Re: Official Move Approval III - Dave Strider - 11-17-2015
I cant say officially but i think so. Just dont want to make it so that you can escape a battle completely by going underground(or anyone else if they have mimic).
Also sorry if i am cluttering move thread :frog:
Re: Official Move Approval III - Todd Ingram - 11-17-2015
Guu Wrote:Stewie Griffin Wrote:Another 2 moves for approval
Full metal Stewie 300 OM
Stewie presses a panicbutton on his belt. Once this is done a hard metal alloy covers his entire body and anything he holds on to, nothing larger than a single normal sized person. Stewie is still able to see yet cannot move or speak. He will be a heavy solid object untill stewie removes the alloy himself. He uses this move to defend himself against heat, cold, wind or attacks. It takes a second to get covered in the alloy himself...if he holds on to a larger object or a person this takes 4 seconds. Removing it takes the same amount of time.( OOC note, its a defensive move to mitigate damage if it makes sense icly ).
Sounds like it would require Area Shield Proficiency. Also, this sounds like it would serve better as a transformation, but eh, not my call in that part.
Quote:Tight grip 300 OM
On stewie's command his shoes ancher themselves into the ground using metalic claws.These claws take 1 second to ancher themselves. Making him have a strong footing. He may also use this to walk up walls ( he cannot run up walls). using these claws will slow him down immensely if he decides to walk with them.
Add a caveat about this move slowing him down overall and not just when he's walking up walls. Also, how long does it take him to activate and deactivate this?
In the quote i have rewritten the moves, i have bought Area Shield Proficiency for Full metal stewie, this wont be a transformation but a normal defense move, got allot better things planned for him Muahaha.
I hope everything is in order now ?
Re: Official Move Approval III - Jak Mar - 11-17-2015
Natural Claws 300 OM- ( Requires Dark Jak, Debuff) In the form DARK JAK, Dark Jak's claws are sharp enough to pierce armor and Dark Jak's claws also spout dark eco electricity causing that electricity to stun a enemy as long as Jak is in his Dark form.
Dark Bomb- (Requires Physical Strength, Slam, Area Attack Proficiency) 600 OM- Dark Jak jumps up in the air and aims his fist toward the ground, causing a shockwave of dark eco to spread across the ground, pushing back a enemy about 10 feet.
Re: Official Move Approval III - The Rogue - 11-18-2015
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
- Super-sonic: Goes above the speed of sound. Shatters if it hits water.
- 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.
Bump
Re: Official Move Approval III - Roger Smith - 11-18-2015
Erik Vrell Wrote:Tier 1 power-up - Psi Overcharge
+2 ATK
+2 DEF
+1 SPD
+0 TEC
Erik overcharges his body with psi energy, causing his eyes to glow with violet and his psi weapons to crackle with purple sparks (fodder).
Good to go, hombre.
Agnès Oblige Wrote:LET'S GET READY TO RUMBLEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
Tier 1 Powered-Up Form: Equipped Monk Asterisk! (1000)
ATK: 3
DEF: 2
SPD: 5
TEC: 5
Agnès joins the fray! With actually workable offensive stats and beyond inhuman reflexes, the Vestal gains the ability to fight alongside her allies on the front lines as opposed to just doing healing work. However, this cuts her raw healing power in half. The asterisk equipped also changes her outfit.
Cure (300)
Uses Ranged, Healing, Homing
The user selects a target and, by focusing on that target specifically, mitigates damage. While it takes a fair amount of time to fully heal injuries, it numbs the pain (RP fodder), allowing for at least the illusion of recovering until wounds can be completely healed, which is unlikely in battle. Wounds that Cure is working on have an opaque light green glow to them which fades to translucent, then transparent and then disappears as progress is made towards healing. Single-targeted. Cannot be self-targeted (Used on Agnès). Only works on a target directly visible to the user. (Note: I'm gonna buy Homing if this gets approved)
Tier 1 Utility Super Move: Cura (600)
Uses Ranged, Healing, Homing
Essentially a powered-up version of Cure. Instead of healing gradually, the user immediately heals a target's less serious wounds superficially (+1 HP for 1 SP) while providing a faint boost to natural regeneration beneath the skin (RP fodder). It also numbs the pain of any injuries the target has sustained (RP fodder), allowing them to carry on while appearing somewhat uninjured. Regenerated injuries flash light green and then disappear instead of gradually glowing opaque, then translucent, et cetera.
Powered up form is good to go.
Cure....seems alright. Just to clarify, this requires sustained, prolonged focus, yes? So she can't just cast this and then do other stuff?
Cura looks good to go.
Shay Cormac Wrote:OOC cheesing for this base assault because I'm dead lol
Quote:Tier 1 Super Move [Attack] - Sword of Eden (requires Physical Strength, Enhanced Senses and Ranged Proficiency, 600 OM)
Calling to the First Civilization bloodline in his veins, Shay summons a golden, glowing sword-like artifact within his hands, replacing his usual Sword and Dagger set-up. This precursor sword gives it's user the active ability of echolocation to any nearby enemy (which is mostly RP fodder, considering Shay already has Eagle Vision), including the ability to shoot electric energy blasts from the blade, which can reach to about 40 meters.
Shay is able to use this sword for 15 seconds, before it diminishes from his hands, leaving him noticeably fatigued for 30 seconds after this move is finished.
![[Image: latest?cb=20140907133002]](http://vignette2.wikia.nocookie.net/assassinscreed/images/2/2d/SoE.png/revision/latest?cb=20140907133002)
pls tell if move is bad I don't even know what a super move is like what even :fullderp:
As a super move, summoning a kickass sword like this would be fine, but it would only be around long enough for one big attack, or a quick barrage of strikes. You might be able to unleash a quick series of strikes with the blade and fire off the blast of lightning you mention to constitute the entirety of the attack, as a suggestion.
Re: Official Move Approval III - Roger Smith - 11-18-2015
Tom Marvolo Riddle Wrote:Well I was going to use all 2000 om on Ginny but with the clusterfrack going down on Nippur, that's not going to happen, instead I'll be spending pretty much all of it on this. Also note, though I do mention it in the spell but, the Spark Conjuration spell cannot physically do any damage at all and the first part is basically just fodder and to give a basic appearance.
Hearthfire Charm [Ferventis Gelata]
Cost: 600 Om
Requires: Ranged Proficiency, Debuff Proficiency
This spell once properly incanted allows the user to charge and release a fire-hydrant of burning, molten white magic that blazes in a churning spectrum of red. It seems to stick and splatter, and ignite anything it comes in contact with. The charge up on the spell ranges between its incantation time of one and a half seconds to a full minute to produce a proportionally more, spectacular, longer lasting, and potently dangerous effect.
At minimum charging duration this spell can be cast three times in a ten second period without exhausting a wand’s recharge rate, at a low to moderate fatigue cost.
The Killing Curse [Avada Kedavra]
Cost: 600
Requires: Super Attack T1, Ranged Proficiency
Channeling a desire to see someone dead and feeling the rapture of Dark Magic, the caster unleashes bolt of deep emerald lightning in a straight line that releases molten motes of dripping light. Upon impact with a living organism to deals massive damage to the very life force of the target, but otherwise leaves no sign of its passing. If however it impacts on a non-living Mundane object, it will be utterly destroyed as the spell continues forward in an attempt to end any life it can reach behind it.
If this spell would end the fight in its caster’s favor, then it will end the fight via killing rather than just injuring them.
Point Shield Charm Contego
Cost: 300
A duelists spell designed to be completely non-verbal. Requiring only the time needed to move to intercept, the user pushes unraveling magic held at the tip of the wand to catch any offensive force or entity in attempt to disburse it. The greater the difference in the Caster’s DEF to the Offense’s ATK, the more energy (and significantly more fatiguing) is required by the caster to nullify. Further more even when properly defended against, Offenses with higher ATK to the Caster’s DEF, some or more of the attack can bleed through. This comes with a secondary downside of risking damage to the wand if the blow is caught improperly or too powerful to truly resist.
Its third downside is that the shield has a hit box of roughly 10cm in radius from the tip of the wand. This hit box must connect to the attack for the Charm to even attempt to be successful. Thus this spell it utterly useless against area attacks that have already begun to spread out from a core point.
Spark Conjuration [Candeo]
Cost: 300 Om
Requires: Ranged Proficiency, Debuff Proficiency, Area of Attack Proficiency
[Rubrum] [Croceus] [Veridis] [Kuaneos] [Puteulanus] [Puniceus] [Crimisi]
With this spell, Tom casts a burst of bright light (which can be of any color). This light is incredibly bright, and can be seen from miles away, illuminating very large areas for about an hour. Once cast, this glob of light adheres to anything it touches, or can instead be detonated midair into something akin to a flare. This version of the spell can be cast instantly and wordlessly, and dismissed at any time he so chooses with [Nox].
In combat Tom can cast this spell directly in front of an opponent, momentarily blinding them in a similar fashion to a soundless flash-bang. This version of the spell takes a full three seconds to cast, and must be done with an incantation at low to medium cost.
Hearthfire Charm -- Once you do fire it, how big of an area does it cover and how far does it reach? Does that area increase with charge time?
The Killing Curse -- Looks good to go, except for two quick things. Assuming the spell doesn't hit a target, how far will it go before it naturally runs its course and loses steam? Two, even as a Super Move and with high ATK as you have, it wouldn't be able to utterly destroy ANYTHING it comes in contact with that isn't a living target.
Point Shield Charm -- Given that this can be cast so quickly, it is by balancing going to be a rather weak shield. Pouring more energy into that will help to some degree, but when the difference in ATK vs Tom's DEF becomes great enough, or against particularly strong/focused/charged attacks there is every chance it might very well do almost nothing. You seem to have a decent grasp of that, though. Obligatory reminder/notice that it will be ineffective in the extreme against Super Moves, doing no more than slightly mitigating damage at most. With all that said, it's approved, just keep in mind what was pointed out.
Spark Conjuration -- Lighting up an area with light bright enough to be seen for miles for an hour seems a little nuts. How long would it take to cast that particular version of the spell? The in-combat usage of it is fine, but would necessitate another 300 OM cost due to variability.
Jak Mar Wrote:Natural Claws 300 OM- ( Requires Dark Jak, Debuff) In the form DARK JAK, Dark Jak's claws are sharp enough to pierce armor and Dark Jak's claws also spout dark eco electricity causing that electricity to stun a enemy as long as Jak is in his Dark form.
Dark Bomb- (Requires Physical Strength, Slam, Area Attack Proficiency) 600 OM- Dark Jak jumps up in the air and aims his fist toward the ground, causing a shockwave of dark eco to spread across the ground, pushing back a enemy about 10 feet.
Natural Claws -- How effective the claws are at piercing armor would depend entirely on Jak's ATK vs the target's DEF. Assuming the Dark Eco that courses through the claws is always active and present, that seems fine, but the stunning effect would vary depending on how tough the target in question was. If it is NOT always in effect, that will be another 300 OM cost.
Dark Bomb -- Why does this cost 600? How long does it take to charge/prepare this?
Connor Hound Wrote: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
- Super-sonic: Goes above the speed of sound. Shatters if it hits water.
- 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.
Bump
First off, what kind of weapon is this exactly? For clarity and description purposes, and so that anyone writing with you knows what the heck it is.
Secondly, 30 feet is....really, really short range for any kind of firearm. If you want the range that short, no problem I suppose, but that's really underselling things there. Also, I would take out entirely the part about unmoving targets. It's not really necessary.
After all that, gonna need a firing rate. Under normal circumstances, using normal ammo, how fast can he fire the thing?
Super-sonic rounds -- Aside from the speed, does this have any other effects?
Anti-material rounds -- So this is basically just a super-sonic round that explodes on impact? Even with a lowered fire rate that seems...iffy. How big is the explosion, and with the previously-mentioned firing rate in mind, how much would it slow his firing rate, exactly?
ECC -- What does this do? It makes Anti-materiel rounds unusable, I get, but what effect does turnng Super-sonic rounds into Magnum bullets have, exactly?
Re: Official Move Approval III - Shay Cormac - 11-18-2015
Adam Gaite Wrote:As a super move, summoning a kickass sword like this would be fine, but it would only be around long enough for one big attack, or a quick barrage of strikes. You might be able to unleash a quick series of strikes with the blade and fire off the blast of lightning you mention to constitute the entirety of the attack, as a suggestion.
Oouhhh, okay that makes more sense-- in that case! How about this?
Quote:Tier 1 Super Move [Attack] - Sword of Eden (requires Physical Strength, Enhanced Senses and Ranged Proficiency, 600 OM)
Calling to the First Civilization bloodline in his veins, Shay summons a golden, glowing sword-like artifact within his hands, replacing his usual Sword and Dagger set-up.
Upon summoning, Shay swings the precursor sword 5 consecutive times at his opponent, charging the sword, indicated by a distinctive white-yellow glow. Shay then finishes off by thrusting the weapon forward, sending off a blast of electric energy from the blade, which can reach to about 40 meters in front of him.
After the attack is finished, Shay is left noticeably fatigued for the next 30 seconds, leaving a more slippery opponent, or anybody else alive the chance to strike back, if they're even standing by then.
![[Image: latest?cb=20140907133002]](http://vignette2.wikia.nocookie.net/assassinscreed/images/2/2d/SoE.png/revision/latest?cb=20140907133002)
Re: Official Move Approval III @Adam - Tom Marvolo Riddle - 11-18-2015
Quote:Hearthfire Charm -- Once you do fire it, how big of an area does it cover and how far does it reach? Does that area increase with charge time?
I'm picturing it like water from a fire hydrant gushing... so base range 20m covering a volume 4m growing with charge? I may need to add AoA proff on which I have. Would that be acceptable?
Quote:The Killing Curse -- Looks good to go, except for two quick things. Assuming the spell doesn't hit a target, how far will it go before it naturally runs its course and loses steam? Two, even as a Super Move and with high ATK as you have, it wouldn't be able to utterly destroy ANYTHING it comes in contact with that isn't a living target.
I kind figured it just fall in line of sight until it left the area of combat like a bullet with piercing. And it'd only pierce objects that aren't meaningful nor empowered
Quote:Point Shield Charm -- Given that this can be cast so quickly, it is by balancing going to be a rather weak shield. Pouring more energy into that will help to some degree, but when the difference in ATK vs Tom's DEF becomes great enough, or against particularly strong/focused/charged attacks there is every chance it might very well do almost nothing. You seem to have a decent grasp of that, though. Obligatory reminder/notice that it will be ineffective in the extreme against Super Moves, doing no more than slightly mitigating damage at most. With all that said, it's approved, just keep in mind what was pointed out.
Understood. That was the intention
Spark Conjuration -- Lighting up an area with light bright enough to be seen for miles for an hour seems a little nuts. How long would it take to cast that particular version of the spell? The in-combat usage of it is fine, but would necessitate another 300 OM cost due to variability.
Wouldn't the non-combat be fodder? That was the intention.
Re: Official Move Approval III @Adam - Roger Smith - 11-18-2015
Tom Marvolo Riddle Wrote:Quote:Hearthfire Charm -- Once you do fire it, how big of an area does it cover and how far does it reach? Does that area increase with charge time?
I'm picturing it like water from a fire hydrant gushing... so base range 20m covering a volume 4m growing with charge? I may need to add AoA proff on which I have. Would that be acceptable?
Quote:The Killing Curse -- Looks good to go, except for two quick things. Assuming the spell doesn't hit a target, how far will it go before it naturally runs its course and loses steam? Two, even as a Super Move and with high ATK as you have, it wouldn't be able to utterly destroy ANYTHING it comes in contact with that isn't a living target.
I kind figured it just fall in line of sight until it left the area of combat like a bullet with piercing. And it'd only pierce objects that aren't meaningful nor empowered
Quote:Point Shield Charm -- Given that this can be cast so quickly, it is by balancing going to be a rather weak shield. Pouring more energy into that will help to some degree, but when the difference in ATK vs Tom's DEF becomes great enough, or against particularly strong/focused/charged attacks there is every chance it might very well do almost nothing. You seem to have a decent grasp of that, though. Obligatory reminder/notice that it will be ineffective in the extreme against Super Moves, doing no more than slightly mitigating damage at most. With all that said, it's approved, just keep in mind what was pointed out.
Understood. That was the intention
Spark Conjuration -- Lighting up an area with light bright enough to be seen for miles for an hour seems a little nuts. How long would it take to cast that particular version of the spell? The in-combat usage of it is fine, but would necessitate another 300 OM cost due to variability.
Wouldn't the non-combat be fodder? That was the intention.
Hearthfire Charm -- Is that the effective range regardless of the charge level? If so, I just need to point out that the weakest levels will be incredibly weak to compensate for the rather huge area of effect. If it's otherwise, state as much. If it's not, it's accepted, just add it to the move's description.
The Killing Curse -- So until it leaves range of sight/senses? That sounds alright. Add that into the move description and you're good to go.
Spark Conjuration -- Even if it isn't intended as such, it remains that light that bright would have a serious impact on people's ability to see, especially at first when they aren't expecting it and naturally look at it to go "What is that--AAGCH MY EYES" Lights that can only be seen for hundreds of meters with any clarity can shock and surprise people and mess with vision, so I shudder to think of what light bright enough to be seen for miles could do at close range like that.
Re: Official Move Approval III - Ricter - 11-18-2015
Burrow – 300 OM (Requires Physical Strength, Stealth)
Using his hands he begins to literally dig/bore into the ground, like a dog trying to dig up a bone, allowing him to quickly tunnel into it through continuous use. Which lets him travel underground as if he were moving at normal speed like a land shark. In combat the tunnels collapse behind him unless he's preoccupying a certain space underground, making it only useful for travel and setting up possible attacks from underneath the earth. Unfortunately he can't use any other moves or attacks involving his hands unless he stops tunneling, there also has to be a solid material present similar to earth in order to be used.
Re: Official Move Approval III @Adam - Tom Marvolo Riddle - 11-18-2015
There, went on the smaller side with the hearthfire charm. Changes made in bold. Spark Conjuration is miles away in the dark only so its not blinding in its fodder form. Savvy?
Hearthfire Charm [Ferventis Gelata]
Cost: 600 Om
Requires: Ranged Proficiency, Area of Attack Proficiency, Debuff Proficiency
This spell once properly incanted allows the user to charge and release a fire-hydrant of burning, molten white magic that blazes in a churning spectrum of red. It seems to stick and splatter, and ignite anything it comes in contact with. The charge up on the spell ranges between its incantation time of one and a half seconds to a full minute to produce a proportionally more, spectacular, longer lasting, and potently dangerous effect. Baseline range is roughly 5m and covers a 1m² area, but increases gradually, growing with charge.
At minimum charging duration this spell can be cast three times in a ten second period without exhausting a wand’s recharge rate, at a low to moderate fatigue cost.
The Killing Curse [Avada Kedavra]
Cost: 600
Requires: Super Attack T1, Ranged Proficiency
Channeling a desire to see someone dead and feeling the rapture of Dark Magic, the caster unleashes bolt of deep emerald lightning in a straight line that releases molten motes of dripping light. Upon impact with a living organism to deals massive damage to the very life force of the target, but otherwise leaves no sign of its passing. If however it impacts on a non-living Mundane object, it will be utterly destroyed as the spell continues forward in an attempt to end any life it can reach behind it until leaving line-of-sight or the general area of combat.
If this spell would end the fight in its caster’s favor, then it will end the fight via killing rather than just injuring them.
Point Shield Charm Contego
Cost: 300
A duelists spell designed to be completely non-verbal. Requiring only the time needed to move to intercept, the user pushes unraveling magic held at the tip of the wand to catch any offensive force or entity in attempt to disburse it. The greater the difference in the Caster’s DEF to the Offense’s ATK, the more energy (and significantly more fatiguing) is required by the caster to nullify. Furthermore even when properly defended against, Offenses with higher ATK to the Caster’s DEF, some or more of the attack can bleed through. This comes with a secondary downside of risking damage to the wand if the blow is caught improperly or too powerful to truly resist.
Its third downside is that the shield has a hit box of roughly 10cm in radius from the tip of the wand. This hit box must connect to the attack for the Charm to even attempt to be successful. Thus this spell it utterly useless against area attacks that have already begun to spread out from a core point.
Not Applicable to Approval Wrote:Spark Conjuration [Candeo]
Cost: 300 Om
Requires: Ranged Proficiency, Debuff Proficiency, Area of Attack Proficiency
[Rubrum] [Croceus] [Veridis] [Kuaneos] [Puteulanus] [Puniceus] [Crimisi]
With this spell, the user casts a burst of bright light (which can be of any color). This light is moderately bright, and can be seen for several miles away in the dark, illuminating very large areas for about an hour. Once cast, this glob of light adheres to anything it touches, or can instead be detonated midair into something akin to a flare. This version of the spell can be cast instantly and wordlessly, and dismissed at any time he so chooses with [Nox].
In combat the user can cast this spell directly in front of an opponent, momentarily blinding them in a similar fashion to a soundless flash-bang. This version of the spell takes a full three seconds to cast, and must be done with an incantation at low to medium cost.
Re: Official Move Approval III - Thaal Sinestro - 11-18-2015
Thaal Sinestro Wrote:Hard-Light Containment Tier 2 Defensive/Utility Super Move Requires Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Remote Control Proficiency, Debuff Proficiency - 800 OM
Sometimes, there's that one guy that's becoming a real problem.
Sinestro summons a virtually indestructible hard-light containment cell around the target, which absorbs and contains whatever they're currently doing and isolates them from the rest of the fight. A Tier 2 Super Move and the containment effect will cancel each other out, and otherwise the container lasts a maximum of 30 seconds. The individual inside the container is also protected from any attacks in the same way that people outside of it are protected from them. The container materializes almost instantly. Lil' Bump.
Re: Official Move Approval III - Roger Smith - 11-18-2015
Tom Marvolo Riddle Wrote:There, went on the smaller side with the hearthfire charm. Changes made in bold. Spark Conjuration is miles away in the dark only so its not blinding in its fodder form. Savvy?
Hearthfire Charm [Ferventis Gelata]
Cost: 600 Om
Requires: Ranged Proficiency, Area of Attack Proficiency, Debuff Proficiency
This spell once properly incanted allows the user to charge and release a fire-hydrant of burning, molten white magic that blazes in a churning spectrum of red. It seems to stick and splatter, and ignite anything it comes in contact with. The charge up on the spell ranges between its incantation time of one and a half seconds to a full minute to produce a proportionally more, spectacular, longer lasting, and potently dangerous effect. Baseline range is roughly 5m and covers a 1m² area, but increases gradually, growing with charge.
At minimum charging duration this spell can be cast three times in a ten second period without exhausting a wand’s recharge rate, at a low to moderate fatigue cost.
The Killing Curse [Avada Kedavra]
Cost: 600
Requires: Super Attack T1, Ranged Proficiency
Channeling a desire to see someone dead and feeling the rapture of Dark Magic, the caster unleashes bolt of deep emerald lightning in a straight line that releases molten motes of dripping light. Upon impact with a living organism to deals massive damage to the very life force of the target, but otherwise leaves no sign of its passing. If however it impacts on a non-living Mundane object, it will be utterly destroyed as the spell continues forward in an attempt to end any life it can reach behind it until leaving line-of-sight or the general area of combat.
If this spell would end the fight in its caster’s favor, then it will end the fight via killing rather than just injuring them.
Point Shield Charm Contego
Cost: 300
A duelists spell designed to be completely non-verbal. Requiring only the time needed to move to intercept, the user pushes unraveling magic held at the tip of the wand to catch any offensive force or entity in attempt to disburse it. The greater the difference in the Caster’s DEF to the Offense’s ATK, the more energy (and significantly more fatiguing) is required by the caster to nullify. Furthermore even when properly defended against, Offenses with higher ATK to the Caster’s DEF, some or more of the attack can bleed through. This comes with a secondary downside of risking damage to the wand if the blow is caught improperly or too powerful to truly resist.
Its third downside is that the shield has a hit box of roughly 10cm in radius from the tip of the wand. This hit box must connect to the attack for the Charm to even attempt to be successful. Thus this spell it utterly useless against area attacks that have already begun to spread out from a core point.
Spark Conjuration [Candeo]
Cost: 300 Om
Requires: Ranged Proficiency, Debuff Proficiency, Area of Attack Proficiency
[Rubrum] [Croceus] [Veridis] [Kuaneos] [Puteulanus] [Puniceus] [Crimisi]
With this spell, the user casts a burst of bright light (which can be of any color). This light is moderately bright, and can be seen for several miles away in the dark, illuminating very large areas for about an hour. Once cast, this glob of light adheres to anything it touches, or can instead be detonated midair into something akin to a flare. This version of the spell can be cast instantly and wordlessly, and dismissed at any time he so chooses with [Nox].
In combat the user can cast this spell directly in front of an opponent, momentarily blinding them in a similar fashion to a soundless flash-bang. This version of the spell takes a full three seconds to cast, and must be done with an incantation at low to medium cost.
Hearthfire Charm, The Killing Curse, and Point Shield Charm are all good to go.
Spark Conjuration -- The main areas of contention for the first part with this one still remain, in that its casting time, range and duration are grossly out of proportion. That can be mitigated by adding in a charge time to use it, decreasing the range and/or the duration, or some combination of the three. The actual flashbang effect is fine and good to go.
Thaal Sinestro Wrote:Thaal Sinestro Wrote:Hard-Light Containment Tier 2 Defensive/Utility Super Move Requires Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Remote Control Proficiency, Debuff Proficiency - 800 OM
Sometimes, there's that one guy that's becoming a real problem.
Sinestro summons a virtually indestructible hard-light containment cell around the target, which absorbs and contains whatever they're currently doing and isolates them from the rest of the fight. A Tier 2 Super Move and the containment effect will cancel each other out, and otherwise the container lasts a maximum of 30 seconds. The individual inside the container is also protected from any attacks in the same way that people outside of it are protected from them. The container materializes almost instantly. Lil' Bump.
This is good to go. Just as a note, might wanna add in how big the containment cell is. If it's just big enough to contain the person it's used on, or if it's always a specific size, etc.
Re: Official Move Approval III - Thaal Sinestro - 11-18-2015
I've been helping Tom out with his moves, so I'm just slapping this down for/with him
Spark Conjuration
With this spell, the user casts a burst of bright light (which can be of any color). This light is moderately bright, and can be seen for several miles away in the dark, illuminating very large areas for about an hour. Once cast, this glob of light adheres to anything it touches, or can instead be detonated midair into something akin to a flare. The surrounding area is somehow lit up as though the light source was the brightness of the sun, even though the light is nowhere near bright enough to blind anyone that looked upon it. It is magically impossible to use this spell for any reason other than to brighten the terrain. This version of the spell can be cast instantly and wordlessly, and dismissed at any time he so chooses with [Nox].
In combat the user can cast this spell directly in front of an opponent, momentarily blinding them in a similar fashion to a soundless flash-bang. The light dims immediately after. This version of the spell takes a full three seconds to cast, and must be done with an incantation at low to medium cost.
Re: Official Move Approval III - Tom Marvolo Riddle - 11-18-2015
Thaal Sinestro Wrote:I've been helping Tom out with his moves, so I'm just slapping this down for/with him
Spark Conjuration
With this spell, the user casts a burst of bright light (which can be of any color). This light is moderately bright, and can be seen for several miles away in the dark, illuminating very large areas for about an hour. Once cast, this glob of light adheres to anything it touches, or can instead be detonated midair into something akin to a flare. The surrounding area is somehow lit up as though the light source was the brightness of the sun, even though the light is nowhere near bright enough to blind anyone that looked upon it. It is magically impossible to use this spell for any reason other than to brighten the terrain. This version of the spell can be cast instantly and wordlessly, and dismissed at any time he so chooses with [Nox].
In combat the user can cast this spell directly in front of an opponent, momentarily blinding them in a similar fashion to a soundless flash-bang. The light dims immediately after. This version of the spell takes a full three seconds to cast, and must be done with an incantation at low to medium cost. I am Darkarma Tallon and I approve this message on behalf of myself.
Re: Official Move Approval III - Roger Smith - 11-18-2015
Tom Marvolo Riddle Wrote:Thaal Sinestro Wrote:I've been helping Tom out with his moves, so I'm just slapping this down for/with him
Spark Conjuration
With this spell, the user casts a burst of bright light (which can be of any color). This light is moderately bright, and can be seen for several miles away in the dark, illuminating very large areas for about an hour. Once cast, this glob of light adheres to anything it touches, or can instead be detonated midair into something akin to a flare. The surrounding area is somehow lit up as though the light source was the brightness of the sun, even though the light is nowhere near bright enough to blind anyone that looked upon it. It is magically impossible to use this spell for any reason other than to brighten the terrain. This version of the spell can be cast instantly and wordlessly, and dismissed at any time he so chooses with [Nox].
In combat the user can cast this spell directly in front of an opponent, momentarily blinding them in a similar fashion to a soundless flash-bang. The light dims immediately after. This version of the spell takes a full three seconds to cast, and must be done with an incantation at low to medium cost. I am Darkarma Tallon and I approve this message on behalf of myself.
The issues I pointed out previously still stand. For reference:
Spark Conjuration -- The main areas of contention for the first part with this one still remain, in that its casting time, range and duration are grossly out of proportion. That can be mitigated by adding in a charge time to use it, decreasing the range and/or the duration, or some combination of the three. The actual flashbang effect is fine and good to go.
The fact also remains, after a little more thought, that even though this is "merely" a fodder power, it still offers enough of a mechanical advantage to warrant it having a cost. Using it to light up an area assumes the fact that said area is dim/dark enough to be difficult to see, so lighting it up for easier vision is mechanically the opposite of calling in fog/darkness/magical whateverthefuck to obscure and hamper vision, and we already have several precedents for that costing the like of a move.
Re: Official Move Approval III - Tom Marvolo Riddle - 11-18-2015
Spark Conjuration [Candeo]
Cost: 600 Om
Requires: Ranged Proficiency, Debuff Proficiency, Area of Attack Proficiency
[Rubrum] [Croceus] [Veridis] [Kuaneos] [Puteulanus] [Puniceus] [Crimisi]
With this spell, the user casts a burst of bright light (which can be of any color). This light is moderately bright, and can be seen for several miles away in the dark, illuminating very large areas for about an hour. Once cast, this glob of light adheres to anything it touches, or can instead be detonated midair into something akin to a flare. The surrounding area is somehow lit up as though the light source was the brightness of the sun, even though the light is nowhere near bright enough to blind anyone that looked upon it. It is magically impossible to use this spell for any reason other than to brighten the terrain. This version of the spell can be cast with a little effort and non-verbally incanted within a second, and dismissed at any time he so chooses with [Nox].
In combat the user can cast this spell directly in front of an opponent, momentarily blinding them in a similar fashion to a soundless flash-bang. The light dims immediately after. This version of the spell takes a full three seconds to cast, and must be done with an incantation at low to medium cost.
Re: Official Move Approval III - Gilgamesh - 11-18-2015
Xavier Wrote:Burrow – 300 OM (Requires Physical Strength, Stealth)
Using his hands he begins to literally dig/bore into the ground, like a dog trying to dig up a bone, allowing him to quickly tunnel into it through continuous use. Which lets him travel underground as if he were moving at normal speed like a land shark. In combat the tunnels collapse behind him unless he's preoccupying a certain space underground, making it only useful for travel and setting up possible attacks from underneath the earth. Unfortunately he can't use any other moves or attacks involving his hands unless he stops tunneling, there also has to be a solid material present similar to earth in order to be used.
Just for clarifications sake, how long does it take for him to dig up and actually go beneath the ground? Last question for now, can people tell where he is during this move or is it unnoticeable to the naked eye without prior knowledge
Re: Official Move Approval III - Roger Smith - 11-18-2015
Tom Marvolo Riddle Wrote:Spark Conjuration [Candeo]
Cost: 600 Om
Requires: Ranged Proficiency, Debuff Proficiency, Area of Attack Proficiency
[Rubrum] [Croceus] [Veridis] [Kuaneos] [Puteulanus] [Puniceus] [Crimisi]
With this spell, the user casts a burst of bright light (which can be of any color). This light is moderately bright, and can be seen for several miles away in the dark, illuminating very large areas for about an hour. Once cast, this glob of light adheres to anything it touches, or can instead be detonated midair into something akin to a flare. The surrounding area is somehow lit up as though the light source was the brightness of the sun, even though the light is nowhere near bright enough to blind anyone that looked upon it. It is magically impossible to use this spell for any reason other than to brighten the terrain. This version of the spell can be cast with a little effort and non-verbally incanted within a second, and dismissed at any time he so chooses with [Nox].
In combat the user can cast this spell directly in front of an opponent, momentarily blinding them in a similar fashion to a soundless flash-bang. The light dims immediately after. This version of the spell takes a full three seconds to cast, and must be done with an incantation at low to medium cost.
Up the casting time on the first part to 3 seconds, just like the flashbang effect, and this is approved.
Re: Official Move Approval III - Tom Marvolo Riddle - 11-18-2015
http://omniverse-rpg.com/viewtopic.php?p=52314#p52304 Wrote:Hearthfire Charm [Ferventis Gelata]
Cost: 600 Om
Requires: Ranged Proficiency, Area of Attack Proficiency, Debuff Proficiency
This spell once properly incanted allows the user to charge and release a fire-hydrant of burning, molten white magic that blazes in a churning spectrum of red. It seems to stick and splatter, and ignite anything it comes in contact with. The charge up on the spell ranges between its incantation time of one and a half seconds to a full minute to produce a proportionally more, spectacular, longer lasting, and potently dangerous effect. Baseline range is roughly 5m and covers a 1m² area, but increases gradually, growing with charge.
At minimum charging duration this spell can be cast three times in a ten second period without exhausting a wand’s recharge rate, at a low to moderate fatigue cost.
The Killing Curse [Avada Kedavra]
Cost: 600
Requires: Super Attack T1, Ranged Proficiency
Channeling a desire to see someone dead and feeling the rapture of Dark Magic, the caster unleashes bolt of deep emerald lightning in a straight line that releases molten motes of dripping light. Upon impact with a living organism to deals massive damage to the very life force of the target, but otherwise leaves no sign of its passing. If however it impacts on a non-living Mundane object, it will be utterly destroyed as the spell continues forward in an attempt to end any life it can reach behind it until leaving line-of-sight or the general area of combat.
If this spell would end the fight in its caster’s favor, then it will end the fight via killing rather than just injuring them.
Point Shield Charm Contego
Cost: 300
A duelists spell designed to be completely non-verbal. Requiring only the time needed to move to intercept, the user pushes unraveling magic held at the tip of the wand to catch any offensive force or entity in attempt to disburse it. The greater the difference in the Caster’s DEF to the Offense’s ATK, the more energy (and significantly more fatiguing) is required by the caster to nullify. Furthermore even when properly defended against, Offenses with higher ATK to the Caster’s DEF, some or more of the attack can bleed through. This comes with a secondary downside of risking damage to the wand if the blow is caught improperly or too powerful to truly resist.
Its third downside is that the shield has a hit box of roughly 10cm in radius from the tip of the wand. This hit box must connect to the attack for the Charm to even attempt to be successful. Thus this spell it utterly useless against area attacks that have already begun to spread out from a core point
Spark Conjuration [Candeo]
Cost: 600 Om
Requires: Ranged Proficiency, Debuff Proficiency, Area of Attack Proficiency
[Rubrum] [Croceus] [Veridis] [Kuaneos] [Puteulanus] [Puniceus] [Crimisi]
With this spell, the user casts a burst of bright light (which can be of any color). This light is moderately bright, and can be seen for several miles away in the dark, illuminating very large areas for about an hour. Once cast, this glob of light adheres to anything it touches, or can instead be detonated midair into something akin to a flare. The surrounding area is somehow lit up as though the light source was the brightness of the sun, even though the light is nowhere near bright enough to blind anyone that looked upon it. It is magically impossible to use this spell for any reason other than to brighten the terrain. This version of the spell can be cast with a little effort and non-verbally incanted within three seconds, and dismissed at any time he so chooses with [Nox].
In combat the user can cast this spell directly in front of an opponent, momentarily blinding them in a similar fashion to a soundless flash-bang. The light dims immediately after. This version of the spell takes a full three seconds to cast, and must be done with an incantation at low to medium cost.
|