional Replica increases the strain on Shade's mind, and having 5 Replicas in use requires Shade to remain rooted in place, unable to do anything but focus on maintaining the Replicas.

All Replicas are an extension of Shade's body and mind. By essentially dividing herself evenly between them, Shade can create body's whose strength is on par with her own. Although, each time she divides her mind and body, so to is her strength divided.

Each Replica provides Shade with additional visual information through it's eyes. Shade and her Replica's are mentally linked, and as such, if Shade cannot command them, the Replicas cannot act. If Shade is mentally unable to command her own body to move an any meaningful way (Read: If she's physically drunk, then so is each Replica, for example), then neither are her Replicas. If Shade is ever knocked unconscious for even a split second, then all Replicas are dispelled. If a Replica is in range for a mental attack by an opponent (Telepathy or Moves that use it), then said opponent can affect Shade's mind, even if her body is not in range.

The division of herself between the Replicas reduces the physical abilities of Replica. While her body and each Replica remain as strong(Atk) and as fast(Spd) as Shade's is when fighting alone, creating Replicas reduces the technical ability and physical resilience of each Replica, when compared to Shade's own body.

Each Replica can use any Move or Ability of Shade's.

The Replicas have a varying degree of physical resilience and technical skill, depending on the number currently in use. When 1 Replica is in use, it is slightly less durable than Shade herself, and has the same technical skill as Shade. When 2 are in use, each has 2/3 her Def and Tec. Three = 1/3 Shade's Def and Tec, 4 and 5 = 1/4 her Def and Tec. Maintaining a fifth Replica incurs no additional reductions, as Shade must focus completely on the Replicas to maintain them.

Replicas look and feel as if they are bodies of actual flesh and blood, up until you strike them. They do not bleed, nor do they have organs. If you were to cut one open, you should just see wispy darkness in the wound instead of any flesh. destroyed, they burst into a cloud of black smoke and wispy shadows.

To summon a Replica(s), Shade charges for up to 10 seconds, summoning 1 replica every 2 seconds until the desired number is reached. If Shade is interrupted during this time, the charge is stopped in it tracks, leaving Shade with the current amount summoned. As Shade is charging, replicas summoned by the current attempt, and previous ones, can begin to defend Shade, allowing her to continue charging uninterrupted, but they can only defend as Shade cannot concentrate on offense and replica summoning. As each Replica is summoned, it steps out front behind Shade, as simply as if it had been standing there the entire time.

Source Replication (Mimic - 300 OM)
Any Move or Ability Shade experiences a foe use can be copied and stored if Shade also has a Replica of the user. Moves/Abilities copied this way can be used by Shade and any of her Replicas as long as she has a Replica of the original user summoned, and are performed with the same technical ability as any other Mimicked Move/Ability.

Shade must have all necessary Powers and Proficiencies needed to perform any copied move for it to be copy-able. Any Move(s) can be copied this way as long as the combined OM of all copied Moves is less than or equal to the amount of OM spent on this move.
This is still several orders of magnitude too powerful. It also has no downsides. These are not assists, so they cannot have TEC.

"Unlike Raal's move that I approved a while back, there seems to be no downsides whatsoever in terms of energy or fatigue - that needs to be a thing. Downsides are almost always required, DEFINITELY if you're pulling off an ambitious move.

With only 2 TEC, controlling an entire shadow body with only the concentration it takes to move a limb seems very disproportionate. It's different if they are shambling zombie which just moves forward. However in this case it is left unexplained how technically capable the replicas are."

Also, no matter the situation, you can't copy moves or powers for longer than an hour if you're no longer in contact with that person.

Quote:Your Biggest Fear is Yourself (Requires Shapeshifting and Suppression) - 300 OM
By shrouding herself in the power of a replica of a past foe, Shade can modulate her appearance and power signature to make it hard of others to notice that she's impersonating someone. Those with Sensory Powers would have an idea that something is off about her, depending the difference between her TEC and theirs.
Shapeshifting already allows you to change your appearance. So, this is basically just changing her energy signature to make it difficult for those with enhanced senses? That's allowed, but you have to be more specific. Say, if they have higher TEC, they can tell? Like Suppression's description.

Quote:Shadow of a Memory (Requires Telepathy, Insight, Basic Fusion, Symbiosis, Mimic, "Shadow Puppetry", and "Your Nightmares are What You Make Them") - Tier One Super Utility - 600 OM
Shade fuses with a target and, if they willing open their mind for her to enter, she can dig through their memories and view any of the past fights they've had with other Primes. Using her powers of Insight along with her ability to Mimic the moves of others, Shade can store any moves or powers her fusion partner has witness during combat with another Prime, or create a Replica of any past foe. Said moves can be added to roster of moves stored by "Your Nightmares are What You Make Them", but follow the same rules for storage as any she witnessed herself. Take 5 minutes of unbroken concentration by both parties to perform, and cannot be used during combat.
This is not allowed as it goes around the hard-baked rule that you must witness something in-person to mimic it and it only lasts for one hour.


Re: Official Move Approval III - Roger Smith - 10-15-2015

Autumn Ellise Rose Wrote:
Autumn Ellise Rose Wrote:The Guitar: Aqua Rose (900) - requires ranged, Area attack, homing and debuff

Autumn summons her guitar to use as her primary weapon. The soundwaves emitted from the instrument can send enemies flying back to give herself space and possiblly slam them into a wall forcefully. To acquire such effect, Autumn must play a series of chords that take about 3 seconds to play. The sound wave is projected in a semi-circle in front of Autumn, where it is more powerful if used when the target directly ahead of her, and less effective if the enemy happens to be beside her.It can also be used by pointing the head stock at an enemy and projecting elemental attacks(such as flames and lightning) with her strums. Miraculously, the guitar doesn't need an amplifier to function with electric sound like in the human world. The range of the guitars sound waves and attacks are both 150 feet, and the sound waves travel, of course, at the speed of sound. However, the sound wave can only send an enemy back 10-30feet depending on the characters weight. Summons within a second.

Soundwave 300OM (Comes with guitar, just as a sword come with a blade) -requires ranged, Area Attack, homing and debuff

Preformed from power chords played on Autumn's guitar, this attack is purely tactical. It can be used to push an enemy back to give her space for her ranged attacks, and if combined well with her environment, it can be used to set up terrifying attack combos.

Pyrotechnics & Lightshow (600)- requires range, and Area attack

Autumn's main offense attacks. By stumming low leveled notes, The Aqua Rose can spew fire in a cone out of the head stock that can reach 10 feet in front of her area of fire. The cone of fires width of the circle at the end of the cone is 5 feet in diameter. By stumming high leveled notes she can unleash lightning bolts from Aqua Rose's head stock for fast shock attacks. These can reach up to 54 meters before they disperse and fly as fast as a bullet. Both must be stummed at least 10 notes before activation(2 seconds at Autumns ability.) So lightning bolts can only be fired every 2 seconds, longer if she is moving.

I was told my guitar move was approved with fault. Without proper addition of what exactly happens with the fire and lightning attacks I skipped a variable effect. This means Aqua rose must be reapproved.


Please excuse my impatient nature but it seems my move may have been passed up. I see the moves after mine getting approved, but not mine. If I missed this approval, sorry to habe caused trouble.

This is just clarification on my part, but are Soundwave and Pyrotechnics & Lightshow just more in-depth explanations of what Aqua Rose's different functions can do?

If so, they're approved, just note that they're specific 'techniques' or some such to that effect, that you use with Aqua Rose. The guitar itself wouldn't need to be a move in that case. If they aren't, then....please explain, because I'm a little confused.


Bandit With No Name Wrote:
Bandit With No Name Wrote:AER9 Instability – 300 OM Requires Ranged Proficiency, Area Attack Proficiency
The AER9 is well known for its unreliable nature, and the Bandit has overclocked the weapon beyond what she probably should have. If she sets the weapon to charge and then gives it a major impact, the weapon's energy cell explodes. The resulting blast is a massive red sphere of plasma with a few arcs of electricity thrown in for show. The attack isn't substantially more powerful than a focused laser beam hit from the rifle in it's normal function, but it is omnidirectional and can overcome things like cover or concealment.

Obvious after the rifle has exploded, it's not available for the rest of the fight. Because it exploded.

One quick check; does this take any specific length of time to charge, or is it more immediate, and ready to go as soon as the setting is changed?


Rin Okumura Wrote:
Quote:Satan Bomb - Homing Proficiency (300 OM): Rin stabs Kurikara into the ground, allowing him to cause a series of blue explosions in places of his choosing. The maximum amount of explosions he can create with one move is 5, and for each explosion he makes, the move drains even more of his stamina. This attack leaves him open for attack, as he needs to keep his blade in the ground in order to create the explosions, and it is also very draining to use. One explosion only causes burning, and any other damage done to an enemy would be from whatever shrapnel comes with it.

Are the explosions generated all at once, or in a sequence, one after the other? How long does each it take to generate an explosion, and does creating more take longer? If so, how much longer? And what is the range on how far away he can make them? It will also be a 600 OM move, as you can choose the number of explosions. Since you can choose where the explosions pop up, you wouldn't need Homing Proficiency, but you would need Ranged Materialize Proficiency.


Stephan Donnel Wrote:Posting for approval once the necessary amount of OM is reached.
Belching Steam (Requires Ranged Materialize, Ranged Proficiency, Debuff) 300OM
Type: Passive/Defensive Debuff, Always active
As emotions boil and the battle drags on numerous valves and exhaust vents on Stephan's body practically belch clouds of thick smoke-like steam. Partially due to design flaws, partially due to low maintenance over the years, this effect persists. This is what earned the Captain his nickname, as whenever he is irritated, even a little, this effect comes into play. It only gets to any actually noticeable levels when in combat, the strain it puts on the systems producing much thicker steam than otherwise, obscuring vision and baffling unprepared opponents. Clouds cover an area of about 10 meters around Donnel and usually dissipate under 5 minutes, unless there is some source of wind or something else to blow them away, but as long as Donnel is nearby it doesn't really matter as he just spews more out. This effect only increases in intensity as he gets damaged, as more pipes are ruptured and there are more holes for steam to escape through, increasing area of effect, as well as thickness, proportionally to taken damage.

Note: Basically, a passive ability that covers a lot of ground, providing a moderate decrease to combat efficiency for everyone inside the smoke due to obscured vision and/or irritated skin/nostrils/ears (have you ever had the pleasure of taking a faceload of industrial steam exhaust?). The large time/area is balanced out by the fact that the character does not really have much control over this ability and it affects him as well as his allies. Obviously characters with Enchances Senses would be immune to this.

I feel like this is almost fine.... I don't know if there are any other sort of passive/always in effect moves like this to base off of. I'll say it's a tentative yes, with the re-working that it does take some energy on Donnel's part -- whether he's actively aware of it or not is up to you -- to maintain the effect, and if you get too beaten up or fatigued the clouds of steam would start to stick around less and fade quicker, being blown away more easily.

Also, since this is being generated from Donnel himself and spreading out to fill an area, it wouldn't need Ranged Materialize Proficiency, but due to the large area it will need Area Attack Proficiency.

I would advise you to hold out for a second opinion on this one, though, just to be safe.


Re: Official Move Approval III - Minato Namikaze - 10-15-2015

Alex Silver Wrote:
Minato Namikaze Wrote:
AlexSilverX Wrote:Moves:

Ichor Claws: (Requires Physical Strength - costs 300 OM)
Like all Ichorians, Alex possesses retractable claws reaching a length of 6 inches when fully extended. These claws are razor sharp and - thanks to their small size - practically weightless, the primary caveat being their limited range. In addition, they can regenerate if broken after a period of full rest.
How long, exactly, does it take these claws to regenerate?
The "period of full rest" basically means that if they're broken, they stay broken until the end of the fight, event, story, etc. Its just fodder to explain why they come back afterwards.

Minato Namikaze Wrote:
AlexSilverX Wrote:Ichor Horns: (Requires Physical Strength - costs 300 OM)
Like most Ichorians, Alex possesses horns. These horns are four in number, reaching a total length of seven inches which falls just short of being able to run a fully grown man through. They share the features of the claws, with the only differences being length, the fact that they are more for stabbing than cutting, and their location atop his skull rather than at his fingertips.
This seems fine, Approved
.
Yay!

Minato Namikaze Wrote:
AlexSilverX Wrote:Ichor Tail: (Requires Physical Strength, Ranged Proficiency - costs 600 OM)
Alex possesses a tail reaching sixteen feet in length, which is proportional in light of his own stature. It is black, elongated, and ends in a six inch long malleable point. As a flexible limb, it can be used for both stabbing his opponents or grabbing onto things. It is strong enough to support his own weight.
What do you mean by Malleable point? can it shape into other objects/ weapons? if so then each of those objects/weapons that give you an advantage will need to be purchased as either upgrades for this move or as their own separate moves.
Oh, no no, I was using malleable as a synonym to pliable. It just means that the tip is flexible like the rest of the tail. I didn't want to use the world "flexible" over and over, but basically you could replace malleable above with flexible. If I wanted the tail to shapeshift, I would need one of those shapeshifting powers I don't have, right? ._.'

Yes you would need shape shifting and the malleable power for it, and you would also need to purchase any of those extra weapon shape shifts as moves. But, since this isn't the case, you're fine.

Ichor claws and Ichor Tail approved


Re: Official Move Approval III - Ururu Kyuuei - 10-15-2015

Third post is the charm? Fodder power for Ururu to make secondaries in a way that make sense for her.

Black Star Anchor
Cost: 0 Om
Requires: Fodder; Hive Mind; Communicator
With a set of hand seals, Ururu channels chakra and a dollop of omnilium in her hand to conjure an Obsidian chakra crystal shaped into jewelry. Upon attaching it to a desired clone, its connection to the Network is radically altered causing it to evolve into a Secondary while severing Ururu’s ability to directly control or possess it. This leaves only a Persona capable of piloting the body. Furthermore Ururu may only affect it through communication, dismissing it, or replacing/removing the Persona entirely (or by their own choice), otherwise it is entirely independent and able to transverse to new locations and other Verses.


Re: Official Move Approval III - Monkey D. Luffy - 10-15-2015

Ururu Kyuuei Wrote:Third post is the charm? Fodder power for Ururu to make secondaries in a way that make sense for her.

Black Star Anchor
Cost: 0 Om
Requires: Fodder; Hive Mind; Communicator
With a set of hand seals, Ururu channels chakra and a dollop of omnilium in her hand to conjure an Obsidian chakra crystal shaped into jewelry. Upon attaching it to a desired clone, its connection to the Network is radically altered causing it to evolve into a Secondary while severing Ururu’s ability to directly control or possess it. This leaves only a Persona capable of piloting the body. Furthermore Ururu may only affect it through communication, dismissing it, or replacing/removing the Persona entirely (or by their own choice), otherwise it is entirely independent and able to transverse to new locations and other Verses.

So basically, just a superfluous method of conjuring secondaries. Seems fine to me, though as per rules pertaining to all secondaries, no advantage is gained in any way during combat scenarios.


Re: Official Move Approval III - Ururu Kyuuei - 10-15-2015

Monkey D. Luffy Wrote:
Ururu Kyuuei Wrote:Third post is the charm? Fodder power for Ururu to make secondaries in a way that make sense for her.

Black Star Anchor
Cost: 0 Om
Requires: Fodder; Hive Mind; Communicator
With a set of hand seals, Ururu channels chakra and a dollop of omnilium in her hand to conjure an Obsidian chakra crystal shaped into jewelry. Upon attaching it to a desired clone, its connection to the Network is radically altered causing it to evolve into a Secondary while severing Ururu’s ability to directly control or possess it. This leaves only a Persona capable of piloting the body. Furthermore Ururu may only affect it through communication, dismissing it, or replacing/removing the Persona entirely (or by their own choice), otherwise it is entirely independent and able to transverse to new locations and other Verses.

So basically, just a superfluous method of conjuring secondaries. Seems fine to me, though as per rules pertaining to all secondaries, no advantage is gained in any way during combat scenarios.

Yep you got it, and the non-combat thing is inherent to their base body move. So yes.

Edit: Was that an official approval or something I needed to write in?


Re: Official Move Approval III - Stephan Donnel - 10-15-2015

Adam Gaite Wrote:
Stephan Donnel Wrote:Posting for approval once the necessary amount of OM is reached.
Belching Steam (Requires Ranged Materialize, Ranged Proficiency, Debuff) 300OM
Type: Passive/Defensive Debuff, Always active
As emotions boil and the battle drags on numerous valves and exhaust vents on Stephan's body practically belch clouds of thick smoke-like steam. Partially due to design flaws, partially due to low maintenance over the years, this effect persists. This is what earned the Captain his nickname, as whenever he is irritated, even a little, this effect comes into play. It only gets to any actually noticeable levels when in combat, the strain it puts on the systems producing much thicker steam than otherwise, obscuring vision and baffling unprepared opponents. Clouds cover an area of about 10 meters around Donnel and usually dissipate under 5 minutes, unless there is some source of wind or something else to blow them away, but as long as Donnel is nearby it doesn't really matter as he just spews more out. This effect only increases in intensity as he gets damaged, as more pipes are ruptured and there are more holes for steam to escape through, increasing area of effect, as well as thickness, proportionally to taken damage.

Note: Basically, a passive ability that covers a lot of ground, providing a moderate decrease to combat efficiency for everyone inside the smoke due to obscured vision and/or irritated skin/nostrils/ears (have you ever had the pleasure of taking a faceload of industrial steam exhaust?). The large time/area is balanced out by the fact that the character does not really have much control over this ability and it affects him as well as his allies. Obviously characters with Enchances Senses would be immune to this.

I feel like this is almost fine.... I don't know if there are any other sort of passive/always in effect moves like this to base off of. I'll say it's a tentative yes, with the re-working that it does take some energy on Donnel's part -- whether he's actively aware of it or not is up to you -- to maintain the effect, and if you get too beaten up or fatigued the clouds of steam would start to stick around less and fade quicker, being blown away more easily.

Also, since this is being generated from Donnel himself and spreading out to fill an area, it wouldn't need Ranged Materialize Proficiency, but due to the large area it will need Area Attack Proficiency.

I would advise you to hold out for a second opinion on this one, though, just to be safe.

My intention was that it is extremely weak normally and only picks up any significant impact on the combat after Stephan has taken some damage. And since it doesn't really do much beyond concealing everyone (indiscriminately) in the vicinity I didn't feel justified adding Area Attack prof. Maybe Area Shield will be better suited?


Re: Official Move Approval III - Bandit With No Name - 10-15-2015

Quote:One quick check; does this take any specific length of time to charge, or is it more immediate, and ready to go as soon as the setting is changed?


AER9 Instability – 300 OM Requires Ranged Proficiency, Area Attack Proficiency
The AER9 is well known for its unreliable nature, and the Bandit has overclocked the weapon beyond what she probably should have. If she sets the weapon to charge and then gives it a major impact, the weapon's energy cell explodes. The resulting blast is a massive red sphere of plasma with a few arcs of electricity thrown in for show. The attack isn't substantially more powerful than a focused laser beam hit from the rifle in it's normal function, but it is omnidirectional and can overcome things like cover or concealment.

The bandit shorts the energy cell within the rifle, and the next major impact it suffers will set off the explosion, or it will self-detonate after about 5 seconds.

Obviously after the rifle has exploded, it's not available for the rest of the fight. Because it exploded.


Re: Official Move Approval III - Shade - 10-15-2015

Omni Wrote:
Quote:Shadow Puppetry (Require Remote Control Prof., Foresight, and Mimic) - X00 OM

[spoiler]Creation and Function (RC Prof. + Foresight - 600 OM)
Tapping into the power of the shadows and the void, Shade can create an exact physical replica of any opponent she makes physical contact with.

Shade can summon up to 5 Replicas at any one time. Maintaining 2 Replicas takes little concentration, and they function as extensions of Shade's own body, as easy to move as limbs. Each additional Replica increases the strain on Shade's mind, and having 5 Replicas in use requires Shade to remain rooted in place, unable to do anything but focus on maintaining the Replicas.

All Replicas are an extension of Shade's body and mind. By essentially dividing herself evenly between them, Shade can create body's whose strength is on par with her own. Although, each time she divides her mind and body, so to is her strength divided.

Each Replica provides Shade with additional visual information through it's eyes. Shade and her Replica's are mentally linked, and as such, if Shade cannot command them, the Replicas cannot act. If Shade is mentally unable to command her own body to move an any meaningful way (Read: If she's physically drunk, then so is each Replica, for example), then neither are her Replicas. If Shade is ever knocked unconscious for even a split second, then all Replicas are dispelled. If a Replica is in range for a mental attack by an opponent (Telepathy or Moves that use it), then said opponent can affect Shade's mind, even if her body is not in range.

The division of herself between the Replicas reduces the physical abilities of Replica. While her body and each Replica remain as strong(Atk) and as fast(Spd) as Shade's is when fighting alone, creating Replicas reduces the technical ability and physical resilience of each Replica, when compared to Shade's own body.

Each Replica can use any Move or Ability of Shade's.

The Replicas have a varying degree of physical resilience and technical skill, depending on the number currently in use. When 1 Replica is in use, it is slightly less durable than Shade herself, and has the same technical skill as Shade. When 2 are in use, each has 2/3 her Def and Tec. Three = 1/3 Shade's Def and Tec, 4 and 5 = 1/4 her Def and Tec. Maintaining a fifth Replica incurs no additional reductions, as Shade must focus completely on the Replicas to maintain them.

Replicas look and feel as if they are bodies of actual flesh and blood, up until you strike them. They do not bleed, nor do they have organs. If you were to cut one open, you should just see wispy darkness in the wound instead of any flesh. destroyed, they burst into a cloud of black smoke and wispy shadows.

To summon a Replica(s), Shade charges for up to 10 seconds, summoning 1 replica every 2 seconds until the desired number is reached. If Shade is interrupted during this time, the charge is stopped in it tracks, leaving Shade with the current amount summoned. As Shade is charging, replicas summoned by the current attempt, and previous ones, can begin to defend Shade, allowing her to continue charging uninterrupted, but they can only defend as Shade cannot concentrate on offense and replica summoning. As each Replica is summoned, it steps out front behind Shade, as simply as if it had been standing there the entire time.

Source Replication (Mimic - 300 OM)
Any Move or Ability Shade experiences a foe use can be copied and stored if Shade also has a Replica of the user. Moves/Abilities copied this way can be used by Shade and any of her Replicas as long as she has a Replica of the original user summoned, and are performed with the same technical ability as any other Mimicked Move/Ability.

Shade must have all necessary Powers and Proficiencies needed to perform any copied move for it to be copy-able. Any Move(s) can be copied this way as long as the combined OM of all copied Moves is less than or equal to the amount of OM spent on this move.[/spoiler]
This is still several orders of magnitude too powerful. It also has no downsides. These are not assists, so they cannot have TEC.

"Unlike Raal's move that I approved a while back, there seems to be no downsides whatsoever in terms of energy or fatigue - that needs to be a thing. Downsides are almost always required, DEFINITELY if you're pulling off an ambitious move.

With only 2 TEC, controlling an entire shadow body with only the concentration it takes to move a limb seems very disproportionate. It's different if they are shambling zombie which just moves forward. However in this case it is left unexplained how technically capable the replicas are."

Also, no matter the situation, you can't copy moves or powers for longer than an hour if you're no longer in contact with that person.

When I referenced the Replicas have Tec, I only meant that as in a grading of their technical ability. "When 2 are in use, each has 2/3 her Def and Tec," was meant as they have 2/3 the durability of Shad'es body, and 2/3 her technical ability. Same for the rest of the denominations I mentioned. It was an an attempt to illustrate the point that as i create more, they become less like "I quick dash at my opponent to swing at his weak points," and more like "I run at you and wildly hack my sword at your face."

Would reducing it to a Max of 1 Replica be sufficient? ALong with that, I would like to have it upgrade-able, to where I can gain the additional Replica for each additional Tec I have in the future. Example: 2 Replicas with 3 Tec, 3 with 4 Tec, and so on?

And with the Mimicry Storage portion of the move, I was trying to use the precedent set by Toybox Girl and her ADAPT Memory Expansion. I suppose additional requirements should and could be added. I've rewritten that section with extra restrictions below.

Source Replication (Mimic - 300 OM)
[spoiler]Creating a Replica can provide Shade with more than just a body that looks like her target, it can also hold the powers of the copied individual as well, as long as Shade's mind can handle the extra load at the time.

Any Move or Ability Shade Mimics can be copied and stored if, and only if, Shade also has a Replica of the Move's original user (Mimicked Moves cannot be Mimicked again and stored. Moves/Abilities copied this way can be used by Shade and any of her Replicas as long as she has a Replica of the original user summoned, and are performed with the same technical ability as any other Mimicked Move/Ability.

Shade must have all necessary Powers and Proficiencies needed to perform any Mimicked Move for it to be store-able. Any Move(s) can be stored this way as long as the combined OM of all stored Moves is less than or equal to the amount of OM spent on this move. These move can be overwritten at any time by storing another Move(s).

During a fight in which a Replica is created, Shade has only 1 hour to store any moves from the Replica's 'target'. After this 1 hour period, the Replica is 'completed' and Shade cannot store any more moves with "Source Replication" from that target. To acquire any new Moves from a target, Shade my destroy her previous Replica of that target and recreate it. In doing so, she loses any Moves previously copied from this Replica's 'target', and must begin the process of creating a Replica anew. (This can be done outside of combat as well, but regardless of the situation, the 1 hour limit applies.)

Shade can only have 1 Replica of an individual at a time. She cannot makes double under any circumstance.[/spoiler]

Omni Wrote:
Quote:Your Biggest Fear is Yourself (Requires Shapeshifting and Suppression) - 300 OM
[spoiler]By shrouding herself in the power of a replica of a past foe, Shade can modulate her appearance and power signature to make it hard of others to notice that she's impersonating someone. Those with Sensory Powers would have an idea that something is off about her, depending the difference between her TEC and theirs.[/spoiler]
Shapeshifting already allows you to change your appearance. So, this is basically just changing her energy signature to make it difficult for those with enhanced senses? That's allowed, but you have to be more specific. Say, if they have higher TEC, they can tell? Like Suppression's description.

Revison:
Your Biggest Fear is Yourself (Requires Shapeshifting and Suppression) - 300 OM
[spoiler]By shrouding herself in the power of a replica of a past foe, Shade can modulate her appearance and power signature to make it hard of others to notice that she's impersonating someone. As long as Shade's TEC is equal to or higher than her "opponent's" they will not notice that she is not who she seems. The moment her opponent's TEC is higher than her own, the effect of her disguise grows gradually weaker. This ranges from those with TEC slightly higher than her own maybe noticing something off about her, to those with double her TEC seeing her as just a shapeshifted person, if they have Enhanced Senses of course.[/spoiler]

Omni Wrote:
Quote:Shadow of a Memory (Requires Telepathy, Insight, Basic Fusion, Symbiosis, Mimic, "Shadow Puppetry", and "Your Nightmares are What You Make Them") - Tier One Super Utility - 600 OM
[spoiler]Shade fuses with a target and, if they willing open their mind for her to enter, she can dig through their memories and view any of the past fights they've had with other Primes. Using her powers of Insight along with her ability to Mimic the moves of others, Shade can store any moves or powers her fusion partner has witness during combat with another Prime, or create a Replica of any past foe. Said moves can be added to roster of moves stored by "Your Nightmares are What You Make Them", but follow the same rules for storage as any she witnessed herself. Take 5 minutes of unbroken concentration by both parties to perform, and cannot be used during combat.[/spoiler]
This is not allowed as it goes around the hard-baked rule that you must witness something in-person to mimic it and it only lasts for one hour.

Very well then. Can I just skip the Move-copying part and have it as RP Fodder for how she can make Replicas that look like other people she has not met? Example below.
Shadow of a Memory (Requires Basic Fusion and Symbiosis) - RP Fodder - 0 OM
[spoiler]By fusing and linking her mind with that of a willing participant, Shade can create Replicas of individuals whom she has not met through the use of the participants memories. The mind is too complex a place for her to copy anything but a physical form.[/spoiler]


Re: Official Move Approval III - Rin Okumura - 10-15-2015

Quote:Satan Bomb - Homing Proficiency (300 OM): Rin stabs Kurikara into the ground, allowing him to cause a series of blue explosions in places of his choosing. The maximum amount of explosions he can create with one move is 5, and for each explosion he makes, the move drains even more of his stamina. This attack leaves him open for attack, as he needs to keep his blade in the ground in order to create the explosions, and it is also very draining to use. One explosion only causes burning, and any other damage done to an enemy would be from whatever shrapnel comes with it.

Well, I already bought homing proficiency and wouldn't have enough OM to buy that move if I sold it back. So I'm just gonna make a different move with the same name!

Satan Bomb - Homing Proficiency (300 OM): Rin creates a blue ball of fire and throws it at his enemy, leaving his hand held out and concentrating so that the orb will track down it's target. This move requires a large amount of concentration, leaving the user open for attack. If concentration is broken, then the orb will stop tracking the target and dissipate. If the orb connects with it's target, then it will explode, causing damage to the enemy.


Re: Official Move Approval III - Omni - 10-15-2015

Shade Wrote:
Omni Wrote:
Quote:Shadow Puppetry (Require Remote Control Prof., Foresight, and Mimic) - X00 OM

[spoiler]Creation and Function (RC Prof. + Foresight - 600 OM)
Tapping into the power of the shadows and the void, Shade can create an exact physical replica of any opponent she makes physical contact with.

Shade can summon up to 5 Replicas at any one time. Maintaining 2 Replicas takes little concentration, and they function as extensions of Shade's own body, as easy to move as limbs. Each additional Replica increases the strain on Shade's mind, and having 5 Replicas in use requires Shade to remain rooted in place, unable to do anything but focus on maintaining the Replicas.

All Replicas are an extension of Shade's body and mind. By essentially dividing herself evenly between them, Shade can create body's whose strength is on par with her own. Although, each time she divides her mind and body, so to is her strength divided.

Each Replica provides Shade with additional visual information through it's eyes. Shade and her Replica's are mentally linked, and as such, if Shade cannot command them, the Replicas cannot act. If Shade is mentally unable to command her own body to move an any meaningful way (Read: If she's physically drunk, then so is each Replica, for example), then neither are her Replicas. If Shade is ever knocked unconscious for even a split second, then all Replicas are dispelled. If a Replica is in range for a mental attack by an opponent (Telepathy or Moves that use it), then said opponent can affect Shade's mind, even if her body is not in range.

The division of herself between the Replicas reduces the physical abilities of Replica. While her body and each Replica remain as strong(Atk) and as fast(Spd) as Shade's is when fighting alone, creating Replicas reduces the technical ability and physical resilience of each Replica, when compared to Shade's own body.

Each Replica can use any Move or Ability of Shade's.

The Replicas have a varying degree of physical resilience and technical skill, depending on the number currently in use. When 1 Replica is in use, it is slightly less durable than Shade herself, and has the same technical skill as Shade. When 2 are in use, each has 2/3 her Def and Tec. Three = 1/3 Shade's Def and Tec, 4 and 5 = 1/4 her Def and Tec. Maintaining a fifth Replica incurs no additional reductions, as Shade must focus completely on the Replicas to maintain them.

Replicas look and feel as if they are bodies of actual flesh and blood, up until you strike them. They do not bleed, nor do they have organs. If you were to cut one open, you should just see wispy darkness in the wound instead of any flesh. destroyed, they burst into a cloud of black smoke and wispy shadows.

To summon a Replica(s), Shade charges for up to 10 seconds, summoning 1 replica every 2 seconds until the desired number is reached. If Shade is interrupted during this time, the charge is stopped in it tracks, leaving Shade with the current amount summoned. As Shade is charging, replicas summoned by the current attempt, and previous ones, can begin to defend Shade, allowing her to continue charging uninterrupted, but they can only defend as Shade cannot concentrate on offense and replica summoning. As each Replica is summoned, it steps out front behind Shade, as simply as if it had been standing there the entire time.

Source Replication (Mimic - 300 OM)
Any Move or Ability Shade experiences a foe use can be copied and stored if Shade also has a Replica of the user. Moves/Abilities copied this way can be used by Shade and any of her Replicas as long as she has a Replica of the original user summoned, and are performed with the same technical ability as any other Mimicked Move/Ability.

Shade must have all necessary Powers and Proficiencies needed to perform any copied move for it to be copy-able. Any Move(s) can be copied this way as long as the combined OM of all copied Moves is less than or equal to the amount of OM spent on this move.[/spoiler]
This is still several orders of magnitude too powerful. It also has no downsides. These are not assists, so they cannot have TEC.

"Unlike Raal's move that I approved a while back, there seems to be no downsides whatsoever in terms of energy or fatigue - that needs to be a thing. Downsides are almost always required, DEFINITELY if you're pulling off an ambitious move.

With only 2 TEC, controlling an entire shadow body with only the concentration it takes to move a limb seems very disproportionate. It's different if they are shambling zombie which just moves forward. However in this case it is left unexplained how technically capable the replicas are."

Also, no matter the situation, you can't copy moves or powers for longer than an hour if you're no longer in contact with that person.

When I referenced the Replicas have Tec, I only meant that as in a grading of their technical ability. "When 2 are in use, each has 2/3 her Def and Tec," was meant as they have 2/3 the durability of Shad'es body, and 2/3 her technical ability. Same for the rest of the denominations I mentioned. It was an an attempt to illustrate the point that as i create more, they become less like "I quick dash at my opponent to swing at his weak points," and more like "I run at you and wildly hack my sword at your face."

Would reducing it to a Max of 1 Replica be sufficient? ALong with that, I would like to have it upgrade-able, to where I can gain the additional Replica for each additional Tec I have in the future. Example: 2 Replicas with 3 Tec, 3 with 4 Tec, and so on?

And with the Mimicry Storage portion of the move, I was trying to use the precedent set by Toybox Girl and her ADAPT Memory Expansion. I suppose additional requirements should and could be added. I've rewritten that section with extra restrictions below.

Source Replication (Mimic - 300 OM)
[spoiler]Creating a Replica can provide Shade with more than just a body that looks like her target, it can also hold the powers of the copied individual as well, as long as Shade's mind can handle the extra load at the time.

Any Move or Ability Shade Mimics can be copied and stored if, and only if, Shade also has a Replica of the Move's original user (Mimicked Moves cannot be Mimicked again and stored. Moves/Abilities copied this way can be used by Shade and any of her Replicas as long as she has a Replica of the original user summoned, and are performed with the same technical ability as any other Mimicked Move/Ability.

Shade must have all necessary Powers and Proficiencies needed to perform any Mimicked Move for it to be store-able. Any Move(s) can be stored this way as long as the combined OM of all stored Moves is less than or equal to the amount of OM spent on this move. These move can be overwritten at any time by storing another Move(s).

During a fight in which a Replica is created, Shade has only 1 hour to store any moves from the Replica's 'target'. After this 1 hour period, the Replica is 'completed' and Shade cannot store any more moves with "Source Replication" from that target. To acquire any new Moves from a target, Shade my destroy her previous Replica of that target and recreate it. In doing so, she loses any Moves previously copied from this Replica's 'target', and must begin the process of creating a Replica anew. (This can be done outside of combat as well, but regardless of the situation, the 1 hour limit applies.)

Shade can only have 1 Replica of an individual at a time. She cannot makes double under any circumstance.[/spoiler]
Honestly, toybox girl's move should never have been approved. Now that she's not a character, it's no longer an issue.

Honestly, I would phrase it like this "if shade is putting all of her focus into manipulating a replica, it has equal to her TEC, but she cannot move." See what I mean as a baseline? Then for each additional replica, her focus is split so it would be like having half the TEC with two replicas, and that's with her ENTIRE focus on controlling the replicas.

Even then, you need an energy cost or downside to account for the fact that you have created physical bodies that can take damage, or even attack. That's going to take a fair amount of energy. Two would be a lot of energy. Again, use Raal's move as a baseline. His zombies take a "small" amount of energy to summon and five seconds of focused concentration. These zombies can be killed with a single casual strike. Therefore, think proportionately about how strong you want your replicas to be and then upscale those downsides appropriately.

The fact that these replicas are copies of individuals physically is an additional upside to the move with many practical benefits so you need to account for that and balance that out as well with your downsides.
Quote:Revison:
Your Biggest Fear is Yourself (Requires Shapeshifting and Suppression) - 300 OM
[spoiler]By shrouding herself in the power of a replica of a past foe, Shade can modulate her appearance and power signature to make it hard of others to notice that she's impersonating someone. As long as Shade's TEC is equal to or higher than her "opponent's" they will not notice that she is not who she seems. The moment her opponent's TEC is higher than her own, the effect of her disguise grows gradually weaker. This ranges from those with TEC slightly higher than her own maybe noticing something off about her, to those with double her TEC seeing her as just a shapeshifted person, if they have Enhanced Senses of course.[/spoiler]
Approved.

Quote:
Omni Wrote:
Quote:Shadow of a Memory (Requires Telepathy, Insight, Basic Fusion, Symbiosis, Mimic, "Shadow Puppetry", and "Your Nightmares are What You Make Them") - Tier One Super Utility - 600 OM
[spoiler]Shade fuses with a target and, if they willing open their mind for her to enter, she can dig through their memories and view any of the past fights they've had with other Primes. Using her powers of Insight along with her ability to Mimic the moves of others, Shade can store any moves or powers her fusion partner has witness during combat with another Prime, or create a Replica of any past foe. Said moves can be added to roster of moves stored by "Your Nightmares are What You Make Them", but follow the same rules for storage as any she witnessed herself. Take 5 minutes of unbroken concentration by both parties to perform, and cannot be used during combat.[/spoiler]
This is not allowed as it goes around the hard-baked rule that you must witness something in-person to mimic it and it only lasts for one hour.

Very well then. Can I just skip the Move-copying part and have it as RP Fodder for how she can make Replicas that look like other people she has not met? Example below.
Shadow of a Memory (Requires Basic Fusion and Symbiosis) - RP Fodder - 0 OM
[spoiler]By fusing and linking her mind with that of a willing participant, Shade can create Replicas of individuals whom she has not met through the use of the participants memories. The mind is too complex a place for her to copy anything but a physical form.[/spoiler]
I believe that is worth 300 OM.


Re: Official Move Approval III - Roger Smith - 10-15-2015

Stephan Donnel Wrote:
Adam Gaite Wrote:
Stephan Donnel Wrote:Posting for approval once the necessary amount of OM is reached.
Belching Steam (Requires Ranged Materialize, Ranged Proficiency, Debuff) 300OM
Type: Passive/Defensive Debuff, Always active
As emotions boil and the battle drags on numerous valves and exhaust vents on Stephan's body practically belch clouds of thick smoke-like steam. Partially due to design flaws, partially due to low maintenance over the years, this effect persists. This is what earned the Captain his nickname, as whenever he is irritated, even a little, this effect comes into play. It only gets to any actually noticeable levels when in combat, the strain it puts on the systems producing much thicker steam than otherwise, obscuring vision and baffling unprepared opponents. Clouds cover an area of about 10 meters around Donnel and usually dissipate under 5 minutes, unless there is some source of wind or something else to blow them away, but as long as Donnel is nearby it doesn't really matter as he just spews more out. This effect only increases in intensity as he gets damaged, as more pipes are ruptured and there are more holes for steam to escape through, increasing area of effect, as well as thickness, proportionally to taken damage.

Note: Basically, a passive ability that covers a lot of ground, providing a moderate decrease to combat efficiency for everyone inside the smoke due to obscured vision and/or irritated skin/nostrils/ears (have you ever had the pleasure of taking a faceload of industrial steam exhaust?). The large time/area is balanced out by the fact that the character does not really have much control over this ability and it affects him as well as his allies. Obviously characters with Enchances Senses would be immune to this.

I feel like this is almost fine.... I don't know if there are any other sort of passive/always in effect moves like this to base off of. I'll say it's a tentative yes, with the re-working that it does take some energy on Donnel's part -- whether he's actively aware of it or not is up to you -- to maintain the effect, and if you get too beaten up or fatigued the clouds of steam would start to stick around less and fade quicker, being blown away more easily.

Also, since this is being generated from Donnel himself and spreading out to fill an area, it wouldn't need Ranged Materialize Proficiency, but due to the large area it will need Area Attack Proficiency.

I would advise you to hold out for a second opinion on this one, though, just to be safe.

My intention was that it is extremely weak normally and only picks up any significant impact on the combat after Stephan has taken some damage. And since it doesn't really do much beyond concealing everyone (indiscriminately) in the vicinity I didn't feel justified adding Area Attack prof. Maybe Area Shield will be better suited?

Right, right. The only thing is, even with the costs of it only really working as Donnel starts to take damage, and effecting him and his allies as much as his enemies are fine, it still winds down to a 20 meter diameter area centered on Stephan being shrouded in a smokescreen at no cost to himself to maintain, and gets stronger the more damaged he gets, which would be the inverse to what would normally be expected. Without some form of energy cost to keep it running, it wouldn't be balanced enough to give the effect you're after.

As for Area Attack, it might not do much -- or anything in terms of damage -- but it's still a wide area, and its intended function, from a 'gameplay' standpoint is to hinder opponents, even if allies also get caught in the effect, making it an 'attack', in that sense. Area Shield would only be for actual shields or defenses that actively serve to defend or block other attacks.


Bandit With No Name Wrote:
Quote:One quick check; does this take any specific length of time to charge, or is it more immediate, and ready to go as soon as the setting is changed?


AER9 Instability – 300 OM Requires Ranged Proficiency, Area Attack Proficiency
The AER9 is well known for its unreliable nature, and the Bandit has overclocked the weapon beyond what she probably should have. If she sets the weapon to charge and then gives it a major impact, the weapon's energy cell explodes. The resulting blast is a massive red sphere of plasma with a few arcs of electricity thrown in for show. The attack isn't substantially more powerful than a focused laser beam hit from the rifle in it's normal function, but it is omnidirectional and can overcome things like cover or concealment.

The bandit shorts the energy cell within the rifle, and the next major impact it suffers will set off the explosion, or it will self-detonate after about 5 seconds.

Obviously after the rifle has exploded, it's not available for the rest of the fight. Because it exploded.

Okie-dokey, then. Approved.


Rin Okumura Wrote:
Quote:Satan Bomb - Homing Proficiency (300 OM): Rin stabs Kurikara into the ground, allowing him to cause a series of blue explosions in places of his choosing. The maximum amount of explosions he can create with one move is 5, and for each explosion he makes, the move drains even more of his stamina. This attack leaves him open for attack, as he needs to keep his blade in the ground in order to create the explosions, and it is also very draining to use. One explosion only causes burning, and any other damage done to an enemy would be from whatever shrapnel comes with it.

Well, I already bought homing proficiency and wouldn't have enough OM to buy that move if I sold it back. So I'm just gonna make a different move with the same name!

Satan Bomb - Homing Proficiency (300 OM): Rin creates a blue ball of fire and throws it at his enemy, leaving his hand held out and concentrating so that the orb will track down it's target. This move requires a large amount of concentration, leaving the user open for attack. If concentration is broken, then the orb will stop tracking the target and dissipate. If the orb connects with it's target, then it will explode, causing damage to the enemy.

Lookin' mostly good, just a few detail-things:
-- How long does it take to create the ball of flame?
-- How quickly does it move while it's tracking down its target?
-- Assuming Rin doesn't get hit and can keep his focus, how long can he maintain the attack before it dissipates, or will it dissipate on its own at all?
-- How large is the explosion when the orb connects?


Re: Official Move Approval III - Stephan Donnel - 10-15-2015

Posting for approval once the necessary amount of OM is reached.
Belching Steam (Requires Area Shield AND/OR Area Attack, Ranged Proficiency, Debuff) 300OM
Type: Passive/Defensive Debuff, Always active
As emotions boil and the battle drags on numerous valves and exhaust vents on Stephan's body practically belch clouds of thick smoke-like steam. Partially due to design flaws, partially due to low maintenance over the years, this effect persists. Despite the constant minor drain it causes on stamina and inability to control it in any way Stephan used this "flaw" for a long time. This is what earned the Captain his nickname, as whenever he is irritated, even a little, this effect comes into play. It only gets to any actually noticeable levels when in combat, the strain it puts on the systems producing much thicker steam than otherwise, obscuring vision and baffling unprepared opponents. Clouds cover an area of about 10 meters around Donnel and usually dissipate under 5 minutes, unless there is some source of wind or something else to blow them away, but as long as Donnel is nearby it doesn't really matter as he just spews more out. This effect only increases in intensity as he gets damaged, as more pipes are ruptured and there are more holes for steam to escape through, increasing area of effect, as well as thickness, proportionally to taken damage. This ability increases fatigue gained in combat by about 20% and effectiveness of the Debuff increases proportionally to damage taken in combat.

Note: Basically, a passive ability that covers a lot of ground, providing a moderate decrease to combat efficiency for everyone inside the smoke due to obscured vision and/or irritated skin/nostrils/ears (have you ever had the pleasure of taking a faceload of industrial steam exhaust?). The large time/area is balanced out by the fact that the character does not really have much control over this ability and it affects him as well as his allies. Obviously characters with Enchances Senses would be immune to this.



Re-wrote this a little, how it is now?


Re: Official Move Approval III - Roger Smith - 10-15-2015

Got something of my own to toss into the ring.

Hero Mode -- Tier 1 Power Up -- 1000 OM
Adam accelerates his temporal movement and personal flows of time, augmenting his speed and the force behind his attacks, and shielding his body with a dense layer of distorted time..

ATK +2
DEF +1
SPD +2
TEC +0


Re: Official Move Approval III - Roger Smith - 10-15-2015

Stephan Donnel Wrote:Posting for approval once the necessary amount of OM is reached.
Belching Steam (Requires Area Shield AND/OR Area Attack, Ranged Proficiency, Debuff) 300OM
Type: Passive/Defensive Debuff, Always active
As emotions boil and the battle drags on numerous valves and exhaust vents on Stephan's body practically belch clouds of thick smoke-like steam. Partially due to design flaws, partially due to low maintenance over the years, this effect persists. Despite the constant minor drain it causes on stamina and inability to control it in any way Stephan used this "flaw" for a long time. This is what earned the Captain his nickname, as whenever he is irritated, even a little, this effect comes into play. It only gets to any actually noticeable levels when in combat, the strain it puts on the systems producing much thicker steam than otherwise, obscuring vision and baffling unprepared opponents. Clouds cover an area of about 10 meters around Donnel and usually dissipate under 5 minutes, unless there is some source of wind or something else to blow them away, but as long as Donnel is nearby it doesn't really matter as he just spews more out. This effect only increases in intensity as he gets damaged, as more pipes are ruptured and there are more holes for steam to escape through, increasing area of effect, as well as thickness, proportionally to taken damage. This ability increases fatigue gained in combat by about 20% and effectiveness of the Debuff increases proportionally to damage taken in combat.

Note: Basically, a passive ability that covers a lot of ground, providing a moderate decrease to combat efficiency for everyone inside the smoke due to obscured vision and/or irritated skin/nostrils/ears (have you ever had the pleasure of taking a faceload of industrial steam exhaust?). The large time/area is balanced out by the fact that the character does not really have much control over this ability and it affects him as well as his allies. Obviously characters with Enchances Senses would be immune to this.



Re-wrote this a little, how it is now?

Lookin' much better now. Just a note that as Donnel gets more and more tired and exhausted as a battle drags on, the steam would naturally start to sputter and lose overall effectiveness.

But with that note, unless any other Staff member spots something I've missed, Approved!


Re: Official Move Approval III - Rin Okumura - 10-15-2015

Quote:
Quote:Rin Okumura wrote:
Satan Bomb - Homing Proficiency (300 OM): Rin stabs Kurikara into the ground, allowing him to cause a series of blue explosions in places of his choosing. The maximum amount of explosions he can create with one move is 5, and for each explosion he makes, the move drains even more of his stamina. This attack leaves him open for attack, as he needs to keep his blade in the ground in order to create the explosions, and it is also very draining to use. One explosion only causes burning, and any other damage done to an enemy would be from whatever shrapnel comes with it.


Well, I already bought homing proficiency and wouldn't have enough OM to buy that move if I sold it back. So I'm just gonna make a different move with the same name!

Satan Bomb - Homing Proficiency (300 OM): Rin creates a blue ball of fire and throws it at his enemy, leaving his hand held out and concentrating so that the orb will track down it's target. This move requires a large amount of concentration, leaving the user open for attack. If concentration is broken, then the orb will stop tracking the target and dissipate. If the orb connects with it's target, then it will explode, causing damage to the enemy.

Lookin' mostly good, just a few detail-things:
-- How long does it take to create the ball of flame?
-- How quickly does it move while it's tracking down its target?
-- Assuming Rin doesn't get hit and can keep his focus, how long can he maintain the attack before it dissipates, or will it dissipate on its own at all?
-- How large is the explosion when the orb connects?

It'll take two seconds to create the orb, moves 4 mph, lasts for 10 seconds before dissipating, and is only large enough to affect one person (until I get enough OM to make it an area attack.) I'll include those details into the description of my roster if they work.


Re: Official Move Approval III - Roger Smith - 10-15-2015

Rin Okumura Wrote:
Quote:
Quote:Rin Okumura wrote:
Satan Bomb - Homing Proficiency (300 OM): Rin stabs Kurikara into the ground, allowing him to cause a series of blue explosions in places of his choosing. The maximum amount of explosions he can create with one move is 5, and for each explosion he makes, the move drains even more of his stamina. This attack leaves him open for attack, as he needs to keep his blade in the ground in order to create the explosions, and it is also very draining to use. One explosion only causes burning, and any other damage done to an enemy would be from whatever shrapnel comes with it.


Well, I already bought homing proficiency and wouldn't have enough OM to buy that move if I sold it back. So I'm just gonna make a different move with the same name!

Satan Bomb - Homing Proficiency (300 OM): Rin creates a blue ball of fire and throws it at his enemy, leaving his hand held out and concentrating so that the orb will track down it's target. This move requires a large amount of concentration, leaving the user open for attack. If concentration is broken, then the orb will stop tracking the target and dissipate. If the orb connects with it's target, then it will explode, causing damage to the enemy.

Lookin' mostly good, just a few detail-things:
-- How long does it take to create the ball of flame?
-- How quickly does it move while it's tracking down its target?
-- Assuming Rin doesn't get hit and can keep his focus, how long can he maintain the attack before it dissipates, or will it dissipate on its own at all?
-- How large is the explosion when the orb connects?

It'll take two seconds to create the orb, moves 4 mph, lasts for 10 seconds before dissipating, and is only large enough to affect one person (until I get enough OM to make it an area attack.) I'll include those details into the description of my roster if they work.

I would just like to point out that 4 mph is slightly faster than an average walking pace, so even someone with 1 SPD would be able to stay out of its reach quite easily.

But with those additions to the description, it is approved, either way.


Re: Official Move Approval III - Stephan Donnel - 10-15-2015

Point is, that it is pretty much as with blood. If it runs out - he is already dead. He would be leaking it anyway, but the point of this move is to make it useful. I think you are overestimating the efficiency of the power, it covers a large ground yes, but thickness is barely equal to that of a medium campfire by default, a smoke grenade by "half health" and only gets to actual "I can't see anything" levels when he is near death. Here, i should have noted that from start, my bad.

Belching Steam (Requires Area Shield AND/OR Area Attack, Ranged Proficiency, Debuff) 300OM
Type: Passive/Defensive Debuff, Always active
As emotions boil and the battle drags on numerous valves and exhaust vents on Stephan's body practically belch clouds of thick smoke-like steam. Partially due to design flaws, partially due to low maintenance over the years, this effect persists. Despite the constant minor drain it causes on stamina and inability to control it in any way Stephan used this "flaw" for a long time. This is what earned the Captain his nickname, as whenever he is irritated, even a little, this effect comes into play. It only gets to any actually noticeable levels when in combat, the strain it puts on the systems producing much thicker steam than otherwise, obscuring vision and baffling unprepared opponents. Clouds cover an area of about 10 meters around Donnel and usually dissipate under 5 minutes, unless there is some source of wind or something else to blow them away, but as long as Donnel is nearby it doesn't really matter as he just spews more out. By default the smoke is barely as thick as that from a badly made campfire, but as it increases in intensity it gets progressively denser, approaching almost obscurity when at maximum efficiency. This effect only increases in intensity as Stephan gets damaged, as more pipes are ruptured and there are more holes for steam to escape through, increasing thickness proportionally to taken damage. This ability increases fatigue gained in combat by about 20% and effectiveness of the Debuff increases proportionally to damage taken in combat.

Note: Basically, a passive ability that covers a lot of ground, providing a moderate decrease to combat efficiency for everyone inside the smoke due to obscured vision and/or irritated skin/nostrils/ears (have you ever had the pleasure of taking a faceload of industrial steam exhaust?). The large time/area is balanced out by the fact that the character does not really have much control over this ability and it affects him as well as his allies. Obviously characters with Enchances Senses would be immune to this.


Re: Official Move Approval III - Rin Okumura - 10-15-2015

Could I change the speed to 25 mph then? xD That'd be a little more reasonable for speed, I'm just bad with measuring speed and though 4 mph would be good.


Re: Official Move Approval III - Omni - 10-16-2015

Stephan - we're not talking IC logic here, just move balance. Enel has a similar move:

"Static Electricity
Anyone that makes physical contact with Enel's body is vulnerable to getting an electric shock. It is not particularly powerful, serving mainly as a shock for those not expecting it, which can leave them open, or a painful deterrent to anyone trying to hold Enel. It is more powerful when Enel is well-rested, and dwindles to nothing as his energy levels decrease. It is automatic, but Enel can choose to withold it if he wishes to, for example, conserve energy, focus his energy on attacking, or carry an ally."

It's simply because his body is made of electricity. But that doesn't mean I can have an effect for free, because that's not allowed regardless of how we justify it.