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Official Move Approval IV - Printable Version +- Omni Archive (https://omni.zulenka.com) +-- Forum: Administration Forums (https://omni.zulenka.com/forumdisplay.php?fid=5) +--- Forum: Help Desk (https://omni.zulenka.com/forumdisplay.php?fid=8) +--- Thread: Official Move Approval IV (/showthread.php?tid=4198) |
RE: Official Move Approval IV - Dawnika Snow - 02-23-2017 Anarchy RPG-x3 - Ranged, Area (T1 Super Move - 600) This decent sized rocket propelled grenade is meant to cause massive damage to a single target of a close crowd. It takes Dawn a few seconds to summon(as keeping it on her person could weigh her down substantially, disallowing movement entirely). Once ready, Dawn crouches down and fires at her enemies feet. The rocket flies generally quick, making it tough to dodge. The blast radius is a good two meters give or take. Dawn’s ammo for this weapon equals the current number of SP she has available. Erika can also use this attack, but will likely have to be rather close. Fragmentation Grenade - Ranged, Area (300) A hand-sized grenade that shoots fragments of shrapnel in a large explosion. The blast of the grenade can damage with a sort of force that can push them to the ground, though it doesn’t hurt as much as one would think. The real danger is the innumerable sharp, metal pellets the force launches. Each shrapnel piece is hardly a centimeter big, maybe two. The force blast reaches only three feet past the blast point, but the shrapnel flies between five and teen feet. The ignition is released by pulling the grenade pin, after that, it has 4 seconds until it blows up. Dawn can carry eight and only eight grenades of any type at one time. This means that if she has more than one type, she must determine what grenade she wants to use having only 8 slots. They are stored on her belt, ready for use when she is. Calibur-X45 - Ranged (300) A close ranged handgun light enough to be used with similar, lighter weapons. It’s magazine holds eight rounds, and reaches a maximum effective distance of 40ft. It is easy and fast to reload, at Dawn’s speed it only takes half a second; for Erika, about one second. It comes with six reloads, including the current magazine it starts with. For convenient use, it is strapped to Dawn/Erika’s left thigh when not in use. Gladium - Physical Strength (300) A short-bladed knife for CQB. It’s a simple weapon made for cutting, only reaching 6in past the hilt. It’s strapped onto her right boot for quick access. E33-Veru - Ranged (300) A close range, pump action shotgun for those nasty close encounters. This weapon holds six bullets at a time in it’s camber and is reloaded through the side with each individual bullet, making it a task to reload. Even Dawn takes a good five second to reload all the bullets; Erika takes ten whole seconds! All together she has 30 bullets, making for 5 full magazines. Every shot must be pumped to load the next bullet into the chamber. This takes only a second for both Dawn and Erika. It's range is also extremely short, only able to reach 10ft effectively, but it's much more effective when it's closer since it shoots with a spray. Two hands are required for this weapon, so it cannot be used with other weapons. RE: Official Move Approval IV - Makoto Yuki - 02-23-2017 Upgrading this: Quote:Zio - Ranged Proficiency - 300 OM Into this: Quote:Zio: Revised - Ranged Proficiency - 600 OM I added the new version and wrote it as the 'base' move with the original being the 'charged up' variation. I tried to balance the new form and to not change anything about the old one, but I probably messed something up. :frog: RE: Official Move Approval IV - Lord Zedd - 02-23-2017 A handful of moves for an NPC Prime! The first one is a modified version of the M16 from the sample page, and the rest are changes to ones already cleared for Abner, because whatever it's moves on an NPC Prime. Since they got shaken up so much I might have unbalanced them, here they all are! M16 Assault Rifle (requires Ranged Proficiency) – 300 OM A fully automatic weapon which can be used while moving. It fires two rounds per second. It has a magazine size of 20 rounds and takes two seconds to change out the clip. Clay can carry up to twelve magazines on his person (scattered across his various tactical pouches) - he can replenish these when he has enough time to summon more between fights. Clay stores this on his back, so it can be grabbed on the fly, provided it doesn’t get tangled up with the shotgun he also keeps across his back. The bullets themselves do little damage, it is accurate up to 350 yards. The weapon is capable of more, but Clay lacks the training to utilize it to its full potential. Clay is not skilled enough to use this weapon in conjunction with any of his other weapons. Sig Sauer P226 - Requires Ranged Proficiency (300) - A fairly standard, black pistol that Clay keeps in a thigh holster on his right side. It takes him about two seconds to draw it from the holster. The pistol holds fifteen rounds in the magazine, plus one that he always keeps in the chamber. When empty, if he has a fresh mag on his person (he carries two on his belt and two on his vest for a total of four spares), it takes him about four seconds to reload the weapon. Reloading takes all of his focus, and he is susceptible to being caught off guard while doing so. Clay can accurately shoot up to 10 yards in a hurry and on the move, and around 25 with a little more aim and concentration. It fires .40 S&W rounds, allowing him to be accurate and have solid stopping power at the same time. It is semi-automatic, so it will fire just as fast as he can pull the trigger. Clay is not skilled enough to use this weapon in conjunction with any of his other weapons. Remington 870 – Requires Ranged Proficiency (300) - A standard, black twelve gauge shotgun. Clay typically keeps this slung over his back, which takes him about six seconds to get it into his hands and ready to fire, or more if it gets tangled in his other equipment. The shotgun has four shells of buckshot in the magazine tube and an empty chamber while he's traveling, plus an additional six rounds stored on the side of the gun for quick access. Between every shot he must pump the slide to load a new shell into the chamber. Though he can pump almost instantly after firing, loading the additional shells on the side into the barrel directly after depleting the magazine can take as much as five seconds to load and fire, slowing down his last shots considerably. Any additional ammo has to be summoned with Omnilium the old fashioned way. The maximum range of the weapon is around 35 yards. Though up close it has devastating stopping power, the further away he gets, the less damage it does due to less pellets actually hitting the target. Clay is not skilled enough to use this weapon in conjunction with any of his other weapons. Combat Knife - Requires Physical Strength (300) A solid, heavy steel combat knife that Clay wears on the left shoulder strap of his bulletproof vest. It has a blade length of 7 inches, and an overall length of 12 when including the grip. The weapon hangs with the handle towards the ground, so he can draw it in a fluid downward motion with a great deal of speed. Though it is a remarkably sturdy weapon, Clay sacrifices power for speed and handling ability with this weapon. Clay is not skilled enough to use this weapon in conjunction with any of his other weapons. RE: Official Move Approval IV - Amaterasu - 02-24-2017 In preparation of my purchases log, here's a handful of moves I'd like, please and thank you :frog: Blade of Kusanagi (300, Physical Strength) [spoiler] Image reference: http://images2.fanpop.com/image/photos/9900000/Okami-okami-amaterasu-9961660-395-500.jpg The Blade of Kusanagi, also known as Kusanagi no Tsurugi, is one of the Three Imperial Regalia of Japan, and arguably the one with the greatest offensive power. It has about the size of a european longsword (the blade is 1,10m long, the hilt is about 30cm long, for a total of 1,40m), and is made entirely of highly durable Jade, thus is able to go toe-to-toe with regular weapons. It has a peculiar design in that the hilt and the blade are not visibly connected but are instead held together with invisible magic. This cosmetic effect, as well as the strands of silk that pass through the center of the sword, have no bearing on the sword's behavior. The sword is summoned almost instantly along with its sheath, appearing on Amaterasu's waist or back where it can be drawn, or on her back with no sheath if she is in wolf form. Similarly it can be made to vanish near-instantly. It's wielded either by holding it with both hands or, when Amaterasu is in wolf form, by thrusting her body forward and to the sides, upon which the blade does a corresponding stab or slash motion because she cannot wield the sword with her paws. Because of the concentration it requires to be wielded, it cannot be used simultaneously to other moves. Thanks to its relatively high mass the sword has the dynamics of a claymore - it packs a big punch but is somewhat unwieldy and relies on momentum over swift strikes. Carrying it doesn't tire Amaterasu much but fighting for prolonged times (more than a minute or two) eventually wears her out. [/spoiler] Mirror Reflector (600, Physical Strength, Area Shield Proficiency) <== I think I may not actually need Area Shield for this one?) [spoiler] Image Reference: http://img10.deviantart.net/6d19/i/2011/022/9/7/okami_solar_disc_by_fabricmonster-d37rnoz.jpg The Mirror Reflector, also known as Yata no Kagami, is one of the Three Imperial Regalia of Japan, and the one with the greatest defensive power. It takes the form of a green metal disk that is about 60cm in diameter and as thick as a palm (it's about as large and thick as a standard bicycle wheel). It also has red flames erupting from its sides, which may appear frightening but are are harmless to Amaterasu and anyone else. It is made to appear or disappear just about instantly at Amaterasu's will and lays on her back while not in use. Funnily enough, even without being physically attached to Amaterasu's body it doesn't fall off even if she stands upright or lays on her back. The Mirror Reflector can be used for defensive purposes mainly, acting as a heavy but strong shield. Amaterasu controls it by directing it with her hands or head rather than physically touching it because it has no handles. Its unwieldiness means that Amaterasu needs at least half a second to get it into place, and cannot hold it up for long before her concentration breaks (2 seconds at most). It can only be deployed within half a meter of Amaterasu's body. Note that it acts as a regular shield. The "Reflector" part of its name is owed to that it can be used as a mirror, but it does not "reflect" attacks. The other possible usage for the Mirror Reflector is as an offensive weapon at short ranges. As for when Amaterasu uses it to defend herself, she needs about half a second to attack with it and cannot attack at a range greater than half a meter from her body. By swinging her arm or head she has the mirror perform a 180° slashing arc, hitting targets with its thick flat side before returning to her back. Amaterasu can use this a maximum of 3 times in a row before needing to catch her breath for a few seconds. Both usages tire Amaterasu somewhat as she is, after all, wielding a large metal disk. [/spoiler] Ink Splotch (300, Physical Strength, Debuff Proficiency) [spoiler] A much simpler application of Amaterasu's Celestial Brush, she drags the brush across an opponent's face, blinding them with black ink. Opponents afflicted this way are unable to see anything until they clean themselves in any way, which takes them at least 5 seconds. The ink also disappears on its own after 20 seconds if the victim has not cleaned themselves by then. While there is no "cooldown" on this ability it requires Amaterasu to get close to an opponent as the maximum range of this is the reach of her arm (or tail, in wolf mode), thus exposing herself to attacks while using it. Ink Splotch only affects sight - all other senses as well as Enhanced Senses, Foresight etc. remain unaffected. It also deals no damage. [/spoiler] RE: Official Move Approval IV - Jade Harley - 02-24-2017 [spoiler] (02-23-2017, 06:10 PM)Lord Zedd Wrote: A handful of moves for an NPC Prime! The first one is a modified version of the M16 from the sample page, and the rest are changes to ones already cleared for Abner, because whatever it's moves on an NPC Prime. Since they got shaken up so much I might have unbalanced them, here they all are![/spoiler] Looks good to me! All approved! (02-24-2017, 09:52 AM)Amaterasu Wrote: In preparation of my purchases log, here's a handful of moves I'd like, please and thank you :frog:Blade of Kusanagi and Ink Splotch are good to go. Mirror Reflector: "maximum of 3 times in a row before needing to catch her breath for a few seconds." How long is a few seconds? Be specific, provide a minimum recovery time. RE: Official Move Approval IV - Amaterasu - 02-24-2017 (02-24-2017, 10:19 AM)Jade Harley Wrote:(02-24-2017, 09:52 AM)Amaterasu Wrote: In preparation of my purchases log, here's a handful of moves I'd like, please and thank you :frog: Thanks for getting back to me on this so fast :yay: Edits have been made to Mirror Reflector, in bold. RE: Official Move Approval IV - Jade Harley - 02-24-2017 @Amaterasu: Okay, nice job. Approved! RE: Official Move Approval IV - Jak Mar - 02-26-2017 Peacemaker- (300) (Physical and Ranged Proficiency) The Peacemaker is used when Jak holds down the charging trigger which a ball of electrified dark eco starts growing. If the weapon is not shot, it will eventually sputter out. The homing ability of the dark eco shots are extremely accurate at both short and long range, but long range is preferred when using the weapon. The one true weakness of the gun is the lack of ammunition in each magazine since each shot is one magazine each.. One shot of the ball takes about about 5 seconds to reach the opponent. Mass Inverter (300) (Requires Physical Proficiency, Ranged Proficiency) This weapon is quite unique as Jak can shoot one rectangle anti-gravity field around an enemy for short time. The enemy will float up in the air in a anti-gravity field until a minute is over. While the enemy is stuck in anti-grav field, Jak can shoot other guns in conjunction with this attack. It will however not hurt the enemy unless it’s a one kill situation. The rate of fire on this gun is low but the range of the attack is in the short to medium range of Jak. RE: Official Move Approval IV - Jak Mar - 02-26-2017 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.Jak can 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 every time he uses to heal. (I'm going to put this as a super move then. RE: Official Move Approval IV - Kuzuru - 02-28-2017 Devil’s Playground - Tier One Utility Super Move (600) Requires Spiritual Enlightenment [spoiler]After focusing for a few seconds Renji opens a temporary rift to the Astral Realm. It swallows him and one nearby enemy before closing. The two are transported to a neutral battleground. It is often a grassy plain or an open clearing of a forest. Despite seeming normal it still holds the properties of the Astral Realm and can be manipulated by the fighters. Anyone with Spiritual Enlightenment can join the battle as they will, but it otherwise allows Renji to have an uninterrupted duel. This move is taxing to maintain, costing 2 SP per round. Due to Omniphysics Renji is only able to pull in those that he is fighting or planning to fight, in other words he can’t use this move to hide out with an ally. Once the fight is concluded or Renji is unable to sustain the move the two combatants are deposited back in the real world where they were taken.[/spoiler] RE: Official Move Approval IV - King Ghidorah - 03-01-2017 More monster madness! Mighty Stomping Feet: requires Physical Strength, Area Attack, kaiju-form transformation - (300 OM) In his Kaiju-form, Ghidorah doesn't have any hands - but that doesn't mean he lacks natural weapons. His feet, for instance, are about six meters in diameter in his tier-1 form, and make for wonderful destructive tools. When using this move, Ghidorah raises his foot (taking about two seconds to do so), and brings it down rapidly with stone-crushing force upon his target, subjecting anything caught beneath to incredible pressure. The simplicity of it makes it a favorite, in no small part because its not noticeably tiring unless used many times in rapid succession - foot comes up, foot comes down. Due to some quirk of Omniphysics the multi-kiloton bodyweight Ghidorah possesses while transformed doesn't transfer efficiently when this move is used on Primes, limiting the pressure experienced to what he can generate through strength alone, though the windup and the sheer muscular efficiency of stomping go a long way towards compensating for that. The effect is like being caught beneath a hydraulic ram in the shape of a monstrous foot (ATK score). This attack can only be used with a kaiju-sized alternate/powered-up form Related Fluff: Using this attack leaves a footprint four meters deep. Scintilating Scales: Requires Area Shield proficiency (300 OM) Ghidorah floods his scales with cosmic energy, making them seem to glow with an internal luster and increasing his defensive capabilities. The preparation time is 1-to-1: that is, he gets one second of effect per second of charge-time, and while charging he cannot use any moves excepting natural weapons such as his hands, feet, teeth (or wings or tails if in a Kaiju form). Because of his overwhelming lack of ability to multitask, his speed is effectively reduced by 1 for the duration of the charge-time. The charge is very difficult to interrupt, but it can be done with a strong enough blow, a truly dazzling distraction, or a mental attack. When activated, this move creates an additional layer of protection around Ghidorah, a skin-tight layer of somehow-potent shine that one must pierce before actually touching his body (DEF Score). Creating this barrier is not tiring as such, but it takes a lot of mental effort. As such, he can only employ it for a total of 30 seconds per fight. Ghidorah can move around and use moves normally while scintilating scales is active, and it can be used with his powered-up forms. RE: Official Move Approval IV - Jade Harley - 03-01-2017 Renji [spoiler] (02-28-2017, 11:54 AM)Renji Wrote: Devil’s Playground - Tier One Utility Super Move (600) Requires Spiritual Enlightenment Sorry, but this super move just isn't approvable! Entering or exiting the Astral Realm physically requires a good five minutes of uninterrupted focus, which is pretty impossible during a battle! Also, there is an item that does something similar and it costs more than a one-time payment of 600: Quote:Isolation Verse – 750 OM[/spoiler] Ghidorah [spoiler] (03-01-2017, 04:56 AM)King Ghidorah Wrote: More monster madness! Approved! Quote:Scintilating Scales: Requires Area Shield proficiency (300 OM) If you want Ghidorah to be able to use his teeth as anything other than a totally ineffective attack, you'll need a move for it. It's otherwise approved, though.[/spoiler] RE: Official Move Approval IV - Kuzuru - 03-01-2017 (03-01-2017, 10:14 AM)Jade Harley Wrote: Renji What if I changed it to a physical barrier? That way it wouldn't require spiritual enlightenment, and anyone with phasing, teleportation, dissasemble, etc would be able to join the fight. I was hoping that the 2 SP per round cost to maintain would be a large enough drawback in a fight to offset the fact that iso verse is more expensive OM wise. RE: Official Move Approval IV - Doomguy - 03-01-2017 Gauss Cannon (600 Om, Ranged and AoE proficiency) The Gauss Cannon was designed an an encamped anti-vehicle support weapon, able to pierce through heavy plates typical of tanks. So naturally, that makes the massive railgun the perfect weapon for Doomguy to use as an anti-personal rifle. So large that it's impossible to use without both hands even for the marine, it can eject steel flechettes with enough force to reduce what (or who) ever is hit by a direct shot into its base components at an effective distance of 1000 feet. However, because of it's slow firing rate at 3 seconds a shot, it requires a greater deal of accuracy to be effective than Doomguy's usual run and gun tactics. The built-in scope facilitates this, but using it slows the marine down. And then there's the Siege Mode. A mod build into the weapon itself which allows quickly switching between this and Precision Bolt mode. When the trigger is held it charges up the magnetic field, reaching max at 4 seconds. Once released, the flechette can pierce through multiple bodies and lay low even behemoth monsters. the kinetic force is so great that it creates a pressure wave in its wake, and when it hits something that it doesn't kill outright it causes the energy to be dispersed in the area around it like a small explosion. It will even destroy personal shields on a hit. making it a dangerous weapon for slower and more defensive enemies to be on the other side off. However, Doomguy cannot move the weapon while it is charging, and requires 6 seconds before it recharges the magnectic field and loads a new shot. Like all of DG's weapons, it seems to lack a need to reload. RE: Official Move Approval IV - Jade Harley - 03-01-2017 @Renji: I'd need to see it written, but I think that could work. The barrier would have to disintegrate over time and be MASSIVELY draining on Renji, though. @Doomy: The amount of damage caused by an attack is determined by DEF and ATK stats. Please go over your move and alter/remove any statements that tell what the severity of the wounds inflicted on his opponents are. It's okay to say that it leaves burns or breaks into pieces of shrapnel that can stab people, as an example, but refrain from saying things like it defeats a massive opponent outright or destroys shields in one hit. RE: Official Move Approval IV - King Ghidorah - 03-01-2017 Golden Scales - Tier 1 Super-defense - (600 OM) Ghidorah's glorious golden body is amazingly resilient. There's a chance than any attack directed at him which is less than devastatingly powerful (that is, Tier 1 super attacks or any weaker moves) is simply not going to work, totally neutralized by his natural armor and the astral charge pulsing within his veins. RE: Official Move Approval IV - Doomguy - 03-01-2017 @Jade: So is shield breaking not an effect an attack can have? RE: Official Move Approval IV - Jade Harley - 03-01-2017 @Doomguy: If an attack hits someone, it has a chance of breaking whatever defenses they have. Whether or not it succeeds depends on the shieldperson's DEF stat. What I'm saying is, you can't say that it definitely, 100% breaks through your opponent's defenses. You can say that there is a lot of strength behind that attack, and that because it takes so long to charge that it is more powerful, but the shield-breaking isn't guaranteed. RE: Official Move Approval IV - Doomguy - 03-01-2017 (03-01-2017, 12:02 PM)Doomguy Wrote: Gauss Cannon (600 Om, Ranged and AoE proficiency) RE: Official Move Approval IV - Kuzuru - 03-01-2017 Barbed Trap Tier One Utility Super Move (600) - Requires Area Attack Proficiency [spoiler] After focusing for a few moments Renji holds up both of his arms and long strands of barbed wire spool out from beneath his skin. These metal wires wrap around Renji and one other combatant, forming a cocoon. After a few seconds the wires expand outwards rapidly, eventually expanding outwards in a circle with a diameter of up to 50 meters. The metal wires twist themselves around terrain features and form a barrier that is about 15 meters high. These wires deteriorate quickly and Renji must spend a considerable amount of energy to maintain them. Trying to climb the wires or squeeze through them proves to be almost impossible as the barbs snag and grab anyone attempting to get past them. Anyone with powers or moves that allow them to subvert the physical barrier (phasing, advanced super jumping, flight, etc) can join the fight, but this otherwise allows Renji to have an uninterrupted duel. Due to Omniphysics he can only target those that he intends to fight, so he can’t use it to protect allies. The move is incredibly taxing and requires Renji to spend 2 SP per round to maintain it. Should Renji be defeated or otherwise unable to maintain the barrier it rusts and crumbles to dust. [/spoiler] Barbed Winch (600) - Requires Ranged Proficiency [spoiler] Renji raises his hand and points his palm at a target. From the center of his palm a single strand of barbed wire shoots out. It fires in a straight line until it hits an enemy at which point it tries to wrap around the target. Once the wire is secure Renji pulls his arm back and the wire begins to reel itself in, pulling the target closer and forcing the barbs to dig into the unfortunate victim. If the target is stronger than Renji they can resist the pull and if the tug-of-war match becomes a standstill for longer than five seconds the wire rusts and snaps in half. This attack has a maximum range of 20 feet. He can also choose to pull himself to a piece of terrain using this move.[/spoiler] Let me know if that's better, I want to try and make the first one work if its possible at all. |