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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 - Makoto Yuki - 03-03-2017 (02-23-2017, 04:33 PM)Makoto Yuki Wrote: Upgrading this: Bump. If I'm taking too many liberties tell me and I'll just sell the old one, if the problem is balancing issues they'll need to be pointed out first to be fixed. RE: Official Move Approval IV - Celestia - 03-04-2017 A Call Beyond - Tier 1 Super Move - 600 OM (Requires: Ranged proficiency, Area Attack proficiency, Remote Control proficiency) Celestis holds still (or hovers in place) for three seconds to conjure a cluster of fifteen small, glowing ‘stars’ around herself. She then flings the ‘stars’ toward an enemy or group of enemies in rapid succession. The ‘stars’ do not naturally have any form of guidance, but Celestia can alter their trajectory somewhat while in flight. The ‘stars’ detonate with arcane energy on impact, although the explosions are too small to damage anything outside of the primary point of impact, instead meant to enhance the damage they do. The attacks can be divided among multiple targets, though doing so will proportionally reduce the damage the attack deals. My first attempt at making a super move, so I'm not sure if I've got it quite right. RE: Official Move Approval IV - Dawnika Snow - 03-04-2017 (02-23-2017, 03:12 PM)Dawnika Snow Wrote: Anarchy RPG-x3 - Ranged, Area (T1 Super Move - 600) Gonna give this a bump. RE: Official Move Approval IV - Jim Raynor - 03-04-2017 Mini-Yamato Cannon (Tier 2 Super Attack) (800) Requires Ranged, Area Attack - Jim summons a large cylindrical cannon about ten feet long and balances it on his shoulder. The weapon charges a miniature version of the Yamato attacks synonymous with the terran battlecruisers, which takes about three seconds. It then fires a long, rippling bolt of reddish-orange energy that detonates on impact, causing a massive explosion. Interceptor Drone Defense (IDD) (Tier 2 Super Defense) (800) Requires Area Shield - with the help of Karax and Swann, a new feature has been built into Jim's CMC-400 armour. Miniature versions of the Interceptor drones used by the mighty protoss carriers deploy from his suit and swarm around Jim, destroying incoming projectiles or sacrificing themselves to rebuff physical attacks. RE: Official Move Approval IV - Jade Harley - 03-04-2017 Dawnika Snow [spoiler] (02-23-2017, 03:12 PM)Dawnika Snow Wrote: Anarchy RPG-x3 - Ranged, Area (T1 Super Move - 600) Approved. Quote:Fragmentation Grenade - Ranged, Area (300) When Dawn pulls the pin on the grenade, how far can she throw it after that? Quote:Calibur-X45 - Ranged (300) What is the rate of fire? Since it has such a fast reload time, please make a note about the damage caused by this weapon being pretty minimal, as well. Quote:Gladium - Physical Strength (300) Approved. Quote:E33-Veru - Ranged (300)[/spoiler] Makoto Yuki [spoiler] (02-23-2017, 04:33 PM)Makoto Yuki Wrote: Zio: Revised - Ranged Proficiency - 600 OM What are the effects of getting hit with one of these bolts? Do they electrically shock an opponent, or stun them for a limited amount of time-- note; this would need the debuff proficiency? Can the caster's concentration when charging up the move be broken? Must the caster remain stationary or can they move around while performing this move? Can Yuki perform other moves while using this move? Is it difficult to aim/must it be aimed at all? Does this range, "Is incredibly accurate up to 15 meters, becoming unreliable and gradually fizzling out until it dissappears completely at 20 meters," still apply to the weaker version of the move?[/spoiler] Jak Mar [spoiler] (02-26-2017, 08:00 PM)Jak Mar Wrote: 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. What does the Peacemaker look like? How fast do the balls of dark eco fly at an opponent? You said "One shot of the ball takes about about 5 seconds to reach the opponent." This seems too specific; all I need to know is how fast does it travel? (Fast as a thrown ball or slower? Arrow? Bullet?) How long does it take for Jak to fire his weapon (several seconds? one second?)? What is the range of this move? Can the user move around or do other things while using the move, or must they be stationary? How does it feel to get hit with it? Quote:Mass Inverter (300) (Requires Physical Proficiency, Ranged Proficiency) I'm leaving this one for someone higher up on the staff team! (02-26-2017, 08:06 PM)Jak Mar Wrote: 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. I'm also leaving this one for someone higher up.[/spoiler] King Ghidorah [spoiler] (03-01-2017, 12:46 PM)King Ghidorah Wrote: Golden Scales - Tier 1 Super-defense - (600 OM) Approved.[/spoiler] Doomguy [spoiler] (03-01-2017, 03:17 PM)Doomguy Wrote: Gauss Cannon (600 Om, Ranged and AoE proficiency) If there's no reload, this weapon's gonna be a LOT weaker than if it had a reload time.[/spoiler] Renji [spoiler] (03-01-2017, 08:11 PM)Renji Wrote: Barbed Trap Tier One Utility Super Move (600) - Requires Area Attack Proficiency Approved. Quote:Barbed Winch (600) - Requires Ranged Proficiency Is there a charge time while Renji prepares this move? Is it difficult to aim? How fast would you say the wire shoots towards a victim?[/spoiler] Celestia [spoiler] (03-04-2017, 06:15 AM)Celestia Wrote: A Call Beyond - Tier 1 Super Move - 600 OM Approved.[/spoiler] Jim Raynor [spoiler] (03-04-2017, 07:41 AM)Jim Raynor Wrote: Mini-Yamato Cannon (Tier 2 Super Attack) (800) Requires Ranged, Area Attack - Jim summons a large cylindrical cannon about ten feet long and balances it on his shoulder. The weapon charges a miniature version of the Yamato attacks synonymous with the terran battlecruisers, which takes about three seconds. It then fires a long, rippling bolt of reddish-orange energy that detonates on impact, causing a massive explosion. Approved. Quote:Interceptor Drone Defense (IDD) (Tier 2 Super Defense) (800) Requires Area Shield - with the help of Karax and Swann, a new feature has been built into Jim's CMC-400 armour. Miniature versions of the Interceptor drones used by the mighty protoss carriers deploy from his suit and swarm around Jim, destroying incoming projectiles or sacrificing themselves to rebuff physical attacks. Approved.[/spoiler] RE: Official Move Approval IV - Dawnika Snow - 03-04-2017 Dawnika Snow (Thursday, February 23rd, 2017, 03:12 pm)Dawnika Snow Wrote: 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. Approved. Quote: 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. It can be thrown 10 yards from the user's stationary position. They are stored on her belt, ready for use when she is. When Dawn pulls the pin on the grenade, how far can she throw it after that? Quote: 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 can shoot one bullet per second. It is easy and fast to reload, at Dawn’s speed it only takes half a second; for Erika, about one second, but that makes it rather mediocre for damage. 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. What is the rate of fire? Since it has such a fast reload time, please make a note about the damage caused by this weapon being pretty minimal, as well. Quote: 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. Approved. Quote: 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. Th user must stop to shoot, but can move with it in their hands. Must Erika/Dawn remain stationary while firing the gun? RE: Official Move Approval IV - Summer - 03-04-2017 T1 Super Defense: Cold Snap (Area Shield) (600): The chill of winter rapidly wells up from Somerled’s very core, swelling up in a frozen blast. Over the course of about three seconds, the spirit freezes up from the inside, his entire body quickly icing through, essentially becoming a humanoid chunk of frozen meat, rigid and stuck in whatever unfortunate pose he happened to freeze in. This cold snap spreads out beyond his body, bringing a sudden and early frost to the world around. Though freezing over does prevent him from moving or thinking, having such a solid form also protects him from a decent amount of damage until he defrosts. The thaw begins either ten seconds after the initial freeze, or after he's tanked a Tier 1 Super worth of damage, and takes about two seconds until he'd completely de-iced. During this warming period he is still vulnerable, unable to move and quickly returning to his normal squishiness. Even though this attack does bring an early winter, if only for a short time until the climate rights itself again, it's basically just cold air and a bit of frost, having no effect outside of disturbing the weather. RE: Official Move Approval IV - Makoto Yuki - 03-05-2017 (03-04-2017, 09:18 PM)Jade Harley Wrote: Makoto Yuki [spoiler] Zio: Revised - Ranged Proficiency - 600 OM A yellow bolt of lightning two meters long and three centimeters in diameter, when thrown like a lance it discharges on contact, burning flesh (or equivalent) but can't stun. Can be loosed as quickly as Makoto can make a grasping motion with a free hand. When thrown has the approximate speed of a bullet, and can hit targets no farther than 60 meters away provided it's accurately aimed. Owing to its simplicity, it's not very powerful nor very taxing, and can be cast while moving around or using other moves. It's possible to upgrade this spell by charging for up to two seconds, the resulting bolt is comparatively slower, and has a range limited to 20 meters. While more powerful, this version is also more tiring, forces the user to only move at a crawl, and prevents them from using other moves until the charging, which can't be externally interrupted, is complete [/spoiler] RE: Official Move Approval IV - Jade Harley - 03-05-2017 @ Dawn: [spoiler] (03-04-2017, 09:35 PM)Dawnika Snow Wrote: Dawnika Snow[/spoiler] All approved. @ Somerled: Please give an exact time for how long it takes him to freeze. "A few seconds" is too vague! @ Makoto: So, how is the second version more powerful? Is it just a stronger version of the first version, or does it have any lasting/debuff effects on an opponent? RE: Official Move Approval IV - Summer - 03-05-2017 (03-05-2017, 03:20 PM)Jade Harley Wrote: @ Somerled: Please give an exact time for how long it takes him to freeze. "A few seconds" is too vague! Alright, change made in bold. Three seconds to freeze. RE: Official Move Approval IV - Jade Harley - 03-05-2017 (03-04-2017, 10:43 PM)Somerled Murdoch Wrote: T1 Super Defense: Cold Snap (Area Shield) (600): The chill of winter rapidly wells up from Somerled’s very core, swelling up in a frozen blast. Over the course of about three seconds, the spirit freezes up from the inside, his entire body quickly icing through, essentially becoming a humanoid chunk of frozen meat, rigid and stuck in whatever unfortunate pose he happened to freeze in. This cold snap spreads out beyond his body, bringing a sudden and early frost to the world around. Though freezing over does prevent him from moving or thinking, having such a solid form also protects him from a decent amount of damage until he defrosts. The thaw begins either ten seconds after the initial freeze, or after he's tanked a Tier 1 Super worth of damage, and takes about two seconds until he'd completely de-iced. During this warming period he is still vulnerable, unable to move and quickly returning to his normal squishiness. Even though this attack does bring an early winter, if only for a short time until the climate rights itself again, it's basically just cold air and a bit of frost, having no effect outside of disturbing the weather. Approved! RE: Official Move Approval IV - Makoto Yuki - 03-06-2017 The idea was that it just packed a bigger punch, like switching to a higher caliber weapon. But now that you mention it, I can definitely see myself picking up debuff later on and getting back here to add a stun effect, so I'll just skip all that and do it now. [spoiler] Zio: Revised - (Ranged Proficiency, Debuff Proficiency) - 600 OM A yellow bolt of lightning two meters long and three centimeters in diameter, when thrown like a lance it discharges on contact, burning flesh (or equivalent) but can't stun. Can be loosed as quickly as Makoto can make a grasping motion with a free hand. When thrown has the approximate speed of a bullet, and can hit targets no farther than 60 meters away provided it's accurately aimed. Owing to its simplicity, it's not very powerful nor very taxing, and can be cast while moving around or using other moves. It's possible to upgrade this spell by charging for up to two seconds, the resulting bolt is comparatively slower, and has a range limited to 20 meters. This version is more damaging, as signified by a brighter glow, but it's also more tiring, forces the user to only move at a crawl, and prevents them from using other moves until the charging, which can't be externally interrupted, is complete. The increased electric charge is enough to immobilize a targeted limb, stopping its movement entirely for one second, after which movement returns to normal over the course of three seconds. [/spoiler] How does this look? RE: Official Move Approval IV - Mark - 03-06-2017 (02-26-2017, 08:00 PM)Jak Mar Wrote: Mass Inverter (300) (Requires Physical Proficiency, Ranged Proficiency) How long does it take to ready the shot and fire? How fast does the projectile move? Can you describe the rate of fire more precisely; like, how many seconds between shots? Can you describe the range in numbers? How long does it take and how draining is it for Jak to summon up more ammo for this? When enemies are caught in this are they able to attack at all or are they immobile and unable to do anything? When you say ‘one kill situation’, what do you mean? You’ll never be able to kill an opponent in a single hit so I’m unsure what you mean here. Can this be fired while moving and does this require concentration or is it fire-and-forget? Can it be used with other non-gun moves? (02-26-2017, 08:06 PM)Jak Mar Wrote: 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. You’ll need to change the wording a bit here since ‘can heal each wound on the body’ sounds like it gives a full heal rather than a few points. You’ll also need to specify how many targets this can hit and for how much as well. Keep in mind that healing with SP for Jak himself wouldn’t need a Super Move, but if the move targeted himself and 2 others for 1 point each, you could do that (the Healing rules describe this in detail). Also the part about ‘at the rate of advanced generation’ isn’t really needed since when you use SP to heal it’s considered instant in the rules. If you want to RP it as taking a few seconds that’s fine, but just letting you know. RE: Official Move Approval IV - Doomguy - 03-06-2017 Quote:If there's no reload, this weapon's gonna be a LOT weaker than if it had a reload time.I'm okay with that. RE: Official Move Approval IV - Jade Harley - 03-06-2017 (03-01-2017, 03:17 PM)Doomguy Wrote: Gauss Cannon (600 Om, Ranged and AoE proficiency) Approved. RE: Official Move Approval IV - Ruby Rose - 03-09-2017 Just getting a name change for three moves and one of my power ups, as well as a description edit for the latter, making it less ambiguous, doesn't change how it works though. Red Rounds -> Fire Dust Cyan Rounds -> Ice Dust Brown Rounds -> Earth Dust Original: Black Rounds: Ruby switches out her usual white Dust rounds for a magazine loaded with black Dust. The exact attributes of this Dust are unknown, but what Ruby does know is that the bullets they fire are incredibly powerful and speedy, also assisting in her tendency to propel herself using Crescent Rose. New: Gravity Dust: Ruby switches out her usual white Dust rounds for a magazine loaded with black Dust. The Dust bullets create momentary disruptions in gravity, flying faster and more powerfully and increasing the momentum of her strikes and self-propulsion. RE: Official Move Approval IV - Jade Harley - 03-09-2017 (03-09-2017, 11:04 PM)Ruby Rose Wrote: Just getting a name change for three moves and one of my power ups, as well as a description edit for the latter, making it less ambiguous, doesn't change how it works though. Nice! Approved! RE: Official Move Approval IV - Makoto Yuki - 03-10-2017 (03-06-2017, 06:22 AM)Makoto Yuki Wrote: The idea was that it just packed a bigger punch, like switching to a higher caliber weapon. But now that you mention it, I can definitely see myself picking up debuff later on and getting back here to add a stun effect, so I'll just skip all that and do it now. Bump. RE: Official Move Approval IV - Artoria Pendragon - 03-14-2017 C20-A Canister Rifle (Ranged Proficiency) - 600 OM A canister rifle designed by the Terran Dominion. The rifle is most often used by Ghost-operatives thanks to its high versatility and adaptability into any situation. C20-A uses a matter-energy conversion technology, meaning that instead of being loaded with live ammunition, the magazine is a battery loaded with energy. This energy is then used to generate the ammunition, based on the selected mode of the weapon. The swap between modes is done through a simple switch, much like a firing mode would be selected in a modern gun. The switch also affects the scope seated atop the rifle, changing the zoom levels automatically upon swap, to fit the selected mode. Nova carries one magazine around with her at all times, which is loaded into her gun. As different modes of the C20-A consume differing amounts of energy, the number of shots available differs for each mode. After consuming a “magazine size” worth of energy, the battery overheats and must be briefly removed from its socket to release the excess heat, before being reinserted. This process takes approximately 3 seconds and can be done whilst moving. A battery has three “magazines” worth of energy inside of it after which it is completely spent and has to be recharged. Once the energy within the magazine is spent, it takes a minute for Nova to recharge the magazine with three full charges, at a rate of 20 seconds per charge. Nova is capable of moving at a walking pace whilst charging the magazine. Single bullets can be conjured on the run in ten seconds, straight into the firing chamber of the weapon. General Data Weight: 6 kilograms without clip, 9 kilograms fully loaded Magazine size: Varies based on mode. Magazine conjuration time: A minute for full set of three magazines. Single bullets can be conjured on the run in ten seconds. Reload: 3 seconds. Assault Rifle Magazine size: 24 Effective range: 500 meters Rate of fire: 2 shots per second The assault rifle mode fires gauss rounds, which can be thought of as hypersonic metal "spikes". Unlike the sniper-mode, the assault-mode can be hipfired without risk of injuring the user, but the accuracy takes a significant hit. The weapon benefits the most from taking advantage of the scope for quick aimed-down-sights fire. Sniper Magazine size: 10 Effective range: 2 kilometers Maximum rate of fire: 1 shot per 3 seconds The sniper-mode has a recoil equal to a modern high caliber sniper rifle. As such, the rifle benefits greatly from a stable pose, such as being crouched or prone. While standing, the kickback is enough to force even an experienced soldier to take a step back. Obviously, the poses also affect one’s accuracy, reducing the sway of the weapon to a minimum. (Examples provided at the bottom.) Hipfire with the sniper-mode is unwise. Without the resistance for recoil provided by one’s shoulder the weapon is likely to injure its user, as well as simply kick itself out of the user’s hands. When she is using the high power zoom scope to aim, Nova is incapable of moving, her concentration directed to maintaining the stability of the weapon as well as potentially leading the target, and other such actions. Examples of poses Standing Crouched Prone RE: Official Move Approval IV - Jade Harley - 03-14-2017 [spoiler] (03-06-2017, 06:22 AM)Makoto Yuki Wrote: The idea was that it just packed a bigger punch, like switching to a higher caliber weapon. But now that you mention it, I can definitely see myself picking up debuff later on and getting back here to add a stun effect, so I'll just skip all that and do it now.[/spoiler] Approved. |