RE: Official Move Approval IV - Ezrihel - 01-23-2017
(01-23-2017, 10:34 AM)Mark Wrote: (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. The energy required to summon each blade is reasonable, but as with all things, it will wear him out. Summoning the initial three blades is the most taxing. This energy drain levels out for middle two blades until ramping up again for the sixth and seventh blades, taking twice the energy as the fourth and fifth blades. Summoning all seven blades in thirty five seconds would tire him a good deal, leaving him at about half his normal energy.
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.
Above I said, "while summoning he can not use movement abilities(burst, super speed, jump, flight, teleport, ect) and is restricted to half max speed and dodging." i mean for this effect to take place while summoning a sword, regardless of if it's the first sword, fifth sword or seventh sword. He may choose to stop summoning blades at three, but that is the bare minimum he must summon in order to use this move. If he stops summoning blades, that handicap is no longer applicable, at least not until he starts to summon a blade again.
The maximum he can summon is seven. It doesn't matter if he used two already, he can't resummon. He gets seven total with this move.
As for how much damage they deal, I thought I already included that on each usage? I'm not sure how to clarify more? As a melee weapon they are as effective as a flaming sword, and on the third hit they explode(and disappear) with a concussive blast that throws the opponent back. I imagine the damage from that being akin to an explosive that could throw people back <15 feet, for the melee, I imagine it actually being <10 feet of knockback. (hence why I used "few"and "several", since I imagine how far back they get pushed/damage taken depends on what my ATK is compared to their DEF.)
RE: Official Move Approval IV - Isabelle - 01-24-2017
Submitting these moves for an NPC Prime I'm working on:
Sky Monarch (300) Remote Control Proficiency, Enhanced Senses (Basic)
Alphys can summon a helicopter drone from her backpack, taking about 4 seconds to do so, that gives her an extra eye in the sky. Whenever a target evades her Enhanced Senses, the drone allows her to look in two places at once for hiding foes who are not stealthed. The drone must remain within 30m of her to work, beyond that Alphys doesn’t receive a camera feed and the drone automatically attempts to pilot itself back into Alphys’ vicinity. It’s whisper quiet and can oftentimes evade senses. Because it can move at up to 20 km/h (12.5 mph) it is quite mobile within that range and even able to dodge attacks aimed at shooting it down.
It has no form of attacking. Piloting the drone is distracting, so she can only do very basic movement and communication; no moves or powers.
Maintaining the drone drains Alphys’s energy to the point where using it continuously would leave her very exhausted after 2 minutes.
Jetpack (300) Buff Proficiency, Flight
Alphys’ flight ability comes from the jetpack ability on her phone. This move allows her to hand over her jetpack to an ally. Movement speed of the jetpack is always based on the user’s SPD. Because it’s no longer connected to the battery pack in Alphys’ bag, the jetpack’s charge lasts around 15 seconds of continuous usage before needing to be handed back to recharge. It can only be handed over once every 30 minutes or once per battle. If the ally neglects to land before the charge is used up, they will fall and crash, causing damage to the friend and breaking the jetpack. It takes 1 day to repair.
Obviously, Alphys no longer has access to her flight ability while someone is using her Jetpack, and if broken, she can’t use her flight ability until it’s fixed outside of combat.
Yellow Soul Mode (300) Ranged Proficiency
Using a special-implemented function on her phone Alphys summons a yellow-colored stylised heart (♥) around twice the size of Alphys’s palm, held with both hands, with the summoning taking a fraction of a second. It is able to fire bullet-sized yellow projectiles from its pointy end without a visible trigger pull, with the maximum fire rate being one per second. These projectiles move relatively slowly, covering about 10m per second, but fly in a perfectly straight line without being affected by gravity. After reaching the maximum distance of 50m they dissipate into harmless yellow dust.
Each shot puts a slight stamina drain drain on Alphys - she could fire around 40 shots before being completely spent.
While Yellow Soul Mode doesn’t interfere with other moves, the heart must be held with both hands to be used and thus can’t be used in conjunction with moves that occupy Alphys’s hands otherwise.
RE: Official Move Approval IV - Deadpool - 01-25-2017
![[Image: SIG-Sauer-P320-1.jpg]](https://www.all4shooters.com/en/imgres/600x/Shooting/pistols/SIG-Sauer-P320-semiautomatic-pistol-Eurosatory-2014/SIG-Sauer-P320-1.jpg)
COST: 600
(2) Sig Sauer P320
bullet: 9mm; capacity: 15+1; semi-automatic, with burt-fire option available (x3 rapid succession); weight: 1.5lbs (w/full clip)
A highly efficient compact pistol, The P320 was designed to be ambidextrous in handling, sporting an ambidextrous slide catch lever and user reversible magazine catch. All other operating controls are designed so they can be operated from either side.
I priced this move 600 because of the versatility of switching from semi-auto to burst-fire.
RE: Official Move Approval IV - Deadpool - 01-25-2017
Also:
Tier-2 power-up
(cost - 1500 om)
No PEDs Here, Darling
ATK: +4
DEF: +2
SPD: +0
TEC: +4
Deadpool decides to use 100% of his wit and skill. This drastic increase in his strength and technique may shock his opponent sometimes.
RE: Official Move Approval IV - Jak Mar - 01-25-2017
Light Regeneration- (Requires Healing, Light Jak) 300 OM- Light Jak is able to heal himself and allies when getting some form of attack. It takes about a half a minute to heal each wound caused on the body. Allies must be a close distance to Light Jak to be speed their healing. The healing occurs at the level of Advanced Regeneration. A wound can be fixed by Light Jak’s healing if it's Major or minor damage. SP is required for Jak to heal multiple times.
RE: Official Move Approval IV - Jack Darby - 01-26-2017
Tier I Power Up:
[1000 OM]
"Solar Armor, Ignite."
![[Image: ne56PvB.png]](http://i.imgur.com/ne56PvB.png)
Activating another function of his gauntlet, he will summon a suit of powered armor that he can use. This armor is worn by him an provides him a boost to his stats, but also has built in weapons systems. This costs One SP every round active. This boosts his Tec by providing an AI named "Samuel" inside of the armor that helps him to perform his moves more perfectly.
Stats:
ATK: 2[3]
DEF: 2[3]
SPD: 3[Doesn't change. ]
TEC: 3[5]
The stats shown on this Tier I power up are the initial stats and the ones in the brackets are the ones that he uss when this is activated fully.
RE: Official Move Approval IV - Creatia - 01-27-2017
I needed to streamline Creatia's Basic Move, Coriana, to be more specific and change the dimensions to be truer to an actual naginata. So after some tweaking, I think I have something. I want to see if the new version is okay to replace the old version with, or if I need to pay the extra 300 OM for it.
Old Version Wrote:Coriana (Physical Strength): A three and a half foot naginata with a long and curved blade, decored with two silver-white wings, fur trim, and a large blue mana crystal called Soul in the center. A small Soul gem tips the very bottom of the staff as well. It’s very cumbersome and hard to maneuver because of its top heavy design, and requires the user to stand still for five to ten seconds in order to summon it. Coriana is used for mid and long-range melee attacks, which tires out the user if used for an extended period of time. It is also a powerful catalyst for potion spellcasting because of the two Soul gems.
New Version Wrote:Coriana [Princess Blade] (Physical Strength):
[spoiler] [/spoiler]
Sizing up to 5 feet and 10 inches total with a curved 18-inch blade, Coriana [meaning "princess" in Deniko] looks like the successful fusion of a naginata and a mage's staff. Two stylized silver-white wings stretch from a fur trimmed hilt to frame half of the blade in a curved arc. Embedded into the fur and placed flush against the blunt edge is a blue, marquise-shaped crystal called Soul. A smaller Soul shard also tips the end of the light blue shaft.
It’s very cumbersome and hard to maneuver because of its top heavy and fanciful design. The user must keep still for 30 seconds of concentration in order to summon it initially. Afterwards, it can be carried outside of battle and put away at will; resummoning it requires 5 seconds of focus. Coriana is used for mid and long-range melee attacks (maximum range being its full length give or take her extended arm), which tires out the user if used for an extended period of time. It is also an untapped catalyst for casting because of the two Soul gems.
RE: Official Move Approval IV - Schwi Dola - 01-27-2017
For Usalia, to make sure everything is covered
(+2 base stats in the forms)
Whisper of Rage/Murmur of Rage (Tier 1/2 Powered Forms)
In both forms Usalia gets down on all fours, her eyes turn completely white, and she becomes much more dangerous. She is in control but this is a berserk state.
ATK: 5/8
DEF: 4/4
SPD: 7/9
TEC: 1/1
Prinny (Tier 1 Assist)
A big fat yellow Prinny. Usalia summons him by pulling out and rolling out a summoning scrolls by raising it up in the air with one hand and making a hand sign with the other. Typically appears next to or below Usalia and acts as a mount, rolling into a ball to get around while she rides him.
Atk 1 Def 2 Spd 2 Tec 0
RE: Official Move Approval IV - Jade Harley - 01-27-2017
(01-25-2017, 06:28 PM)Deadpool Wrote: COST: 600
(2) Sig Sauer P320
bullet: 9mm; capacity: 15+1; semi-automatic, with burst-fire option available (x3 rapid succession); weight: 1.5lbs (w/full clip)
A highly efficient compact pistol, The P320 was designed to be ambidextrous in handling, sporting an ambidextrous slide catch lever and user reversible magazine catch. All other operating controls are designed so they can be operated from either side.
I priced this move 600 because of the versatility of switching from semi-auto to burst-fire.
What is the reload speed? What is the range, and at which range is it most effective? How accurate is Deadpool with this weapon and does range influence its accuracy? Can it be used with other moves? Is there a drawback, like recoil, decreased accuracy, reloading time or fatigue?
(01-25-2017, 07:34 PM)Deadpool Wrote: Also:
Tier-2 power-up
(cost - 1500 om)
No PEDs Here, Darling
ATK: +4
DEF: +2
SPD: +0
TEC: +4
Deadpool decides to use 100% of his wit and skill. This drastic increase in his strength and technique may shock his opponent sometimes.
Approved!
(01-27-2017, 01:45 PM)Desco Wrote: For Usalia, to make sure everything is covered
(+2 base stats in the forms)
Whisper of Rage/Murmur of Rage (Tier 1/2 Powered Forms)
In both forms Usalia gets down on all fours, her eyes turn completely white, and she becomes much more dangerous. She is in control but this is a berserk state.
ATK: 5/8
DEF: 4/4
SPD: 7/9
TEC: 1/1
Prinny (Tier 1 Assist)
A big fat yellow Prinny. Usalia summons him by pulling out and rolling out a summoning scrolls by raising it up in the air with one hand and making a hand sign with the other. Typically appears next to or below Usalia and acts as a mount, rolling into a ball to get around while she rides him.
Atk 1 Def 2 Spd 2 Tec 0
All three of these are approved. I'd suggest splitting of Whisper and Murmur of Rage into two separate descriptions, though, to avoid confusion.
(01-26-2017, 11:12 PM)Veritas Solaris Wrote: Tier I Power Up:
[1000 OM]
"Solar Armor, Ignite."
Activating another function of his gauntlet, he will summon a suit of powered armor that he can use. This armor is worn by him an provides him a boost to his stats, but also has built in weapons systems. This costs One SP every round active. This boosts his Tec by providing an AI named "Samuel" inside of the armor that helps him to perform his moves more perfectly.
Stats:
ATK: 2[3]
DEF: 2[3]
SPD: 3[Doesn't change. ]
TEC: 3[5]
The stats shown on this Tier I power up are the initial stats and the ones in the brackets are the ones that he uss when this is activated fully.
You still have 1 stat left to distribute from the Power-up. Remember, a T1 Power-up adds 5 stats!
RE: Official Move Approval IV - Jade Harley - 01-27-2017
(01-27-2017, 07:27 AM)Creatia Weatherly Wrote: Coriana [Princess Blade] (Physical Strength):
[spoiler] [/spoiler]
Sizing up to 5 feet and 10 inches total with a curved 18-inch blade, Coriana [meaning "princess" in Deniko] looks like the successful fusion of a naginata and a mage's staff. Two stylized silver-white wings stretch from a fur trimmed hilt to frame half of the blade in a curved arc. Embedded into the fur and placed flush against the blunt edge is a blue, marquise-shaped crystal called Soul. A smaller Soul shard also tips the end of the light blue shaft.
It’s very cumbersome and hard to maneuver because of its top heavy and fanciful design. The user must keep still for 30 seconds of concentration in order to summon it initially. Afterwards, it can be carried outside of battle and put away at will; resummoning it requires 5 seconds of focus. Coriana is used for mid and long-range melee attacks (maximum range being its full length give or take her extended arm), which tires out the user if used for an extended period of time. It is also an untapped catalyst for casting because of the two Soul gems.
Approved! Just replace your old move with this one.
RE: Official Move Approval IV - Mark - 01-28-2017
(01-23-2017, 04:37 PM)Ezrihel Wrote: (01-23-2017, 10:34 AM)Mark Wrote: (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. The energy required to summon each blade is reasonable, but as with all things, it will wear him out. Summoning the initial three blades is the most taxing. This energy drain levels out for middle two blades until ramping up again for the sixth and seventh blades, taking twice the energy as the fourth and fifth blades. Summoning all seven blades in thirty five seconds would tire him a good deal, leaving him at about half his normal energy.
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.
Above I said, "while summoning he can not use movement abilities(burst, super speed, jump, flight, teleport, ect) and is restricted to half max speed and dodging." i mean for this effect to take place while summoning a sword, regardless of if it's the first sword, fifth sword or seventh sword. He may choose to stop summoning blades at three, but that is the bare minimum he must summon in order to use this move. If he stops summoning blades, that handicap is no longer applicable, at least not until he starts to summon a blade again.
The maximum he can summon is seven. It doesn't matter if he used two already, he can't resummon. He gets seven total with this move.
As for how much damage they deal, I thought I already included that on each usage? I'm not sure how to clarify more? As a melee weapon they are as effective as a flaming sword, and on the third hit they explode(and disappear) with a concussive blast that throws the opponent back. I imagine the damage from that being akin to an explosive that could throw people back <15 feet, for the melee, I imagine it actually being <10 feet of knockback. (hence why I used "few"and "several", since I imagine how far back they get pushed/damage taken depends on what my ATK is compared to their DEF.)
Gotcha, that’s what I was assuming. Just wanted clarify whether keeping them floating behind him required anything or if it was a ‘fire and forget’ deal until they were used.
Ah, for the stamina drain portion I was under the impression that more swords could be resummoned in the mean-time. I’d add that disclaimer to the description as it’s sorta confusing as-is.
For damage, you mentioned previously the effect it causes (knockback) not so much the damage. Omniphysics is a thing, so stating the damage outright is something we have to ask. The bit you have about it being as damaging as a typical explosive that would cause such a knockback is fine.
Toss all of this into the move and I’ll approve it.
(01-24-2017, 04:23 AM)Frisk Wrote: Submitting these moves for an NPC Prime I'm working on:
Sky Monarch (300) Remote Control Proficiency, Enhanced Senses (Basic)
Alphys can summon a helicopter drone from her backpack, taking about 4 seconds to do so, that gives her an extra eye in the sky. Whenever a target evades her Enhanced Senses, the drone allows her to look in two places at once for hiding foes who are not stealthed. The drone must remain within 30m of her to work, beyond that Alphys doesn’t receive a camera feed and the drone automatically attempts to pilot itself back into Alphys’ vicinity. It’s whisper quiet and can oftentimes evade senses. Because it can move at up to 20 km/h (12.5 mph) it is quite mobile within that range and even able to dodge attacks aimed at shooting it down.
It has no form of attacking. Piloting the drone is distracting, so she can only do very basic movement and communication; no moves or powers.
Maintaining the drone drains Alphys’s energy to the point where using it continuously would leave her very exhausted after 2 minutes.
Jetpack (300) Buff Proficiency, Flight
Alphys’ flight ability comes from the jetpack ability on her phone. This move allows her to hand over her jetpack to an ally. Movement speed of the jetpack is always based on the user’s SPD. Because it’s no longer connected to the battery pack in Alphys’ bag, the jetpack’s charge lasts around 15 seconds of continuous usage before needing to be handed back to recharge. It can only be handed over once every 30 minutes or once per battle. If the ally neglects to land before the charge is used up, they will fall and crash, causing damage to the friend and breaking the jetpack. It takes 1 day to repair.
Obviously, Alphys no longer has access to her flight ability while someone is using her Jetpack, and if broken, she can’t use her flight ability until it’s fixed outside of combat.
Yellow Soul Mode (300) Ranged Proficiency
Using a special-implemented function on her phone Alphys summons a yellow-colored stylised heart (♥) around twice the size of Alphys’s palm, held with both hands, with the summoning taking a fraction of a second. It is able to fire bullet-sized yellow projectiles from its pointy end without a visible trigger pull, with the maximum fire rate being one per second. These projectiles move relatively slowly, covering about 10m per second, but fly in a perfectly straight line without being affected by gravity. After reaching the maximum distance of 50m they dissipate into harmless yellow dust.
Each shot puts a slight stamina drain drain on Alphys - she could fire around 40 shots before being completely spent.
While Yellow Soul Mode doesn’t interfere with other moves, the heart must be held with both hands to be used and thus can’t be used in conjunction with moves that occupy Alphys’s hands otherwise.
Sky Monarch: For the bit about it often being unseen, anyone with Enhanced Senses would be able to see it if it were in range of their own Enhanced Senses. For the average person without Enhanced Senses I’m fine with it being hard to spot, but I’d note the above in the move. Provided it could be hit, how durable is this? Also, what’s the size of the drone?
Jetpack: How long does this take to prepare/transfer to the target?
Yellow Soul Mode: What kind of damage does this cause (how does it feel to be hit by it)? Can this be used while moving? Does it require any concentration?
(01-25-2017, 10:00 PM)Jak Mar Wrote: Light Regeneration- (Requires Healing, Light Jak) 300 OM- Light Jak is able to heal himself and allies when getting some form of attack. It takes about a half a minute to heal each wound caused on the body. Allies must be a close distance to Light Jak to be speed their healing. The healing occurs at the level of Advanced Regeneration. A wound can be fixed by Light Jak’s healing if it's Major or minor damage. SP is required for Jak to heal multiple times.
As long as the bit about “close distance” means basically right next to Jak, you wouldn’t need a move for this as it’s just what the Healing power grants you. You can’t, however, heal Major damage/injuries. Healing is limited to mitigating damage (closing cuts and similar injuries) unless you make it a Super Move, in which case it’s 1 damage healed per 1 SP spent.
RE: Official Move Approval IV - Deadpool - 01-28-2017
(01-27-2017, 09:17 PM)Jade Harley Wrote: (01-25-2017, 06:28 PM)Deadpool Wrote: COST: 600
(2) Sig Sauer P320
bullet: 9mm; capacity: 15+1; semi-automatic, with burst-fire option available (x3 rapid succession); weight: 1.5lbs (w/full clip)
A highly efficient compact pistol, The P320 was designed to be ambidextrous in handling, sporting an ambidextrous slide catch lever and user reversible magazine catch. All other operating controls are designed so they can be operated from either side. New clips take 3 seconds of concentration to form from OM, but then the time it takes to load into the pistol and spring a bullet into the chamber is only 45-60 seconds.
Deadpool can accurately fire this weapon from 20 meters away, but the distance of bullets may travel up to 50 meters.
This move can be used with other moves, but only if one of the pistols are not being wielding, leaving one hand free to use another weapon or move.
Edited.
RE: Official Move Approval IV - Jack Darby - 01-28-2017
Tier I Power Up:
[1000 OM]
"Solar Armor, Ignite."
Activating another function of his gauntlet, he will summon a suit of powered armor that he can use. This armor is worn by him an provides him a boost to his stats, but also has built in weapons systems. This costs One SP every round active. This boosts his Tec by providing an AI named "Samuel" inside of the armor that helps him to perform his moves more perfectly.
Stats:
ATK: 2[3]
DEF: 2[3]
SPD: 3[3]
TEC: 3[6]
The stats shown on this Tier I power up are the initial stats and the ones in the brackets are the ones that he uss when this is activated fully.
RE: Official Move Approval IV - Jak Mar - 01-29-2017
Tier 2 Super- Light Regeneration(Requires Healing, Light Jak) 300 OM- Light Jak is able to heal himself and allies when getting some form of attack. It takes about a half a minute to heal each wound caused on the body. Allies must be a close distance to Light Jak to be speed their healing. The healing occurs at the level of Advanced Regeneration. SP is required for Jak to heal multiple times. (I'm going to put this as a super move then.
RE: Official Move Approval IV - Ezrihel - 01-29-2017
-EDITING COMPLETE-
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. The energy required to summon each blade is reasonable, but as with all things, it will wear him out. Summoning the initial three blades is the most taxing. This energy drain levels out for middle two blades until ramping up again for the sixth and seventh blades, taking twice the energy as the fourth and fifth blades. Summoning all seven blades in thirty five seconds would tire him a good deal, leaving him at about half his normal energy.
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. No more than seven total blades may be summoned during this move. 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 and does damage equal to that of a similarly sized explosive. 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. This does damage equal to that of a similarly sized explosive.
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; doing damage equal to that of a similarly sized explosive. This in full takes about seven seconds and is very taxing, leaving him winded, sluggish and weary afterwards.
RE: Official Move Approval IV - Tearen Wover - 01-30-2017
Harmony (Transformation, 2000 OM)
ATK: 3
DEF: 3
SPD: 3
TEC: 3
In this form, Tearen reverts to his human body. It lowers his overall mental capacity and resilience, but grants him more agency over his physical movements since his mind is more in tune with his flesh. The physical effects extend only to his own body, so any clothing or other items attached to him remain unaffected.
In his human form, Tearen appears as a tall, dark-skinned man with broad facial features and a sharp jawline. A head of long, shock white hair drapes down from his head in silky layers. His eyes retain their green hue, but now the glow is isolated only to his irises.
RE: Official Move Approval IV - Jade Harley - 01-30-2017
(01-30-2017, 09:07 PM)Tearen Wover Wrote: Harmony (Transformation, 2000 OM)
ATK: 3
DEF: 3
SPD: 3
TEC: 3
In this form, Tearen reverts to his human body. It lowers his overall mental capacity and resilience, but grants him more agency over his physical movements since his mind is more in tune with his flesh. The physical effects extend only to his own body, so any clothing or other items attached to him remain unaffected.
In his human form, Tearen appears as a tall, dark-skinned man with broad facial features and a sharp jawline. A head of long, shock white hair drapes down from his head in silky layers. His eyes retain their green hue, but now the glow is isolated only to his irises.
Approved!
(01-28-2017, 06:12 PM)Veritas Solaris Wrote: Tier I Power Up:
[1000 OM]
"Solar Armor, Ignite."
Activating another function of his gauntlet, he will summon a suit of powered armor that he can use. This armor is worn by him an provides him a boost to his stats, but also has built in weapons systems. This costs One SP every round active. This boosts his Tec by providing an AI named "Samuel" inside of the armor that helps him to perform his moves more perfectly.
Stats:
ATK: 2[3]
DEF: 2[3]
SPD: 3[3]
TEC: 3[6]
The stats shown on this Tier I power up are the initial stats and the ones in the brackets are the ones that he uss when this is activated fully.
Approved, just remember that those "built in weapons systems" must be bought separately.
RE: Official Move Approval IV - Tearen Wover - 01-30-2017
Enigma (Requires Physical Proficiency) - 600 OM
Tearen take four seconds to summon his favored weapon; the halberd known as Enigma. The polearm grows outwards in a line of shimmering brilliance, which slowly fades and dissipates to reveal the weapon. This ten foot long implement has a shaft made of a lightweight but sturdy metal that has a dark, oily sheen that ends with a spiked pommel. Enigma's head is about five inches long from shaft to blade, and the metal is of a curious teal cast with a brushed texture. Like all halberds, Enigma also has a long spear fused into the axe-head, which enables the weapon to be used both as a thrusting and as a cutting implement. The gap between the spear and the axehead can be used to catch and deflect blows from opposing weapons.
(600 OM for the offensive and defensive properties.)
RE: Official Move Approval IV - Jade Harley - 01-30-2017
(01-30-2017, 10:24 PM)Tearen Wover Wrote: Enigma (Requires Physical Proficiency) - 600 OM
Tearen take four seconds to summon his favored weapon; the halberd known as Enigma. The polearm grows outwards in a line of shimmering brilliance, which slowly fades and dissipates to reveal the weapon. This ten foot long implement has a shaft made of a lightweight but sturdy metal that has a dark, oily sheen that ends with a spiked pommel. Enigma's head is about five inches long from shaft to blade, and the metal is of a curious teal cast with a brushed texture. Like all halberds, Enigma also has a long spear fused into the axe-head, which enables the weapon to be used both as a thrusting and as a cutting implement. The gap between the spear and the axehead can be used to catch and deflect blows from opposing weapons.
(600 OM for the offensive and defensive properties.)
Approvederino!
(01-28-2017, 05:44 PM)Deadpool Wrote: (01-27-2017, 09:17 PM)Jade Harley Wrote: (01-25-2017, 06:28 PM)Deadpool Wrote: COST: 600
(2) Sig Sauer P320
bullet: 9mm; capacity: 15+1; semi-automatic, with burst-fire option available (x3 rapid succession); weight: 1.5lbs (w/full clip)
A highly efficient compact pistol, The P320 was designed to be ambidextrous in handling, sporting an ambidextrous slide catch lever and user reversible magazine catch. All other operating controls are designed so they can be operated from either side. New clips take 3 seconds of concentration to form from OM, but then the time it takes to load into the pistol and spring a bullet into the chamber is only 45-60 seconds.
Deadpool can accurately fire this weapon from 20 meters away, but the distance of bullets may travel up to 50 meters.
This move can be used with other moves, but only if one of the pistols are not being wielding, leaving one hand free to use another weapon or move.
Edited.
45-60 seconds is super intense, man. The max should be maybe 10-15 seconds.
RE: Official Move Approval IV - Deadpool - 01-30-2017
[quote pid='93068' dateline='1485833492']
(01-28-2017, 05:44 PM)Deadpool Wrote: (01-27-2017, 09:17 PM)Jade Harley Wrote: (01-25-2017, 06:28 PM)Deadpool Wrote: COST: 600
(2) Sig Sauer P320
bullet: 9mm; capacity: 15+1; semi-automatic, with burst-fire option available (x3 rapid succession); weight: 1.5lbs (w/full clip)
A highly efficient compact pistol, The P320 was designed to be ambidextrous in handling, sporting an ambidextrous slide catch lever and user reversible magazine catch. All other operating controls are designed so they can be operated from either side. New clips take 3 seconds of concentration to form from OM, but then the time it takes to load into the pistol and spring a bullet into the chamber is only 10-15 seconds.
Deadpool can accurately fire this weapon from 20 meters away, but the distance of bullets may travel up to 50 meters.
This move can be used with other moves, but only if one of the pistols are not being wielding, leaving one hand free to use another weapon or move.
Edited.
45-60 seconds is super intense, man. The max should be maybe 10-15 seconds.
[/quote]
I figured I'd aim high, and your fairness would rein me back in. I replaced the 45-60 with your suggestion.
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