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Official Move Approval IV - Printable Version +- Omni Archive (https://omni.zulenka.com) +-- Forum: Administration Forums (https://omni.zulenka.com/forumdisplay.php?fid=5) +--- Forum: Help Desk (https://omni.zulenka.com/forumdisplay.php?fid=8) +--- Thread: Official Move Approval IV (/showthread.php?tid=4198) |
RE: Official Move Approval IV - Jade Harley - 05-25-2017 @ Weiss: Alright, I think that's good. The mask is approved! @ Dawnika: Ah, didn't know that about the gauntlets, sorry! Fist of the Fallen, Demonic Lineage and Demonic power are approved! RE: Official Move Approval IV - Omni - 05-25-2017 Harlan: I worked it out at ~5 cards per second, it would be better just to put it that way rather than "about 10 seconds of continuous fire or ten short bursts of about five cards each." Also, the whole condensing and re-preparing the deck thing, how long does that take? 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 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 5 cards per second. 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. Changes bolded. RE: Official Move Approval IV - Omni - 05-25-2017 Approved at 600. RE: Official Move Approval IV - Sterling Archer - 05-25-2017 MP 40 Submachine Gun (Ranged Proficiency; 300 OM) [spoiler] [/spoiler]When quantity is more important than quality, Archer makes use of this now outdated German-developed submachine gun. With a fire rate of 500 rounds per minute and an effective range of 100 meters, this weapon is capable of putting out a good amount of damage (each shot about as powerful as a normal pistol round), but typically only in small bursts to conserve ammunition. If he so desires, Archer can dump the contents of the gun’s dual magazines in around 8 seconds, though this leaves him reloading for around 2 seconds per magazine (4 seconds for a full reload). Sterling keeps 4 clips of ammo on his person at any given time and two magazines loaded into the gun. More mags can be summoned in combat, though at 5 seconds summoning time each and a noticeable stamina cost, it can at times be difficult to do so in the heat of combat. This can be fired while moving and with other guns, but this equates to a drastic drop in accuracy. Sawed-Off Double Barrel Shotgun (Ranged Proficiency, 300 OM) [spoiler] [/spoiler]‘Borrowed’ from his valet Woodhouse, this breech loaded, dual triggered shotgun serves as Archer’s go-to weapon when trying to get someone the hell out of his face. The shorter barrel gives this firearm a wider spread than the typical shotty would allow, at the expense of range. Though the pellets can go as far as 40 meters, anything beyond 10 suffers dramatic falloff, making it not an ideal application. At the maximum effective range of 10 meters, the shots have a spread of around 0.5 meters, spraying in a cone from the muzzle to deal heavy damage. Foes closer to the muzzle take more damage as they soak up more pellets, and similarly those farther away take less damage. This shotgun has a two shell capacity with a 2 second reload. Archer carries around a dozen shells on his person and can summon more (4 at a time), though this process takes 10 seconds each time and a decent chunk of stamina. This can be fired one-handed and used with other moves, though the significant kick it offers makes any other gun he’d be using much less accurate. RPG-7 (Tier-1 Offensive Super Move; 600 OM) [spoiler] [/spoiler]When Archer wants to deal the most damage possible in the least amount of time, he has this rocket-propelled grenade launcher as his disposal. After concentrating for 5 seconds and envisioning the carnage he will soon cause, he summons this heavy Russian-designed launcher pre-loaded with a single rocket. He squares his stance and takes aim, letting the payload loose in the direction of whatever or whoever needs to be severely grenaded. The rocket moves at a speed of 115 meters per second and can travel for around 9 seconds in a straight line before exploding of its own accord. The blast zone is quite large, causing heavy damage to anything within a 10x10 feet square and significantly less damage to anything out to 20x20 feet. Afterward the rapid summoning, as well as the sheer force of firing the rocket, leaves Archer visibly shaken and winded, forced to drop the now empty launcher and regroup. RAMPAGE! (Tier-1 Power-Up, 1000 OM) [spoiler][/spoiler] Archer abandons whatever semblance of self-preservation he has, rage and wanton disregard channeled into inflicting as much damage as possible. Archer looks no different than usual while doing this, save much angrier and more erratic. ATK: +2 DEF: +2 SPD: +0 TEC +1 RE: Official Move Approval IV - Larfleeze - 05-25-2017 @Jade Harley I've edited it to remove the second mode. Originally it was just going to be a regular attack with two modes, before I realized it was probably strong enough to be considered a super move, and changed it into one without changing what the move actually does. The second mode is gone now. RE: Official Move Approval IV - Odin - 05-25-2017 Powered-Up Form Tier 1: Wolf Form - 1000 OM Odin grows about a foot and gains 50 pounds of bulk. Silvery grey hair grows out to cover his entire body, and he gains a digitigrade gait. His nose and mouth become more snout-like, and his teeth become sharper and longer. His ears move toward the top of his head become more wolf-like. Odin's hands grow claws, though they can still be used to manipulate objects. Odin's boots disappear but the rest of his outfit grows and adjusts to accommodate his new form. Atk: 4 Def: 3 Spd: 4 Tec: 4 RE: Official Move Approval IV - Alex Mercer - 05-25-2017 The range on the first attack is 30 foot (Technique x10 feet sounded good) after which the water freezes, yielding a loosely packed snowball. The duration on the super move is kinda low for a move that's ONLY purpose is to create time. How would I go about increasing the duration? It's already nonlethal (dealing absolutely no damage, it even allows its captives to heal.) It even shields those inside. RE: Official Move Approval IV - Mark - 05-25-2017 (05-25-2017, 07:20 PM)Odin Wrote: Powered-Up Form Tier 1: Wolf Form - 1000 OM Approved. Bear in mind if you want the claws and fangs to do significant damage you'll need to purchase moves for them. RE: Official Move Approval IV - Jade Harley - 05-26-2017 @Ghidorah: [spoiler] Quote:Rainbow Shield: (requires Area Defense proficiency) - (300 OM) I just realized something-- this can't be a regular move, it has to be a Transformation. You can alter it and make it just a shield move instead, sure, but it can't ACTUALLY alter Mothra's DEF stat. "Q20: Moves that boost my stats, or my allies' stats. How do? A: Moves that increase your own stats are governed by Transformations. You can create a move that increases the stats of an ally, or several people, with the Buff Proficiency. You can give minor boosts with regular moves. By using a Super Move, you can grant +3 stats to one person per turn with 1 SP, or spread those stats between several people. You cannot boost your own stats except with Transformations. " I'll also need you to mention whether it requires concentration (sure, it's implied, but humor me!). Thanks![/spoiler] @Aang: [spoiler] (05-25-2017, 07:42 PM)Aang Wrote: The range on the first attack is 30 foot (Technique x10 feet sounded good) after which the water freezes, yielding a loosely packed snowball. Edit this into your move description and Freezing Water Impact (300 OM) is approved! Quote:The duration on the super move is kinda low for a move that's ONLY purpose is to create time. How would I go about increasing the duration? It's already nonlethal (dealing absolutely no damage, it even allows its captives to heal.) It even shields those inside. Yeah, but, five hours. FivE HOuRS. This is only a T1 Super Move, on top of that... I think I might need to ask Omni, thank you for waiting. [/spoiler] @Gildarts: [spoiler] Quote:Wall 300, (requires ranged and area attack prof) (or 600 because of the charge?) If the charge is variable, it is 600 OM. Must this move be aimed at all? What's the range? Can Gildarts move around while casting this or must he remain stationary? Can it strike multiple targets? Can it be avoided, or is it a "guaranteed hit"? Note that guaranteed hits are a lot weaker. Quote:Black Lightning 300 (ranged proficiency, homing proficiency which I will buy) Must Gildarts remain stationary when casting this move? How long is the charge time? Does it require a lot of concentration or cause Gildarts fatigue(it should, this seriously needs a drawback)? Does it ever diminish, if the target manages to evade it for long enough? If not, does it diminish if Gildarts' focus is broken? Quote:Vortex 600 OM as it has a debuff, (debuff, ranged prof, area attack)* This sounds pretty powerful! I'd try to make it a super. Quote:Atlas 300, (debuff, ranged, homing?) How long do the effects last on an opponent? Must Gildarts remain stationary while it is deployed, as well? Can the move be avoided, or is a "guaranteed hit"? Quote:Heaven’s Wrath T1 supermove 600 (ranged, homing) You would probably need the Area Attack and Ranged Materialize proficiencies, not really Remote Control! Otherwise, it's approved.[/spoiler] RE: Official Move Approval IV - James Knight - 05-26-2017 @Mark: Okay. Made the edits you wanted. Emerald Forest Spear - 300 OM - Physical Strength, Ranged Proficiency. One of the weapons of the Samurai Rangers. This is made by putting the Forest Disc onto the Spin Sword and spinning it. It is a spear that is about a foot and a half long. The spear has an emerald blade. The spear can only be used for melee combat, and cannot be thrown or otherwise used as a ranged weapon. It's got a range of 14 feet from his body. It's mildly draining, akin to a light work out to use this move. This spear doesn't require any of his concentration to use. ![]() Lightning Disc - Lightning Slash - (300 OM, Physical Strength, Debuff, Ranged Proficiency, Area Attack Proficiency.) This move takes seven seconds to prepare because he must switch out the disc on the Spin Sword. Once he has switched to the Lightning Disc he can perform an electrically charged slash that can cause an opponent to spasm for 4 seconds. This will decrease their accuracy and increase the chances of attacks missing him. This has a range of 30 feet from his body in any direction. It does a low level of damage + the electrical shocks to the opponent. It is moderately taxing and requires he not use Symbol Power moves for ten seconds afterward. Requires both hands. This move is just one of the techniques that he can use. However, it can only be used with his Spin Sword. This requires just a little of his concentration to perform. It's moderately draining on his stamina, akin to lifting weights for 5 minutes. This travels in a single direction, straight forward from the sword at the speed of an arrow. The slash is akin to a 12 foot curved wave of lightning in what it looks like. This can be used while moving and requires about 3 seconds of concentration for him to charge up. ![]() SPD Blaster - 300 OM - Ranged Proficiency: The SPD Blaster is a chrome and crimson colored weapon that has the style of a hand gun. It shoots lasers that travel at the speed of an arrow and do pitiful damage when they come in contact with an opponent. It has a range of 55 feet. Due to unlimited ammunition the damage level of the SPD Blaster MK I cannot be increased.
RE: Official Move Approval IV - Jade Harley - 05-26-2017 Hey! @ Everyone with super moves in general: PLEASE SPECIFY whether it is an Attack, Defense or Utility super move. Thank you. @Aang: Okay, Mr. Avatar, the verdict is in. Even just half an hour, not to mention five hours, is extremely over-powered. Cut it down to maybe a minute or two and we'll see about that being acceptable. After all, fights can take place in a matter of seconds! @Chakravatin: If it's variable, why can't you just make it a regular move? Super moves aren't really variable unless you buy a T1, T2 and T3 version of one move. RE: Official Move Approval IV - Mark - 05-26-2017 (05-26-2017, 05:36 PM)Veritas Night Wrote: @Mark: Okay. Made the edits you wanted. Spear and Blaster are both approved. For the Lightning Disc, when you say "12 curved wave of lightning", what are the units you're using? RE: Official Move Approval IV - James Knight - 05-26-2017 @Mark: I'm going to edit the Lightning Disc, but this video shows sorta like what I had in mind. The only difference is that it is a single attack and lightning based instead. RE: Official Move Approval IV - Mark - 05-26-2017 (05-26-2017, 07:29 PM)Veritas Night Wrote: @Mark: I'm going to edit the Lightning Disc, but this video shows sorta like what I had in mind. The only difference is that it is a single attack and lightning based instead. Ah, so do you mean like 12 feet wide? You'll need Area Attack for that, but that's fine. RE: Official Move Approval IV - James Knight - 05-26-2017 Edited the move hopefully enough. RE: Official Move Approval IV - Mark - 05-26-2017 Approved. RE: Official Move Approval IV - Omni - 05-26-2017 For the "Complete Displacement/Crowd Control but can't be damaged" category of Super Utility, I'm gonna say the maximum should be fourty seconds per 1 SP (splittable between multiple opponents), it must be blockable by Super Defenses. RE: Official Move Approval IV - Alex Mercer - 05-26-2017 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 forty seconds, but for each target the time is divided. (20 seconds for two, 13 seconds for three, ten seconds for four, eight seconds for five.) 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 combat altogether. The broad wave is capable of sweeping up multiple targets, but this makes it easily blockable by other Super Defenses. RE: Official Move Approval IV - Omni - 05-26-2017 (05-26-2017, 08:05 PM)Aang Wrote: T1 Super Utility: Ice PrisonApproved with the bolded changes. Regarding Super Moves, 'Move' is the category. You then have to pick Attack, Defense or Utility. This is a Utility. Mods, feel free to forward any Super Utilities to me. They're generally all precedent-setters like this one. |