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Omni Archive
Official Move Approval III - Printable Version

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Re: Official Move Approval III - Sasuke Uchiha - 10-22-2015

@Jaixe Furiael: Seems legit. *Hand waves*


Re: Official Move Approval III - Guu - 10-23-2015

Quote:In light of recent stat upgrades, I'm resubmitting Adult Guu with new specs so she can stay in line with my original intent with her.

I know full well that I'll need to sell and re-buy her in order for these numbers to stick. I am prepared to do this.


Adult Guu - Tier 1 Power-Up
[Image: Screen%20shot%202015-02-25%20at%2010.57....v6yjsx.png]
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



Re: Official Move Approval III - Ms. Marvel - 10-23-2015

@Guu- I don't know what the original stats were that you are now selling, but I just assume you know what you are doing. Approved and what not. xD


Slow - Black Mage - 10-23-2015

Slow - (Ranged, Ranged Materialize, Debuff, Time Manipulation)

The Black Mage roots his feet and holds out an open palm at his opponent with fingers outstretched, focusing on said opponent for three seconds. If he keeps his palm at his foe and does not lose line of sight the target begins to perceive time differently, seeing and hearing things happens slower than they actually happen. This effect slows reaction times and can be disorienting in combat as well, with the afflicted often suffering pain from a blow they perceive to still be coming. This effect can last anywhere from 5-10 seconds, with hardier individuals recovering more quickly.


Re: Official Move Approval III - Schwi Dola - 10-24-2015

Quote:Yogsothian Blade (Approval Link) (600) (Requires Area Shield Proficiency, Bodypart Yogsothoth, Physical Strength) - Desco summons this weapon by opening up one of Yogsothoth's tentacles creating a dark portal in its mouth from which the blade materializes and floats down to her hand. This is a purple and red blade with light purple and red markings that is 6 foot long altogether, a little over a foot and a half longer than Desco is tall with the blades themselves at a little less than 4 feet. The hilt in total is about 3 feet wide and the sword blade is made of two half foot blades that are sharp on all edges slightly separated from each-other, but shaped so that the outside edge is shaped as if the two blades were one. One side of the hilt has two eyes made to resemble Yogsothoth's front while the other has a red mass as Yog also does with one eye and below the hilt on the handle there is an eye on both sides.

This is a powerful heavy (though for Desco's enormous strength isn't so heavy) weapon however its power is offset by this dis-proportionally large size making it difficult for Desco to strike someone that is within a couple feet of her body with the sword. She can use the weapon to protect her body from attacks where its size comes in handy as it can cover most of her body on one side when held in the right position. However, the separation between the blades can allow energy attacks that envelop what they hit to move through resulting in only a partial block.

I'd like to remove the stat suggestion mentioned in this move, not actually changing the effect but I believe (though for Desco's enormous strength isn't so heavy) suggests some things it shouldn't which should be removed.


Re: Official Move Approval III - Dean Winchester - 10-24-2015

Teir 1 Super Move (600 OM, Requires Ranged Prof)
Super Attack
Must be used as the last action of the last post in a fight.

The Colt.
Weight: 2lbs 12oz
Length: 13.75 inches
Barrel length: 7.5 inches
Calibur: .36 (supercharged with demonic energy)


This isn't your average fire arm, this is the demon killing tool made by Samuel Colt himself. Dean has twisted it to his own purposes of course, using his knowledge from hunting and the Men of letters notes left in the bunker, it is now powered by demonic energy instead of extinguishing it. The older enochian engravings have been etched over with newer ones, twisting the very nature of the gun to serve it's new demonic master. The bullet when fired has a black and red demonic energy crackling around it, and instead of smelling like gun powder it now smells of sulphur.

Firing the Colt a single time requires 1 SP, but if the shot hits, and would normally fatally wound the target, the target instantly dies. The shot CAN miss or hit a non-vital area of the body, and in either of those cases the instant death effect does not take place. As the shot is fired as a "cliff hanger move" at the very end of a fight, whether or not it hits is decided by if Dean has won the fight or not. If he has lost the fight (or chooses to let his opponent live after a win), the bullet either hits a non-vital part of the body, or completely misses.

Regardless of whether the shot hits or misses, the SP used should be consdered used for the purposes of fight decision.
[Image: Coltgun.jpg]


Re: Official Move Approval III - Kenpachi Zaraki - 10-24-2015

Chimera (600 OM; requires Physical Strength and Ranged Proficiency)
To the average person this weapon appears to be a simple machete, but on closer inspection one can spy a firing mechanism akin to a shotgun. The weapon is approximately 18 inches in length, carried in a sheath strapped across Vincent's lower back. Though Vincent prefers to keep a distance between himself and his foes, he carries this gunblade to assist in dispatching swordsmen and the like that insist on engaging him head-on with melee weaponry. Upon the initial unsheathing, the gunslinger holds the weapon in a reverse grip similar to how one might hold a tonfa, with the barrel angled toward his forearm and the blade facing out. This allows Vincent to parry incoming attacks while firing Cerberus or slinging spells as needed. As a last-ditch attack, he can point the barrel at his foe and fire a single, high-caliber slug to damage or at least cause the foe to flee. Though the gun portion can be reloaded, it is a rather cumbersome process (~5+ seconds) and is not usually performed in combat.


Re: Official Move Approval III - Corporal Light - 10-24-2015

.50 Single Shot Pistol (requires Ranged Proficiency) - 300 OM

The Single Shot Pistol is another attempt addition to Ballad's arsenal, and is his attempt to respond quicker to his opponents with a fast and often surprising attack.

Keeping the pistol in the left sleeve of his coat, he is able to equip the pistol at a moment's notice. It takes only a second to fire, with the force of the bullet impacting anything it hits knocking then clean off their feet and possibly sending them flying a few feet backwards, though it is unlikely to do much more then make people fly, though less resilient foes would possibly feel a throbbing pain wherever they got hit. However, he only has one shot to use before needing to reload, and the gun is inaccurate past short range, making it only viable to use in close encounters or melee duels. The time it takes to reload is roughly three to four seconds.


Re: Official Move Approval III - Schwi Dola - 10-25-2015

Quote:Bodypart Yogsothoth (1200) (Requires Remote Control Proficiency, Ranged Proficiency, Physical Strength, Malleability, Flight, Area Shield Proficiency) - Desco exists as two parts which are inherently one. There is her small, little demon girl body and the tentacled monstrosity that usually floats behind her, referred to as Yogsothoth. While always physically separate from Desco, Yogsothoth is as much a part of her body as her arms or legs. Hurting Yogsothoth is the same as damaging Desco's arm or any other part of her body. Yogsothoth can move independently from Desco, consciously or unconsciously, and his tentacles are Desco's main weapons opening up as mouths, the edges where the tentacles open where the light and dark purples on her body meet making them jagged and are also razor sharp. They can also be used as bludgeoning weapons, slapping enemies instead of biting. Desco does not normally exhibit elastic properties except for her tail, she just can't do it, but Yog's many tentacles do stretch far and wide to attack, up close or at a fair distance away, up to 20 feet. Desco typically uses only the top two tentacles for any attack. (Consider that to stretch out and increase in size they draw in mass from the rest of of Yog, to follow the restrictions of Malleability)

Levitate - Yogsothoth can be summoned or dismissed at will, taking a few seconds to materialize. Yog is summoned in some position immediately next to Desco. While he is directly behind Desco she can float above the ground with only slightly more effort than walking or running, though Desco is typically pretty slow. Yogsothoth can even be, and often is, summoned through unconscious instinct.

Instinct - Guided mostly through instinct, Yog watches through the many yellow eyes all over Desco's body, which Desco herself can't see through even to react to another's presence, and with that nearly 360 degree vision he can see most things coming and instinctively attempt to block though this is less speedy or effective than blocking consciously. When Yogsothoth blocks for Desco, consciously or by instinct, his skin hardens and Desco takes less damage as long as the block is successful.

Bodypart Yogsothoth (1200) (Requires Remote Control Proficiency, Ranged Proficiency, Physical Strength, Malleability, Flight, Area Shield Proficency, Foresight) - Desco exists as two parts which are inherently one. There is her small, little demon girl body and the tentacled monstrosity that usually floats behind her, referred to as Yogsothoth. While always physically separate from Desco, Yogsothoth is as much a part of her body as her arms or legs. Hurting Yogsothoth is the same as damaging Desco's arm or any other part of her body. Yogsothoth can move independently from Desco, consciously or unconsciously, and his tentacles are Desco's main weapons opening up as mouths, the edges where the tentacles open where the light and dark purples on her body meet making them jagged and are also razor sharp. They can also be used as bludgeoning weapons, slapping enemies instead of biting. Desco does not normally exhibit elastic properties except for her tail, she just can't do it, but Yog's many tentacles do stretch far and wide to attack, up close or at a fair distance away, up to 20 feet. Desco typically uses only the top two tentacles for any attack. (Consider that to stretch out and increase in size they draw in mass from the rest of of Yog, to follow the restrictions of Malleability)

Levitate - Yogsothoth can be summoned or dismissed at will, taking a few seconds to materialize. Yog is summoned in some position immediately next to Desco. While he is directly behind Desco she can float above the ground with only slightly more effort than walking or running, though Desco is typically pretty slow. Yogsothoth can even be, and often is, summoned through unconscious instinct.

Instinct - Guided mostly through instinct, Yog watches through the many yellow eyes all over Desco's body, which Desco herself can't see through even to react to another's presence, and with that nearly 360 degree vision he can see most things coming and instinctively attempt to block. With Foresight, when Desco senses danger its not her that is sensing it but Yogsothoth who uses instinct to block. Without Foresight activating Yogsothoth is left purely to his sight and is less capable of blocking (Undetected stealth and invisible attacks will of course completely bypass Instinct without Foresight). When Yogsothoth blocks for Desco, consciously or by instinct, his skin hardens and Desco takes less damage as long as the block is successful. This will only completely block really weak attacks, it is a 'light' block normally incapable of stopping all damage while also not being very taxing for Desco to perform.


Update for Foresight, may take additional OM.


Re: Official Move Approval III - Jak Mar - 10-25-2015

Tier 2 Assist- Daxter/Orange Lighting - Jak's best friend, a wisecracking Ottsel who is resourceful, talks a lot, loves storytelling and drinks too much, along with loving woman a little too much. 1500 OM

Stats:
Attack: 3
Defense:2
Speed: 3
Tech: 2

Moves:
Daxter's moves:

Takedown: 300 om- Daxter grabs the person in question from the side and slams them down on the ground. Weakness is that it doesn't last long, and that it's not hard enough to make someone unconscious.

Bug Sprayer- A regular bug spray most exterminators use to get rid of bugs

-Jetpack attachment
-Flamethrower attachment

Scrape- Daxter can use his claws against any opponent and they hurt like hell.

A electric bug zapper- Daxter can slam his electric bug zapper in someone's face, and it can cause shocking into a enemy.
With this, Daxter is also able to use Jak's weapons, fix machines, crawl into small spaces and fix machines.


Re: Official Move Approval III - Tearen Wover - 10-25-2015

Corvidae [Alternate Form] - 2000 OM

Over the course of four seconds, Nealaphh transforms into the shape of an otherwise unremarkable crow, which it can maintain indefinitely. Useful for its high mobility and low profile, this form also enables Nealaphh to put much more power into its non-telepathic attacks, since the god-mind's significant mental superiority is hard to manifest within the limited brain of a crow. In addition, the small, frail frame of the bird is susceptible even to the weakest of attacks, though its high speed and ability to fly make this form a very difficult target.

ATK: 5
DEF: 0
SPD: 5
TEC: 1

Temporal Jaunt (Requires Ranged Proficiency, Debuff Proficiency, Time Manipulation) - 300 OM

Nealaphh targets a single opponent within thirty feet and sharply increases their movement through time, causing any movement they make to go wildly out of control and cover twice the normal distance in a split second. It takes Nealaphh a single second to summon the power to do this, but it is extremely taxing on its body, and leaves it open to attack for two seconds.

Usually Nealaphh uses this technique to keep a distance between itself and physical fighters, but it can also be used tactically to send opponents smashing into walls or other hazards. Fighters who are naturally fast or have Foresight may be able to maintain enough control over their bodies to avoid such harm. In addition, the opponent Nealaphh targets must already be moving when this move is performed.


Re: Official Move Approval III - Ricter - 10-25-2015

Pandemonium – 900 OM (Requires Physical Strength, Area Shield Proficiency)
With spiritually cloaked hands he uses them to lunge and grab attacks, attempting to stop them by blocking the power behind their attack. He can deflect multiple quick attacks, such as ranged fire from an automatic rifle, and or strong attacks. If needed he can spread the cloak around his entire body to protect him from energy attacks, or he can charge it up to 30 seconds to better brace for impact but can only be used once every other post/round.

I plan to buy area shield proficiency to get this.


Re: Official Move Approval III - Dave Strider - 10-25-2015

Here for some re-approval:

Cyclone Spin(600, Physical Strength)
Crash spins his body with such speed that he becomes a blur, attacking nearby foes with a flurry of punches and kicks, dealing a moderate amount of damage if fully taken, as well as reflecting projectiles. Light projectiles are easily deflected in a random direction, but stronger projectiles have less of a chance of being deflected with high chances of causing damage through his attack, or even stopping him completely. Crash moves at a much slower speed during this attack, similar to a walk, as his speed is now being put forth into his spin. This attack lasts up to five seconds, with up to 2 seconds of daze time, and if stopped abruptly, automatically gives him 3 seconds of dazed time. Crash can also stand on top on items and spin to fire them towards enemies in a fast but inaccurate fashion. This can be one on a pile of items, but the daze time still applies.


Re: Official Move Approval III - Monkey D. Luffy - 10-25-2015

All submitted Moves awaiting approval are DENIED.

Your God has spoken.




I'll review them all in a bit!


Re: Official Move Approval III - Corporal Light - 10-26-2015

Monkey D. Luffy Wrote:All submitted Moves awaiting approval are DENIED.

Your God has spoken.




I'll review them all in a bit!

Wha- wait, I'm confused.

Is it denied or in review or ...?


Re: Official Move Approval III - Kakashi Hatake - 10-26-2015

They're in review. He's kidding.


Re: Official Move Approval III - The Rogue - 10-28-2015

Lycöan: 900
Requires Ranged Profinciency
This gun has a special place in Connor's heart, for he made this gun on his own.
Specs:
Length: 6-inch (152 mm) barrel/ 10.75 inches (27.3 cm) ((from the back of the slide to the bore))
Height: 6.25 inches (15.9 cm)
Width: 1.25 inches (32 mm)
Magazine Compacity: 9 rounds
Caliber/Bore diameter: .429 inches (10.9 mm)
Range and Accuracy: The bullets can reach about 30 ft. An unmoving target at 15ft is normally a guaranteed hit
Ammo types
  1. Super-sonic: Goes above the speed of sound, trading quietness for more damage. Shatters if it hits water.
  2. Sub-sonic: Goes bellow the speed of sound, trading damage for quietness.
[*]Explosive (600) : Is a super-sonic that explodes on contact. The explosion is relatively small, used for lightly armored foes. Will be a super move


He even made a custom attachment that he rarely takes off. He based it off of military rail gun technology. He called it the Electromagnetic Coil Chamber., or ECC. Once turned on a high pitched 'whine' can be heard on the very edge of normal human hearing. When a bullet is fired the ECC 'pulls' the bullet along, making it go faster. Thus a Super-sonic turns into a Magnum bullet, sub-sonic turns into a Super-sonic and explosive rounds explode in the chamber, so they are not usable. When the ECC is turned off it also doubles as a suspresser, so a Super-sonic rounds sound like a normal sub-sonic bullet, a sub-sonic is just a stacatto cough.
The ECC also adds 6 inches to the overall length.


Re: Official Move Approval III - Thaal Sinestro - 10-28-2015

Crash Punch 300 OM

The nameless warrior had her arm cut off by the powerful Wizard, Gildarts. Thankfully, he had a prosthetic that just about matched, so she decided to use it.

Using Gildarts' infamous Crash Magic that remains in the artificial arm, the bandit can throw a massive (and easier to dodge) haymaker punch that can blow objects apart and deal a little bit of extra damage to living things.

If the attack hits, a white grid pattern appears from within an object before it breaks into small cubes. The total volume of the destroyed object depends on its density and how hard she swings, but the maximum is about 50 lbs.

If the punch hits a living target, a grid-pattern cut opens up along it's surface.

The fact that it's her left arm (not her dominant) makes it more awkward for her to throw big punches, so she tends to telegraph and be slightly more awkward.


Re: Official Move Approval III - Shade - 10-28-2015

Shade Wrote:How's this Omni? Oh, and I'm gonna rename Shadow Puppetry to "Shadow of Your Former Self"

Quote:Shadow of Your Former Self (Require Remote Control Prof., Foresight) - 600 OM
[spoiler]Tapping into the power of the shadows and the void, Shade can create an exact physical replica of any opponent she makes physical contact with. The only difference is that they can freely switch between pure white eyes like Shade's or the eyes of their 'parent' individual with a simple blink. Doing so makes a bit of a 'flick' noise, and is purely cosmetic.

Shade splits her mind and body evenly among any Replica's she makes. Shade can summon up to 2 Replicas. Shade can focus entirely on control of her Replica(s), leaving her unable to physically act, but she may continue to passively use her Sensory Powers. (Doing this does not disable passive use of Foresight, Enhanced Senses, Insight on Simple--Moves 600 OM or less, and Telepathic communication with fellow allied telepaths.) If used in this manner, each Replica would have her effective TEC split between them (If 1 Replica, it gets her whole TEC, if 2, each has half her TEC). Alternatively, She can act in concert with her Replica(s), but her effective TEC is split even between herself and all Replicas (With 1 Replica, Shade and her Replica both have 1/2 her TEC, if 2 Replicas, each has 1/3 her TEC). (Fighting this way allows her use of Sensory Power with herself, and all Replicas as the 'source' meaning if a Replica is within her maximum distance of a target, even if she is not, then she so is she, technically.)

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

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

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

To summon a Replica(s), Shade charges for up to 10 seconds, summoning 1 Replica every 5 seconds until the desired number is reached. If Shade is interrupted during this time, the charge is stopped in it tracks, leaving Shade with the current amount summoned. As Shade is charging, Replicas summoned by the current attempt, as well as previous ones, can begin to defend Shade, allowing her to continue charging uninterrupted, but they can only defend as Shade cannot concentrate on offense and Replica summoning. As each Replica is summoned, it steps out front behind Shade, as simply as if it had been standing there the entire time.

Because Shade also splits her body among her Replicas, each holds a fair chunk of her energy, and if one is destroyed, she loses the energy used in its creation. Although, if it lives to the end of the fight, she can dispel it to regain the energy spent on it.[/spoiler]

Been a week so bump?


Re: Official Move Approval III - Tom Marvolo Riddle - 10-29-2015

Special thanks to Minato for helping proof this spell.

The Cruciatus Curse [Crucio]
Cost: 300
Requires: Ranged Proficiency, Debuff Proficiency
Like most Dark Magic, this spell requires equally dark emotions to power it. With a relatively low charge time of a second, this spell is a faint, translucent bolt of white or red lightning. Unlike most spells however, it requires the caster maintain the spell for as long as they desire to inflict debilitating pain on the target, and their wand must remain aimed at the target at all times. Those with equal or greater DEF to the spell's ATK have the potential to resist the paralysis enough to act via the shortening the time it may be effectively used equal and up to double the DEF of the spell's ATK for only split seconds of effect at best. Conversely the opposite is true of those of lower DEF.

May be cast once a second, and has baseline duration of up to ten seconds that it can be maintained.