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 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.
Good on ya. Enjoy it.
Re: Official Move Approval III/Thank you Adam - The Rogue - 11-18-2015
Adam Gaite Wrote:Connor Hound Wrote:Quote:Lycöan:600
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?
Okay I'm going to save the Anti-material rounds for a different gun [spoiler]It's the Lynx Rifle, from the Bullpup line[/spoiler]
Quote:Lycöan:900
Requires Ranged Proficiency
This handgun has a special place in Connor's heart, for he made this gun.
A desert eagle look alike that is painted completely black, and rather blocky looking
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 656ft or 200m . A target at 20ft is normally a guaranteed hit.
Rate of fire: 45 rounds per minute (since the calculation into rounds per second is less than one, lets say it's a one to one or 1rps)
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 the bullet goes much faster and causes more damage. 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, so his new rate of fire is 30 rpm. 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.
Re: Official Move Approval III - Ricter - 11-18-2015
Gilgamesh Wrote: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
3 seconds for initially going into the ground, and I'd say its unnoticeable since I gotta pay for stealth lol, but noticeable if he's traveling near the surface. Should I add that into it as well?
Re: Official Move Approval III - Roger Smith - 11-18-2015
Shay Cormac Wrote: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)
I totally didn't overlook this by accident in all the moves rush. Approved though.
Re: Official Move Approval III - Gilgamesh - 11-18-2015
Approved under the condition that if people see you burrowing that they can see you when you travel underground.
Re: Official Move Approval III - Ricter - 11-18-2015
Xavier Wrote:Burrow – 300 OM (Requires Physical Strength)
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 an alternate means of travel. Unfortunately it takes 3 seconds before he can burrow fully into the earth, 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. Additionally, moderate sized cracks form above ground where ever he go's underground, making it easy to notice where he is going and his current location.
Edited a bit, added a means of people seeing him while underground.
Re: Official Move Approval III - Gilgamesh - 11-18-2015
You forgot the three seconds to dig underground but approved after that addition
Re: Official Move Approval III - Mami Tomoe - 11-18-2015
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. In order to actually make any real impact, sustained focus on healing with Cure for a long time is required. Cannot perform other actions while using Cure (Using Angel's Bow, fighting hand-to-hand, casting buffs, moving, etc).
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.
Adam Gaite Wrote:Cure....seems alright. Just to clarify, this requires sustained, prolonged focus, yes? So she can't just cast this and then do other stuff? Mhm, sorry about that. Edited Cure in the quote above. Good to go?
Re: Official Move Approval III - Thaal Sinestro - 11-19-2015
Tier 1 Power Up – 1000 OM
"Suit Up"
Most of the time, Sinestro's Power Ring is basically on "idle," using up as little of it's precious power reserve as it can. However, when he gets into a fight, he's a bit less conservative with the Ring's power usage. Sinestro will ditch his normal attire and actually don the infamous Sinestro Corps uniform, using more of his ring's precious Fear energy to fuel his attacks.
ATK: +2 (5)
DEF: +2 (4)
SPD: +1 (3)
TEC: +0 (4)
Tier 2 Power Up – 1500 OM
"I Am Fear"
When the moment calls for it, Sinestro can summon even more of his ring's power, though it depletes its energy more quickly. If he is ever pushed to this limit, yellow energy radiates off of his entire body, emanating a potent sensation of fear and anxiety into any who are near him.
ATK: +4 (7)
DEF: +5 (7)
SPD: +1 (3)
TEC: +0 (4)
Re: Official Move Approval III - Undyne - 11-19-2015
Siege Throw - 600?
Requires Ranged Proficiency, Area Attack Proficiency. Possibly Debuff Proficiency as well?
Alexyana slams her hands forward, digging them into the ground, and pulls out a large boulder, or a chunk of ground (they have the same effect and are just cosmetically different), and throws it at her opponent. Pulling out an object takes ca. 4 seconds, throwing it takes an additional 2 seconds. Before throwing Alexyana is able to move around with the object in hand to prepare her throw, though only at a slow walking speed. She needs both hands to hold the item, if she uses them for anything else she will drop the projectile.
Alexyana is fairly accurate when throwing but with increasing distance grows increasingly likely to miss her attack - and the throw can be dodged more easily. At max range most opponents can easily just move out of the way. The projectile also shatters upon hitting a solid surface (like the ground), sending pieces flying 3-4 meters around it.
Alternatively, Alexyana grabs her opponent directly (usually by a limb) and throws them with huge strength, typically aiming for solid objects in the environment. Opponents that have Flight, Master Acrobat or some other abilities, can negate the effects completely provided that they can recover in time. The farther away they fly, the lighter the final impact will be.
Max. Projectile Size: Ca. 2,7 x 1,6m. Can be smaller. (for reference, a 2-seater car from the Smart brand is about that size)
Execution Time: 4s ("load" projectile) + 2s (throw projectile)
Max. Weight: 700kg
Max. Distance: 200m
Flight Speed: Ca. 20m/s
Re: Official Move Approval III - Gilgamesh - 11-19-2015
Thaal Sinestro Wrote:Tier 1 Power Up – 1000 OM
"Suit Up"
Most of the time, Sinestro's Power Ring is basically on "idle," using up as little of it's precious power reserve as it can. However, when he gets into a fight, he's a bit less conservative with the Ring's power usage. Sinestro will ditch his normal attire and actually don the infamous Sinestro Corps uniform, using more of his ring's precious Fear energy to fuel his attacks.
ATK: +2 (5)
DEF: +2 (4)
SPD: +1 (3)
TEC: +0 (4)
Tier 2 Power Up – 1500 OM
"I Am Fear"
When the moment calls for it, Sinestro can summon even more of his ring's power, though it depletes its energy more quickly. If he is ever pushed to this limit, yellow energy radiates off of his entire body, emanating a potent sensation of fear and anxiety into any who are near him.
ATK: +4 (7)
DEF: +5 (7)
SPD: +1 (3)
TEC: +0 (4)
Approved
Alexyana Wrote:Siege Throw - 600?
Requires Ranged Proficiency, Area Attack Proficiency. Possibly Debuff Proficiency as well?
Alexyana slams her hands forward, digging them into the ground, and pulls out a large boulder, or a chunk of ground (they have the same effect and are just cosmetically different), and throws it at her opponent. Pulling out an object takes ca. 4 seconds, throwing it takes an additional 2 seconds. Before throwing Alexyana is able to move around with the object in hand to prepare her throw, though only at a slow walking speed. She needs both hands to hold the item, if she uses them for anything else she will drop the projectile.
Alexyana is fairly accurate when throwing but with increasing distance grows increasingly likely to miss her attack - and the throw can be dodged more easily. At max range most opponents can easily just move out of the way. The projectile also shatters upon hitting a solid surface (like the ground), sending pieces flying 3-4 meters around it.
Alternatively, Alexyana grabs her opponent directly (usually by a limb) and throws them with huge strength, typically aiming for solid objects in the environment. Opponents that have Flight, Master Acrobat or some other abilities, can negate the effects completely provided that they can recover in time. The farther away they fly, the lighter the final impact will be.
Max. Projectile Size: Ca. 2,7 x 1,6m. Can be smaller. (for reference, a 2-seater car from the Smart brand is about that size)
Execution Time: 4s ("load" projectile) + 2s (throw projectile)
Max. Weight: 700kg
Max. Distance: 200m
Flight Speed: Ca. 20m/s
Does the rock explode if it hits people as well or just like walls and stuff? If it's just the walls then it'll be another 300. Also the "accuracy" heavily depends on your TEC and you have a 1 so I wouldn't describe it as very accurate but hurts a lot.
Lastly, grappling itself does not cost a move slot so that's basically free along with the "Physical Proficiency." Unless tossing them does something that I'm not aware of then it should be free unless you want to add a stun or something to it.
Re: Official Move Approval III - Gamzee Makara - 11-19-2015
Super Atomic Double Juggalo Backbreaker (Tier 1 Super Attack) - Gamzee makes a lunge for his opponent from behind, (how he gets behind is dependent of the situation and written differently every time of course) wrapping his arms around the poor soul's waist. Before the target can blink, the clown turns his/her world upside down in a vicious suplex. As his enemy's head/neck crashes into the ground, Gamzee uses this momentum to follow through with one more wrestling throw, this time launching both himself and his unlucky foe into the air before crashing back to earth in a similar fashion as before. During this entire display, the juggalo begins to channel Rage Aspect energy and mix it internally with his innate Subjugglator powers. Upon impact of the second dive, the troll releases this energy all at once in a rainbow colored explosion, similar to that of a large mixed bundle of fireworks, centered around the fulcrum of impact. The explosion is roughly 10 meters in diameter. Cosmetically, the resulting smoke and aroma given off from this rage-splosion smells suspiciously like fruity soda. (600 OM Requires Physical Strength Proficiency and Area Attack Proficiency,)
Lightning Aura - I was thinking of having multiple uses for this. Gamzee stands still for four seconds (would three be unbalanced?) to generate his Rage Aspect Lightning, and when the lightning is crawling across his body, he could do three things: charge this energy into a lightning spear to be thrown in his hands, coat his juggling clubs with this energy, ooooorrrr overcharge the lightning to create an electrical explosion, centered around himself. All of the lightning is a deep, pulsating violet.
The Lightning Spear is a strange projectile that Gamzee throws like a javelin. The spear itself is one meter long and appears as a solid spear of violet lightning. It erupts in a small shower of sparks upon contact with a foreign surface, excluding organic material(i.e. skin or fur) which it punctures as a regular spear would before also violently blowing up in another spark shower that doesn't extend beyond roughly 2/3 of a meter. The downside is of course that the AoE of the sparks is pretty small, and the sparks themselves don't actually do or hurt that much unless Gamzee can actually hit his target. Getting hit with the spear is similar to being pierced by a regular spear, except upon contact the projectile is white hot. It's plasma, after all. The sparks burn just as hot, but would do little more than singe a little skin off unless contact is made with an open wound. That shit will hurt. The whole experience is like beings stabbed with a fire poker that has been left in the fireplace for a way too long time. It's hotter than it should be. The sparks? Ever burn your hand with a sparkler? Those little fireworks things? Think about that but about 4 times as ouch.
As the electricity channels into his favorite weapons, the clubs become wrapped up lightning as if it were living barbed wire. The lightning dissipates on contact with any surface, so if he misses, then that's pretty much it for that club. If he manages to land a hit on his opponent with a club coiled with lightning, it is similar to being struck with an electric stun baton or taser. Coined as Stun Clubs, Gamzee can only charge his clubs once per fight, as continued use degrades the integrity and solidarity of his pins.
The Overcharge is also rather contained, and is only about 3 meters in diameter, with Gamzee at the center. It is similar to an electrically caused combustion or explosion. It is...violent, to say the least. While fairly devastating to any close range opponents, it also happens to damage Gamzee. The explosion singes and burns his skin, but not enough to leave scars. It can be pretty exhausting and often after triggering the blast, the clown must take a moment to breathe and regain his senses.
(900 OM for three different purposes, requires Ranged Proficiency, Debuff Proficiency(For the Stun Clubs), and Area Attack Proficiency)
Re: Official Move Approval III - Undyne - 11-19-2015
Gilgamesh Wrote:Alexyana Wrote:Siege Throw - 600?
Requires Ranged Proficiency, Area Attack Proficiency. Possibly Debuff Proficiency as well?
Alexyana slams her hands forward, digging them into the ground, and pulls out a large boulder, or a chunk of ground (they have the same effect and are just cosmetically different), and throws it at her opponent. Pulling out an object takes ca. 4 seconds, throwing it takes an additional 2 seconds. Before throwing Alexyana is able to move around with the object in hand to prepare her throw, though only at a slow walking speed. She needs both hands to hold the item, if she uses them for anything else she will drop the projectile.
Alexyana is not too accurate when throwing, and with increasing distance grows increasingly likely to miss her attack entirely (and the throw can be dodged more easily). At max range most opponents can easily just move out of the way if she were to aim right. Though the projectile might shatter on impact, its pieces are too weak to do any damage to anything or anybody.
Alternatively, Alexyana grabs her opponent directly (usually by a limb) and throws them with huge strength, typically aiming for solid objects in the environment. Opponents that have Flight, Master Acrobat or some other abilities, can negate the effects completely provided that they can recover in time. The farther away they fly, the lighter the final impact will be.
Max. Projectile Size: Ca. 2,7 x 1,6m. Can be smaller. (for reference, a 2-seater car from the Smart brand is about that size)
Execution Time: 4s ("load" projectile) + 2s (throw projectile)
Max. Weight: 700kg
Max. Distance: 200m
Flight Speed: Ca. 20m/s
Does the rock explode if it hits people as well or just like walls and stuff? If it's just the walls then it'll be another 300. Also the "accuracy" heavily depends on your TEC and you have a 1 so I wouldn't describe it as very accurate but hurts a lot.
Lastly, grappling itself does not cost a move slot so that's basically free along with the "Physical Proficiency." Unless tossing them does something that I'm not aware of then it should be free unless you want to add a stun or something to it.
Highlighting the parts where I am changing stuff - I'll remove the "shattering" part to keep the move cheap (though I'm keeping Area attack, considering how big the projectile is).
And throwing her opponent is just that - she throws them, no tricks involved. Debuff Prof is in there by the way, as I'm not sure if throwing someone would be a lingering thing, and I have Debuff proficiency anyway. I'd still like to incorporate throwing her opponent into the move though, as physical/ranged prof without moves is relatively weak and I don't know if Alexyana could throw her opponent 200m with just that.
Re: Official Move Approval III - Ricter - 11-19-2015
Unburden – 300 OM (Requires Physical Strength)
Focusing for 5 seconds he surges every part of his body, using just pure strength to break out of what ever strong entanglement or snare he is currently under. This allows him to break out of being bound or even grappled as he uses this technique to escape those situations. He can however use this only three times per fight he's involved in.
[*]Siphon – 300 OM (Requires Physical Strength)
Swiping his hand towards his intended target he pulls and rips into his victim with a sweeping strike, leaving claw like lacerations capable of leaving heavy damage thanks to it being a strong attack. He can only however use this technique once every other post/round.
don't know if this will work but I'll try it anyways lol
Re: Official Move Approval III - Roger Smith - 11-19-2015
Connor Hound Wrote:Adam Gaite Wrote: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?
Okay I'm going to save the Anti-material rounds for a different gun [spoiler]It's the Lynx Rifle, from the Bullpup line[/spoiler]
Quote:Lycöan:900
Requires Ranged Proficiency
This handgun has a special place in Connor's heart, for he made this gun.
A desert eagle look alike that is painted completely black, and rather blocky looking
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 656ft or 200m . A target at 20ft is normally a guaranteed hit.
Rate of fire: 45 rounds per minute (since the calculation into rounds per second is less than one, lets say it's a one to one or 1rps)
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 the bullet goes much faster and causes more damage. 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, so his new rate of fire is 30 rpm. 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.
Looks about right. Without the Anti-Materiel rounds to factor in now, this would only cost 600 as it stands. Approved for a cost of 600 OM.
Mami Tomoe Wrote:Agnès Oblige Wrote: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. In order to actually make any real impact, sustained focus on healing with Cure for a long time is required. Cannot perform other actions while using Cure (Using Angel's Bow, fighting hand-to-hand, casting buffs, moving, etc).
Adam Gaite Wrote:Cure....seems alright. Just to clarify, this requires sustained, prolonged focus, yes? So she can't just cast this and then do other stuff?
Mhm, sorry about that. Edited Cure in the quote above. Good to go?
*thumbs up* Go forth and heal all the things.
Re: Official Move Approval III - Demetri Malius - 11-20-2015
Split Tactics(Tier 1 Utility Supermove - 600)
By focusing on his own essence for ten seconds, not taking time to attack or defend(but can still move), Demetri can split his presence into 5 different bodies(including himself) for an entire minute. These clones are used to co fuse the enemy and allow follow up attacks or allow Demetri to escape. The clones are either aggressive or defensive. If defensive, they will all attempt to leave their pursuer's sight, prioritizing mobility above all else. This forces enemies to gamble on a clone in order to catch the thief, or allow him to gain a head start in his escape. If aggressive, clones will swarm enemies, but not directly attack. They also have little durability, and can be destroyed with a well placed strike. Clones last up to 30 seconds.
Edit: willing to lower number of clones
Re: Official Move Approval III - 2B - 11-20-2015
Lady of the Lake’s Blessing (300 OM)
Arthuria can walk on water as if it was ground. Although water still splashes around her feet, she will not sink in and can instead cross it as if it without issues.
This ability depends on Arthuria’s will - if she decides to allow herself to sink, she will just sink into the water normally.
Due to it being a blessing, it doesn't require energy from her to be maintained, Simply th decision that she desires to either stay afloat, or sink is enough.
Re: Official Move Approval III - Roger Smith - 11-20-2015
Demetri Malius Wrote:Split Tactics(Tier 1 Utility Supermove - 600)
By focusing on his own essence for ten seconds, not taking time to attack or defend(but can still move), Demetri can split his presence into 5 different bodies(including himself) for an entire minute. These clones are used to co fuse the enemy and allow follow up attacks or allow Demetri to escape. The clones are either aggressive or defensive. If defensive, they will all attempt to leave their pursuer's sight, prioritizing mobility above all else. This forces enemies to gamble on a clone in order to catch the thief, or allow him to gain a head start in his escape. If aggressive, clones will swarm enemies, but not directly attack. They also have little durability, and can be destroyed with a well placed strike. Clones last up to 30 seconds.
Edit: willing to lower number of clones
Do the clones last for a minute, or for 30 seconds? You say they do both.
Arthuria Pendragon Wrote:Lady of the Lake’s Blessing (300 OM)
Arthuria can walk on water as if it was ground. Although water still splashes around her feet, she will not sink in and can instead cross it as if it without issues.
This ability depends on Arthuria’s will - if she decides to allow herself to sink, she will just sink into the water normally.
Due to it being a blessing, it doesn't require energy from her to be maintained, Simply th decision that she desires to either stay afloat, or sink is enough.
Due to the nature of Omniphysics at play in the Omniverse, this would cost some energy to maintain. Not much, but a small amount. Add in a mention of that and you're good.
Re: Official Move Approval III - 2B - 11-20-2015
Adam Gaite Wrote:Arthuria Pendragon Wrote:Lady of the Lake’s Blessing (300 OM)
Arthuria can walk on water as if it was ground. Although water still splashes around her feet, she will not sink in and can instead cross it as if it without issues.
This ability depends on Arthuria’s will - if she decides to allow herself to sink, she will just sink into the water normally.
Due to it being a blessing, it doesn't require energy from her to be maintained, Simply th decision that she desires to either stay afloat, or sink is enough.
Due to the nature of Omniphysics at play in the Omniverse, this would cost some energy to maintain. Not much, but a small amount. Add in a mention of that and you're good.
Lady of the Lake’s Blessing (300 OM)
Arthuria can walk on water as if it was ground. Although water still splashes around her feet, she will not sink in and can instead cross it as if it was ground without issues.
This ability depends on Arthuria’s will - if she decides to allow herself to sink, she will just sink into the water normally.
Due to it being a blessing, it requires only a small amount of energy from her to be maintained.
Fixed typos and wording, as well as added the energy cost.
Re: Official Move Approval III - Roger Smith - 11-20-2015
Arthuria Pendragon Wrote:Adam Gaite Wrote:Arthuria Pendragon Wrote:Lady of the Lake’s Blessing (300 OM)
Arthuria can walk on water as if it was ground. Although water still splashes around her feet, she will not sink in and can instead cross it as if it without issues.
This ability depends on Arthuria’s will - if she decides to allow herself to sink, she will just sink into the water normally.
Due to it being a blessing, it doesn't require energy from her to be maintained, Simply th decision that she desires to either stay afloat, or sink is enough.
Due to the nature of Omniphysics at play in the Omniverse, this would cost some energy to maintain. Not much, but a small amount. Add in a mention of that and you're good.
Lady of the Lake’s Blessing (300 OM)
Arthuria can walk on water as if it was ground. Although water still splashes around her feet, she will not sink in and can instead cross it as if it was ground without issues.
This ability depends on Arthuria’s will - if she decides to allow herself to sink, she will just sink into the water normally.
Due to it being a blessing, it requires only a small amount of energy from her to be maintained.
Fixed typos and wording, as well as added the energy cost.
*thumbs up* Good to go.
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