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Omni Archive
Official Move Approval III - Printable Version

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Re: Official Move Approval III - Gilgamesh - 12-23-2015

Kingly approval


Re: Official Move Approval III - Tearen Wover - 12-23-2015

Juncture Extension - [Tier 2 Defensive Super Move] (Requires Area Shield Proficiency, Time Manipulation, Advanced Telekinesis)

Nealaphh reaches deep into its reserves of power and forces time within a ten foot sphere around itself to grind to a halt. Any incoming ranged attacks freeze at the edge of this sphere, becoming seemingly immobile, though they are simply moving extraordinarily slow. Melee attackers who encounter the field also freeze in place, but they cannot be attacked since any attack made towards them will also freeze. Nealaphh can maintain this field for ten seconds, during which time it moves itself well out of harm's way, though the sphere of frozen time does not travel with it. It takes Nealaphh one second to raise the field, so certain extremely fast attacks such as bullets may be able to hit Nealaphh before the field is totally up, unless, of course, Nealaphh knew the attack was coming and raised the sphere preemptively.

Once the ten seconds are up, all attacks that were affected by the field proceed normally and simply miss Nealaphh (by quite a margin). To other people caught inside the sphere, it will seem as though Nealaphh simply blinked out of the way. This super move is not selective towards allies, so any Primes fighting alongside Nealaphh will also be affected normally.


Re: Official Move Approval III - King Axorn - 12-23-2015

Dragonsbane: (600) (Physical Strength, Ranged Proficiency, Remote Control Proficiency, Debuff Proficiency)
Dragonsbane is a powerful gunblade created by Axorn with a moderate weight. It can either be used for melee attacks or can have a sharp crystal fired from the tip which, after activated from a long period of concentration (About 5 seconds), will create an explosion of fire, thus setting fire to anything flammable within it's 3cm radius before the crystal disintegrates. The sword can only hold 12 crystals at a time, and has a large recoil, forcing the user to plant their feet before firing if they don't want to fall over.

(Edited: forgot to change it to a 5 second concentration period.)

Controlled Holy Fire (300) (Requires Ranged Proficiency, Telepathy, Remote Control Proficiency, Debuff Proficiency): Axorn breathes out a 3 inch diameter flamethrower-like blast of fire which can be changed to any temperature at which a fire is possible and, if the victim is willing, purify them, clearing all dark thoughts from the person and leave them with a clear conscience. Dark thoughts can still return to the person's mind although they take longer to manifest themselves. Axorn can, at the end of a battle that he has won, use this, if the person is willing, to give them a second chance. This coincidentally, always has an effect on Axorn, keeping his mind clear of dark thoughts and protecting him from corruption. If the fire is not in a "Cool Flame" state, it will set fire to anything flammable, inflicting it with a burn. The flame shoots out of Axorn's mouth at ~12mps and extends until ~50 meters long.

(Edited: Never had to talk about extension during previous iterations of this move, but OK. Potentially making this longer but it's good for now.)

Flame Shield: (600) (Buff Proficiency, Debuff Proficiency, Area Shield Proficiency)
Axorn creates a barrier of flame around himself, formed to his body, that weakens the damage of foes, while also lighting himself on fire, allowing any of his attacks to create a burn on the target. The shield take roughly three seconds of concentration to manifest itself, and can be used on another character by direct contact with Axorn for a few seconds, during which Axorn is willing to grant the shield buff. Doing this will extend the buff to the other player as well. The fire does not hurt the user/buffed character, but will harm their opponent. The buff lasts for about 10 seconds, after which the flames will disperse.

(Edited: Yes it can, and by doing that it probably should require Area Shield Proficiency)


Re: Official Move Approval III - Naruto Uzumaki - 12-23-2015

Trying this again, but this time as a super move since Gil said it would maybe okay as one.

Naruto Uzumaki Barrage - Tier 1 Super Move - Costs 600 (Requires Physical Strength, Ranged, and Remote Control Proficiency)

Naruto summons four clones, one to knock the opponent off their feet (usually with a punch) which the original then uses as a spring board to jump high into the air. The other three proceed to kick the opponent into the air, with the original mid-air drop kicking the foe in the face.

Example:

[youtube]953xnanDNAY[/youtube]


Re: Official Move Approval III - Gilgamesh - 12-24-2015

Nealaphh Wrote:Juncture Extension - [Tier 2 Defensive Super Move] (Requires Area Shield Proficiency, Time Manipulation, Advanced Telekinesis)

Nealaphh reaches deep into its reserves of power and forces time within a ten foot sphere around itself to grind to a halt. Any incoming ranged attacks freeze at the edge of this sphere, becoming seemingly immobile, though they are simply moving extraordinarily slow. Melee attackers who encounter the field also freeze in place, but they cannot be attacked since any attack made towards them will also freeze. Nealaphh can maintain this field for ten seconds, during which time it moves itself well out of harm's way, though the sphere of frozen time does not travel with it. It takes Nealaphh one second to raise the field, so certain extremely fast attacks such as bullets may be able to hit Nealaphh before the field is totally up, unless, of course, Nealaphh knew the attack was coming and raised the sphere preemptively.

Once the ten seconds are up, all attacks that were affected by the field proceed normally and simply miss Nealaphh (by quite a margin). To other people caught inside the sphere, it will seem as though Nealaphh simply blinked out of the way. This super move is not selective towards allies, so any Primes fighting alongside Nealaphh will also be affected normally.

I'm assuming the part where super fast attacks can hit him means that it's a tier 3 and this also applies to melee
then approved.

King Axorn Wrote:Dragonsbane: (600) (Physical Strength, Ranged Proficiency, Remote Control Proficiency, Debuff Proficiency)
Dragonsbane is a powerful gunblade created by Axorn with a moderate weight. It can either be used for melee attacks or can have a sharp crystal fired from the tip which, after activated from a long period of concentration (About 5 seconds), will create an explosion of fire, thus setting fire to anything flammable within it's 3cm radius before the crystal disintegrates. The sword can only hold 12 crystals at a time, and has a large recoil, forcing the user to plant their feet before firing if they don't want to fall over.

(Edited: forgot to change it to a 5 second concentration period.)

Controlled Holy Fire (300) (Requires Ranged Proficiency, Telepathy, Remote Control Proficiency, Debuff Proficiency): Axorn breathes out a 3 inch diameter flamethrower-like blast of fire which can be changed to any temperature at which a fire is possible and, if the victim is willing, purify them, clearing all dark thoughts from the person and leave them with a clear conscience. Dark thoughts can still return to the person's mind although they take longer to manifest themselves. Axorn can, at the end of a battle that he has won, use this, if the person is willing, to give them a second chance. This coincidentally, always has an effect on Axorn, keeping his mind clear of dark thoughts and protecting him from corruption. If the fire is not in a "Cool Flame" state, it will set fire to anything flammable, inflicting it with a burn. The flame shoots out of Axorn's mouth at ~12mps and extends until ~50 meters long.

(Edited: Never had to talk about extension during previous iterations of this move, but OK. Potentially making this longer but it's good for now.)

Flame Shield: (600) (Buff Proficiency, Debuff Proficiency, Area Shield Proficiency)
Axorn creates a barrier of flame around himself, formed to his body, that weakens the damage of foes, while also lighting himself on fire, allowing any of his attacks to create a burn on the target. The shield take roughly three seconds of concentration to manifest itself, and can be used on another character by direct contact with Axorn for a few seconds, during which Axorn is willing to grant the shield buff. Doing this will extend the buff to the other player as well. The fire does not hurt the user/buffed character, but will harm their opponent. The buff lasts for about 10 seconds, after which the flames will disperse.

(Edited: Yes it can, and by doing that it probably should require Area Shield Proficiency)

This is all fine

Naruto Uzumaki Wrote:Trying this again, but this time as a super move since Gil said it would maybe okay as one.

Naruto Uzumaki Barrage - Tier 1 Super Move - Costs 600 (Requires Physical Strength, Ranged, and Remote Control Proficiency)

Naruto summons four clones, one to knock the opponent off their feet (usually with a punch) which the original then uses as a spring board to jump high into the air. The other three proceed to kick the opponent into the air, with the original mid-air drop kicking the foe in the face.

Example:

[youtube]953xnanDNAY[/youtube]

That's fine


Re: Official Move Approval III - Okor - 12-26-2015

Nurgle's Rot Tier two Supermove, requires Area Attack Proficiency, Debuff Proficiency, 800 OM.
Sinking armour-clad fingers into his own malleable flesh, Okor tears at his own being, rending not only his own body, but at the Omnillium that infuses his essence. The safeguards and protections that ward the Omniverse against the pestilences that inhabit his corpse, for the briefest instant, fail. A wave of disease seeps from its host, a dark tide of death spreading to contaminate an area with a diameter of 49 meters, centered on Okor. Those unfortunate enough to be entrapped in this area are exposed to the horrors of The Rot. The symptoms unleashed by this Daemonic bio-weapon are numerous, varied, and entirely random. Apothecaries across the galaxy over the millennia have strived to find a cure, or even treatment, and have failed. While some of the 'minor' afflictions may vary, the end result is always the same: Turning the sufferer into a bloated, walking corpse. In his home universe, this would persist until they either embraced their eternal life, or they ended their torturous existence. In the Omniverse, they are simply subjected to an accelerated variant of The Rot, pustules and lesions blossoming across their skin as every internal organ makes its distress known, causing nausea, bloating, and bleeding from various orifices. While the disease progresses rapidly, they are quickly stalled by the return of Omnillium, 7 seconds after the initial release. The symptoms persist, but those with hardier constitutions can delay its effects, limiting the effects as its progression ends with the reinstatement of Okor's personal quarantine.


Re: Official Move Approval III - Moon - 12-27-2015

Gasterblaster: Requires Ranged Proficiency, Ranged Materialize Proficiency. 300 OM


Dawson summons four Gasterblasters, which basically look like floating goat skulls. Each shoots a single beam, but they don't have to shoot at the same place or time. It takes 3 seconds to summon them, and 3 more to fire. They shoot out a white beam, which is quite powerful, and quick to reach their destination. Though, the summoning and firing time is quite slow, so a bit of strategy is needed to work around that. Added to the low speed is the fact that the eyes flash yellow just before they shoot, making them even more predictable. Each skull can be summoned at different times, or at once. He cannot move very much while excecuting the move. The blasters, once spawned, follow Dawson around while idle (but not firing), and stay for around two minutes. Finally, once firing, the blasters cannot move until the beam ends, then they desummon.

RP Fodder


Dawson learned this move by watching a fighter in his own world, named W. D. Gaster. Unable to use it, however, he forgot it soon enough. The Omniverse granted him enough magic power to summon them.


Re: Official Move Approval III - Gilgamesh - 12-27-2015

Okor Wrote:Nurgle's Rot Tier two Supermove, requires Area Attack Proficiency, Debuff Proficiency, 800 OM.
Sinking armour-clad fingers into his own malleable flesh, Okor tears at his own being, rending not only his own body, but at the Omnillium that infuses his essence. The safeguards and protections that ward the Omniverse against the pestilences that inhabit his corpse, for the briefest instant, fail. A wave of disease seeps from its host, a dark tide of death spreading to contaminate an area with a diameter of 49 meters, centered on Okor. Those unfortunate enough to be entrapped in this area are exposed to the horrors of The Rot. The symptoms unleashed by this Daemonic bio-weapon are numerous, varied, and entirely random. Apothecaries across the galaxy over the millennia have strived to find a cure, or even treatment, and have failed. While some of the 'minor' afflictions may vary, the end result is always the same: Turning the sufferer into a bloated, walking corpse. In his home universe, this would persist until they either embraced their eternal life, or they ended their torturous existence. In the Omniverse, they are simply subjected to an accelerated variant of The Rot, pustules and lesions blossoming across their skin as every internal organ makes its distress known, causing nausea, bloating, and bleeding from various orifices. While the disease progresses rapidly, they are quickly stalled by the return of Omnillium, 7 seconds after the initial release. The symptoms persist, but those with hardier constitutions can delay its effects, limiting the effects as its progression ends with the reinstatement of Odor's personal quarantine.

Just to be clear is this offensive or Utility?

Jupiter Wrote:
Gasterblaster: Requires Ranged Proficiency, Ranged Materialize Proficiency. 300 OM


Dawson summons four Gasterblasters, which basically look like floating goat skulls. Each shoots a single beam, but they don't have to shoot at the same place or time. It takes 3 seconds to summon them, and 3 more to fire. They shoot out a white beam, which is quite powerful, and quick to reach their destination. Though, the summoning and firing time is quite slow, so a bit of strategy is needed to work around that. Added to the low speed is the fact that the eyes flash yellow just before they shoot, making them even more predictable. Each skull can be summoned at different times, or at once. He cannot move very much while excecuting the move. The blasters, once spawned, follow Dawson around while idle (but not firing), and stay for around two minutes. Finally, once firing, the blasters cannot move until the beam ends, then they desummon.

RP Fodder


Dawson learned this move by watching a fighter in his own world, named W. D. Gaster. Unable to use it, however, he forgot it soon enough. The Omniverse granted him enough magic power to summon them.

I'm okay with most of it but it's going to need some downsides considering the following you around for 2 minutes. Also is the 4 the max he can have at once or is there another limit?


Re: Official Move Approval III - Okor - 12-28-2015

Gilgamesh Wrote:
Okor Wrote:Nurgle's Rot Tier two Supermove, requires Area Attack Proficiency, Debuff Proficiency, 800 OM.
Sinking armour-clad fingers into his own malleable flesh, Okor tears at his own being, rending not only his own body, but at the Omnillium that infuses his essence. The safeguards and protections that ward the Omniverse against the pestilences that inhabit his corpse, for the briefest instant, fail. A wave of disease seeps from its host, a dark tide of death spreading to contaminate an area with a diameter of 49 meters, centered on Okor. Those unfortunate enough to be entrapped in this area are exposed to the horrors of The Rot. The symptoms unleashed by this Daemonic bio-weapon are numerous, varied, and entirely random. Apothecaries across the galaxy over the millennia have strived to find a cure, or even treatment, and have failed. While some of the 'minor' afflictions may vary, the end result is always the same: Turning the sufferer into a bloated, walking corpse. In his home universe, this would persist until they either embraced their eternal life, or they ended their torturous existence. In the Omniverse, they are simply subjected to an accelerated variant of The Rot, pustules and lesions blossoming across their skin as every internal organ makes its distress known, causing nausea, bloating, and bleeding from various orifices. While the disease progresses rapidly, they are quickly stalled by the return of Omnillium, 7 seconds after the initial release. The symptoms persist, but those with hardier constitutions can delay its effects, limiting the effects as its progression ends with the reinstatement of Odor's personal quarantine.

Just to be clear is this offensive or Utility?

Given that he is unleashing a semi-magical biological weapon, I would call this offensive.


Re: Official Move Approval III - Asriel Dreemurr - 12-28-2015

Paintinator (300) (Requires Ranged Proficiency)
[spoiler]http://vignette1.wikia.nocookie.net/littlebigplanet/images/2/28/3992430675_41b6818dcc.jpg/revision/latest?cb=20110303030204[/spoiler]

A rapid fire paintball gun that shoots out white paintballs. It is surprisingly effective; Sackboy took down a Metal Gear, a giant robot thing, with it singlehandedly.


Re: Official Move Approval III - Moon - 12-28-2015

Jupiter Wrote:
Gasterblaster: Requires Ranged Proficiency, Ranged Materialize Proficiency. 300 OM


Dawson summons four Gasterblasters, which basically look like floating goat skulls. Each shoots a single beam, but they don't have to shoot at the same place or time. It takes 3 seconds to summon them, and 3 more to fire. They shoot out a white beam, which is quite powerful, and quick to reach their destination. Though, the summoning and firing time is quite slow, so a bit of strategy is needed to work around that. Added to the low speed is the fact that the eyes flash yellow just before they shoot, making them even more predictable. Each skull can be summoned at different times, or at once. He cannot move very much while excecuting the move. The blasters, once spawned, follow Dawson around while idle (but not firing), and stay for around two minutes. Finally, once firing, the blasters cannot move until the beam ends, then they desummon.

RP Fodder


Dawson learned this move by watching a fighter in his own world, named W. D. Gaster. Unable to use it, however, he forgot it soon enough. The Omniverse granted him enough magic power to summon them.

I'm okay with most of it but it's going to need some downsides considering the following you around for 2 minutes. Also is the 4 the max he can have at once or is there another limit?[/quote]

Four is the absolute max. No more, ever. Also, the following aspect just allows Jupiter to put off firing after summoning the blasters, and when they do fire, it just disappears. So is this good enough, or do I still need to change things.


Re: Official Move Approval III - Gilgamesh - 12-30-2015

Jupiter Wrote:
Jupiter Wrote:
Gasterblaster: Requires Ranged Proficiency, Ranged Materialize Proficiency. 300 OM


Dawson summons four Gasterblasters, which basically look like floating goat skulls. Each shoots a single beam, but they don't have to shoot at the same place or time. It takes 3 seconds to summon them, and 3 more to fire. They shoot out a white beam, which is quite powerful, and quick to reach their destination. Though, the summoning and firing time is quite slow, so a bit of strategy is needed to work around that. Added to the low speed is the fact that the eyes flash yellow just before they shoot, making them even more predictable. Each skull can be summoned at different times, or at once. He cannot move very much while excecuting the move. The blasters, once spawned, follow Dawson around while idle (but not firing), and stay for around two minutes. Finally, once firing, the blasters cannot move until the beam ends, then they desummon.

RP Fodder


Dawson learned this move by watching a fighter in his own world, named W. D. Gaster. Unable to use it, however, he forgot it soon enough. The Omniverse granted him enough magic power to summon them.

I'm okay with most of it but it's going to need some downsides considering the following you around for 2 minutes. Also is the 4 the max he can have at once or is there another limit?

Four is the absolute max. No more, ever. Also, the following aspect just allows Jupiter to put off firing after summoning the blasters, and when they do fire, it just disappears. So is this good enough, or do I still need to change things.[/quote]

I see. Even then you're going to need to either bring down the following time or add another downside. 2 minutes is pretty long to have those things follow you around.

Okor Wrote:
Gilgamesh Wrote:
Okor Wrote:Nurgle's Rot Tier two Supermove, requires Area Attack Proficiency, Debuff Proficiency, 800 OM.
Sinking armour-clad fingers into his own malleable flesh, Okor tears at his own being, rending not only his own body, but at the Omnillium that infuses his essence. The safeguards and protections that ward the Omniverse against the pestilences that inhabit his corpse, for the briefest instant, fail. A wave of disease seeps from its host, a dark tide of death spreading to contaminate an area with a diameter of 49 meters, centered on Okor. Those unfortunate enough to be entrapped in this area are exposed to the horrors of The Rot. The symptoms unleashed by this Daemonic bio-weapon are numerous, varied, and entirely random. Apothecaries across the galaxy over the millennia have strived to find a cure, or even treatment, and have failed. While some of the 'minor' afflictions may vary, the end result is always the same: Turning the sufferer into a bloated, walking corpse. In his home universe, this would persist until they either embraced their eternal life, or they ended their torturous existence. In the Omniverse, they are simply subjected to an accelerated variant of The Rot, pustules and lesions blossoming across their skin as every internal organ makes its distress known, causing nausea, bloating, and bleeding from various orifices. While the disease progresses rapidly, they are quickly stalled by the return of Omnillium, 7 seconds after the initial release. The symptoms persist, but those with hardier constitutions can delay its effects, limiting the effects as its progression ends with the reinstatement of Odor's personal quarantine.



Just to be clear is this offensive or Utility?

Given that he is unleashing a semi-magical biological weapon, I would call this offensive.

This is approved. Just know since it's an area that it'll deal less damage than a single-target tier 2 super.

Sackboy Wrote:Paintinator (300) (Requires Ranged Proficiency)
[spoiler]http://vignette1.wikia.nocookie.net/littlebigplanet/images/2/28/3992430675_41b6818dcc.jpg/revision/latest?cb=20110303030204[/spoiler]

A rapid fire paintball gun that shoots out white paintballs. It is surprisingly effective; Sickbay took down a Metal Gear, a giant robot thing, with it singlehandedly.

Could you describe it a bit more? Maybe why it's effective? Is it just normal paintballs? How it looks? How long it takes to reload?


Re: Official Move Approval III - Moon - 12-30-2015

Gilgamesh Wrote:
Jupiter Wrote:
Jupiter Wrote:
Gasterblaster: Requires Ranged Proficiency, Ranged Materialize Proficiency. 300 OM


Dawson summons four Gasterblasters, which basically look like floating goat skulls. Each shoots a single beam, but they don't have to shoot at the same place or time. It takes 3 seconds to summon them, and 3 more to fire. They shoot out a white beam, which is quite powerful, and quick to reach their destination. Though, the summoning and firing time is quite slow, so a bit of strategy is needed to work around that. Added to the low speed is the fact that the eyes flash yellow just before they shoot, making them even more predictable. Each skull can be summoned at different times, or at once. He cannot move very much while excecuting the move. The blasters, once spawned, follow Dawson around while idle (but not firing), and stay for around two minutes. Finally, once firing, the blasters cannot move until the beam ends, then they desummon.

RP Fodder


Dawson learned this move by watching a fighter in his own world, named W. D. Gaster. Unable to use it, however, he forgot it soon enough. The Omniverse granted him enough magic power to summon them.

I'm okay with most of it but it's going to need some downsides considering the following you around for 2 minutes. Also is the 4 the max he can have at once or is there another limit?

Jupiter Wrote:Four is the absolute max. No more, ever. Also, the following aspect just allows Jupiter to put off firing after summoning the blasters, and when they do fire, it just disappears. So is this good enough, or do I still need to change things.

Gilgamesh Wrote:I see. Even then you're going to need to either bring down the following time or add another downside. 2 minutes is pretty long to have those things follow you around.



I can work with that. Does halving it work?


Re: Official Move Approval III - Gilgamesh - 12-30-2015

Yep. Good to go then


Re: Official Move Approval III - Okor - 12-30-2015

Entropic Aegis, Tier Two Defensive Super Move (Requires Area Shield Proficiency, 800 OM)
Digging his withered claws into his deceased palm, Okor extends his arm, remembering how the world should be: How it should wind down to an end, wither away to a cold and empty void after life plays out its last. This belief manifests itself in a ward 7 meters in diameter centered on his left palm. The shield saps the energy and life from whatever touches it: Projectiles slow and rust, bouncing harmlessly off of armour or falling to the ground. Lasers have their heat sapped away by the weight of aeons, able to maintain little more than their light. Blades rust and dull as they pass through, shattering on contact with his armour. Fists rot away into dust, the unfortunate owner of said fist watching their own hand disintegrate as the flesh sloughs off, turning into a necrotic sludge. For obvious reasons, these effects end once the offending appendage or blade is removed from the shield. This shield lasts for 7 seconds, after which it dissipates.


Re: Official Move Approval III - Sans - 12-31-2015

Blue Mode: Tier 1 Super Attack Move (requires Remote Control Proficiency, requires Telekinesis) - 600 OM


Pretty much Sans' trump card when it comes to combat. Blue Mode is a super move that comes into use whenever Sans believes it is needed. When he wants to use it, he raises one of his hands, palm facing his opponent. The target then suddenly turns a dark shade of blue, and is now able to be tossed around like a ragdoll by Sans, and is more or less at the mercy of Sans. This lasts a prime total of 15 seconds, though Sans can end it before the time limit is up, depending on whether or not he is running out of energy.

The way it functions is that, in the split second it usually takes to activate the move, Sans is accessing the opponent's "soul" and change its color, which represents the "souls" function. Here, Blue Mode subjects the "soul" to gravity based on Sans whim alone, allowing him to basically throw his target around in whatever direction he finds fitting using just his outstretched hand, doing substantial damage in the process.

There are downsides to "Blue Mode," however. For starters, it requires a huge amount of energy and concentration from Sans, preventing him from using it often. Secondly, the only way he can damage his opponent in Blue Mode is to toss them around, as the move itself doesn't do any damage. Finally, like all of his moves, he cannot use Blue Mode in conjunction with all of his other moves.


Re: Official Move Approval III - Kakashi Hatake - 01-02-2016

Alternate Form: Strong Fist Taijutsu (2000 OM)
[spoiler][Image: Q15a7YvaaEBmU.gif][/spoiler]
Developed by Might Guy, Konohagakure’s ‘Green Beast’, the Strong Fist style is exactly what one would expect. With a complete lack of talent in any shinobi art, Guy has been forced to focus all of his training on honing his martial art skills, perfecting his own unique style of fighting in the process. Characterized by fast, crushing blows, this style can be seen as an all-out offensive. Having been Might Guy’s rival since they were children, Kakashi has witnessed the style innumerable times and has begun to mimic and utilize some of its more basic maneuvers in battle. For users such as Guy and Rock Lee, this style is strengthened (and its downsides lessened) through constant training and advanced use of the Eight Inner Gates. As Kakashi lacks the extreme conditioning of Guy and Lee, his blows (though stronger than his normal strikes) can be somewhat inaccurate and his defenses remain low.

Stats:
ATK: 4
DEF: 1
SPD: 4
TEC: 1

Alternate Form: Gentle Fist Taijutsu (2000 OM)
[spoiler][Image: tumblr_n4gxva8Sfs1rfg20go1_500.gif][/spoiler]
The trademark fighting style of Konohagakure’s Hyūga clan, Gentle Fist is characterized by its broad stance and wide, sweeping movements. As the name suggests, the style does not seem overtly offensive; most strikes are either palm blows or quick fingertip jabs. To one ignorant of the technique, the blows struck appear to be mere ‘gentle’ strikes to random parts of the body. In truth, those of the Hyūga clan are capable of inflicting severe damage to underlying organ systems (primarily the chakra network) using this style in tandem with their visual prowess. Having witnessed the fighting style many times through his life, Kakashi has managed to grasp the fundamentals of the style’s motions and footwork. As he lacks the Hyūga clan’s famed dojustu, he is incapable of inflicting the crippling blows the style is known for; in fact, taking on this stance effectively neuters his offensive ability due to lack of practice. Instead, he uses the sweeping circular movements and broad stance to bolster his defenses, allowing him to protect vital areas and stall more offense-heavy foes while countermeasures are determined.

Stats:
ATK: 1
DEF: 4
SPD: 1
TEC: 4


Re: Official Move Approval III - Gilgamesh - 01-02-2016

Okor Wrote:Entropic Aegis, Tier Two Defensive Super Move (Requires Area Shield Proficiency, 800 OM)
Digging his withered claws into his deceased palm, Okor extends his arm, remembering how the world should be: How it should wind down to an end, wither away to a cold and empty void after life plays out its last. This belief manifests itself in a ward 7 meters in diameter centered on his left palm. The shield saps the energy and life from whatever touches it: Projectiles slow and rust, bouncing harmlessly off of armour or falling to the ground. Lasers have their heat sapped away by the weight of aeons, able to maintain little more than their light. Blades rust and dull as they pass through, shattering on contact with his armour. Fists rot away into dust, the unfortunate owner of said fist watching their own hand disintegrate as the flesh sloughs off, turning into a necrotic sludge. For obvious reasons, these effects end once the offending appendage or blade is removed from the shield. This shield lasts for 7 seconds, after which it dissipates.

This is fine.

Sans Wrote:Blue Mode: Tier 1 Super Attack Move (requires Remote Control Proficiency, requires Telekinesis) - 600 OM


Pretty much Sans' trump card when it comes to combat. Blue Mode is a super move that comes into use whenever Sans believes it is needed. When he wants to use it, he raises one of his hands, palm facing his opponent. The target then suddenly turns a dark shade of blue, and is now able to be tossed around like a ragdoll by Sans, and is more or less at the mercy of Sans. This lasts a prime total of 15 seconds, though Sans can end it before the time limit is up, depending on whether or not he is running out of energy.

The way it functions is that, in the split second it usually takes to activate the move, Sans is accessing the opponent's "soul" and change its color, which represents the "souls" function. Here, Blue Mode subjects the "soul" to gravity based on Sans whim alone, allowing him to basically throw his target around in whatever direction he finds fitting using just his outstretched hand, doing substantial damage in the process.

There are downsides to "Blue Mode," however. For starters, it requires a huge amount of energy and concentration from Sans, preventing him from using it often. Secondly, the only way he can damage his opponent in Blue Mode is to toss them around, as the move itself doesn't do any damage. Finally, like all of his moves, he cannot use Blue Mode in conjunction with all of his other moves.

This sounds more like a transformation than anything else. I would suggest that it could be worded differently in order to make it sound more super movey. Like maybe Sans throws him on the ground so hard it deals damage or maybe Sans throws him directly into some bones that deal damage rather than the entire throwing ordeal. Also 15 seconds of tossing around sounds much worse than 2 Damage.


Kakashi Hatake Wrote:Alternate Form: Strong Fist Taijutsu (2000 OM)
[spoiler][Image: Q15a7YvaaEBmU.gif][/spoiler]
Developed by Might Guy, Konohagakure’s ‘Green Beast’, the Strong Fist style is exactly what one would expect. With a complete lack of talent in any shinobi art, Guy has been forced to focus all of his training on honing his martial art skills, perfecting his own unique style of fighting in the process. Characterized by fast, crushing blows, this style can be seen as an all-out offensive. Having been Might Guy’s rival since they were children, Kakashi has witnessed the style innumerable times and has begun to mimic and utilize some of its more basic maneuvers in battle. For users such as Guy and Rock Lee, this style is strengthened (and its downsides lessened) through constant training and advanced use of the Eight Inner Gates. As Kakashi lacks the extreme conditioning of Guy and Lee, his blows (though stronger than his normal strikes) can be somewhat inaccurate and his defenses remain low.

Stats:
ATK: 4
DEF: 1
SPD: 4
TEC: 1

Alternate Form: Gentle Fist Taijutsu (2000 OM)
[spoiler][Image: tumblr_n4gxva8Sfs1rfg20go1_500.gif][/spoiler]
The trademark fighting style of Konohagakure’s Hyūga clan, Gentle Fist is characterized by its broad stance and wide, sweeping movements. As the name suggests, the style does not seem overtly offensive; most strikes are either palm blows or quick fingertip jabs. To one ignorant of the technique, the blows struck appear to be mere ‘gentle’ strikes to random parts of the body. In truth, those of the Hyūga clan are capable of inflicting severe damage to underlying organ systems (primarily the chakra network) using this style in tandem with their visual prowess. Having witnessed the fighting style many times through his life, Kakashi has managed to grasp the fundamentals of the style’s motions and footwork. As he lacks the Hyūga clan’s famed dojustu, he is incapable of inflicting the crippling blows the style is known for; in fact, taking on this stance effectively neuters his offensive ability due to lack of practice. Instead, he uses the sweeping circular movements and broad stance to bolster his defenses, allowing him to protect vital areas and stall more offense-heavy foes while countermeasures are determined.

Stats:
ATK: 1
DEF: 4
SPD: 1
TEC: 4

This is good


Re: Official Move Approval III - Sans - 01-02-2016

Gilgamesh Wrote:This sounds more like a transformation than anything else. I would suggest that it could be worded differently in order to make it sound more super movey. Like maybe Sans throws him on the ground so hard it deals damage or maybe Sans throws him directly into some bones that deal damage rather than the entire throwing ordeal. Also 15 seconds of tossing around sounds much worse than 2 Damage.

Blue Mode: Tier 1 Super Attack Move (requires Ranged Proficiency, requires Remote Control Proficiency, requires Telekinesis) - 600 OM


Blue Mode is more or less Sans' trump card to any combat scenario where standard bones and Gaster Blasters don't quite work out. It is easy to discern whether Sans is using it when he has his hand up, palm facing the opponent, before the opponent turns blue. This is usually followed by Sans tossing his hand towards any direction with a surface, usually the ground, and relentlessly smashing whoever is blue into the surface mentioned. Each smash is extremely powerful, with each one letting out a booming CRACK as the person affected is launched into a surface. Sans is able to toss his opponent into surfaces once every half second for around four seconds, but no longer.

The downsides to Blue Mode is that it is very taxing on Sans energy, preventing him from using it often (indicated through remaining SP.) Also, the move itself doesn't do any damage unless Sans is actively smashing the affected enemy into a surface. Finally, Blue Mode can only be used by itself and not with other moves.

Quote:Tried my best to make it sound more like a super move, as well as reducing the amount of time he can use the move from 15 seconds to 4.



Re: Official Move Approval III - Gilgamesh - 01-02-2016

Sans Wrote:
Gilgamesh Wrote:This sounds more like a transformation than anything else. I would suggest that it could be worded differently in order to make it sound more super movey. Like maybe Sans throws him on the ground so hard it deals damage or maybe Sans throws him directly into some bones that deal damage rather than the entire throwing ordeal. Also 15 seconds of tossing around sounds much worse than 2 Damage.

Blue Mode: Tier 1 Super Attack Move (requires Ranged Proficiency, requires Remote Control Proficiency, requires Telekinesis) - 600 OM


Blue Mode is more or less Sans' trump card to any combat scenario where standard bones and Gaster Blasters don't quite work out. It is easy to discern whether Sans is using it when he has his hand up, palm facing the opponent, before the opponent turns blue. This is usually followed by Sans tossing his hand towards any direction with a surface, usually the ground, and relentlessly smashing whoever is blue into the surface mentioned. Each smash is extremely powerful, with each one letting out a booming CRACK as the person affected is launched into a surface. Sans is able to toss his opponent into surfaces once every half second for around four seconds, but no longer.

The downsides to Blue Mode is that it is very taxing on Sans energy, preventing him from using it often (indicated through remaining SP.) Also, the move itself doesn't do any damage unless Sans is actively smashing the affected enemy into a surface. Finally, Blue Mode can only be used by itself and not with other moves.

Quote:Tried my best to make it sound more like a super move, as well as reducing the amount of time he can use the move from 15 seconds to 4.

This is better. Approved