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Omni Archive
Official Move Approval III - Printable Version

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Re: Official Move Approval III - Proto Man - 11-10-2015

Xavier Wrote:
Proto Mouse Wrote:Add a line about fatigue. Blocking maneuvers like this should be tiring. It's the trade-off for not being damaged.

Pandemonium – 300 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. However this technique can only be used once every other post/round, it also saps some of his stamina which tires him out if used consistently.

Added it in.

Looks good to me.


Re: Official Move Approval III - Omni - 11-10-2015

Quote:b]The Cruciatus Curse [Crucio][/b]
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 pain on the target, and their wand must remain aimed at the target at all times. Against a target with similar stats, this move will produce around five seconds of debilitating pain but fatigues Tom a fair amount, leaving him breathless and unable to cast for a few seconds. Against a target with higher stats the pain will be intense but bearable.
Reworked this so that is not a guaranteed start against all enemies. You cannot have guaranteed stun durations on anyone. Imagine you're using this on Diablo.


Re: Official Move Approval III - Tom Marvolo Riddle - 11-10-2015

Omni Wrote:
Quote: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 pain on the target, and their wand must remain aimed at the target at all times. Against a target with similar stats, this move will produce around five seconds of debilitating pain but fatigues Tom a fair amount, leaving him breathless and unable to cast for a few seconds. Against a target with higher stats the pain will be intense but bearable.
Reworked this so that is not a guaranteed start against all enemies. You cannot have guaranteed stun durations on anyone. Imagine you're using this on Diablo.
Alright can I use your version?


Re: Official Move Approval III - Omni - 11-10-2015

Yeah that's approved.


Re: Official Move Approval III - Ricter - 11-10-2015

Proto Mouse Wrote:
Xavier Wrote:
Proto Mouse Wrote:Add a line about fatigue. Blocking maneuvers like this should be tiring. It's the trade-off for not being damaged.

Pandemonium – 300 OM (Requires Physical Strength)
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. However this technique can only be used once every other post/round, it also saps some of his stamina which tires him out if used consistently.

Added it in.

Looks good to me.

Took off Area Shield P. because since its not a shielding move bigger than the prescribed parameters any more I don't think I need it lol.


Re: Official Move Approval III - Shang Tsung - 11-10-2015

Shang Tsung Wrote:Day'Suis - A double-handed great hammer once wielded by the paladin Argento (now sadly deceased). It can be summoned and dismissed in a flash of sunlight. It is used to bludgeon things and generally make people feel sad to be alive. The size of the hammer gives it a decent reach and range of motion, but due to its heft, Shang doesn't use it for extended periods of time. It's best used as a quick game-changer or an ace-in-the-hole kind of deal. (300 OM)

ALSO

Lightsaber - a small metal cylinder the same size and shape that you would expect a sword grip to be. When a button is depressed, a three-foot, cylindrical energy blade pops out from one end. The blade can cleave through most thin fabrics, and with some effort, it could probably cut through harder materials. Against primes, it is more or less a really hot sword, as it can't lob off prime's body parts with the same ease that it can cut through a tree or something. Shang often wears this weapon on his belt under his robes (300 OM)


Re: Official Move Approval III - Roger Smith - 11-10-2015

Shang Tsung Wrote:
Shang Tsung Wrote:Day'Suis - A double-handed great hammer once wielded by the paladin Argento (now sadly deceased). It can be summoned and dismissed in a flash of sunlight. It is used to bludgeon things and generally make people feel sad to be alive. The size of the hammer gives it a decent reach and range of motion, but due to its heft, Shang doesn't use it for extended periods of time. It's best used as a quick game-changer or an ace-in-the-hole kind of deal. (300 OM)

ALSO

Lightsaber - a small metal cylinder the same size and shape that you would expect a sword grip to be. When a button is depressed, a three-foot, cylindrical energy blade pops out from one end. The blade can cleave through most thin fabrics, and with some effort, it could probably cut through harder materials. Against primes, it is more or less a really hot sword, as it can't lob off prime's body parts with the same ease that it can cut through a tree or something. Shang often wears this weapon on his belt under his robes (300 OM)

Day'Suis -- Assuming from the description that it is a rather large weapon. In that line of thought, just how big, exactly? And about how long does it take to summon and dismiss it? Details for folks writing with yo and such, y'know.

Lightsaber -- WHAT COLOR IS IT, MAN. But it's good. Enjoy your lightsaber.


Re: Official Move Approval III - Proto Man - 11-10-2015

Like this big? ("A handle as tall as a child, with a head the size of a large watermelon)

I was imagining it'd be an instantaneous process (like two or three seconds). The FAQ says a summoning time limit can be considered a downside for extra power, but I don't really want or need that.


Re: Official Move Approval III - Roger Smith - 11-10-2015

You good, then. Just need to know these things for other folks so they don't go doin' weird things with your moves.


Re: Official Move Approval III - The Rogue - 11-10-2015

Quote:Lycöan:900
Requires Ranged Proficiency
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. Shatters if it hits water.
  2. Anti-material: Is a super-sonic that explodes on contact. The explosion is relatively small, used for light armored vehicles and infantry. For some reason when a magazine of this type is in the gun the trigger is significantly harder to pull, severely decreasing Connor's ‘trigger finger’, aka fire rate.

He even made a custom attachment that he rarely takes off. He based it off of military rail gun technology. He calls 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 and anti-material rounds explode in the chamber, so they are not usable. Additionally when the ECC is on the trigger is much harder to pull, which makes it difficult to shoot as fast as he normally does. Plus after each shot the ECC needs to charge up for a few seconds. It also adds 6 inches to the overall length and a pound to the front of the barrel.


After a few days of collaborating with the most helpful Ninja, Kakashi, I finally got this balanced


Re: Official Move Approval III - Tom Marvolo Riddle - 11-10-2015

Many thanks for Thaal's assistance in making this effort less than insane.

A Changing of Hands [Ginny Weasley]
Cost: 2000 Om
Tom Riddle dismisses his current body, and hands himself over to one Ginny Weasley. The Diary instantly and completely overcomes her mind, and the spirit of Tom Riddle takes control. In essence his original body is now completely gone, and is using the Ginny’s form instead. His stats immediately change to that of hers, overriding his previous stats. He maintains his Powers, Moves, and other abilities, but conducts them entirely through the body of the Ginny.

If the Ginny had been previously summoned as an Assist, the Assist ends and he stops paying SP to maintain it. Any Power-Ups that had been activated are still active.

Ginny’s Statistics:
ATK: 3
DEF: 3
SPD: 2
TEC: 2


Re: Official Move Approval III - Proto Man - 11-11-2015

Ahaha, remember that time you already did what I asked you to do in the other thread?

You're good to go. Alternate Form approved.


Re: Official Move Approval III - Thaal Sinestro - 11-12-2015

Hard-Light Wall Defensive Super Move Requires Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Remote Control Proficiency - 600 OM

Sinestro Summons a 10'x10' hexgrid wall of Hard Light energy at a range of up to ~ 100 feet, allowing him to block most attacks. This shield can be used for himself or allies.


Re: Official Move Approval III - Simon - 11-13-2015

(separating an unpurchased move update from Rebellion here)
Round Trip - 300 OM (Requires Ranged Proficiency, Remote Control Proficiency, Area Attack Proficiency)
Dante holds Rebellion at the ready, concentrating hard for a second, then he throws out the blade in front of him. Rebellion proceeds to spin in place like a horizontal propeller, viciously hacking at any enemies in its 5-foot radius and creating a wind vortex that sucks in enemies within 10 feet. This persists for up to 6 seconds per use, and leaves Dante without the sword until he calls it back to him.

Air Hike - 300 OM (Requires Super Jumping)
While in mid-air, Dante concentrates magical energy beneath his feet to create a circular red demonic glyph about a meter in diameter, which he then immediately uses as a platform to jump off of. This functions exactly as a "double jump" within the rules for Super Jumping, but can be performed anywhere in mid-air; however, this can only be used once per jump, and he must land on the ground before he can use it again.

Yamato - 300 OM (Requires Physical Strength)
A Devil Arm formerly belonging to Dante's brother, Vergil, Yamato takes the form of a Japanese tachi (a sort of primordial katana) with a sharp blade less than 3 feet long and possessing a mild curvature. Dante can summon/despawn this weapon at will with a moment's concentration, but cannot wield it in tandem with any other Devil Arms. Yamato proves to be a wicked dark blade with excellent aerodynamics, so sharp it actually cuts through air to be swung faster than any normal weapon. Dante primarily wields the sword in one hand with the sheath in the other, so he can quickly draw and return the blade (an echo of Vergil's fighting style).

Royal Guard - 300 OM (Requires Area Shield Proficiency)
Dante channels mystic power through his arms and assumes a defensive stance. This allows Dante to guard against attacks in a 3-foot invisible shield surrounding his upper body (about where he's blocking with his arms). This stance can technically be held indefinitely, but it is only strongest in the moment the block is executed, in which it is able to block most attacks outright - this proper timing is crucial to mastering the move. Beyond that initial point, the strength of Royal Guard grows progressively weaker as Dante maintains the stance, until it wanes into a plain block after 10 seconds. Any character with dramatically more power than Dante can break through his guard outright, staggering him for a second.


Re: Official Move Approval III - Guu - 11-14-2015

Quote:I currently have three stat upgrades, so I have 13 points to deal with.

Getting this approved for when I eventually get flight:


Fairy Guu - Alternate Form (2000 OM)
[Image: eiiBvy4.gif]
Whenever Guu wants to be a passive observer, she'll take the form of a 3-inch-Fairy. She'll look like her normal self but with a yellow dress, red shoes, and large insect wings. Her personality doesn't change at all, however, her movement speed will increase dramatically and she will be constantly relying on her Flight power to move around.

ATK: 0
DEF: 2
SPD: 6
TEC: 5



Re: Official Move Approval III - Minato Namikaze - 11-14-2015

@Guu, Approved


Re: Official Move Approval III - Proto Man - 11-14-2015

Thaal Sinestro Wrote:[b]Hard-Light Wall[b] Defensive Super Move Requires Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Remote Control Proficiency - 600 OM

Sinestro Summons a 10'x10' hexgrid wall of Hard Light energy at a range of up to ~ 100 feet, allowing him to block most attacks. This shield can be used for himself or allies.

How much can the shield absorb before failing?

How quickly can Sinestro re-summon it after the fact?

Is it instantaneous to create the shield wall?


Re: Official Move Approval III - Proto Man - 11-14-2015

Dante Wrote:(separating an unpurchased move update from Rebellion here)
Round Trip - 300 OM (Requires Ranged Proficiency, Remote Control Proficiency, Area Attack Proficiency)
Dante holds Rebellion at the ready, concentrating hard for a second, then he throws out the blade in front of him. Rebellion proceeds to spin in place like a horizontal propeller, viciously hacking at any enemies in its 5-foot radius and creating a wind vortex that sucks in enemies within 10 feet. This persists for up to 6 seconds per use, and leaves Dante without the sword until he calls it back to him.

Air Hike - 300 OM (Requires Super Jumping)
While in mid-air, Dante concentrates magical energy beneath his feet to create a circular red demonic glyph about a meter in diameter, which he then immediately uses as a platform to jump off of. This functions exactly as a "double jump" within the rules for Super Jumping, but can be performed anywhere in mid-air; however, this can only be used once per jump, and he must land on the ground before he can use it again.

Yamato - 300 OM (Requires Physical Strength)
A Devil Arm formerly belonging to Dante's brother, Vergil, Yamato takes the form of a Japanese tachi (a sort of primordial katana) with a sharp blade less than 3 feet long and possessing a mild curvature. Dante can summon/despawn this weapon at will with a moment's concentration, but cannot wield it in tandem with any other Devil Arms. Yamato proves to be a wicked dark blade with excellent aerodynamics, so sharp it actually cuts through air to be swung faster than any normal weapon. Dante primarily wields the sword in one hand with the sheath in the other, so he can quickly draw and return the blade (an echo of Vergil's fighting style).

Royal Guard - 300 OM (Requires Area Shield Proficiency)
Dante channels mystic power through his arms and assumes a defensive stance. This allows Dante to guard against attacks in a 3-foot invisible shield surrounding his upper body (about where he's blocking with his arms). This stance can technically be held indefinitely, but it is only strongest in the moment the block is executed, in which it is able to block most attacks outright - this proper timing is crucial to mastering the move. Beyond that initial point, the strength of Royal Guard grows progressively weaker as Dante maintains the stance, until it wanes into a plain block after 10 seconds. Any character with dramatically more power than Dante can break through his guard outright, staggering him for a second.

All look good. Very solid.


Re: Official Move Approval III - Schwi Dola - 11-14-2015

Omni Wrote:
Desco Wrote:
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.
Skipped because complicate but still waiting

I suppose over 2 weeks is enough time to ask about this?


Re: Official Move Approval III - Proto Man - 11-14-2015

You're good. That falls under the 'Improving a Move by adding a new Power' so the price doesn't change. Just post in your log buying the 'new' version for 0 OM and link to its post in this thread.