Re: Official Move Approval III - Stephan Donnel - 10-16-2015
Omni Wrote:Stephan - we're not talking IC logic here, just move balance.
I realise. The move isn't exactly "for free". He tires out faster when it is in effect (which is practically always). And i made it a bit stronger because he can't toggle it on or off.
Re: Official Move Approval III - Omni - 10-16-2015
Okay, just wanted to make that clear (not just for you but for everyone purchasing passives). That version is approved, since I read it over (Sorry to break order, people!)
Re: Official Move Approval III - Omni - 10-16-2015
Rin Okumura Wrote: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. Sounds fine, just please repost the final version here so it can be approved (protocols!)
Re: Official Move Approval III - Jak Mar - 10-16-2015
Blaster- Jak's gun, that has a lock-on mod the gun that aims at target with perfect efficiency and accuracy . Weakness is that this gun cannot much damage. (300 OM)300 ammo
Vulcan Fury- A machine gun-like gun that shoots like a barrel, comes with a lock on mod as well. Can shoot fast, and cause a lot of damage, but can use up bullets quickly. (300 OM)best used against well-armored enemies with a lot of health. 300 ammo
Peacemaker- A dark eco gun that shoots a medium ball of dark eco at the target and locks onto the enemy no matter where they go .. It can cause a lot of damage, but hard to aim, and shoots slow.(300 OM) 10 Shots of powerful dark eco.
(I'm refreshing Jak's weapon descriptions)
Re: Official Move Approval III - Rin Okumura - 10-16-2015
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. The orb takes two seconds to create , moves 25 mph, lasts for 10 seconds before dissipating, and the explosion is only large enough to affect one person.
Re: Official Move Approval III - Roger Smith - 10-16-2015
Jak Mar Wrote:Blaster- Jak's gun, that has a lock-on mod the gun that aims at target with perfect efficiency and accuracy . Weakness is that this gun cannot much damage. (300 OM)300 ammo
Vulcan Fury- A machine gun-like gun that shoots like a barrel, comes with a lock on mod as well. Can shoot fast, and cause a lot of damage, but can use up bullets quickly. (300 OM)best used against well-armored enemies with a lot of health. 300 ammo
Peacemaker- A dark eco gun that shoots a medium ball of dark eco at the target and locks onto the enemy no matter where they go .. It can cause a lot of damage, but hard to aim, and shoots slow.(300 OM) 10 Shots of powerful dark eco.
(I'm refreshing Jak's weapon descriptions)
Blaster -- Actual accuracy will depend on Jak's TEC, just to point out. Aside from that, this will need a rate of fire and a range for each shot. A magazine size and reload time, if there is one, would also be required.
Vulcan Fury -- Again, just to point out, but each shot from this will do proportionately less damage due to its high rate of fire. Aside from that, once more a rate of fire and effective range are needed, as are magazine size and reload time.
Peacemaker -- More clarification is required. How quickly does it move as it tracks targets, how accurate is its homing capability, and how long will it last before it sputters out, or will it eventually sputter out? It being hard to aim isn't really relevant with it being a homing move, and you mention it shoots slow, but in what manner? I'm assuming a low firing rate, from what I remember of the games. I remember from experience it's a one-shot deal per magazine, so some mention of how long it takes to swap in a new shot after each firing would be good.
Rin Okumura Wrote: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. The orb takes two seconds to create , moves 25 mph, lasts for 10 seconds before dissipating, and the explosion is only large enough to affect one person.
Very good, thanks for patience. Approved!
Re: Official Move Approval III - Shade - 10-16-2015
Omni Wrote:Shade Wrote:Omni Wrote: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. Alright. Would something along these lines be acceptable:
Quote:Shade splits her mind and body evenly among any Replica's she makes. Shade can summon up to 2 Replicas. Shade can either focus entire on her Replica(s) control, leaving her unable to to act, though she is still able to move at a walking pace, to move behind cover while her Replicas distract. If used in this manner, each Replica would have her effective TEC split between them (If 1 Replica, it gets her whole TEC, if 2, each has half her TEC). Alternatively, She can act in concert with her Replica(s), but her effective TEC is split even between herself and all Replicas (With 1 Replica, Shade and her Replica both have 1/2 her TEC, if 2 Replicas, each has 1/3 her TEC).
Because Shade also splits her body among her Replicas, each holds a good chunk of her energy. Each Replica takes about 10% of her energy to create, and if it is destroyed, she loses the energy. Although, if it lives to the end of the fight, she can dispel it to regain the energy spent on it.
I suppose I'll leave it at this until i wish to upgrade the number in the future when i have more TEC to go around.
Quote:Quote:Omni Wrote: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.
That's fine.
Shadow of a Memory (Requires Basic Fusion and Symbiosis) - 300 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 exactly copy anything but a physical form.[/spoiler]
I'm gonna leave it like that in case in the future i want to buy a "Shadow Version" of another persons Move. As in, buy a move and it just looks and functions like someone else's Move, but with a Shade twist.
Re: Official Move Approval III - Ururu Kyuuei - 10-17-2015
Ururu Kyuuei Wrote: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? Edit: Yeah confirmed with Luffy to make requested edits.
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. These are incapable of any committed combat or creating advantages in such.
Re: Official Move Approval III - Jak Mar - 10-17-2015
Blaster- Jak's gun, that has a lock-on mod the gun that aims at target with perfect efficiency and accuracy . Weakness is that this gun cannot much damage. (300 OM)300 ammo/ Jak's blaster has a medium-high rate of fire and can fire a long range for each shot. There is 300 shots and one shot can be aimed at a time. (But Jak can use the "Wastelander Combo" and can combine a rapid-fire stream of three blasts after a attack. (This can be used as the same as the blaster but with three shots instead of one) Jak's reload time on the Blaster is about 5 seconds.
Vulcan Fury-(300 OM) A machine gun-like gun that shoots like a barrel, comes with a lock on mod as well/laser . Can shoot fast, and cause a lot of damage, but can use up bullets quickly. Jak can use this gun from a medium range, and the Vulcan Fury has a high rate of fire. Magazines come out one at a time, fast but there is 300 shots. The Vulcan fury's reload time is at most a few seconds or less. best used against well-armored enemies with a lot of health.
Peacemaker-(300 OM) A dark eco gun that shoots a medium ball of dark eco at the target and hones onto the enemy no matter where they go ..Each shot is a one shot per magazine. But it only gives out 10 shots of dark eco. The gun takes a small time of about 1 minute to charge the ball of dark eco. The homing proficiency allows the dark eco ball to give chase to the target it's following until it hits said target.
(I'm refreshing Jak's weapon descriptions)
Re: Official Move Approval III - Stephan Donnel - 10-17-2015
“Steamliner” (Ranged, Debuff) 600 OM
Originally a heavy duty industrial piledriver, a “Gorrets High Penetration Apparatus for Builders” was repurposed and heavily customized for usage by Stephan. Normally it is just a collection of pipes, pressure chambers and a release mechanism, but when connected to a special exhaust vent at the end of Donnels’ left arm it turns into a powerful weapon capable of penetrating war-engine grade armour and making a short work of any infantryman too stupid to know better and dazzle the rest. Even a glancing blow from this monstrosity is devastating and it leaves an actual blastwave in its wake. Due to robust design and non-constrictive barrel and muzzle gun easily accepts modified ammunition which can make it even more devastating (And must be purchased as separate moves).
This is a heavy, a bit oversized, pistol about 45cm long. It holds 4 30cm long, 1.5cm wide pikes that serve as ammunition. It is impossible to replace the whole “clip” in combat as it requires partially disassembling the gun. Replacing one spent pike takes ~4-5 seconds. Before firing Stephan must charge the gun up for at least a second and up to five seconds for increased punch and penetration, during this time he can still move, but his left hand is locked in place. After charge is complete it can be held for maximum of 10 seconds, after which, depending on the level of the charge, it will either vent, or rupture from pressure. After firing gun takes around 2 seconds to load a next pike from the chamber before it can fire again. Even on a miss, especially a near-miss a blastwave from passage of the projectile can stun or even knock down weaker people off their feet. While gun has enough power to propel the devastating shot extremely far due to not being quite designed as a ranged weapon (more like industrial tool) its effective range is only 20m, increasing by 10m for every second beyond first it is charged.
Re: Move Approval III - Ms. Marvel - 10-17-2015
Retane Wrote:Sasuke Uchiha Wrote:Retane Wrote:T1 Super Move(600 OM SP:1): Dark Reckoning( A Thousand Lashes; Torment of a Thousand Souls)- At one time, being the God of Death, even if he can't remember, Retane's subconscious is still linked to the dark planes. The Emerald Fiend reaches out to a hidden plane, where many souls suffer in torture and agony. He raises his hands to the sky, forcing a rip in time and space. From the tear above, a mass of dark purple energy begins to form. Screams of pain howl throughout rthe air only to be encased in the large orb as a fury of razor shap wind revolved around the the dark energy. When the moment is right, the orb launches at his target. Upon collision, the wind attempts to shred at anything in it's way, making a path for the Orb of Reckoning. As the dark energy hits it's target, it tries to onsume them physically and mentally. The target hears the cries of anguish of a thousand souls and is forced to see the pain and agony one unlucky soul had to feel...
Sounds perplexing and not enjoyable in the slightest. Can we make a slight compromise?
This:
Quote:even if he can't remember, Retane's subconscious is still linked to the dark planes.
To this:
Quote:even if he can't remember, Retane's subconscious believes itself still linked to the dark planes.
Omni doesn't allow for his chosen to have any link to their worlds from before they were brought to the Omniverse. Make this edit and your off like a prom dress.
Also, I approve the alterations you have made for your assists Mark of Lythia. 0 OM, update it.
No. i wont bend for you,
How is this?
T1 Super Move(600 OM SP:1): Dark Reckoning( A Thousand Lashes; Torment of a Thousand Souls)- At one time, Retane was the God of Death. Retane once created a plane to hold their torment. He subconsciously has done so again. The Emerald Fiend reaches out to a hidden plane, where many souls suffer in torture and agony. He raises his hands to the sky, forcing a rip in time and space. From the tear above, a mass of dark purple energy begins to form. Screams of pain howl throughout the air only to be encased in the large orb as a fury of razor sharp wind revolved around the the dark energy. When the moment is right, the orb launches at his target. Upon collision, the wind attempts to shred at anything in it's way, making a path for the Orb of Reckoning. As the dark energy hits it's target, it tries to consume them physically and mentally. The target hears the cries of anguish of a thousand souls and is forced to see the pain and agony one unlucky soul had to feel...
I'll allow it. Approved unless otherwise overruled.
Also, Retane, I touched on all of your other moves, if you want to respond and get them approved. (Just so you know)
Re: Official Move Approval III - Ms. Marvel - 10-17-2015
Ururu Kyuuei Wrote: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. These are incapable of any committed combat or creating advantages in such.
In regards to the bold text and just to make this clear: They can NOT be used to gain an advantage in combat in any way shape or form. These things can't even throw a punch worth a damn. If they do, you will be breaking the rules.
If you would like for them to be able to be used in combat AT ALL, you will need to spend at least 300 OM for this to be approved. If they will not be partaking in combat, then I approve this for the 0 OM as a fodder power.
Re: Official Move Approval III - Ururu Kyuuei - 10-17-2015
Ms. Marvel Wrote:Ururu Kyuuei Wrote: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. These are incapable of any committed combat or creating advantages in such.
In regards to the bold text and just to make this clear: They can NOT be used to gain an advantage in combat in any way shape or form. These things can't even throw a punch worth a damn. If they do, you will be breaking the rules.
If you would like for them to be able to be used in combat AT ALL, you will need to spend at least 300 OM for this to be approved. If they will not be partaking in combat, then I approve this for the 0 OM as a fodder power.
Hence why the bolded text you bolded is there. So yes I understand the ramifications.
Re: Official Move Approval III - Ms. Marvel - 10-17-2015
Ururu Kyuuei Wrote:Ms. Marvel Wrote:Ururu Kyuuei Wrote: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. These are incapable of any committed combat or creating advantages in such.
In regards to the bold text and just to make this clear: They can NOT be used to gain an advantage in combat in any way shape or form. These things can't even throw a punch worth a damn. If they do, you will be breaking the rules.
If you would like for them to be able to be used in combat AT ALL, you will need to spend at least 300 OM for this to be approved. If they will not be partaking in combat, then I approve this for the 0 OM as a fodder power.
Hence why the bolded text you bolded is there. So yes I understand the ramifications.
*Approve Jutsu* MOTHER TRUCKERS!
Have fun and try not to spend them all in one place! ^_^
Re: Official Move Approval III - Ms. Marvel - 10-17-2015
Wakka
*Note* All of these moves you are trying to create and the Blitzball you got before should use Tech as a guide as to whether or not they would be successful. Someone who far outweighs you in Tech will be more likely to avoid these effects.
Quote:Backspin Shot (300 OM)
Ranged Proficiency, Homing Proficiency, Debuff Proficiency
As a man who is ambidextrous with both his hands and feet, Wakka is able to kick the ball with his left foot. This creates an awkward spin on the Blitzball, which disorientates the opposition upon contact.
Confuses the opponent for up to 10 seconds.
Note that the effect is broken once the target takes damage and we can approve this for 300.
Quote:BANG Shot (300 OM)
Ranged Proficiency, Debuff Proficiency
Wakka drills his Blitzball towards his opponent with great force. Upon contact with whatever it hits, a loud banging sound ensues, similar to a grenade explosion; if the opponent is in the radius, it can deafen them.
Temporarily deafens opponent
This needs a time restraint. 10 seconds?
Quote:Silence Shot (300 OM)
Ranged Proficiency, Debuff Proficiency, Homing Proficiency
Wakka enchants his Blitzball with the ability to strip his opponent’s ability to speak.
Temporarily disables opponent from speaking. Great against spellcasters, etc.
Again, this needs a time restraint. 10 seconds, again, sounds nice to me.
Quote:Rattle Shot (300 OM)
Ranged Proficiency, Debuff Proficiency, Homing Proficiency
Sometimes the exterior of an opponent isn’t just flesh, or soft tissue; sometimes it’s scales, or metal, or something else dense and hard. When this move strikes an opponent, the sound of the collision echoes throughout the interior of him or her, causing moderate headaches.
Temporarily causes the opponent to receive mild migraine symptoms; only useful against opponents wearing armor, or other protective exteriors.
I think this is fine as is. Approve Jutsu!
Re: Official Move Approval III - Thaal Sinestro - 10-19-2015
Ring Duplicate (Requires: Fusion, Symbiosis)
Sinestro can use the Fusion and Symbiosis moves as described, including SP usage, except that his body and the target body remain separate. Only Sinestro's Moves and Powers are transferred to the target, and none of the target's Moves or Powers are given to Sinestro, and both party's Stats remain completely unchanged. Sinestro is the only one who may pay SP to maintain the "Fusion".
Essentially, Sinestro would transfer his Moves, Proficiencies and Powers to another person while remaining separate for the same SP that a Fusion would cost.
Re: Official Move Approval III - Stephan Donnel - 10-19-2015
The Arm (Melee Strength, Debuff) 600
Comprised of multitudes of pressure-lockers and steam pumps covered in hard locked metal casing, bolted on in several places Stephans arm is much stronger and sturdier than even others of such make. This allowed him to develop his own fighting style, focused on using his metal, and completely numb, bodypart to block incoming harm, as well as retaliate with crushing blows. Steam flowing through the pipes inside provides additional layer of offensive power, as venting it in the right moment can incapacitate even strongest opponents momentarily.
The arm can be used in two modes. It can either be used to block off incoming melee attacks, in which it is quite efficient, as few opponents expect their enemy to just plain grab their weapon. Additionally Stephan can strike his enemies with the metal limb, which is strong enough to punch through a brick wall effortlessly, thou its reach is just the same as of usual arm. In addition Stephan will vent scalding steam up to 1 meter away, using that to blind or throw his enemies off balance as he blocks or strikes. It can be used in either way even when holding something not extremely unwieldy (like a one handed weapon) but efficiency will be reduced.
Also, Bumping up the lower one.
“Steamliner” (Ranged, Debuff) 600 OM
Originally a heavy duty industrial piledriver, a “Gorrets High Penetration Apparatus for Builders” was repurposed and heavily customized for usage by Stephan. Normally it is just a collection of pipes, pressure chambers and a release mechanism, but when connected to a special exhaust vent at the end of Donnels’ left arm it turns into a powerful weapon capable of penetrating war-engine grade armour and making a short work of any infantryman too stupid to know better and dazzle the rest. Even a glancing blow from this monstrosity is devastating and it leaves an actual blastwave in its wake. Due to robust design and non-constrictive barrel and muzzle gun easily accepts modified ammunition which can make it even more devastating (And must be purchased as separate moves).
This is a heavy, a bit oversized, pistol about 45cm long. It holds 4 30cm long, 1.5cm wide pikes that serve as ammunition. It is impossible to replace the whole “clip” in combat as it requires partially disassembling the gun. Replacing one spent pike takes ~4-5 seconds. Before firing Stephan must charge the gun up for at least a second and up to five seconds for increased punch and penetration, during this time he can still move, but his left hand is locked in place. After charge is complete it can be held for maximum of 10 seconds, after which, depending on the level of the charge, it will either vent, or rupture from pressure. After firing gun takes around 2 seconds to load a next pike from the chamber before it can fire again. Even on a miss, especially a near-miss a blastwave from passage of the projectile can stun or even knock down weaker people off their feet. While gun has enough power to propel the devastating shot extremely far due to not being quite designed as a ranged weapon (more like industrial tool) its effective range is only 20m, increasing by 10m for every second beyond first it is charged.
Re: Official Move Approval III - Chloe Price - 10-19-2015
Static Touch - 300 OM, requires Melee Attack Proficiency
Barry runs around the opponent for 10 seconds, charging electricity. When he's done, he walks up to the opponent, pauses for a second, and touches them, electrocuting them. It's a fairly weak attack, but effective.
Super Sonic Punch - 600 OM, Tier 1 Super Move. Requires Melee Attack Proficiency, Super Speed.
To perform this move, Barry must be placed far away from the opponent, so he has time to build up his speed. Depending on the distance and Barry's top speed, this move may take 5-15 seconds to connect. Barry runs at the opponent, accelerating to top speed, before connecting a single punch with all his strength(and speed) put into it. A very powerful move, but if dodged, Barry will likely be vulnerable for an attack from behind.
Re: Official Move Approval III - Roger Smith - 10-19-2015
Thaal Sinestro Wrote:Ring Duplicate (Requires: Fusion, Symbiosis)
Sinestro can use the Fusion and Symbiosis moves as described, including SP usage, except that his body and the target body remain separate. Only Sinestro's Moves and Powers are transferred to the target, and none of the target's Moves or Powers are given to Sinestro, and both party's Stats remain completely unchanged. Sinestro is the only one who may pay SP to maintain the "Fusion".
Essentially, Sinestro would transfer his Moves, Proficiencies and Powers to another person while remaining separate for the same SP that a Fusion would cost.
Good to go, Sinbad. It'll cost ya 300, I'd wager, unless someone else has a different opinion.
Stephan Donnel Wrote:The Arm (Melee Strength, Debuff) 600
Comprised of multitudes of pressure-lockers and steam pumps covered in hard locked metal casing, bolted on in several places Stephans arm is much stronger and sturdier than even others of such make. This allowed him to develop his own fighting style, focused on using his metal, and completely numb, bodypart to block incoming harm, as well as retaliate with crushing blows. Steam flowing through the pipes inside provides additional layer of offensive power, as venting it in the right moment can incapacitate even strongest opponents momentarily.
The arm can be used in two modes. It can either be used to block off incoming melee attacks, in which it is quite efficient, as few opponents expect their enemy to just plain grab their weapon. Additionally Stephan can strike his enemies with the metal limb, which is strong enough to punch through a brick wall effortlessly, thou its reach is just the same as of usual arm. In addition Stephan will vent scalding steam up to 1 meter away, using that to blind or throw his enemies off balance as he blocks or strikes. It can be used in either way even when holding something not extremely unwieldy (like a one handed weapon) but efficiency will be reduced.
Also, Bumping up the lower one.
“Steamliner” (Ranged, Debuff) 600 OM
Originally a heavy duty industrial piledriver, a “Gorrets High Penetration Apparatus for Builders” was repurposed and heavily customized for usage by Stephan. Normally it is just a collection of pipes, pressure chambers and a release mechanism, but when connected to a special exhaust vent at the end of Donnels’ left arm it turns into a powerful weapon capable of penetrating war-engine grade armour and making a short work of any infantryman too stupid to know better and dazzle the rest. Even a glancing blow from this monstrosity is devastating and it leaves an actual blastwave in its wake. Due to robust design and non-constrictive barrel and muzzle gun easily accepts modified ammunition which can make it even more devastating (And must be purchased as separate moves).
This is a heavy, a bit oversized, pistol about 45cm long. It holds 4 30cm long, 1.5cm wide pikes that serve as ammunition. It is impossible to replace the whole “clip” in combat as it requires partially disassembling the gun. Replacing one spent pike takes ~4-5 seconds. Before firing Stephan must charge the gun up for at least a second and up to five seconds for increased punch and penetration, during this time he can still move, but his left hand is locked in place. After charge is complete it can be held for maximum of 10 seconds, after which, depending on the level of the charge, it will either vent, or rupture from pressure. After firing gun takes around 2 seconds to load a next pike from the chamber before it can fire again. Even on a miss, especially a near-miss a blastwave from passage of the projectile can stun or even knock down weaker people off their feet. While gun has enough power to propel the devastating shot extremely far due to not being quite designed as a ranged weapon (more like industrial tool) its effective range is only 20m, increasing by 10m for every second beyond first it is charged.
The Arm -- This looks pretty good to me. Just wondering what the Debuff is for. Does the blinding or staggering effect last beyond just the momentary distraction while he's blocking or attacking? If it doesn't, then you won't need Debuff for this particular move. Either way, since the wording leads me to believe this would qualify more as a weapon than just a natural use of Physical Strength, I'd say it would be a 900 OM move. 300 for attacking, 300 for blocking, and 300 for the steam effect.
Steamliner -- I am once again unsure of why this one requires Debuff, but aside from that it looks good. Approved at 600.
Flash Wrote:Static Touch - 300 OM, requires Melee Attack Proficiency
Barry runs around the opponent for 10 seconds, charging electricity. When he's done, he walks up to the opponent, pauses for a second, and touches them, electrocuting them. It's a fairly weak attack, but effective.
Super Sonic Punch - 600 OM, Tier 1 Super Move. Requires Melee Attack Proficiency, Super Speed.
To perform this move, Barry must be placed far away from the opponent, so he has time to build up his speed. Depending on the distance and Barry's top speed, this move may take 5-15 seconds to connect. Barry runs at the opponent, accelerating to top speed, before connecting a single punch with all his strength(and speed) put into it. A very powerful move, but if dodged, Barry will likely be vulnerable for an attack from behind.
Static Touch -- The charge time seems excessive for such a weak attack. I feel like you could lower it further, to as little as a few seconds, potentially, depending on just how strong it is. 'Fairly weak' is really vague, after all.
Super Sonic Punch -- Lookin' good to go. Approved.
Re: Official Move Approval III - Roger Smith - 10-19-2015
Dragging this back up right quick, just to make sure it doesn't get buried.
Adam Gaite Wrote: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
And got another move to toss up for a look-see.
Freeze Frame -- 300 OM (Requires: Ranged Proficiency, Area Attack Proficiency, Time Manipulation)
Adam gathers his focus for three seconds, before he snaps the fingers of one hand. A ripple will spread through the air for a twenty-meter radius around him over the course of another two seconds, and immediately afterward time will slow to a complete halt for everyone and everything within that area for ten seconds. Adam himself is also frozen in time, but remains aware of his surroundings and alert, and can use the stopped time to try and gather his thoughts and plan out a course of action. After ten seconds are up, time will revert back to its normal flow in the affected area over two seconds as if nothing had ever happened.
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