RE: Official Move Approval IV - Harlan Higgs - 05-23-2017
Chimerstry: Fata Morgana (600 OM) [Requires Remote Control, Ranged Materialize, Debuff Proficiency]
There is no limit to what kind of illusions a Ravnos can conjure but their own imagination. The apparitions appear real to anyone lacking the mental fortitude or necessary amount of disbelief to dispel them. Fire burns, cold freezes, lightning stuns, smoke makes the lungs itch.
With the power, Harlan can summon an illusion that affects his opponent situationally. The longer he spends focusing, the greater the effect. Mechanically, this translates into either stunning the opponent or lowering their stats. For example, a chill wind might freeze an opponent or lower their speed. A necrotic wave of energy might sap their strength, or make their bones momentarily too decrepit to move.
There is a minimum charge time of 3 seconds as Harlan draws the energy and traces symbols in the air. The longer he charges, the greater the effect. Theoretically there is no limit to how long he can spend preparing the illusion, but the energy cost of anything past ten seconds would be enough to severely sap his strength and Vitae reserves.
The stun lasts half as long as he spends charging, while the debuff lasts for twice as long. The energy and effort cost are moderate, but require enough attention that he cannot use this ability on more than one target at a time.
RE: Official Move Approval IV - Dawnika Snow - 05-23-2017
Fist of the Fallen
Tier Two Super Attack(800)
Requires: Physical Strength, Steel Gauntlets
Imbued with rage for her fallen allies, Erika/Dawn puts all her physical strength into a single massive strike that is strong enough to shatter steel into pieces. Once this attack is made, successful or not, it renders the Steel Gauntlet attack useless for about ten seconds while they repair themselves with the Omnilium infused in Erika/Dawn’s glove.
Demonic Lineage
Tier One Power-Up(1000)
1/2/2/0
This power up can be used by both Erika and Dawn. The dramatic scene with the Demon Kage imprinting her soul onto Dawn’s body created a special demon-born illness inside of her. She now is a half demon and draws upon her demonic powers for short time. She, however, cannot use any guns when this form is active.
Demoic Power
Complex Move(600)
Requires: Ranged Prof., Area Attack, Demonic Lineage
A black beam with a two-foot radius shot of pure energy released from the palm of the girls’ hands. This move is only useable when Demonic Lineage is active. With no charge, this beam only takes a second to release. If she decides to charge it, it can be charged up to three seconds in which the beam's power is amplified by double.
RE: Official Move Approval IV - Kopaka - 05-23-2017
Puna Makariri [Tier 2 Offensive Super Move] (Requires Burst Movement, Physical Proficiency) - 800 OM
Kopaka takes 1.5 seconds to switch his Kanohi to the Kakama, if he is not already wearing it. Equipped with the Mask of Speed, he selects one target up to fifty yards in a straight path from him. He begins charging the power of the mask for four seconds, causing it to shine with a white light and emit a shrill whirring sound. Upon gathering enough energy, Kopaka rockets towards his target as a blur of movement, striking a vital blow with his Ice Sword. The momentum and speed of the cut make it a devastating attack, but it burns out his Kanohi for one full minute after use, preventing him from using mask powers during this time.
RE: Official Move Approval IV - Alex Mercer - 05-23-2017
Freezing Water Impact (300 OM)
Requires Debuff, Ranged Proficiency
Aang manipulates nearby water and cools it to extreme temperatures without letting it freeze. On impact, the water freezes, slowing the target slightly until they break off the ice. This effect stacks, each reducing the target's speed by about 10%. Ten successfully landed strikes freezes the target in place.
The attack is a straight-forward shot from point A to point B, unlike the arcing path of Aang's air attacks. The extreme manipulation makes the Freezing Water Impact technique more difficult to use. It takes three seconds to chill the water, but no time to fire or gather it.
The layers of frost and ice are difficult to shake completely. It takes a brief moment (maybe four seconds) and a good deal of strength to break free. (Attack to remove a number of charges in four seconds.)
Aang carries two waterskins, with each skin capable of supplying five uses at most. The number of uses is unlimited if there is a nearby water source. By adding an additional second to the charge up time, Aang can pull moisture from the air to double the total amount of uses. An extra two seconds increases the number of uses infinitely, so long as the environment allows. HE cannot draw on moisture in the Nexus or Desert terrains.
T1 Supermove: Ice Prison
Requires Debuff, Ranged Proficiency,
This is the big brother of Freezing Water Impact. By expending all the water on his person and gathering as much moisture from the air as possible, Aang sends a massive wave of water to swallow his targets. The moment Aang releases it, the freezing water solidifies, trapping the targets in a frozen prison.
The charge up time is ten seconds to gather enough water and chill it, at which time he can still (and is nearly required to) move. However, he cannot attack, only evade. The range of the attack is ten foot squared, and can hold up to five targets at once. The total duration is five hours, but for each target past the first an hour is removed.
Victims are put into a state of extended rest inside the Ice Prison. They come to no harm, and even heal normally inside the ice. They cannot be targeted by any means, until the Ice Prison shatters or melts to release them.
The purpose of this is to capture targets in a non-lethal force to assist in escaping or simply evading.
RE: Official Move Approval IV - Gildarts - 05-23-2017
Wall 300, (requires ranged and area attack prof) (or 600 because of the charge?)
An enemy is coming at Gildarts with everything he has, sword or energy blast, Gildarts is going to be hit, unless he deploys a significant blast of gravity magic straight at his foe. Gravity magic is clear, and hardly detectable just by sight unless there are objects around to get obliterated or moved but it can be sensed or seen as a slightly warped film, almost like saran wrap.
Gildarts deploys this move from his hands, nothing particularly special about the cast, just an aloof spin of magic at the flick of his wrist. The longer the charge, the larger the perimeter and longer the shield/barrier will go. For three seconds Gildarts plants his feet down and conjures the energy, next, he launches it, as his foe is nearly on top of him. His foe, and the trees, branches, and rock are launched back with the vehement force of gravity. The “wall” pushing them takes them about ten feet away, and rips apart the trees that had surrounded him. The trees cascade into other trees when the barrier loses momentum and energy, his foe may have taken some damage from the powerful ‘shove’ as well as the domino fall of the trees and/or/ rocks on top of him. Splinters are still suspended in the air, and Gildarts is breathing in the scent of his destruction.
Charge time starts at 3 seconds and is variable, the more charge, the larger the “wall” and how far back it moves the objects in front of it away from him. Originally I wasn’t going to have it hurt /destroy plantlife but gravity doesn’t discriminate and I believe that it would be cheating on some level if I let the trees live (poor trees). Anyway it is a more powerful attack so I will have a use limit of only two times per battle.
Black Lightning 300 (ranged proficiency, homing proficiency which I will buy)
Gravity is a realm of laws that should not be broken, however, when they are broken, by mage or otherwise, there is an after effect or consequence. Something that must come to equalize and normalize the equation that did not have the regular “cause and effect” such as what goes up must come down. So it doesn’t come down, not in this realm or universe anyway. Something must be there in its place, an energy, and object, a mass.
Gildarts has learned this the hard way, his magic is devastating and reaps it more than he’d like to consciously admit. As an effect, Gildarts can pull negative magic from the existence of positive, charge it, and fire it as a weapon. This particular move is very powerful and takes a good amount of energy, it can be used once per battle. Gildarts ‘charges’ as a means of collecting the highly dangerous energy, it creates a spiderweb of dark static in his hand and an immense trail commences after his opponent, similar to a heat seeking bullet, but it will not rest until it collides with the enemy’s energy. For example, it will go through trees and obstacles, but must land on a part of the enemy that has life, or has been given life by them (a loophole to get around this move would be for Gil’s enemy to fire an energy blast of some sort.)
Vortex 600 OM as it has a debuff, (debuff, ranged prof, area attack)*
Vortex, as you know, curving space and time takes massive amounts of energy, honestly, it shouldn’t be possible and yet, magic and willpower make it possible. Every effect of Gildarts’ magic has to do with warping space and matter, the effects are usually a brunt of energy, cast or sucked from Gildarts and his immense magical power. He creates this move by releasing leasing all of that burdenous weight he has stored, with gravity there is a pull and push effect that has to do with balance and weighing, in this case, the vortex uses both to suck an enemy towards this debilitating active vacuum for thirty seconds in battle, they’re more or less grappling with whether or not the vortex’s pull will win, and if they do not focus on escaping the vortex, it could swallow them whole, which merely grinds them into the middle and through the reconstruction of gravity. They suffer mostly surface damage when they go through, which would apply pressure to them on all sides, likely with force enough to crush human bone and harm other objects that go in, such as electronics that need a basic construction for mechanics to function.
When the enemy resists the gravity’s pull (or has an equal or Higher TEC), he is freed and does not get sucked up.
If this doesn’t work out as a regular move because it is complex I can always attempt to make it a super.
Atlas 300, (debuff, ranged, homing?)
Gildarts targets an enemy who is within fifty yards and casts a spell, unleashing an immense weight of gravity magic on the foe. If the spell hits, the enemy may fall to their knees or completely flat on the ground as they find themselves resisting the dense amount of invisible force. Those who are strong enough to resist this attack must put all their focus on standing up again, are able release the spell from on them.
A downside is while this is deployed, Gildarts is unable to cast another spell. The charge time for this move is three seconds. Let me know if it needs anything more!
Heaven’s Wrath T1 supermove 600 (ranged, homing)
-Would I need remote control for this one since it is energy/magic summoned from above?
Gildarts channels an immense amount of magic, focusing on his enemy and their movements as he charges the attack, it crackles around him and the heavens start roaring as though with a storm of thunder fast approaching. Daylight may grow a little dimmer as above, it appears the stars seem to crackle and pulsate with new life, and grow in light. Within seconds, it appears as though the stars are falling from the sky, as though their gravity has been lost and instead, a new source has been established, you! The enemy! The invisible attraction pulling pulls these 'stars' to Gild’s enemy. The balls of heat and energy (“stars”) are deployed and will chase the enemy’s energy until they are right on top of them, in which case, they fall and collide into the enemy or whatever is above them. This is an attack that comes down from above, rather than from Gildarts himself.
It can be used only once per battle.
RE: Official Move Approval IV - Skadi Lufthejt - 05-23-2017
Slapping this in here for a Prime NPC I plan on making.
Nocturn's Incarnate (Tier 2 Power Up) - 1500
Ra'Tima raises a charm of the Daedric Prince Nocturn to her lips and kisses it, typically saying a quiet blessing. The shadows of the surrounding area seem to move, leaping towards her position and covering her. After about two seconds has passed the shadows completely solidify into a full set of Nightingale armor. The armor is mainly just for appearances and doesn't protect her any better than her normal defenses, but it does however imbue her with Lady Nocturn's blessing, increasing her speed, skill and attack.
ATK: +3
DEF: N/a
SPD: +4
TEC: +3
RE: Official Move Approval IV - Daniel - 05-23-2017
(05-20-2017, 09:06 PM)Warren Zimmer Wrote: The fifth and final form of the Multi-Weapon Construct Apparatus's constructs is a simple gun. Well if you call a gun that fires missiles, bullets and lasers at an opponent at a rate of seven shots per second from each simple. This is very accurate and does high damage. Due to the nature of this Multi-Weapon Construct, it cannot be used with other moves. The charge time of this move is about 20 seconds at maximum allowing it to do a high amount of damage. Once the move has been fired at full charge the move disappears. This appears to be a standard pistol. This fires at the speed of a typical rifle round. The missiles do explode on contact having a 3x3 foot area of the explosion.
After this move is completed, for fifteen seconds he cannot use other moves due to being too exhausted.
I idn't realize this had a charged variant. How fast is the charged projectile? Does it cause any sort of different area of effect?
RE: Official Move Approval IV - King Ghidorah - 05-24-2017
A movelist for an NPC Prime I'm working on. Some of them are derivative of moves I've already got for Ghidorah, but gotta get that approval.
Prismatic Rays: (requires ranged proficiency, area attack proficiency) - (600 OM)
Mothra's main weapon, she is able to fire magical rainbow beams of destructive energy from her eyes. In human form, these beams are as big around as her eyeballs (two beams roughly two centimeters width, spaced about two-to-three centimeters apart) and travel as fast as a bullet for up to one hundred meters before dissipating. They create a small, intense explosion on impact, burning and tearing at the target with tightly focused concussive force, similar to standing in front of the mouth of a PVC pipe containing a fragmentation grenade (ATK score). She must charge for four seconds in-between blasts, and may only fire a maximum of 10 blasts in a one-minute period without incurring noticeable fatigue. This attack is very accurate, relying as it does on line-of sight, but cannot be used against anything outside Mothra's field of vision (this includes targets behind cover).
Kaiju Mode:
While in her kaiju-form, Mothra's Prismatic Rays change in the following ways:
-Range increases to 1 kilometer
-width increases to seven meters per beam. These kaiju-sized beams are strongest in a one-meter diameter zone running through the central axis of the prismatic ray, with the power diminishing proportionally as a target gets further from the maximum power zone (i.e, half the beam's radius from the central area = half the power)
-power increases (as per ATK score increase with powered-up form)
-maximum blast number decreases to six per one one-minute period, and were this version of the attack to somehow appear with a non-gigantic form to absorb the strain, that number would decrease to one.
Rainbow Shield: (requires Are Defense proficiency) - (600 OM)
Mothra has the ability to create a bubble of rainbow force around her body in order to protect herself from attacks. Its very strong, effectively doubling her DEF, and can be deployed instantaneously, but she cannot move while it’s in use (though she may hover in place rather than standing) or take any other action. Creating this shield is tiring, and it may only be maintained for up to forty-five seconds per fight.
Hurricane Winds: (requires ranged proficiency, physical strength, area attack proficiency, Telekinesis) - (600 OM)
By flapping her wings rapidly while in her powered-up kaiju-form Mothra can create tremendously powerful winds in a cone in front of herself one kilometer long and sixty meters wide at the base, tapering out to three hundred meters wide at its maximum range. While not damaging in and of themselves, the winds carry the force of the monster's wing-beats, and the effect is like being repeatedly and powerfully shoved (ATK Score), which can have the effect of knocking down opponents and sending them tumbling from the repeated, powerful pressure - though creatures that can fly whose SPD exceeds Mothra's ATK, or creatures with a combined ATK and TEC score higher than Mothra's ATK may be able to resist. Predictably, the effect is strongest the closer one is standing to the monster, waning to less than half-strength at the maximum distance. Using her wings in this way requires frantic motion on the part of Mothra, which wears her out fast. She can only perform this attack while hovering in place, and can't take any other action, and can only keep it up for seventeen seconds without rest.
Mothra also has the ability to create this effect telekinetically while in Human form, though the range is drastically reduced. If she uses Hurricane Winds in this way, the effect is fifty meters long by three meters wide at the base, tapering out to twenty meters at its maximum range. The same effects and rules for damage and resistance apply, as well as for the strength of the attack relative to distance. While creating this effect using her telekinesis Mothra must stand still on the ground, and can only maintain it for ten seconds.
Tier 1 Super-Defense - Hardiness (600)
Mothra is incredibly tenacious, and combined with her magical power and status as a spirit of life, even very powerful attacks will sometimes fail to harm her (Neutralizes T1 super-attacks or less).
Tier 2 Super-Defense - Force of Nature (800)
Mothra is both a god and a monster, and the power that dwells within her is capable of denying all but the most fearsome of assaults (Neutralizes T2 super-attacks or less)
Tier 2 Powered-Up Form - Mothra (50 meter kaiju) - (1500)
Mothra is able to assume the form of a giant, brilliantly rainbow- colored moth, fifty meters long in the fluffy white-and-black thorax with a one-hundred meter wingspan. This monstrous insectoid being possesses tremendous magical and physical power, incredible flight-speed, and shocking durability for a creature that appears so frail.
ATK: +4
DEF: +4
SPD: +2
TEC: N/A
RE: Official Move Approval IV - Jade Harley - 05-24-2017
Thank you for your patience!
@ Dante:
[spoiler]
(05-16-2017, 06:33 PM)Dante Wrote: Kalina Ann - 1500 OM (Requires Ranged Proficiency, Area Attack Proficiency, Physical Strength, Homing Proficiency)
A heavily customized rocket launcher built and wielded by Lady, a human demon hunter Dante once associated with. Loaded up to the gills with various functions, the weapon is durable and versatile enough to serve in most situations. It has to be, considering the size and bulk of it restricts what the user can do. Dante can summon/dismiss this weapon at will with a couple seconds of concentration, but wielding Kalina Ann weighs down all of his movement powers. Using this weapon requires both hands, which also prevents him from simultaneously using this move and any other move that requires his hands.
Kalina Ann's primary rocket launcher can fire high-explosive rockets, traveling at the speed of a speeding car up to 40 meters. On impact, the rocket unleashes a powerful explosion 2 meters in diameter. The launcher can also shoot a homing missile, which boasts slightly slower speed and only a 1-meter diameter blast. Dante cannot move when executing this attack, either way, and the launcher requires a 2-second cooldown period before it can be used again.
Kalina Ann's secondary launchers, located on the aft end, take the form of micro-missile batteries. Propping the launcher down and readying the payload takes 3 seconds, but allows Dante to bombard a 4-meter diameter area in front of him with a dozen explosive micro-missiles. Kalina Ann only has one payload of these missiles loaded, so once they are used, they must be reloaded with a significant rest period outside of battle.
Finally, the oversized bayonet installed on the launcher's underbarrel serves two purposes in itself. First, it allows Kalina Ann to be used as a makeshift melee weapon, in line with a heavy polearm; every swing demands a second of wind-up for sufficient force. Second, the bayonet is wired to a grapnel launcher, with which the user can shoot the blade and lodge it into enemies or objects, then hoist the line to pull the target in any direction. This last maneuver can be potentially reversed if the victim has more ATK than the user.
Sorry this took so long, man. You did super great on describing everything so there's really only one thing I'd like to know more about. Grapnel launcher, last paragraph: What is the maximum range of this? Is it possible for the tether to be cut?[/spoiler]
@ Weiss Schnee:
[spoiler]
(05-19-2017, 11:54 AM)Weiss Schnee Wrote: Ivory Guard (300 OM) (requires )
Weiss's mask has a mind of it's own when it comes to materialization, and at times it will manifest itself as a barrier in the way of an enemy attack, hidden in her clothes or otherwise on her person. This ability can block instinctually for Weiss, stopping minor blows, or reducing the power of stronger attacks by some degree.
The upside is that it can get in the way of anything that enters Weiss's enhanced senses, working off her subconscious survival instinct, as long as it has the half second it needs to manifest. The downside is that this can only happen once per fight, and not while Weiss is using the "Ivory visor" power-up."
The mask itself is roughly the size of Weiss's face (for obvious reasons), and is made of a boney material. If it's hit with too much force it can break, crack, or vanish into a puff of black energy, though this does not impact Weiss's ability to use her Power-up at a later date.
It's limitation in terms of where it can manifest is that it needs to manifest out of contact with Weiss's skin.
five seconds after it blocks an attack, it will either break or dematerialize, removing it's shielding effect.
The Mask will block the first thing it feels can seriously threaten Weiss's life, regardless of if she actually wants it to or not.
You didn't note the proficiencies needed or what the maximum distance it can manifest at is. For example, it will need Ranged Materialize if it appears further than 5 feet from Weiss.[/spoiler]
@ Trixie
[spoiler]
(05-21-2017, 12:52 PM)Trixie Wrote: Electrum-Coated Lightsaber:
It's blade is 3 feet long. It cuts shit. Green.
What's it like to wield this/is it like, a light and quick blade or a slow and heavy blade?[/spoiler]
@ Batman:
[spoiler]
(05-21-2017, 02:32 PM)Batman Wrote: Tier 1 assist: Robin
![[Image: e9e2c94539efb500ed93d146ecb305ba.jpg]](https://s-media-cache-ak0.pinimg.com/736x/e9/e2/c9/e9e2c94539efb500ed93d146ecb305ba.jpg)
Emerging from the smokescreen is Robin, the always loyal sidekick ( obviously taken before the shit hit the fan within the injustice comic) will stand by Batman's side to fight his foe. Equipped with his Bo staff he will support his grandfather
Tier 1 stats:
ATK:2
DEF:1
SPD:1
TEC:1
Approved! You'll need to have a separate move for the Bo staff, though, and remember that the cost for a T1 Assist is 1 SP per post and 1000 OM.
Quote:Move: Smoke bomb ( Ranged attack, Area defense ) ( 300 OM )
Batman throws one of his smoke bombs to the ground, on impact they 'explode' and a large smokescreen appears, making it nearly impossible for enemies to orientate their next attack. Batman is able to hide within the smoke, or if he so chooses attack his opponent. The smoke does nothing more than impair ones vision. Batman is able to see through the smoke thanks to lenses within his scowl.
Size: The ball itself has the size and shape of a marble. The area covered in this non-lethal smoke has a maximum of 3 meters high, 5 meters wide and long. The projectile ( when thrown) travels at the speed as if one were to throw a rock, a high speed, high reflex character would be able to catch it.
Restrictions: Batman is only able to carry 2 of these with him at all time. He cannot replenish them during combat. Summoning these weapons takes about 5 minutes of uninterrupted concentration.
How long does the smokescreen last?
Quote:Move: Chocking grip (300 OM)
When holding someone or something Batman is able to release a high voltage shock through his gloves. Both of batman's gloves have 2 charges each. Once used, the capsules get destroyed in the process. Batman will have to re-summon them and place them back in their container within the gloves. Summoning these items takes about 4 minutes of uninterrupted concentration. For a full effect of the attack, Batman needs to release a charge from both gloves, a single glove would do light to moderate damage, as both gloves are released they would cause high damage.
Approved.
Quote:Move: Electric Batarang ( 300 OM, Range attack )
Everything about this weapon is the same as a normal batarang, though it does not cut, the edges are electrically charged, upon impact the victim will receive a shock that will cause them moderate damage. Batman is able to store keep 3 of them with him at all time. Summoning these items takes about 4 minutes of uninterrupted concentration
What is the maximum range of this move?
[/spoiler]
@ Axemerax:
[spoiler]
(05-21-2017, 02:45 PM)Axemerax Wrote: Toxic Talons (300 OM, requires physical, debuff proficiencies)
Upon the deserts of Merax, no evolutionary advantage or dirty trick was passed up in the constant struggle for survival. While the venom glands of their ancestors have withered in recent millennia, gene-therapy treatments have allowed both the ruling genius caste and their soldiers to reclaim the legacy of old. Axemerax's gland has a tendency to overproduce in times of intense emotions, with the paralytic fluids drooling from his mouth. Due to the inefficiency of attempting to bite a target, Axemerax instead elects to raise his claws to his mouth, daubing them in the substance. For the next 10 seconds, or until his claws make contact with an opponent, The Primus's claws are venom-coated. If this poison enters the bloodstream of a target, they become paralyzed for a period of time equal to (4-The opponent's DEF stat). Due to the time it takes to regenerate the poison, this move can only be used once every 20 seconds. If his first blow after application fails to enter the bloodstream, the poison is wasted.
Compound 27-Sigma (300 OM, requires ranged, area attack, debuff proficiency)
The God-Kings of Sivin were one of Axemerax's first conquests. A highly psychic species, their ruling caste of telepaths were worshiped as gods by their lessers, spending every moment bathing in the adoring thoughts of their flock. This devotion created a staunch bulwark of insectoid bodies for the armies of The Alignment to breach, their numbers and fanaticism, coupled with the calculating minds behind the defense, almost succeeded at stalling the advance of Axemerax's Legions. Almost. After months in the lab, Compound 27-Sigma was created, a drastic alteration of a street drug fabricated on some Sivin worlds.
Rather than the pleasant hallucinations the original created, 27-Sigma generated terror. Released over the citadels of the God-Kings with the aid of slave-shackled Sivin citizens released into the crowd, millions of the insectoid creatures went mad with fear, every moment of terror being telepathically passed on to the arthropod aristocracy above. With their ruler caste irredeemably mad, resistance was soon crushed.
Axemerax keeps 27-Sigma stored in 4 canisters in his right shoulder. A tube emerges from his shoulder to launch a canister after taking a half-second to acquire the target, barring him from preforming other attacks while doing so. Once launched, the grenade travels up to 50 meters (Moving at a speed of 10 meters/second) before detonating on impact, creating a haze 5 meters in radius, afflicting all those who breathe it in with its effects. Upon inhaling the toxin, the unfortunate victim begins to hallucinate for 5 seconds, with the duration being extended for as long as they remain inside the cloud. These hallucinations turn everything in the vicinity into a darker, somewhat more terrifying version of itself: Axemerax, a nearly 3-meter tall cyborg lizard bastard only needs marginal altering, the empty void of the nexus becomes a bottomless pit, the victim's own arms become riddled with flesh-eating beetles, etc. The cloud lasts for 5 seconds. This move may only be used every 20 seconds.
Both approved![/spoiler]
@ Sarah Kerrigan:
[spoiler]
(05-21-2017, 04:25 PM)Sarah Kerrigan Wrote: Parasites - 300 OM (Requires Ranged proficiency, area attack.)
Opening several small holes in her forearms, Kerrigan fires a small swarm of 30 tiny, brown, spiked bugs in a shotgun pattern using pressurized air. These bugs are flightless, and cannot control their own trajectory, but explode like a small firecracker when they come within 1 inch of a target's skin. the explosion is pretty minor and even when many or all of them hit the damage is generally pretty minor, leaving generally just superficial wounds on anyone without significantly lower DEF than her ATK. the actual explosive radius is ten centimeters and the damage of the explosion is less powerful the farther away an opponent is from it. The sound and smoke can be very disorienting to an opponent, however, and Kerrigan can fire these swarms very quickly and without much energy loss, though she needs a second between shots for a new batch of parasites to re-gestate, as a "reloadtime", which doesn't take time or effort from Kerrigan.
The effective range is a mere twenty feet, and the Bugs themselves fly at the speed of a crossbow bolt. the spread of the blast is a radius of roughly a meter.
Approved![/spoiler]
@ Chakravartin Wu Kong:
[spoiler]
(05-21-2017, 07:37 PM)Chakravartin Wu Kong Wrote: Palace Taihou
600 OM
Tier One Super Move
Requires Area Attack proficiency, Ranged proficiency
First Mode: Burst
Chakravartin concentrates to gathers chi into a glowing grey and gold sphere, starting out at its least effective at beach-ball size, or smaller. The chi sphere is a bomb, able to physically handled by Chakravartin alone, as contact with any other living thing will trigger the explosion. To Chakravartin, the bomb weighs approximately a pound regardless of size, and so can be thrown fairly easily.
The chi takes about a second to gather at first, and form the initial 20 inch diameter. If he throws it at this point, the explosion will be small, only about three feet in diameter, and not very destructive, doing concussive damage only.
However, after initially summoning it, the sphere will contract. About every ten seconds it shrinks to half the size it had before, and will double its destructiveness. At a five inch diameter, (twenty seconds of charging) it is about as effective as a regular grenade, resulting in an explosion with a ten foot casualty radius.
At about forty seconds of charging, the one-inch explosive will become unstable, and will explode with a twenty-foot radius violently, even if nothing has triggered it.
The sphere will continue to charge for as long as Chakravartin is in contact, and if contact is broken with it, it cannot be charged further. He cannot create more than one sphere at a time. It moves as fast as Chakravartin can throw it, and with the same level of accuracy.
The spheres trigger and explode under the following conditions:- Something hits it with a high amount of force (Ex. a bullet, a punch from someone with physical strength proficiency or high attack, a spear jab, etc.), however the threshold for piercing it is about the same as piercing something with a thin metal coat. Getting smacked with a blunt force instrument will not trigger it.
- Something hits it at a very high temperature (Fire, a different explosion, laser beams, etc.)
- It comes into contact with something possessing enough chi (Most animals, large trees, most people, etc. Robots and undead, unless they utilize 'life energy' of some kind, would not trigger this. Insignificant living things will also not trigger this, i.e. hitting a fly in the air, or having it roll in the grass will not cause it to explode).
- More than forty seconds have passed, and Chakravartin is still charging it, at which point it will explode in his hand.
![[Image: xMx7saI.png]](http://i.imgur.com/xMx7saI.png)
The explosion itself is a bright flash of gold and orange light, expanding away in a second from the sphere's center. The light may be enough to surprise at short-range, but it is not blinding. There isn't much heat generated by the explosion, simply concussive force.
The main weaknesses of the technique lie with both its User, and with its trigger conditions.
Chakravartin doesn't have very high technique, only able to throw the bomb with the skill and aim of an amateur, and will often miss. He must also concentrate when initially forming it, giving any enemy a chance to distract him before he can summon it. The attack is easily deflected with armor, or a blunt force instrument. If Chakravartin is not paying attention while charging his ability, it may also reach its instability point and explode before he has the chance to throw it a safe distance from himself. It is also nearly impossible to sneak up on someone with it, as the first moment of the attack's formation, it creates a large glowing orb larger than his head in his hand.
It is ineffective against anything that doesn't count as 'alive' or is sufficiently armored, as only skin contact will make it explode. Shooting it out of the air with almost any weapon will also detonate it early, and its size and speed are easily dodge-able by most. The radius of the explosion is half a foot per second of charging.
Second Mode: Cannon
This is similar in many ways to burst, except that instead of throwing it as a bomb, he detonates one half of the burst while it is still in his hand so that the explosion is narrowed and directed in a specific direction, rather than connected to the trigger.
![[Image: Qd4aztM.png]](http://i.imgur.com/Qd4aztM.png)
This takes the form of a wide gray, golden yellow and white beam of concussive chi energy, that will expand forwards at the same speed as the explosion, and with twice the casualty radius of its burst counterpart with the same amount of time spent charging. The longer he charges the cannon for, the longer the length of the beam, the more narrow the beam is, and the more destructive it is. The beam is about one foot per second of charging long.
However, this means that the maximum range for the attack is forty feet at its most dangerous, and only about an inch in diameter.
Once again, the core weakness of the technique is its range and its accuracy. The attack becomes easier to dodge the more powerful it becomes, and compared to its Burst mode, he is sacrificing the effects of any splash damage for getting around the restriction to a specific trigger. There is the same risk of it exploding in his hand if he spends more than forty seconds charging it. While in his hands, it can still be triggered to detonate early by all the same things as burst (i.e. skin contact with something with chi, hitting it with enough force, heating it up quickly etc.).
If he is forced to drop it or loses concentration when making it, it will simply become a Burst, as he is only able to use Cannon while it is still in his hands.
Another weakness of both forms is his amount of Chi (SP), which fuels the explosive. Currently, he only has so much Chi, only able to use the Palace Taihou once safely in a row without proper rest and refueling in between.
Split the two 'modes' into two separate super moves, please. Squishing two super moves into one is a no-go. After that, I'll take another look.[/spoiler]
@ King Ghidorah:
[spoiler]
(05-23-2017, 12:45 AM)King Ghidorah Wrote: Some Kind of Monster - Tier 1 Power-Up (1000 OM)
The astral wellspring that dwells deep within the core of King Ghidorah's being has grown more accustomed to his humanoid form, allowing him to tap into monstrous reserves of strength without the need to transform, and adjusting his fighting instincts accordingly while in this heightened state. The eyes of his two dormant heads snap open when this power-up is active, and golden sparks dance across Ghidorah's horns.
ATK: +2
DEF: +2
SPD: N/A
TEC: +1
Approved!
Quote:[quote]Prismatic Rays: (requires ranged proficiency, area attack proficiency) - (600 OM)
Mothra's main weapon, she is able to fire magical rainbow beams of destructive energy from her eyes. In human form, these beams are as big around as her eyeballs (two beams roughly two centimeters width, spaced about two-to-three centimeters apart) and travel as fast as a bullet for up to one hundred meters before dissipating. They create a small, intense explosion on impact, burning and tearing at the target with tightly focused concussive force, similar to standing in front of the mouth of a PVC pipe containing a fragmentation grenade (ATK score). She must charge for four seconds in-between blasts, and may only fire a maximum of 10 blasts in a one-minute period without incurring noticeable fatigue. This attack is very accurate, relying as it does on line-of sight, but cannot be used against anything outside Mothra's field of vision (this includes targets behind cover).
Kaiju Mode:
While in her kaiju-form, Mothra's Prismatic Rays change in the following ways:
-Range increases to 1 kilometer
-width increases to seven meters per beam. These kaiju-sized beams are strongest in a one-meter diameter zone running through the central axis of the prismatic ray, with the power diminishing proportionally as a target gets further from the maximum power zone (i.e, half the beam's radius from the central area = half the power)
-power increases (as per ATK score increase with powered-up form)
-maximum blast number decreases to six per one one-minute period, and were this version of the attack to somehow appear with a non-gigantic form to absorb the strain, that number would decrease to one.
Approved!
Quote:Rainbow Shield: (requires Are Defense proficiency) - (600 OM)
Mothra has the ability to create a bubble of rainbow force around her body in order to protect herself from attacks. Its very strong, effectively doubling her DEF, and can be deployed instantaneously, but she cannot move while it’s in use (though she may hover in place rather than standing) or take any other action. Creating this shield is tiring, and it may only be maintained for up to forty-five seconds per fight.
Why is this priced at 600 OM? Also, doubling her DEF seems pretty excessive for a move that can be activated instantly...
Quote:Hurricane Winds: (requires ranged proficiency, physical strength, area attack proficiency, Telekinesis) - (600 OM)
By flapping her wings rapidly while in her powered-up kaiju-form Mothra can create tremendously powerful winds in a cone in front of herself one kilometer long and sixty meters wide at the base, tapering out to three hundred meters wide at its maximum range. While not damaging in and of themselves, the winds carry the force of the monster's wing-beats, and the effect is like being repeatedly and powerfully shoved (ATK Score), which can have the effect of knocking down opponents and sending them tumbling from the repeated, powerful pressure - though creatures that can fly whose SPD exceeds Mothra's ATK, or creatures with a combined ATK and TEC score higher than Mothra's ATK may be able to resist. Predictably, the effect is strongest the closer one is standing to the monster, waning to less than half-strength at the maximum distance. Using her wings in this way requires frantic motion on the part of Mothra, which wears her out fast. She can only perform this attack while hovering in place, and can't take any other action, and can only keep it up for seventeen seconds without rest.
Mothra also has the ability to create this effect telekinetically while in Human form, though the range is drastically reduced. If she uses Hurricane Winds in this way, the effect is fifty meters long by three meters wide at the base, tapering out to twenty meters at its maximum range. The same effects and rules for damage and resistance apply, as well as for the strength of the attack relative to distance. While creating this effect using her telekinesis Mothra must stand still on the ground, and can only maintain it for ten seconds.
Approved!
Quote:Tier 1 Super-Defense - Hardiness (600)
Mothra is incredibly tenacious, and combined with her magical power and status as a spirit of life, even very powerful attacks will sometimes fail to harm her (Neutralizes T1 super-attacks or less).
Approved.
Quote:Tier 2 Super-Defense - Force of Nature (800)
Mothra is both a god and a monster, and the power that dwells within her is capable of denying all but the most fearsome of assaults (Neutralizes T2 super-attacks or less)
Approved.
Quote:Tier 2 Powered-Up Form - Mothra (50 meter kaiju) - (1500)
Mothra is able to assume the form of a giant, brilliantly rainbow- colored moth, fifty meters long in the fluffy white-and-black thorax with a one-hundred meter wingspan. This monstrous insectoid being possesses tremendous magical and physical power, incredible flight-speed, and shocking durability for a creature that appears so frail.
ATK: +4
DEF: +4
SPD: +2
TEC: N/A
Approved![/spoiler]
@ Harlan Higgs [SOME STAFFER PLEASE HELP HAHA]:
[spoiler]Quote:Chimerstry: Fata Morgana (600 OM) [Requires Remote Control, Ranged Materialize, Debuff Proficiency]
There is no limit to what kind of illusions a Ravnos can conjure but their own imagination. The apparitions appear real to anyone lacking the mental fortitude or necessary amount of disbelief to dispel them. Fire burns, cold freezes, lightning stuns, smoke makes the lungs itch.
With the power, Harlan can summon an illusion that affects his opponent situationally. The longer he spends focusing, the greater the effect. Mechanically, this translates into either stunning the opponent or lowering their stats. For example, a chill wind might freeze an opponent or lower their speed. A necrotic wave of energy might sap their strength, or make their bones momentarily too decrepit to move.
There is a minimum charge time of 3 seconds as Harlan draws the energy and traces symbols in the air. The longer he charges, the greater the effect. Theoretically there is no limit to how long he can spend preparing the illusion, but the energy cost of anything past ten seconds would be enough to severely sap his strength and Vitae reserves.
The stun lasts half as long as he spends charging, while the debuff lasts for twice as long. The energy and effort cost are moderate, but require enough attention that he cannot use this ability on more than one target at a time.
I may be wrong on this, but you might need to tack on an extra 300 OM for each variant... freezing, burns, and electrical shocks are all pretty different. Still, it seems like the overall damage/effect/outcome on Harlan's victims would be the same... so maybe not.
I'm going to let someone else take a look, as well, because this is tricky![/spoiler]
@ Dawnika Snow:
[spoiler]Quote:Fist of the Fallen
Tier Two Super Attack(800)
Requires: Physical Strength, Steel Gauntlets
Imbued with rage for her fallen allies, Erika/Dawn puts all her physical strength into a single massive strike that is strong enough to shatter steel into pieces. Once this attack is made, successful or not, it renders the Steel Gauntlet attack useless for about ten seconds while they repair themselves with the Omnilium infused in Erika/Dawn’s glove.
When did the Steel Gauntlet come into this..? What does this attack look like, how long does it take for her to charge it up before unleashing?
Quote:Demonic Lineage
Tier One Power-Up(1000)
1/2/2/0
This power up can be used by both Erika and Dawn. The dramatic scene with the Demon Kage imprinting her soul onto Dawn’s body created a special demon-born illness inside of her. She now is a half demon and draws upon her demonic powers for short time. She, however, cannot use any guns when this form is active.
Does this power-up result in any physical alterations? If not, that's cool, it's still approved.
Quote:Demonic Power
Complex Move(600)
Requires: Ranged Prof., Area Attack, Demonic Lineage
A black beam with a two-foot radius shot of pure energy released from the palm of the girls’ hands. This move is only useable when Demonic Lineage is active. With no charge, this beam only takes a second to release. If she decides to charge it, it can be charged up to three seconds in which the beam's power is amplified by double.
This needs a drawback. Is it a very fatiguing move? Must she aim it? Must she remain stationary while aiming it? Also, it would be a good idea to note that the "no charge" mode of the move is super weak while the three second charge is stronger.[/spoiler]
@ Kopaka:
[spoiler]Quote:Puna Makariri [Tier 2 Offensive Super Move] (Requires Burst Movement, Physical Proficiency) - 800 OM
Kopaka takes 1.5 seconds to switch his Kanohi to the Kakama, if he is not already wearing it. Equipped with the Mask of Speed, he selects one target up to fifty yards in a straight path from him. He begins charging the power of the mask for four seconds, causing it to shine with a white light and emit a shrill whirring sound. Upon gathering enough energy, Kopaka rockets towards his target as a blur of movement, striking a vital blow with his Ice Sword. The momentum and speed of the cut make it a devastating attack, but it burns out his Kanohi for one full minute after use, preventing him from using mask powers during this time.
That's cool, ahahahahaaaa. Approved![/spoiler]
@ Aang:
[spoiler]Quote:Freezing Water Impact (300 OM)
Requires Debuff, Ranged Proficiency
Aang manipulates nearby water and cools it to extreme temperatures without letting it freeze. On impact, the water freezes, slowing the target slightly until they break off the ice. This effect stacks, each reducing the target's speed by about 10%. Ten successfully landed strikes freezes the target in place.
The attack is a straight-forward shot from point A to point B, unlike the arcing path of Aang's air attacks. The extreme manipulation makes the Freezing Water Impact technique more difficult to use. It takes three seconds to chill the water, but no time to fire or gather it.
The layers of frost and ice are difficult to shake completely. It takes a brief moment (maybe four seconds) and a good deal of strength to break free. (Attack to remove a number of charges in four seconds.)
Aang carries two waterskins, with each skin capable of supplying five uses at most. The number of uses is unlimited if there is a nearby water source. By adding an additional second to the charge up time, Aang can pull moisture from the air to double the total amount of uses. An extra two seconds increases the number of uses infinitely, so long as the environment allows. HE cannot draw on moisture in the Nexus or Desert terrains.
What is the range of this attack?
Quote:T1 Supermove: Ice Prison
Requires Debuff, Ranged Proficiency,
This is the big brother of Freezing Water Impact. By expending all the water on his person and gathering as much moisture from the air as possible, Aang sends a massive wave of water to swallow his targets. The moment Aang releases it, the freezing water solidifies, trapping the targets in a frozen prison.
The charge up time is ten seconds to gather enough water and chill it, at which time he can still (and is nearly required to) move. However, he cannot attack, only evade. The range of the attack is ten foot squared, and can hold up to five targets at once. The total duration is five hours, but for each target past the first an hour is removed.
Victims are put into a state of extended rest inside the Ice Prison. They come to no harm, and even heal normally inside the ice. They cannot be targeted by any means, until the Ice Prison shatters or melts to release them.
The purpose of this is to capture targets in a non-lethal force to assist in escaping or simply evading.
Five hours is crazy excessive for a charge time of only ten seconds. Maybe four to five minutes would be okay, since that way it is proportional to the non-super version of the move.[/spoiler]
@ Skadi Lufthejt:
[spoiler]Quote:Nocturn's Incarnate (Tier 2 Power Up) - 1500
Ra'Tima raises a charm of the Daedric Prince Nocturn to her lips and kisses it, typically saying a quiet blessing. The shadows of the surrounding area seem to move, leaping towards her position and covering her. After about two seconds has passed the shadows completely solidify into a full set of Nightingale armor. The armor is mainly just for appearances and doesn't protect her any better than her normal defenses, but it does however imbue her with Lady Nocturn's blessing, increasing her speed, skill and attack.
ATK: +3
DEF: N/a
SPD: +4
TEC: +3
Approved![/spoiler]
RE: Official Move Approval IV - Simon - 05-24-2017
(05-24-2017, 03:26 PM)Jade Harley Wrote: @ Dante:
Sorry this took so long, man. You did super great on describing everything so there's really only one thing I'd like to know more about. Grapnel launcher, last paragraph: What is the maximum range of this? Is it possible for the tether to be cut?
Changes are made in bold. I also elaborated a bit more on the consequences.
Kalina Ann - 1500 OM (Requires Ranged Proficiency, Area Attack Proficiency, Physical Strength, Homing Proficiency)
A heavily customized rocket launcher built and wielded by Lady, a human demon hunter Dante once associated with. Loaded up to the gills with various functions, the weapon is durable and versatile enough to serve in most situations. It has to be, considering the size and bulk of it restricts what the user can do. Dante can summon/dismiss this weapon at will with a couple seconds of concentration, but wielding Kalina Ann weighs down all of his movement powers. Using this weapon requires both hands, which also prevents him from simultaneously using this move and any other move that requires his hands.
Kalina Ann's primary rocket launcher can fire high-explosive rockets, traveling at the speed of a speeding car up to 40 meters. On impact, the rocket unleashes a powerful explosion 2 meters in diameter. The launcher can also shoot a homing missile, which boasts slightly slower speed and only a 1-meter diameter blast. Dante cannot move when executing this attack, either way, and the launcher requires a 2-second cooldown period before it can be used again.
Kalina Ann's secondary launchers, located on the aft end, take the form of micro-missile batteries. Propping the launcher down and readying the payload takes 3 seconds, but allows Dante to bombard a 4-meter diameter area in front of him with a dozen explosive micro-missiles. Kalina Ann only has one payload of these missiles loaded, so once they are used, they must be reloaded with a significant rest period outside of battle.
Finally, the oversized bayonet installed on the launcher's underbarrel serves two purposes in itself. First, it allows Kalina Ann to be used as a makeshift melee weapon, much like a heavy polearm; every swing demands a second of wind-up for sufficient force. Second, the bayonet is wired to a grapnel launcher, with which the user can shoot the blade and lodge it into enemies or objects at a range of 10 meters. A target hooked with this line can be hoisted in any single direction before retracting the line. A target with higher DEF than Dante's ATK can resist being moved, and a target with higher ATK can break the line or potentially reverse the maneuver entirely. A broken line must be repaired outside of battle.
RE: Official Move Approval IV - Mark - 05-24-2017
(05-23-2017, 08:14 AM)Harlan Higgs Wrote: Chimerstry: Fata Morgana (600 OM) [Requires Remote Control, Ranged Materialize, Debuff Proficiency]
There is no limit to what kind of illusions a Ravnos can conjure but their own imagination. The apparitions appear real to anyone lacking the mental fortitude or necessary amount of disbelief to dispel them. Fire burns, cold freezes, lightning stuns, smoke makes the lungs itch.
With the power, Harlan can summon an illusion that affects his opponent situationally. The longer he spends focusing, the greater the effect. Mechanically, this translates into either stunning the opponent or lowering their stats. For example, a chill wind might freeze an opponent or lower their speed. A necrotic wave of energy might sap their strength, or make their bones momentarily too decrepit to move.
There is a minimum charge time of 3 seconds as Harlan draws the energy and traces symbols in the air. The longer he charges, the greater the effect. Theoretically there is no limit to how long he can spend preparing the illusion, but the energy cost of anything past ten seconds would be enough to severely sap his strength and Vitae reserves.
The stun lasts half as long as he spends charging, while the debuff lasts for twice as long. The energy and effort cost are moderate, but require enough attention that he cannot use this ability on more than one target at a time.
So in terms of effects, however you want the illusion to be represented would just be fodder, but the results you listed would each require their own move cost, as would their charged forms. This puts the total at 1200+ depending on what you’re thinking, since an effect that slows is a different move than one that makes them not hit as hard, etc., and each would also have a charged version. You could make it cost less by just have a debuff that makes their foe just like “overall less effective”, but you’d get less punch for doing something that hits all stats. The difference wouldn't be world-shattering, but the gap between "they move, hit, and take hits like they have the flu" (weak-ish overall debuff) and "they run like they're slogging through ankle-deep mud" (somewhat less weak SPD debuff) is substantial nonetheless.
In terms of mechanics: How exactly is this cast? Is it a projectile? It is line-of-sight? How close does he need to be to afflict a foe? Does he need to stand still and concentrate while channeling or can he dodge, run, use other moves? For stamina drain, are the charged forms moderately draining or the base forms? For the debuff(s), you should mention that those with a higher TEC stat won’t suffer as strong of an effect and/or won’t suffer it as long (I imagine that's what you were going for with the 'mental fortitude' bit, but state it explicitly in parentheses or something). You wouldn’t need Remote Control or Ranged Materialize if these are just illusions, but you would need Ranged Proficiency if you affect foes farther than melee range away.
RE: Official Move Approval IV - Todd Ingram - 05-24-2017
@jade
The electric batarang is identical to the normal Batarang so 60feet max range
Smokescreen will last 8 seconds
RE: Official Move Approval IV - King Ghidorah - 05-24-2017
Quote:Quote: Wrote:Rainbow Shield: (requires Are Defense proficiency) - (600 OM)
Mothra has the ability to create a bubble of rainbow force around her body in order to protect herself from attacks. Its very strong, effectively doubling her DEF, and can be deployed instantaneously, but she cannot move while it’s in use (though she may hover in place rather than standing) or take any other action. Creating this shield is tiring, and it may only be maintained for up to forty-five seconds per fight.
Why is this priced at 600 OM? Also, doubling her DEF seems pretty excessive for a move that can be activated instantly...
It's priced at 600 because I am a silly lizard who does silly things like write moves at 2 in the morning and not review them the following day before throwing them into the approval thread. Let's see if I can't fix this travesty. changes in Bold:
Rainbow Shield: (requires Are Defense proficiency) - (300 OM)
Mothra has the ability to create a bubble of rainbow force around her body in order to protect herself from attacks. Its very strong, effectively increasing her DEF by ~60%, and takes about .5 seconds to deploy. She cannot move while it’s in use (though she may hover in place rather than standing) or take any other action. Creating this shield is tiring, and it may only be maintained for up to forty-five seconds per fight.
RE: Official Move Approval IV - Harlan Higgs - 05-24-2017
(05-24-2017, 05:06 PM)Mark Wrote: (05-23-2017, 08:14 AM)Harlan Higgs Wrote: Chimerstry: Fata Morgana (600 OM) [Requires Remote Control, Ranged Materialize, Debuff Proficiency]
There is no limit to what kind of illusions a Ravnos can conjure but their own imagination. The apparitions appear real to anyone lacking the mental fortitude or necessary amount of disbelief to dispel them. Fire burns, cold freezes, lightning stuns, smoke makes the lungs itch.
With the power, Harlan can summon an illusion that affects his opponent situationally. The longer he spends focusing, the greater the effect. Mechanically, this translates into either stunning the opponent or lowering their stats. For example, a chill wind might freeze an opponent or lower their speed. A necrotic wave of energy might sap their strength, or make their bones momentarily too decrepit to move.
There is a minimum charge time of 3 seconds as Harlan draws the energy and traces symbols in the air. The longer he charges, the greater the effect. Theoretically there is no limit to how long he can spend preparing the illusion, but the energy cost of anything past ten seconds would be enough to severely sap his strength and Vitae reserves.
The stun lasts half as long as he spends charging, while the debuff lasts for twice as long. The energy and effort cost are moderate, but require enough attention that he cannot use this ability on more than one target at a time.
So in terms of effects, however you want the illusion to be represented would just be fodder, but the results you listed would each require their own move cost, as would their charged forms. This puts the total at 1200+ depending on what you’re thinking, since an effect that slows is a different move than one that makes them not hit as hard, etc., and each would also have a charged version. You could make it cost less by just have a debuff that makes their foe just like “overall less effective”, but you’d get less punch for doing something that hits all stats. The difference wouldn't be world-shattering, but the gap between "they move, hit, and take hits like they have the flu" (weak-ish overall debuff) and "they run like they're slogging through ankle-deep mud" (somewhat less weak SPD debuff) is substantial nonetheless.
In terms of mechanics: How exactly is this cast? Is it a projectile? It is line-of-sight? How close does he need to be to afflict a foe? Does he need to stand still and concentrate while channeling or can he dodge, run, use other moves? For stamina drain, are the charged forms moderately draining or the base forms? For the debuff(s), you should mention that those with a higher TEC stat won’t suffer as strong of an effect and/or won’t suffer it as long (I imagine that's what you were going for with the 'mental fortitude' bit, but state it explicitly in parentheses or something). You wouldn’t need Remote Control or Ranged Materialize if these are just illusions, but you would need Ranged Proficiency if you affect foes farther than melee range away.
I think i'm going to table this for now and write another sort of move.
RE: Official Move Approval IV - Jade Harley - 05-24-2017
(05-24-2017, 03:42 PM)Dante Wrote: (05-24-2017, 03:26 PM)Jade Harley Wrote: @ Dante:
Sorry this took so long, man. You did super great on describing everything so there's really only one thing I'd like to know more about. Grapnel launcher, last paragraph: What is the maximum range of this? Is it possible for the tether to be cut?
Changes are made in bold. I also elaborated a bit more on the consequences.
Kalina Ann - 1500 OM (Requires Ranged Proficiency, Area Attack Proficiency, Physical Strength, Homing Proficiency)
A heavily customized rocket launcher built and wielded by Lady, a human demon hunter Dante once associated with. Loaded up to the gills with various functions, the weapon is durable and versatile enough to serve in most situations. It has to be, considering the size and bulk of it restricts what the user can do. Dante can summon/dismiss this weapon at will with a couple seconds of concentration, but wielding Kalina Ann weighs down all of his movement powers. Using this weapon requires both hands, which also prevents him from simultaneously using this move and any other move that requires his hands.
Kalina Ann's primary rocket launcher can fire high-explosive rockets, traveling at the speed of a speeding car up to 40 meters. On impact, the rocket unleashes a powerful explosion 2 meters in diameter. The launcher can also shoot a homing missile, which boasts slightly slower speed and only a 1-meter diameter blast. Dante cannot move when executing this attack, either way, and the launcher requires a 2-second cooldown period before it can be used again.
Kalina Ann's secondary launchers, located on the aft end, take the form of micro-missile batteries. Propping the launcher down and readying the payload takes 3 seconds, but allows Dante to bombard a 4-meter diameter area in front of him with a dozen explosive micro-missiles. Kalina Ann only has one payload of these missiles loaded, so once they are used, they must be reloaded with a significant rest period outside of battle.
Finally, the oversized bayonet installed on the launcher's underbarrel serves two purposes in itself. First, it allows Kalina Ann to be used as a makeshift melee weapon, much like a heavy polearm; every swing demands a second of wind-up for sufficient force. Second, the bayonet is wired to a grapnel launcher, with which the user can shoot the blade and lodge it into enemies or objects at a range of 10 meters. A target hooked with this line can be hoisted in any single direction before retracting the line. A target with higher DEF than Dante's ATK can resist being moved, and a target with higher ATK can break the line or potentially reverse the maneuver entirely. A broken line must be repaired outside of battle.
Okay, looks good. Approved!
(05-24-2017, 05:24 PM)Batman Wrote: @jade
The electric batarang is identical to the normal Batarang so 60feet max range
Smokescreen will last 8 seconds
Alright, just edit those into your move descriptions. Approved!
RE: Official Move Approval IV - Weiss Schnee - 05-24-2017
(05-24-2017, 03:26 PM)Jade Harley Wrote: (05-19-2017, 11:54 AM)Weiss Schnee Wrote: Ivory Guard (300 OM) (requires )
Weiss's mask has a mind of it's own when it comes to materialization, and at times it will manifest itself as a barrier in the way of an enemy attack, hidden in her clothes or otherwise on her person. This ability can block instinctually for Weiss, stopping minor blows, or reducing the power of stronger attacks by some degree.
The upside is that it can get in the way of anything that enters Weiss's enhanced senses, working off her subconscious survival instinct, as long as it has the half second it needs to manifest. The downside is that this can only happen once per fight, and not while Weiss is using the "Ivory visor" power-up."
The mask itself is roughly the size of Weiss's face (for obvious reasons), and is made of a boney material. If it's hit with too much force it can break, crack, or vanish into a puff of black energy, though this does not impact Weiss's ability to use her Power-up at a later date.
It's limitation in terms of where it can manifest is that it needs to manifest out of contact with Weiss's skin.
five seconds after it blocks an attack, it will either break or dematerialize, removing it's shielding effect.
The Mask will block the first thing it feels can seriously threaten Weiss's life, regardless of if she actually wants it to or not.
You didn't note the proficiencies needed or what the maximum distance it can manifest at is. For example, it will need Ranged Materialize if it appears further than 5 feet from Weiss.[/spoiler]
I wasn't sure what the proficiencies needed would be... as far as I know, it's not big enough to need Area shield proficiency, but it's also not really an attack... I guess Physical proficiency would be appropriate?
As for it's maximum distance, as noted in the original post, it needs to manifest in contact with Weiss's skin (though would like to make a slight edit to change that to "body" because now that I've typed the word a second time, the word choice is creeping me out), so it's incapable of appearing any meaningful distance away from her.
Would this work a little better?
Quote:Ivory Guard (300 OM) (requires Physical proficiency)
Weiss's mask has a mind of it's own when it comes to materialization, and at times it will manifest itself as a barrier in the way of an enemy attack, hidden in her clothes or otherwise on her person. This ability can block instinctually for Weiss, stopping minor blows, or reducing the power of stronger attacks by some degree.
The upside is that it can get in the way of anything that enters Weiss's enhanced senses, working off her subconscious survival instinct, as long as it has the half second it needs to manifest. The downside is that this can only happen once per fight, and not while Weiss is using the "Ivory visor" power-up."
The mask itself is roughly the size of Weiss's face (for obvious reasons), and is made of a boney material. If it's hit with too much force it can break, crack, or vanish into a puff of black energy, though this does not impact Weiss's ability to use her Power-up at a later date.
It's manifestation is limited to within direct contact with Weiss's body, so it cannot appear any meaningful distance away from her.
five seconds after it blocks an attack, it will either break or dematerialize, removing it's shielding effect.
The Mask will block the first thing it feels can seriously threaten Weiss's life, regardless of if she actually wants it to or not.
RE: Official Move Approval IV - Dawnika Snow - 05-24-2017
@ Dawnika Snow:
[spoiler]Quote:Fist of the Fallen
Tier Two Super Attack(800)
Requires: Physical Strength, Steel Gauntlets
Imbued with rage for her fallen allies, Erika/Dawn puts all her physical strength into a single massive strike that is strong enough to shatter steel into pieces. The girl winds up a haymaker punch, taking about three seconds to gain some focused power(which can be signified by her arm gaining an aura of red, pulsating light) and charges her enemy, aiming to bludgeon her foe with a single attack of massive power. Once this attack is made, successful or not, it renders the Steel Gauntlet attack useless for about ten seconds while they repair themselves with the Omnilium infused in Erika/Dawn’s glove.
When did the Steel Gauntlet come into this..? What does this attack look like, how long does it take for her to charge it up before unleashing?
Reply: The steel Gauntlets are required for the attack, When used, they break from the massive exertion of force, which they then repair themselves with Omnilium and can't be used for some time. This is pretty much just a fodder thing for me.
Quote:Demonic Lineage
Tier One Power-Up(1000)
1/2/2/0
This power up can be used by both Erika and Dawn. The dramatic scene with the Demon Kage imprinting her soul onto Dawn’s body created a special demon-born illness inside of her. She now is a half demon and draws upon her demonic powers for short time. She, however, cannot use any guns when this form is active. The only differences one can note this with is a change to eye color(red) and hair color(silver)
Does this power-up result in any physical alterations? If not, that's cool, it's still approved.
Quote:Demonic Power
Complex Move(600)
Requires: Ranged Prof., Area Attack, Demonic Lineage
A black beam with a two-foot radius shot of pure energy released from the palm of the girls’ hands. This move is only useable when Demonic Lineage is active. With no charge, this beam only takes a second to release. If she decides to charge it, it can be charged up to three seconds in which the beam's power is amplified by double, but even so the power of the uncharged beam is relatively weak. In either case, she must stand still while charging and releasing this attack. Using the uncharged version isn't very tiring, but the charged version can wear out the half demon if used in succession too offen.
This needs a drawback. Is it a very fatiguing move? Must she aim it? Must she remain stationary while aiming it? Also, it would be a good idea to note that the "no charge" mode of the move is super weak while the three second charge is stronger.[/spoiler]
Changes made in Italics.
RE: Official Move Approval IV - Harlan Higgs - 05-25-2017
Chimerstry: Card Sharp - 600 OM [Requires Ranged Proficiency, Debuff Proficiency]
Harlan draws upon one of the more esoteric weapons from his past, and summons a seemingly normal deck of cards, shuffling them into existence over a period of five seconds. Once they're summoned, he can either keep the deck in his hand, or throw them all into the air.
If he keeps them in his hand, Harlan may draw a card and throw it with deadly speed, the edges acting like razor blades. They can cut, sever, and damage like a thrown knife, although he must manually aim them. It takes about a second for him to draw, aim, and throw a single card. While holding the deck, he may use his free hand for chimerical illusions or other weapons.
If he throws the deck into the air, it separates and forms a whirling tornado of cards extending two feet around his body. They provide no defense, but if an enemy comes into melee range, the constant buffets and nicks of the razor edges will inflict a bleeding effect that persists for a minute, damaging them and lowering their DEF stat. While in this version, Harlan may not use any other weapons or illusions. He must concentrate solely on the cards. Using this mode, he may aim with his hands, and fire the cards like a machine gun. However, this depletes the total number of cards much faster, and will end the illusion prematurely. The card tornado lasts for either a minute, until it has inflicted it's debuff twice, or until Harlan has depleted them by firing them offensively.
It takes a significant amount of Vitae to condense the cards for the first step and fuel the illusion, so Harlan usually cannot use this move more than twice a fight.
RE: Official Move Approval IV - Omni - 05-25-2017
Harlan 900: (semi-auto, auto, shield mode) Needs a ROF on the auto-mode.
It's implied but you should include the total number of cards in a deck as 52, for posterity, unless different.
What's the debuff like on the shield mode? Slight? Moderate? It might help to give an example against a similar-strength opponent, and upper and lower limits if applicable.
RE: Official Move Approval IV - Harlan Higgs - 05-25-2017
(05-25-2017, 08:05 AM)Harlan Higgs Wrote: Chimerstry: Card Sharp - 600 OM [Requires Ranged Proficiency, Debuff Proficiency]
Harlan draws upon one of the more esoteric weapons from his past, and summons a seemingly normal deck of 52 cards, shuffling them into existence over a period of five seconds. Once they're summoned, he throws them all into the air.
When he throws the deck into the air, it separates and forms a whirling tornado of cards extending two feet around his body. They provide no defense, but if an enemy comes into melee range, the constant buffets and nicks of the razor edges will inflict a bleeding effect that persists for a minute, damaging them and lowering their DEF stat moderately. The bleed damage is persistent and scales with the overall DEF of an opponent. An opponent with DEF matching Harlan's ATK would experience several shallow cuts and the tearing of their outerwear, while a lower DEF opponent would suffer deep cuts and the severing of protective clothing. A high DEF opponent would only suffer minimal bleed damage while taking most of the effect on their stat.
While in this version, Harlan may not use any other weapons or illusions. He must concentrate solely on the cards. Using this mode, he may aim with his hands, and fire the cards at the rate and speed of a standard automatic rifle, about 10 seconds of continuous fire or ten short bursts of about five cards each. However, this depletes the total number of cards much faster, and will end the illusion prematurely. The card tornado lasts for either a minute, until it has inflicted it's debuff twice, or until Harlan has depleted them by firing them offensively.
It takes a significant amount of Vitae to condense the cards for the first step and fuel the illusion, so Harlan usually cannot use this move more than twice a fight.
Edited. Added ROF on the automatic mode, removed semi-auto, inserted examples for debuff.
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