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Omni Archive
Official Move Approval IV - Printable Version

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RE: Official Move Approval IV - Mark - 01-16-2017

(01-16-2017, 11:13 PM)Guu Wrote: I'm altering the description for Adult Guu just to make a few things clear:

Old:
Quote:Adult Guu - Tier 1 Power-Up
In moments of crisis, Guu transforms into her more battle competent adult form; a 5'6" woman with knee length hair and dull red eyes. While this form specializes in close quarters combat, she still has access to all of Guu's abilities. Adult Guu is notably more expressive than her default and sometimes will show obvious signs of empathy, but elements of her trickster spirit still remains.

ATK: +2
DEF: +2
SPD: +1
TEC: N/A


New:
Quote:Adult Guu - Tier 1 Power-Up
Guu transforms into her more battle competent adult form; a 5'6" woman with knee length hair and dull red eyes. While this form specializes in close quarters combat, she still has access to all of Guu's abilities. Adult Guu is notably more expressive than her default and sometimes will show obvious signs of empathy, but elements of her trickster spirit still remains.
Guu is able to take on this form through shapeshifting, but it's purely cosmetic. She'll need to spend SP and do a "power-up" sequence in order to gain the stat boosts when she's in this form already.

ATK: +2
DEF: +2
SPD: +1
TEC: N/A

Last line added for clarity as I often take the adult form through shapeshifting, and it's good to have a thing in there that outright says "NOT ACTUALLY THE TRANSFORMATION, BLAH!" Especially if I do entire storylines in her adult form down the line.

Fine by me. Approved.


RE: Official Move Approval IV - The Vision - 01-17-2017

"Lightning: CHUN" - 300 (Requires Ranged)
After concentrating for three seconds, Ogong conjures the character for lightning. He then points his fingers at the target. A thin lightning bolt shoots out and strikes the target, doing meh damage. But this is a "channelled" spell - Ogong can concentrate for up to 3 additional seconds, and a stream of electricity will continue to shock the target for that time. However, while he is casting the spell, he cannot move and must be concentrating - if something distracts him, the spell is cancelled and he must start over. If he channels the spell fully, it will drain him quite a bit. The lightning flies a maximum of 2 meters. No spells can be conjured at the same time as others.


RE: Official Move Approval IV - Mark - 01-17-2017

(01-17-2017, 12:21 AM)The Vision Wrote: "Lightning: CHUN" - 300 (Requires Ranged)
After concentrating for three seconds, Ogong conjures the character for lightning. He then points his fingers at the target. A thin lightning bolt shoots out and strikes the target, doing meh damage. But this is a "channelled" spell - Ogong can concentrate for up to 3 additional seconds, and a stream of electricity will continue to shock the target for that time. However, while he is casting the spell, he cannot move and must be concentrating - if something distracts him, the spell is cancelled and he must start over. If he channels the spell fully, it will drain him quite a bit. The lightning flies a maximum of 2 meters. No spells can be conjured at the same time as others.

Good to go. Approved.


RE: Official Move Approval IV - Jade Harley - 01-17-2017

(01-16-2017, 08:57 PM)Jade Harley Wrote: Green Sun Streetsweeper (requires Ranged Proficiency, Area Attack, Debuff proficiency) – 600 OM

This gun is based on the Korobov TKB-022PM assault rifle with a range of 10 feet. It contains about 30 rounds and fires at a rate of one round per every 5 seconds. The gun fires miniature Green Suns at Jade’s adversary, which go supernovae upon contact and plume out with a painful amount of greenish yellow energy, leaving lasting, minor annoyance burns for up to a minute afterwards that slightly lower TEC. The rounds travel as fast as a bullet and are about the size of a softball. These beams of raw energy take 5 seconds to charge up for a smaller blow, but can be charged for up to 10 seconds for greater effectiveness. A charged round can cause serious burns capable of engulfing an entire limb, moderately lowering an opponent's TEC for half a minute. After its store of energy is emptied, the Green Sun Streetsweeper takes 6 seconds to recharge; the recharge process is incredibly draining for Jade and creates visible signs of fatigue. Jade must remain stationary when firing this gun whether on the ground or in the air, but can rotate in place to track her target's movements. Cannot be used with other moves.
[spoiler][Image: latest?cb=20110117041838][/spoiler]

Edited!


RE: Official Move Approval IV - Amaterasu - 01-17-2017

(01-16-2017, 11:53 AM)Mark Wrote: Ammy
[spoiler]
(01-12-2017, 03:51 PM)Amaterasu Wrote: Pyromancy (600, requires Ranged Proficiency, Debuff Proficiency)
By focusing continuously, standing still and holding her hand out with her palm up, Iza summons a flame that is initially candle-sized (almost instantly), consumes a minimal amount of energy and gradually grows to the size of a small campfire (~5 seconds), if fed with more magic energy after that it simply continues to burn at its maximum size until used or extinguished. At its maximum size Iza can hold the flame for up to 20 seconds before it becomes too tiring to keep. Otherwise, presuming that she were to use the flames as soon as they reach their maximum size, she could summon up to 4 in a row before becoming too tired - obviously, the smaller a flame is the less energy it drains. It appears and grows on her hand, which is slowly scorched as the flame burns her. This is a cosmetic side-effect though.
Iza is able to throw the flame in a lob, with a maximum range of ~20m, to attack her opponent with it. It functions like a normal fire in that it can be extinguished, it can spread to other flammable materials, cannot burn on non-flammables etc. and deals about the same damage as a regular log fire of its respective size would deal. While in Iza’s hand it must be maintained with small amounts of magic power or else it is extinguished, including if Iza’s concentration is broken. After it is thrown it lasts for up to 5 seconds during which it aggressively catches on to something flammable, attempting to stay “alive”, otherwise it goes out by itself.
While using Pyromancy until the point where she throws the flame Iza must remain stationary and cannot use other moves.


Abyssal Formula (600, requires Area Attack Proficiency)
This is Iza’s most powerful destructive magic, a forbidden spell. In order to cast it she must draw a complex circle riddled with arcane symbols and shapes on the ground, with a black ink-like substance that comes from her fingertips, and cannot use offensive moves during that time (though she can use defensive ones). While she can interrupt her work she must remain close to where she is drawing at that time (max. 2 meters away) and must resume work after 10 seconds at most, or else the entire circle's magic collapses, becoming permanently faulty even if completed. While incomplete or faulty the circle is just a more or less fancy drawing with incomprehensible glyphs and latin words, but once completed (and not faulty) it unleashes its real power.
Namely, the ground breaks away into a circular pit as large as the circle formula was. That pit goes down for ~3 meters – enough to do some serious damage. Anything above the circle remains unaffected, although things resting on the ground that breaks away would of course fall down. The pit's walls are uneven and can be climbed out of with some effort if an opponent has no other means of escaping it. After 10 minutes the pit then refills itself, "pushing" anything inside it to the surface.
Iza can make the circle any size she wants as long as its diameter is at least one meter, and the entire surface that she intends to subject to the Abyssal Formula can be painted (it can’t be obstructed by buildings, greatly uneven terrain etc). Due to the larger size it takes her exponentially longer to paint a circle the bigger it is, by the following formula:
(1 minute) * X², where X is the diameter of the circle in meters. 1m would be 1min, 2m would be 4min, 3m would be 9min and so on.
The amount of stamina that Abyssal Formula drains is based on the circle's size: assuming that Iza has 20 "units" of stamina, it takes as much stamina from her as it takes in minutes to draw the circle (so a 2m circle that takes 4 minutes to complete would take 4 units), and is drained only when the formula does its thing after the circle is completed. If Iza spends more stamina on a circle than she has available the circle will shrink to the maximum size that it can do with the available stamina then take effect, and Iza will pass out due to overexertion.



Gravetouched (600, Phys Str, Debuff Proficiency)
Having been to the realm of the dead has not left Iza without traces. Her body is covered in grave rot, remains of long-dead creatures rotten far beyond recognition. Her Lich magic turns that grave rot into a dangerous weapon.
Iza must draw out her necrotic magic by focusing for ~5 seconds, during which she cannot move, causing any visible parts of her body to darken and take on the appearance of a fouling corpse, in a sickly dark gray color. Her entire body becomes dangerous to direct physical contact at this point, including the shroud she is cloaked in, though Iza will typically attempt to establish that physical contact with her hands. Physical contact must be direct - it cannot be through a medium such as a melee weapon that an opponent holds as they hit Iza with it. However if an opponent is wearing armor, clothes or similar (a representation of DEF, not a shielding move) touching that armor/clothing counts as “direct” physical contact.
If Iza is able to touch her opponent the grave rot infects them by way of her lich magic. The effects become more intense the longer contact is upheld: very brief contact of less than a second will merely leave an uncomfortable numbness at that spot, while extended contact infects an opponent causing what Iza calls “deathtouched”.
This has the following effects: the limb(s) that is/are infected gradually numb(s), visibly rot(s) and become(s) increasingly hard to use, obeying the brain’s orders more slowly and less accurately than a healthy body. If touched for at least 10 seconds without break the limb(s) become “dead”, going limp, numb and not functioning, while looking like the limb(s) of a rotten corpse. Even things surrounding the deathtouched bodypart may appear aged and rotting, such as clothes turning to rags, metal rusting etc, but it’s a cosmetic side-effect with no bearing on the fight. After ~20 seconds of breaking the physical contact the affected bodyparts begin to heal again but it takes 10 further seconds for them to regain their function and become fully responsive again.
Iza can continuously maintain Gravetouched for up to 2 minutes of total time in a fight (such as casting it twice, leaving it in effect for one minute each time), tiring her a fair amount (after a minute she will be exhausted, needing to catch her breath for a while). She cannot use other moves or move faster than at a slow running pace (7-8 km/h) while it is in effect, and takes ~3 seconds after ending Gravetouched before she can use other moves again.
Using Gravetouched on an opponent’s torso and head only causes the rotting and other appearance changes as well as some discomfort (mainly fluff), but they remain fully functional. The actual debuff functions only on an opponent's limbs - the arms and legs on a humanoid, or similar limbs on other types of opponents. A maximum of half an opponent's limbs can be debuffed (so, 2 on a regular humanoid) at a time.

Pyromancy: Does this do damage equivalent to standard fire or is it more/less damaging? How draining is this exactly? You state that it is draining to maintain but how harsh exactly is the move on the caster, all-told?

Abyssal Formula: Can she do this in fits and starts or does she need to sit down and work the whole thing out at once? How draining is this to cast? I’m gonna say that 10 meters deep is too much, since it fundamentally changes how the battle would develop and puts anyone without a specific few powers or a sufficient speed stat at a large, long-term disadvantage. If you wanted to give this a duration or something before the hole ‘rebounds’, I’d be receptive to the idea.

Lich Dagger: Looks good. Approved.

Gravetouched: This one I’m a little iffy on. I’d be more comfortable with a longer cast time, since this can debuff for so long. Maybe 5 seconds? I also feel like there should be some mention of how much overall area this can effect. Without a maximum she could just grab someone’s ankles and kill their legs for 30+ seconds at a time, which is pretty harsh in terms of debuffs. That’s not to mention what happens if she could get them in a bear hug. Also, why is this 600?
[/spoiler]

Argh... I'm annoyed at myself for never being able to write a proper move on the first go (Lich Dagger doesn't count, that was easy to write).

Abyssal Formula has been edited. It's a bit hard to balance because it takes that long to draw, so I wanted it to have some amount of power behind it. Hope this works.

Gravetouched would cost 600 since the debuff is variable, in that it grows stronger the longer Iza can touch someone. And holy damn did that get long.

As usual, bolded parts are where I've added or edited anything to the move. Struck through ones are entirely removed.


RE: Official Move Approval IV - Mark - 01-17-2017

(01-17-2017, 03:30 AM)Jade Harley Wrote:
(01-16-2017, 08:57 PM)Jade Harley Wrote: Green Sun Streetsweeper (requires Ranged Proficiency, Area Attack, Debuff proficiency) – 600 OM

This gun is based on the Korobov TKB-022PM assault rifle with a range of 10 feet. It contains about 30 rounds and fires at a rate of one round per every 5 seconds. The gun fires miniature Green Suns at Jade’s adversary, which go supernovae upon contact and plume out with a painful amount of greenish yellow energy, leaving lasting, minor annoyance burns for up to a minute afterwards that slightly lower TEC. The rounds travel as fast as a bullet and are about the size of a softball. These beams of raw energy take 5 seconds to charge up for a smaller blow, but can be charged for up to 10 seconds for greater effectiveness. A charged round can cause serious burns capable of engulfing an entire limb, moderately lowering an opponent's TEC for half a minute. After its store of energy is emptied, the Green Sun Streetsweeper takes 6 seconds to recharge; the recharge process is incredibly draining for Jade and creates visible signs of fatigue. Jade must remain stationary when firing this gun whether on the ground or in the air, but can rotate in place to track her target's movements. Cannot be used with other moves.
[spoiler][Image: latest?cb=20110117041838][/spoiler]

Edited!

Approved!

(01-17-2017, 05:09 AM)Amaterasu Wrote:
(01-16-2017, 11:53 AM)Mark Wrote: Ammy
[spoiler]
(01-12-2017, 03:51 PM)Amaterasu Wrote: Pyromancy (600, requires Ranged Proficiency, Debuff Proficiency)
By focusing continuously, standing still and holding her hand out with her palm up, Iza summons a flame that is initially candle-sized (almost instantly), consumes a minimal amount of energy and gradually grows to the size of a small campfire (~5 seconds), if fed with more magic energy after that it simply continues to burn at its maximum size until used or extinguished. At its maximum size Iza can hold the flame for up to 20 seconds before it becomes too tiring to keep. Otherwise, presuming that she were to use the flames as soon as they reach their maximum size, she could summon up to 4 in a row before becoming too tired - obviously, the smaller a flame is the less energy it drains. It appears and grows on her hand, which is slowly scorched as the flame burns her. This is a cosmetic side-effect though.
Iza is able to throw the flame in a lob, with a maximum range of ~20m, to attack her opponent with it. It functions like a normal fire in that it can be extinguished, it can spread to other flammable materials, cannot burn on non-flammables etc. and deals about the same damage as a regular log fire of its respective size would deal. While in Iza’s hand it must be maintained with small amounts of magic power or else it is extinguished, including if Iza’s concentration is broken. After it is thrown it lasts for up to 5 seconds during which it aggressively catches on to something flammable, attempting to stay “alive”, otherwise it goes out by itself.
While using Pyromancy until the point where she throws the flame Iza must remain stationary and cannot use other moves.


Abyssal Formula (600, requires Area Attack Proficiency)
This is Iza’s most powerful destructive magic, a forbidden spell. In order to cast it she must draw a complex circle riddled with arcane symbols and shapes on the ground, with a black ink-like substance that comes from her fingertips, and cannot use offensive moves during that time (though she can use defensive ones). While she can interrupt her work she must remain close to where she is drawing at that time (max. 2 meters away) and must resume work after 10 seconds at most, or else the entire circle's magic collapses, becoming permanently faulty even if completed. While incomplete or faulty the circle is just a more or less fancy drawing with incomprehensible glyphs and latin words, but once completed (and not faulty) it unleashes its real power.
Namely, the ground breaks away into a circular pit as large as the circle formula was. That pit goes down for ~3 meters – enough to do some serious damage. Anything above the circle remains unaffected, although things resting on the ground that breaks away would of course fall down. The pit's walls are uneven and can be climbed out of with some effort if an opponent has no other means of escaping it. After 10 minutes the pit then refills itself, "pushing" anything inside it to the surface.
Iza can make the circle any size she wants as long as its diameter is at least one meter, and the entire surface that she intends to subject to the Abyssal Formula can be painted (it can’t be obstructed by buildings, greatly uneven terrain etc). Due to the larger size it takes her exponentially longer to paint a circle the bigger it is, by the following formula:
(1 minute) * X², where X is the diameter of the circle in meters. 1m would be 1min, 2m would be 4min, 3m would be 9min and so on.
The amount of stamina that Abyssal Formula drains is based on the circle's size: assuming that Iza has 20 "units" of stamina, it takes as much stamina from her as it takes in minutes to draw the circle (so a 2m circle that takes 4 minutes to complete would take 4 units), and is drained only when the formula does its thing after the circle is completed. If Iza spends more stamina on a circle than she has available the circle will shrink to the maximum size that it can do with the available stamina then take effect, and Iza will pass out due to overexertion.



Gravetouched (600, Phys Str, Debuff Proficiency)
Having been to the realm of the dead has not left Iza without traces. Her body is covered in grave rot, remains of long-dead creatures rotten far beyond recognition. Her Lich magic turns that grave rot into a dangerous weapon.
Iza must draw out her necrotic magic by focusing for ~5 seconds, during which she cannot move, causing any visible parts of her body to darken and take on the appearance of a fouling corpse, in a sickly dark gray color. Her entire body becomes dangerous to direct physical contact at this point, including the shroud she is cloaked in, though Iza will typically attempt to establish that physical contact with her hands. Physical contact must be direct - it cannot be through a medium such as a melee weapon that an opponent holds as they hit Iza with it. However if an opponent is wearing armor, clothes or similar (a representation of DEF, not a shielding move) touching that armor/clothing counts as “direct” physical contact.
If Iza is able to touch her opponent the grave rot infects them by way of her lich magic. The effects become more intense the longer contact is upheld: very brief contact of less than a second will merely leave an uncomfortable numbness at that spot, while extended contact infects an opponent causing what Iza calls “deathtouched”.
This has the following effects: the limb(s) that is/are infected gradually numb(s), visibly rot(s) and become(s) increasingly hard to use, obeying the brain’s orders more slowly and less accurately than a healthy body. If touched for at least 10 seconds without break the limb(s) become “dead”, going limp, numb and not functioning, while looking like the limb(s) of a rotten corpse. Even things surrounding the deathtouched bodypart may appear aged and rotting, such as clothes turning to rags, metal rusting etc, but it’s a cosmetic side-effect with no bearing on the fight. After ~20 seconds of breaking the physical contact the affected bodyparts begin to heal again but it takes 10 further seconds for them to regain their function and become fully responsive again.
Iza can continuously maintain Gravetouched for up to 2 minutes of total time in a fight (such as casting it twice, leaving it in effect for one minute each time), tiring her a fair amount (after a minute she will be exhausted, needing to catch her breath for a while). She cannot use other moves or move faster than at a slow running pace (7-8 km/h) while it is in effect, and takes ~3 seconds after ending Gravetouched before she can use other moves again.
Using Gravetouched on an opponent’s torso and head only causes the rotting and other appearance changes as well as some discomfort (mainly fluff), but they remain fully functional. The actual debuff functions only on an opponent's limbs - the arms and legs on a humanoid, or similar limbs on other types of opponents. A maximum of half an opponent's limbs can be debuffed (so, 2 on a regular humanoid) at a time.

Pyromancy: Does this do damage equivalent to standard fire or is it more/less damaging? How draining is this exactly? You state that it is draining to maintain but how harsh exactly is the move on the caster, all-told?

Abyssal Formula: Can she do this in fits and starts or does she need to sit down and work the whole thing out at once? How draining is this to cast? I’m gonna say that 10 meters deep is too much, since it fundamentally changes how the battle would develop and puts anyone without a specific few powers or a sufficient speed stat at a large, long-term disadvantage. If you wanted to give this a duration or something before the hole ‘rebounds’, I’d be receptive to the idea.

Lich Dagger: Looks good. Approved.

Gravetouched: This one I’m a little iffy on. I’d be more comfortable with a longer cast time, since this can debuff for so long. Maybe 5 seconds? I also feel like there should be some mention of how much overall area this can effect. Without a maximum she could just grab someone’s ankles and kill their legs for 30+ seconds at a time, which is pretty harsh in terms of debuffs. That’s not to mention what happens if she could get them in a bear hug. Also, why is this 600?
[/spoiler]

Argh... I'm annoyed at myself for never being able to write a proper move on the first go (Lich Dagger doesn't count, that was easy to write).

Abyssal Formula has been edited. It's a bit hard to balance because it takes that long to draw, so I wanted it to have some amount of power behind it. Hope this works.

Gravetouched would cost 600 since the debuff is variable, in that it grows stronger the longer Iza can touch someone. And holy damn did that get long.

As usual, bolded parts are where I've added or edited anything to the move. Struck through ones are entirely removed.

Looks good to me. For Abyssal Formula, you can have the hole create a vacuum or something to slam them in with more force if you want. I'm cool with the damaging aspect since like you said it's pretty hard to pull off, I was more worried about someone being permanently stuck at the bottom of a hole. =P The depth you have here and the fact that the sides are climbable solves the issue I had.


RE: Official Move Approval IV - Hiro Protagonist - 01-21-2017

Tier 2 Super Attack: Buffer Zone
[Requires Physical Strength, Ranged Proficiency, Area Attack, Super Jumping - Basic, Burst Movement]
800 OM

Using his wristcomp’s systems mixed with some of the leftover influence from Okor’s Machine Spirit, Hiro creates an invisible area immediately around himself with a diameter of ten meters. A spike emerges from the device and stabs into the Hacker’s wrist, draining some of his vital OM while the program executes. How long it takes to execute depends on how many targets are within the buffer zone, up to a maximum of ten seconds for ten targets. Once the program finishes compiling, Hiro takes a knee and slams his fist into the ground underneath him. Red dataspikes emerge from under the targets, and can even throw lightly armored combatants into the air. If they are too heavy or armored, the dataspikes deal damage and pin them in place for the next phase of the attack.

Once targets are airbound or pinned, Hiro draws his blades and dashes back and forth in between the zone almost too fast to be seen, hitting each target multiple times before they either crash back down to the ground or the data spikes dissipate, dealing heavy damage. This attack is incredibly draining on Hiro, seeing as it literally feeds off his OM and then requires an intense physical effort to combo into the high speed blade assault.


RE: Official Move Approval IV - Mark - 01-21-2017

(01-21-2017, 08:05 AM)Hiro Protagonist Wrote: Tier 2 Super Attack: Buffer Zone
[Requires Physical Strength, Ranged Proficiency, Area Attack, Super Jumping - Basic, Burst Movement]
800 OM

Using his wristcomp’s systems mixed with some of the leftover influence from Okor’s Machine Spirit, Hiro creates an invisible area immediately around himself with a diameter of ten meters. A spike emerges from the device and stabs into the Hacker’s wrist, draining some of his vital OM while the program executes. How long it takes to execute depends on how many targets are within the buffer zone, up to a maximum of ten seconds for ten targets. Once the program finishes compiling, Hiro takes a knee and slams his fist into the ground underneath him. Red dataspikes emerge from under the targets, and can even throw lightly armored combatants into the air. If they are too heavy or armored, the dataspikes deal damage and pin them in place for the next phase of the attack.

Once targets are airbound or pinned, Hiro draws his blades and dashes back and forth in between the zone almost too fast to be seen, hitting each target multiple times before they either crash back down to the ground or the data spikes dissipate, dealing heavy damage. This attack is incredibly draining on Hiro, seeing as it literally feeds off his OM and then requires an intense physical effort to combo into the high speed blade assault.

Approverino


RE: Official Move Approval IV - Marisa Kirisame - 01-21-2017

Determination (tier one power up) (1000)
[Image: _undertale__glitchtale_chara_by_asumella-da5oxms.jpg]
Stats
4
4
4
3


RE: Official Move Approval IV - Mark - 01-21-2017

(01-21-2017, 07:57 PM)Chara Wrote: Determination (tier one power up) (1000)
[Image: _undertale__glitchtale_chara_by_asumella-da5oxms.jpg]
Stats
4
4
4
3

Approved, but you might want to give an explanation of the change in your Roster (what it looks like, personality change, etc.)

EDIT: Also, make sure you fill in which stat is attached to each number so that there's no confusion. It's sorta implied in the order, but yeah.


RE: Official Move Approval IV - Clownpiece - 01-21-2017

Changing up the flavor text for Control "Self Tokamak" because I wasn't satisfied with it. The move isn't changed at all.
Original:
Tier 1 Power Up: Control “Self Tokamak” (1,000): Utsuho increases the power of the nuclear reactions within her within reason, safely raising her energy output beyond normal levels. The concentration and precision involved in maintaining that output prevents her from using any moves that require her power during it.
ATK: (+2)
DEF: (+1)
SPD: (+2)
TEC:

Revised:
Tier 1 Power Up: Control “Self Tokamak” (1,000): Utsuho ramps up the power of her nuclear reactions, driving her energy output to higher, but still safe levels. Due to Okuu's serious case of birdbrain, and the amount of concentration necessary to maintain this precision output, she is unable to use any attacks that require her power while it lasts. During this power-up, two large electrons circle her in a rather erratic orbit, and her body gives off a faint, sun-like glow.
ATK: (+2)
DEF: (+1)
SPD: (+2)
TEC:
Reference: (0:16)


RE: Official Move Approval IV - Mark - 01-22-2017

(01-21-2017, 08:43 PM)Utsuho Reiuji Wrote: Changing up the flavor text for Control "Self Tokamak" because I wasn't satisfied with it. The move isn't changed at all.
Original:
Tier 1 Power Up: Control “Self Tokamak” (1,000): Utsuho increases the power of the nuclear reactions within her within reason, safely raising her energy output beyond normal levels. The concentration and precision involved in maintaining that output prevents her from using any moves that require her power during it.
ATK: (+2)
DEF: (+1)
SPD: (+2)
TEC:

Revised:
Tier 1 Power Up: Control “Self Tokamak” (1,000): Utsuho ramps up the power of her nuclear reactions, driving her energy output to higher, but still safe levels. Due to Okuu's serious case of birdbrain, and the amount of concentration necessary to maintain this precision output, she is unable to use any attacks that require her power while it lasts. During this power-up, two large electrons circle her in a rather erratic orbit, and her body gives off a faint, sun-like glow.
ATK: (+2)
DEF: (+1)
SPD: (+2)
TEC:
Reference: (0:16)

Okey doke.


RE: Official Move Approval IV - Ezrihel - 01-22-2017

Dies Irae - (Physical Strength, Ranged Proficiency, Debuff, Area) 900 OM

Over the course of thirty five seconds, Ezrihel summons seven flaming swords of unusually sturdy brimstone, averaging out to about one blade per five seconds. These swords hover directly behind him, rotating in a circle parallel to his back in a counterclockwise motion. While summoning Ezrihel may not use movement abilities and can only move at around half his full speed. He is also unable to attack until at least three blades have been summoned.

These burning swords are about 49” long from end to end, a sharp edge running the entire length on either side, making them generally unsafe for others to touch. The flames that lap from these blades burn an eerie cobalt blue. It should be noted that the flames burn hot and are not meant simply for show. After two minutes the fire consumes however many swords remain, thus ending the move.

The scent of burning brimstone gives targets within a ten foot radius a headache, making it harder to concentrate on their attacks. Their sinuses burn and their eyes smart from the noxious odor. This effect is stronger nearest to Ezrihel and only takes effect after three or more swords have been summoned. It is the most potent with all seven blades, gradually growing weaker as the number of blades decrease. The effect completely dissipates once all seven blades have been used.

Pointing to his target, a single sword will float forward, tilting until the tip is aligned with his index finger before being launched. This takes about four seconds from start to finish if the target is relatively slow or otherwise easy to track, and up to a few seconds longer with a quicker opponent. The direction of the sword may not be changed after it is fired and is more of a fire and forget type of attack. Whether the blade finds the flesh of foe or the terrain, it explodes with a strong concussive force, enough to knock an opponent back several feet, or at the very least set them heavily off balance. This explosion has a diameter of about six feet, being the strongest near the point of impact. This gets more taxing as more blades are used, eventually leaving him rather winded.

If a particular opponent has been being rather annoying, he may choose to grab a sword and wield it for melee use. The blade in itself functions much the same as a regular sword and is about just as tiring to use. The blades are useful for two attacks before exploding on the third strike when used as a melee weapon. When exploded this way, the area affected is much smaller but just as intense, only able to repel a single target back a few feet.

In order to do as much damage as possible, Ezrihel may pull the the circle of blades in around his waist. Their tips pointing outwards, they now run perpendicular to his body. Pulling his arms in, he causes them to rotate around him rapidly before throwing his arms out to his sides. The blades are then flung out in the direction they point. Their direction can not be altered after firing. This may only be used after all seven blades have been summoned and three or more still exist. Whether the blade finds the flesh of foe or the terrain, it explodes with a intense concussive force, enough to knock an opponent back several feet and tear a three foot deep crater into the ground where it strikes. This explosion has a diameter of about six feet, being the strongest near the point of impact. This in full takes about seven seconds and is rather taxing, leaving him winded, sluggish and weary afterwards.


RE: Official Move Approval IV - Mark - 01-22-2017

(01-22-2017, 03:21 AM)Ezrihel Wrote: Dies Irae - (Physical Strength, Ranged Proficiency, Debuff, Area) 900 OM

Over the course of thirty five seconds, Ezrihel summons seven flaming swords of unusually sturdy brimstone, averaging out to about one blade per five seconds. These swords hover directly behind him, rotating in a circle parallel to his back in a counterclockwise motion. While summoning Ezrihel may not use movement abilities and can only move at around half his full speed. He is also unable to attack until at least three blades have been summoned.

These burning swords are about 49” long from end to end, a sharp edge running the entire length on either side, making them generally unsafe for others to touch. The flames that lap from these blades burn an eerie cobalt blue. It should be noted that the flames burn hot and are not meant simply for show. After two minutes the fire consumes however many swords remain, thus ending the move.

The scent of burning brimstone gives targets within a ten foot radius a headache, making it harder to concentrate on their attacks. Their sinuses burn and their eyes smart from the noxious odor. This effect is stronger nearest to Ezrihel and only takes effect after three or more swords have been summoned. It is the most potent with all seven blades, gradually growing weaker as the number of blades decrease. The effect completely dissipates once all seven blades have been used.

Pointing to his target, a single sword will float forward, tilting until the tip is aligned with his index finger before being launched. This takes about four seconds from start to finish if the target is relatively slow or otherwise easy to track, and up to a few seconds longer with a quicker opponent. The direction of the sword may not be changed after it is fired and is more of a fire and forget type of attack. Whether the blade finds the flesh of foe or the terrain, it explodes with a strong concussive force, enough to knock an opponent back several feet, or at the very least set them heavily off balance. This explosion has a diameter of about six feet, being the strongest near the point of impact. This gets more taxing as more blades are used, eventually leaving him rather winded.

If a particular opponent has been being rather annoying, he may choose to grab a sword and wield it for melee use. The blade in itself functions much the same as a regular sword and is about just as tiring to use. The blades are useful for two attacks before exploding on the third strike when used as a melee weapon. When exploded this way, the area affected is much smaller but just as intense, only able to repel a single target back a few feet.

In order to do as much damage as possible, Ezrihel may pull the the circle of blades in around his waist. Their tips pointing outwards, they now run perpendicular to his body. Pulling his arms in, he causes them to rotate around him rapidly before throwing his arms out to his sides. The blades are then flung out in the direction they point. Their direction can not be altered after firing. This may only be used after all seven blades have been summoned and three or more still exist. Whether the blade finds the flesh of foe or the terrain, it explodes with a intense concussive force, enough to knock an opponent back several feet and tear a three foot deep crater into the ground where it strikes. This explosion has a diameter of about six feet, being the strongest near the point of impact. This in full takes about seven seconds and is rather taxing, leaving him winded, sluggish and weary afterwards.

How fast do the swords move on the two projectile uses, and up to what range? When you say that he's unable to attack until the swords are summoned, do you mean attack with anything or is that just in reference to this move? Does the user need to maintain complete concentration while casting or can they parry/defend/counter? Can you better describe the stamina drain on the first use? There's no 'minimum' set and with the current wording it's kinda vague as to how many swords can be used before he's appreciably drained.


RE: Official Move Approval IV - Ezrihel - 01-22-2017

(01-22-2017, 03:44 AM)Mark Wrote: How fast do the swords move on the two projectile uses, and up to what range? When you say that he's unable to attack until the swords are summoned, do you mean attack with anything or is that just in reference to this move? Does the user need to maintain complete concentration while casting or can they parry/defend/counter? Can you better describe the stamina drain on the first use? There's no 'minimum' set and with the current wording it's kinda vague as to how many swords can be used before he's appreciably drained.

Updates in bold.

Dies Irae - (Physical Strength, Ranged Proficiency, Debuff, Area) 900 OM

Over the course of thirty five seconds, Ezrihel summons seven flaming swords of unusually sturdy brimstone, averaging out to about one blade per five seconds. These swords hover directly behind him, rotating in a circle parallel to his back in a counterclockwise motion. While summoning Ezrihel may not use movement abilities and can only move at around half his full speed. He is also unable to use any of his offensive capabilities, restricted to only dodging until at least three blades have been summoned.

These burning swords are about 49” long from end to end, a sharp edge running the entire length on either side, making them generally unsafe for others to touch. The flames that lap from these blades burn an eerie cobalt blue. It should be noted that the flames burn hot and are not meant simply for show. When using the swords as a projectile they have an accurate range of up to thirty yards maximum and fly through the air at around 300 feet per second, the speed of an arrow. After two minutes the fire consumes however many swords remain, thus ending the move.

The scent of burning brimstone gives targets within a ten foot radius a headache, making it harder to concentrate on their attacks. Their sinuses burn and their eyes smart from the noxious odor. This effect is stronger nearest to Ezrihel and only takes effect after three or more swords have been summoned. It is the most potent with all seven blades, gradually growing weaker as the number of blades decrease. The effect completely dissipates once all seven blades have been used.

Pointing to his target, a single sword will float forward, tilting until the tip is aligned with his index finger before being launched. This takes about four seconds from start to finish if the target is relatively slow or otherwise easy to track, and up to a few seconds longer with a quicker opponent. The direction of the sword may not be changed after it is fired and is more of a fire and forget type of attack. Whether the blade finds the flesh of foe or the terrain, it explodes with a strong concussive force, enough to knock an opponent back several feet, or at the very least set them heavily off balance. This explosion has a diameter of about six feet, being the strongest near the point of impact. This becomes increasingly more taxing as each blade is used, eventually leaving him rather winded, his lungs burning, breathing labored and arms weak when the final blade is used.

If a particular opponent has been being rather annoying, he may choose to grab a sword and wield it for melee use. The blade in itself functions much the same as a regular sword and is about just as tiring to use. The blades are useful for two attacks before exploding on the third strike when used as a melee weapon. When exploded this way, the area affected is much smaller but just as intense, only able to repel a single target back a few feet.

In order to do as much damage as possible, Ezrihel may pull the circle of blades in around his waist. Their tips pointing outwards, they now run perpendicular to his body. Pulling his arms in, he causes them to rotate around him rapidly before throwing his arms out to his sides. The blades are then flung out in the direction they point. Their direction can not be altered after firing. This may only be used after all seven blades have been summoned and three or more still exist. Whether the blade finds the flesh of foe or the terrain, it explodes with a intense concussive force, enough to knock an opponent back several feet and tear a three foot deep crater into the ground where it strikes. This explosion has a diameter of about six feet, being the strongest near the point of impact. This in full takes about seven seconds and is very taxing, leaving him winded, sluggish and weary afterwards.


RE: Official Move Approval IV - Marcus Wright - 01-22-2017

Tier 2 Super Move- Strength of the Human Heart: Using a mix of machine and human agility and speed, Marcus stalks the opponent and depending on Tec, Marcus lifts the opponent up and slams them against a blunt object or a wall area until they bleed out, die or turn off. If the opponents Tec is higher, they will be able to avoid this.


RE: Official Move Approval IV - Isabelle - 01-22-2017

Flaming Soul (300) Debuff Proficiency
If someone happens to grab on to Frisk's soul, she can use that to channel her empathy directly into her opponent, preforming as a more potent and direct form of the ACT move, deminishing their will to fight much more greatly. It lasts for 3 seconds and neither Frisk or the target can move while it's happening, even if either of them is attacked. Though the soul is engulfed in red flames while this happens, it does not damage the opponent in any way. After being used once, this move cannot be done again for another 90 seconds, though most wouldn't be dumb enough to grab her soul again after that.
Using Telekinesis to grab the soul is the same as grasping it with your hands in the case of this move, but only when the soul is grabbed directly, not if you're grabbing Frisk and she happens to have the soul on her.
Frisk requires Ranged Proficiency before she can physically throw her soul at her opponents with intent of them catching it to induce this move, until then, she's just a very lousy throw with it.

*Edit: added the line about telekinesis after some peer review. Also added the line about Range Prof.


Here's ACT for reference:

Quote:ACT (300) Debuff Proficiency
Frisk says something or does something to chip away at the opponent’s will to fight. She can only use it on one target at a time. The first time using it, it does a very miniscule ammount, but the effect stacks with each use. She must have her opponent’s attention in order for it to work, so using it while they are mid attack will prove ineffective. She either must wait until they’ve stopped for a breath or she forcibly stops them with a debuff move. The things she says or does must be something relevent to the opponent's character, and it must be justifiable that Frisk would know any information she uses. The effect, no matter the ammount accumulated, wears off soon after the battle has concluded, unless if the other player decides to extend it for IC reasons. For expediancy's sake, it should be noted in quotations at the bottom of each post when this move has been used.



RE: Official Move Approval IV - Mark - 01-23-2017

(01-22-2017, 04:21 AM)Ezrihel Wrote: Dies Irae - (Physical Strength, Ranged Proficiency, Debuff, Area) 900 OM

Over the course of thirty five seconds, Ezrihel summons seven flaming swords of unusually sturdy brimstone, averaging out to about one blade per five seconds. These swords hover directly behind him, rotating in a circle parallel to his back in a counterclockwise motion. While summoning Ezrihel may not use movement abilities and can only move at around half his full speed. He is also unable to use any of his offensive capabilities, restricted to only dodging until at least three blades have been summoned.

These burning swords are about 49” long from end to end, a sharp edge running the entire length on either side, making them generally unsafe for others to touch. The flames that lap from these blades burn an eerie cobalt blue. It should be noted that the flames burn hot and are not meant simply for show. When using the swords as a projectile they have an accurate range of up to thirty yards maximum and fly through the air at around 300 feet per second, the speed of an arrow. After two minutes the fire consumes however many swords remain, thus ending the move.

The scent of burning brimstone gives targets within a ten foot radius a headache, making it harder to concentrate on their attacks. Their sinuses burn and their eyes smart from the noxious odor. This effect is stronger nearest to Ezrihel and only takes effect after three or more swords have been summoned. It is the most potent with all seven blades, gradually growing weaker as the number of blades decrease. The effect completely dissipates once all seven blades have been used.

Pointing to his target, a single sword will float forward, tilting until the tip is aligned with his index finger before being launched. This takes about four seconds from start to finish if the target is relatively slow or otherwise easy to track, and up to a few seconds longer with a quicker opponent. The direction of the sword may not be changed after it is fired and is more of a fire and forget type of attack. Whether the blade finds the flesh of foe or the terrain, it explodes with a strong concussive force, enough to knock an opponent back several feet, or at the very least set them heavily off balance. This explosion has a diameter of about six feet, being the strongest near the point of impact. This becomes increasingly more taxing as each blade is used, eventually leaving him rather winded, his lungs burning, breathing labored and arms weak when the final blade is used.

If a particular opponent has been being rather annoying, he may choose to grab a sword and wield it for melee use. The blade in itself functions much the same as a regular sword and is about just as tiring to use. The blades are useful for two attacks before exploding on the third strike when used as a melee weapon. When exploded this way, the area affected is much smaller but just as intense, only able to repel a single target back a few feet.

In order to do as much damage as possible, Ezrihel may pull the circle of blades in around his waist. Their tips pointing outwards, they now run perpendicular to his body. Pulling his arms in, he causes them to rotate around him rapidly before throwing his arms out to his sides. The blades are then flung out in the direction they point. Their direction can not be altered after firing. This may only be used after all seven blades have been summoned and three or more still exist. Whether the blade finds the flesh of foe or the terrain, it explodes with a intense concussive force, enough to knock an opponent back several feet and tear a three foot deep crater into the ground where it strikes. This explosion has a diameter of about six feet, being the strongest near the point of impact. This in full takes about seven seconds and is very taxing, leaving him winded, sluggish and weary afterwards.

So after 3 swords have been summoned they hang around for 2 minutes or until he uses them and in the mean time he’s able to use other moves and attack normally? As for the stamina drain, can you give some mention of how straining the first sword is and around how many sword summons it would take to wear him out? I also forgot to mention, but how damaging roughly is each sword when it hits? I’m just concerned because a move with a debuff, AoE and appreciable damage is pretty strong (assuming I'm interpreting this correctly) so I want to nail down the balancing thing.

(01-22-2017, 11:05 AM)Marcus Wright Wrote: Tier 2 Super Move- Strength of the Human Heart:  Using a mix of machine and human agility and speed, Marcus stalks the opponent and depending on Tec, Marcus lifts the opponent up and slams them against a blunt object or a wall area until they bleed out, die or turn off.  If the opponents Tec is higher, they will be able to avoid this.

Since this is a Super Move, you don’t need to mention TEC. You also wouldn’t be able to outright kill an enemy with this, unless it’s some pre-agreed part of a story with someone or something like that (it can’t be baked into the move, in other words). I'd just rewrite this as Marcus dealing a bunch of damage or something and that'll be fine (be sure to list Physical Strength as a prereq!) Also, you probably already know this but you wouldn't be able to use this until you're Level 4.

(01-22-2017, 01:25 PM)Frisk Wrote: Flaming Soul (300) Debuff Proficiency
If someone happens to grab on to Frisk's soul, she can use that to channel her empathy directly into her opponent, preforming as a more potent and direct form of the ACT move, deminishing their will to fight much more greatly. It lasts for 3 seconds and neither Frisk or the target can move while it's happening, even if either of them is attacked. Though the soul is engulfed in red flames while this happens, it does not damage the opponent in any way. After being used once, this move cannot be done again for another 90 seconds, though most wouldn't be dumb enough to grab her soul again after that.
Using Telekinesis to grab the soul is the same as grasping it with your hands in the case of this move, but only when the soul is grabbed directly, not if you're grabbing Frisk and she happens to have the soul on her.
Frisk requires Ranged Proficiency before she can physically throw her soul at her opponents with intent of them catching it to induce this move, until then, she's just a very lousy throw with it.

*Edit: added the line about telekinesis after some peer review. Also added the line about Range Prof.


Here's ACT for reference:

Quote:ACT (300) Debuff Proficiency
Frisk says something or does something to chip away at the opponent’s will to fight. She can only use it on one target at a time. The first time using it, it does a very miniscule ammount, but the effect stacks with each use. She must have her opponent’s attention in order for it to work, so using it while they are mid attack will prove ineffective. She either must wait until they’ve stopped for a breath or she forcibly stops them with a debuff move. The things she says or does must be something relevent to the opponent's character, and it must be justifiable that Frisk would know any information she uses. The effect, no matter the ammount accumulated, wears off soon after the battle has concluded, unless if the other player decides to extend it for IC reasons. For expediancy's sake, it should be noted in quotations at the bottom of each post when this move has been used.

Does this have a cast time or do the effects begin as soon as her Soul is touched? While under the effects can Frisk attack, defend, and/or use other moves while they’re both immobilized? What’s the stamina drain on this?


RE: Official Move Approval IV - Amber Veritz - 01-23-2017

Bite - Physical Strength (300)

Albeit simple, the bite can be a lethal attack. Amber makes full uses of this attack in her panther form, although she can use it in her humanoid form too, she generally chooses not to. Mostly because her mouth is much smaller in her humanoid form, and Razorback does a better job. Most of the mechanics are spoken for, this attack is always readied and isn’t very hard to perform. It’s not likely to wear her out quickly but it’s range is short and can be dangerous if she misses as she risks taking damage to her head. A fairly primitive attack.

Panther(Alt-form) - 2000

Amber turns totally feral, becoming an actual panther. Only difference from a regular panther being that her eyes stay the color red, and she’s much larger than a normal panther. To be exact she is 10ft in length and 4ft tall when standing on all four feet. In this form she still weighs about 100 or so pounds. She cannot use Razorback in this form, nor her aura shield.

ATK: 3
DEF: 0
SPD: 6
TEC: 3


RE: Official Move Approval IV - Mark - 01-23-2017

(01-23-2017, 12:31 PM)Amber Veritz Wrote: Bite - Physical Strength (300)

Albeit simple, the bite can be a lethal attack. Amber makes full uses of this attack in her panther form, although she can use it in her humanoid form too, she generally chooses not to. Mostly because her mouth is much smaller in her humanoid form, and Razorback does a better job. Most of the mechanics are spoken for, this attack is always readied and isn’t very hard to perform. It’s not likely to wear her out quickly but it’s range is short and can be dangerous if she misses as she risks taking damage to her head. A fairly primitive attack.

Panther(Alt-form) - 2000

Amber turns totally feral, becoming an actual panther. Only difference from a regular panther being that her eyes stay the color red, and she’s much larger than a normal panther. To be exact she is 10ft in length and 4ft tall when standing on all four feet. In this form she still weighs about 100 or so pounds. She cannot use Razorback in this form, nor her aura shield.

ATK: 3
DEF: 0
SPD: 6
TEC: 3

That is one scrawny panther =P. Approved!