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Move Approval V - Printable Version +- Omni Archive (https://omni.zulenka.com) +-- Forum: Administration Forums (https://omni.zulenka.com/forumdisplay.php?fid=5) +--- Forum: Update "One Stop" (https://omni.zulenka.com/forumdisplay.php?fid=52) +--- Thread: Move Approval V (/showthread.php?tid=6692) |
RE: Move Approval V - Link - 06-03-2018 Paraglider - 300 OM A simple Paraglider that Link can summon, to help with descending from great heights. Piercing the cloth of the glider disrupts his descent and destroys it. It measures 2x2 foot. RE: Move Approval V - Dane Regan - 06-03-2018 (06-03-2018, 02:59 PM)Link Wrote: Paraglider - 300 OM Approved. RE: Move Approval V - Moon Knight - 06-03-2018 Totem of Khonshu: (Requires Ranged, Buff) Cost 300 In the middle of combat Moon Knight can pull out a small totem of Khonshu and charge it for ten seconds with a prayer to Khonshu before tossing it on the ground near him. With it landing, the ground starts to glow in a bluish hue that spans around 7 yards. Allies inside the area will gain the blessing of Khonshu. Each ally with the blessing can fight with the same ferocity as Moon Knight himself, allowing them to push through the pain and fight like hell, as if they had survival. The area of effect only lasts for a short amount of time, leaving the effects to last only for forty seconds. If any ally given deathblows after the blessing is worn off they will enter a state of unconsciousness until after the fight or finally killed. This move can only be used once during a fight. RE: Move Approval V - Dane Regan - 06-03-2018 (06-03-2018, 03:37 PM)Moon Knight Wrote: Totem of Khonshu: (Requires Area of Effect, Buff) Cost 300 2 minutes is a bit long for a duration. If you want it to last that long, you'll need more drawbacks (like a charge time). Otherwise, I'd only let you have it last about 30 to 40 seconds or so at most. This just needs Ranged Proficiency and Buff Proficiency, there is no "Area of Effect" proficiency (but Area Defense and Area Attack are required to make area shielding/healing moves and area offensive moves. Also, at first you say it lets allies push through pain, yet later you imply it also lets them ignore injuries. Which is it? I'd clarify that a bit better. Lastly, how far can he throw the totem? RE: Move Approval V - Demetri Malius - 06-03-2018 Need to know what this move would cost as well as its approvability Shadow Tendrils(???; Requires Ranged, Ranged Materialize, Remote Control, Debuff, Area Attack, Area Shield, Master Acrobat) Demetri's most used form of magic, a set of ten enchanted rings which each allows him to control a shadow tendril. These tendrils can combine to make more advanced and powerful moves. When tendrils are destroyed, they take five seconds to regenerate and be used again, each one adding the time consecutively. This means that if five tendrils are destroyed, it takes twenty-five seconds for Demetri to fully recover them, which one being regenerated every five of those seconds. Active tendrils can be dispelled with three seconds of concentration, though Demetri does not have to stand still. If they are fully beyond 10 meters of Demetri, they automatically are dispelled. This effect is only compounded by the number of separate entities that Demetri has summoned. For example, to dispell ten active default tendrils, it takes thirty seconds, but to dispel two traps that each take three, it takes six seconds. Demetri can choose to dispel one or more entities at once in this way. Tendrils and their entities can be remotely summoned but require Demetri to be standing still and have more concentration than usual, as well as awareness of the area. He cannot summon them to places he cannot see or sense. The default form of these tendrils is a stretchy substance as thick as a wrist that has tar-like appendages that stick to whatever they touch, causing strain between the two points and can be summoned near instantaneously. They are very elastic, can be directed in a straight line to a point at up to 60mph but hardly reaches even half that speed if being maneuvered, and at full strength have the durability of quarter-inch wire rope. Demetri uses finger motions to control these tendrils and can use this move to attach to foes and objects up to ten meters away, including high points of interest for aiding both horizontal and vertical movement. However, past five meters their durability decreases, as would a rubber band when stretched too far. This means that grabbing something at his maximum reach would cause the most pull, but a single weak attack would destroy it instantly. Meanwhile, a good second or two of decent damage would be needed in order to destroy the tendril when in its comfortable range. Demetri is able to control all ten of his tendrils like this at once, but each active one compounds the mental strain and focuses he must use in order to fully control them. Using all of them like this will quickly exhaust him, but using one or two at a time can be kept up almost indefinitely. Once the appendage has successfully hit its target, the affected area will spread a few inches in diameter to solidify its hold over a few seconds. If Demetri has a tendril to spare, he can use it to attach two objects to each other and separate it from himself. Remote summoning these does no greatly increase stamina cost. Using at least two tendrils, Demetri can make a more offensive weapon, hardening the tips of the tendril to a single point. One second is needed per tendril fused, requiring at least two seconds to begin using this move. This counts to a maximum of five per hand and greatly increases the damage of the tendrils as well as the stamina drain. Even with just using two, Demetri must concentrate more than usual, as it requires more precise movements. The focused point goes from as thick as a wrist to a nail point on the last ten centimeters of the hardened tendrils and can maneuver only up to five meters from Demetri. Demetri can add more tendrils to power the move even after the initial summoning, but it requires twice as much time to add each tendril. The base two tendrils needed for this move have the tenacity of quarter-inch wire rope, but their strength gradually doubles once all five are combined. Remote summoning these require immense concentration and stamina. Demetri scrunches his fingers together to control this move, each finger representing the tendril that is able to be added to the move. A trap can also be fashioned by charging three shadow tendrils for three seconds. This costs some initial stamina but has no upkeep cost besides the allocated tendrils. The area affected can be any shape but can only take up 15 square meters, causing it to become shadowed. Cautious and clever opponents may be able to spot the difference, but often times it can be missed it in the heat of the moment. The first enemy to cross this area activates the trap, causing the shadow to snap to its target, snagging whatever limb or limbs that came in contact. Over the next three seconds, the tar-like substance spreads across most of the body, heavily restricting movement. Once this is done, the substance hardens, making it harder to break out of, but weaker to damage from outside forces. Demetri will splay out three fingers over towards the area he wishes to create the trap. Remote summoning this does not greatly increase stamina cost. A shield can be quickly fashioned in emergency situations if Demetri feels the need to block a devastating attack. To do so, Demetri must completely stop in place and cross his arms, using four tendrils on one hand to summon a gelatin-like barrier in front of him in a half second. This shield is one meter wide by two meters tall with a completely black opacity and can block a large amount of damage. They are stationary and cannot be moved until dispelled. The stamina needed to create this is enough to make Demetri catch his breath for a moment but costs nothing to maintain. Demetri can fashion all five of his tendrils on hand for very brute force application. It takes three seconds to fully summon a pillar-like form of his shadow magic, in which Demetri opens his hand before making a completely clenched fist. These meter wide monstrosities take great effort and focus to maintain, and Demetri cannot use his full speed when using at least one shadow pillar. They are very sturdy and can only go in one direction. Once used, Demetri must open his hand again to take another swing, clenching his fist once more. The pillar will disappear, but not be dispelled, and be summoned once again for use. After its initial summoning, only a second is needed in between swings. This is greatly tiring, and Demetri can only take about ten good swings with this before he is completely out of breath. Alternatively, he can only hold the pressure of one of these for about thirty seconds at a time. (Note: this is still the same thing except he is pinning them down) RE: Move Approval V - Dane Regan - 06-03-2018 (06-03-2018, 05:52 PM)Demetri Malius Wrote: Need to know what this move would cost as well as its approvability I'll reread this tomorrow or the day after at some point to double check everything. But, at a glance, this would cost 2400 OM (I think): 300 - Basic tendrils (extension of your ranged control, allowing you to manipulate objects at range, general utility, etc. - unless you didn't want to be able to do that with them) 300 - Variable number of tendrils >How fast do the basic tendrils move? (If tendrils always move about the same speed unless specified otherwise, it might be best to say that at the top) 300 - Stick (and pull) two things together (or one thing to you) 300 - Fusing tendrils 300 - Fusing a variable number of tendrils >How fast do the fused tendril weapons move? 300 - Trap >Needs a rough estimate for how long it would take them to escape (if they don't have outside help, or powers/moves that could help them). Could be based on your ATK + TEC (or just ATK) vs their ATK + TEC (or just ATK). You could use other stats, as long as you make it seem reasonable (but if they have to force their way out, it's probably their ATK against yours). Obviously, someone who is trapped and doesn't have physical attack would be disadvantaged in their escape. Have it be a gradient. Like X seconds normally. Down to a minimum of X/2 seconds if their <stat> is double your <stat>. Up to a maximum of 2X seconds if their <stat> is half your <stat>. 300 - Shield 300 - Pillar >Can you clarify on the length of these? 10 metres? >How long does it take to summon them again? "Alternatively, he can only hold the pressure of one of these for about thirty seconds at a time. (Note: this is still the same thing except he is pinning them down)" >What did you mean by this? I can't see why this needs master acrobat. Maybe burst movement to pull yourself to others quickly (but I'd allow the move without the power), but that's it. (Sorry if I missed some things or asked about stuff you already have there, it's a big move) RE: Move Approval V - Demetri Malius - 06-03-2018 (06-03-2018, 06:33 PM)Dane Regan Wrote: I'll reread this tomorrow or the day after at some point to double check everything. But, at a glance, this would cost 2400 OM (I think): All chill, I know its a big move, hence why it was in the workshop for a short bit, but I figure this is a bit more than the average person can handle. Yeah 2400 seems to be about right, was my first guess but I wanted a second pair of eyes on it. As for master acrobat, it's for being able to use the tendrils to whip around. I offhandedly mention it in the default state but it was something I remember needed for the way my current move with my chains worked. For the parenthesis that you pointed out, its that he can pin someone down with them. Like stabbing someone and pinning them to the wall. Similarly to how you would stab someone the same way that you would pin them that the comparison I'm making with the pillars. Any other clarifications added or were already there are underlined below. Shadow Tendrils(2400; Requires Ranged, Ranged Materialize, Remote Control, Debuff, Area Attack, Area Shield, Master Acrobat) [spoiler]Demetri's most used form of magic, a set of ten enchanted rings which each allows him to control a shadow tendril. These tendrils can combine to make more advanced and powerful moves. When tendrils are destroyed, they take five seconds to regenerate and be used again, each one adding the time consecutively. This means that if five tendrils are destroyed, it takes twenty-five seconds for Demetri to fully recover them, which one being regenerated every five of those seconds. Active tendrils can be dispelled with three seconds of concentration, though Demetri does not have to stand still. If they are fully beyond 10 meters of Demetri, they automatically are dispelled. This effect is only compounded by the number of separate entities that Demetri has summoned. For example, to dispell ten active default tendrils, it takes thirty seconds, but to dispel two traps that each take three, it takes six seconds. Demetri can choose to dispel one or more entities at once in this way. Tendrils and their entities can be remotely summoned but require Demetri to be standing still and have more concentration than usual, as well as awareness of the area. He cannot summon them to places he cannot see or sense. The default form of these tendrils is a stretchy substance as thick as a wrist that has tar-like appendages that stick to whatever they touch, causing strain between the two points and can be summoned near instantaneously. They are very elastic, can be directed in a straight line to a point at up to 60mph but hardly reaches even half that speed if being maneuvered, and at full strength have the durability of quarter-inch wire rope. Demetri uses finger motions to control these tendrils and can use this move to attach to foes and objects up to ten meters away, including high points of interest for aiding both horizontal and vertical movement. However, past five meters their durability decreases, as would a rubber band when stretched too far. This means that grabbing something at his maximum reach would cause the most pull, but a single weak attack would destroy it instantly. Meanwhile, a good second or two of decent damage would be needed in order to destroy the tendril when in its comfortable range. Demetri is able to control all ten of his tendrils like this at once, but each active one compounds the mental strain and focuses he must use in order to fully control them. Using all of them like this will quickly exhaust him, but using one or two at a time can be kept up almost indefinitely. Once the appendage has successfully hit its target, the affected area will spread a few inches in diameter to solidify its hold over a few seconds. If Demetri has a tendril to spare, he can use it to attach two objects to each other and separate it from himself. Remote summoning these does no greatly increase stamina cost. Using at least two tendrils, Demetri can make a more offensive weapon, hardening the tips of the tendril to a single point. One second is needed per tendril fused, requiring at least two seconds to begin using this move. This counts to a maximum of five per hand and greatly increases the damage of the tendrils as well as the stamina drain. This form of the tendrils is half as fast as its default form. Even with just using two, Demetri must concentrate more than usual, as it requires more precise movements. The focused point goes from as thick as a wrist to a nail point on the last ten centimeters of the hardened tendrils and can maneuver only up to five meters from Demetri. Demetri can add more tendrils to power the move even after the initial summoning, but it requires twice as much time to add each tendril. The base two tendrils needed for this move have the tenacity of quarter-inch wire rope, but their strength gradually doubles once all five are combined. Remote summoning these require immense concentration and stamina. Demetri scrunches his fingers together to control this move, each finger representing the tendril that is able to be added to the move. A trap can also be fashioned by charging three shadow tendrils for three seconds. This costs some initial stamina but has no upkeep cost besides the allocated tendrils. The area affected can be any shape but can only take up 15 square meters, causing it to become shadowed. Cautious and clever opponents may be able to spot the difference, but often times it can be missed it in the heat of the moment. The first enemy to cross this area activates the trap, causing the shadow to snap to its target, snagging whatever limb or limbs that came in contact. Over the next three seconds, the tar-like substance spreads across most of the body, heavily restricting movement. Once this is done, the substance hardens, making it harder to break out of, but weaker to damage from outside forces. Those with physical strength and higher attack can usually break out within one or two seconds, but weaker primes and secondaries that don't have either will have to take about eight seconds to fully break the mold on their own. Most fall in-between these two. A few medium attacks from an outside force will easily break the mold. Demetri will spread out three fingers over towards the area he wishes to create the trap. Remote summoning this does not greatly increase stamina cost. A shield can be quickly fashioned in emergency situations if Demetri feels the need to block a devastating attack. To do so, Demetri must completely stop in place and cross his arms, using four tendrils on one hand to summon a gelatin-like barrier in front of him in a half second. This shield is one meter wide by two meters tall with a completely black opacity and can block a large amount of damage. They are stationary and cannot be moved until dispelled. The stamina needed to create this is enough to make Demetri catch his breath for a moment but costs nothing to maintain. Demetri can fashion all five of his tendrils on hand for very brute force application. It takes three seconds to fully summon a pillar-like form of his shadow magic, in which Demetri opens his hand before making a completely clenched fist. These meter wide monstrosities take great effort and focus to maintain, and Demetri cannot use his full speed when using at least one shadow pillar. They are summoned from one location and sprout out from there to a maximum of five meters.Once used, Demetri must open his hand again to take another swing, clenching his fist once more. The pillar will disappear, but not be dispelled, and be summoned once again for use. After its initial summoning, only a second is needed in between swings. This is greatly tiring, and Demetri can only take about ten good swings with this before he is completely out of breath. Alternatively, he can hold down one and pin his opponent for a maximum of thirty seconds with one pillar. [/spoiler] RE: Move Approval V - Demetri Malius - 06-03-2018 (06-03-2018, 06:33 PM)Dane Regan Wrote: I'll reread this tomorrow or the day after at some point to double check everything. But, at a glance, this would cost 2400 OM (I think): All chill, I know its a big move, hence why it was in the workshop for a short bit, but I figure this is a bit more than the average person can handle. Yeah 2400 seems to be about right, was my first guess but I wanted a second pair of eyes on it. As for master acrobat, it's for being able to use the tendrils to whip around. I offhandedly mention it in the default state but it was something I remember needed for the way my current move with my chains worked. For the parenthesis that you pointed out, its that he can pin someone down with them. Like stabbing someone and pinning them to the wall. Similarly to how you would stab someone the same way that you would pin them that the comparison I'm making with the pillars. Any other clarifications added or were already there are underlined below. Shadow Tendrils(2400; Requires Ranged, Ranged Materialize, Remote Control, Debuff, Area Attack, Area Shield, Master Acrobat) [spoiler]Demetri's most used form of magic, a set of ten enchanted rings which each allows him to control a shadow tendril. These tendrils can combine to make more advanced and powerful moves. When tendrils are destroyed, they take five seconds to regenerate and be used again, each one adding the time consecutively. This means that if five tendrils are destroyed, it takes twenty-five seconds for Demetri to fully recover them, which one being regenerated every five of those seconds. Active tendrils can be dispelled with three seconds of concentration, though Demetri does not have to stand still. If they are fully beyond 10 meters of Demetri, they automatically are dispelled. This effect is only compounded by the number of separate entities that Demetri has summoned. For example, to dispell ten active default tendrils, it takes thirty seconds, but to dispel two traps that each take three, it takes six seconds. Demetri can choose to dispel one or more entities at once in this way. Tendrils and their entities can be remotely summoned but require Demetri to be standing still and have more concentration than usual, as well as awareness of the area. He cannot summon them to places he cannot see or sense. The default form of these tendrils is a stretchy substance as thick as a wrist that has tar-like appendages that stick to whatever they touch, causing strain between the two points and can be summoned near instantaneously. They are very elastic, can be directed in a straight line to a point at up to 60mph but hardly reaches even half that speed if being maneuvered, and at full strength have the durability of quarter-inch wire rope. Demetri uses finger motions to control these tendrils and can use this move to attach to foes and objects up to ten meters away, including high points of interest for aiding both horizontal and vertical movement. However, past five meters their durability decreases, as would a rubber band when stretched too far. This means that grabbing something at his maximum reach would cause the most pull, but a single weak attack would destroy it instantly. Meanwhile, a good second or two of decent damage would be needed in order to destroy the tendril when in its comfortable range. Demetri is able to control all ten of his tendrils like this at once, but each active one compounds the mental strain and focuses he must use in order to fully control them. Using all of them like this will quickly exhaust him, but using one or two at a time can be kept up almost indefinitely. Once the appendage has successfully hit its target, the affected area will spread a few inches in diameter to solidify its hold over a few seconds. If Demetri has a tendril to spare, he can use it to attach two objects to each other and separate it from himself. Remote summoning these does no greatly increase stamina cost. Using at least two tendrils, Demetri can make a more offensive weapon, hardening the tips of the tendril to a single point. One second is needed per tendril fused, requiring at least two seconds to begin using this move. This counts to a maximum of five per hand and greatly increases the damage of the tendrils as well as the stamina drain. This form of the tendrils is half as fast as its default form. Even with just using two, Demetri must concentrate more than usual, as it requires more precise movements. The focused point goes from as thick as a wrist to a nail point on the last ten centimeters of the hardened tendrils and can maneuver only up to five meters from Demetri. Demetri can add more tendrils to power the move even after the initial summoning, but it requires twice as much time to add each tendril. The base two tendrils needed for this move have the tenacity of quarter-inch wire rope, but their strength gradually doubles once all five are combined. Remote summoning these require immense concentration and stamina. Demetri scrunches his fingers together to control this move, each finger representing the tendril that is able to be added to the move. A trap can also be fashioned by charging three shadow tendrils for three seconds. This costs some initial stamina but has no upkeep cost besides the allocated tendrils. The area affected can be any shape but can only take up 15 square meters, causing it to become shadowed. Cautious and clever opponents may be able to spot the difference, but often times it can be missed it in the heat of the moment. The first enemy to cross this area activates the trap, causing the shadow to snap to its target, snagging whatever limb or limbs that came in contact. Over the next three seconds, the tar-like substance spreads across most of the body, heavily restricting movement. Once this is done, the substance hardens, making it harder to break out of, but weaker to damage from outside forces. Those with physical strength and higher attack can usually break out within one or two seconds, but weaker primes and secondaries that don't have either will have to take about eight seconds to fully break the mold on their own. Most fall in-between these two. A few medium attacks from an outside force will easily break the mold. Demetri will spread out three fingers over towards the area he wishes to create the trap. Remote summoning this does not greatly increase stamina cost. A shield can be quickly fashioned in emergency situations if Demetri feels the need to block a devastating attack. To do so, Demetri must completely stop in place and cross his arms, using four tendrils on one hand to summon a gelatin-like barrier in front of him in a half second. This shield is one meter wide by two meters tall with a completely black opacity and can block a large amount of damage. They are stationary and cannot be moved until dispelled. The stamina needed to create this is enough to make Demetri catch his breath for a moment but costs nothing to maintain. Demetri can fashion all five of his tendrils on hand for very brute force application. It takes three seconds to fully summon a pillar-like form of his shadow magic, in which Demetri opens his hand before making a completely clenched fist. These meter wide monstrosities take great effort and focus to maintain, and Demetri cannot use his full speed when using at least one shadow pillar. They are summoned from one location and sprout out from there to a maximum of five meters.Once used, Demetri must open his hand again to take another swing, clenching his fist once more. The pillar will disappear, but not be dispelled, and be summoned once again for use. After its initial summoning, only a second is needed in between swings. This is greatly tiring, and Demetri can only take about ten good swings with this before he is completely out of breath. Alternatively, he can hold down one and pin his opponent for a maximum of thirty seconds with one pillar. [/spoiler] RE: Move Approval V - Dane Regan - 06-03-2018 @Demetri: Ah, I get how the pillars work now.. Based on the size of some of your applications, you might want to increase the range of your tendrils up to 15m. I'd still consider this balanced with the range boost. >I can't see this mentioned anywhere, but can Demetri reclaim the tendrils after using them for other things (like the pillar of fusing them). Obviously when broken as a result of the trap, he can't. But for the other functions it's unclear. For the pillars: >How quickly do they "sprout up". (I.e. how long does it take them to reach their full height) >You should probably add how he uses the pillars, I assume it's pushing them out of walls or the floor to hit people really hard with them and knock them about. >It'll cost another 300 OM to have a pillar stay out for longer to pin someone. (Since normally he has to unsummon them right after using them, so it is a different application) >Keeping someone pinned for 30 seconds is quite some time. If you had to maintain constant concentration on pinning them (so can't attack or do much else at the same time), I guess that could be fine - assuming the pillar doesn't deliver constant crushing damage (but you could get away with some if it's tiring or for a shorter duration). RE: Move Approval V - Jack Darby - 06-03-2018 Unstable Emerald Construct Fist (300, Physical Strength): An energy fist that is about the size of a cement block that Jack can create. By means of the ring he wears he is capable of using the fist in close range combat. The Fist will be used by him to deliver an upper cut to an opponent. This takes him 5 seconds to charge up. Once he has charged, and used this move however, Jack is unable to use the Oan Power ring for 25 seconds, forcing him to rely on other moves. This is very taxing on his stamina because he gives the fist the durability, and strength of a block of iron. In addition the Unstable Energy Construct Fist must be used within 10 seconds of the initial charge, or he will risk breaking the Oan Power Ring - forcing him to spend time repairing the ring in combat, time that he would not have. RE: Move Approval V - Demetri Malius - 06-03-2018 (06-03-2018, 08:21 PM)Dane Regan Wrote: @Demetri: Ah, I get how the pillars work now.. Based on the size of some of your applications, you might want to increase the range of your tendrils up to 15m. I'd still consider this balanced with the range boost. The reclaimation is in the first paragraph already, now underlined. For the pillar, I underlined the part below, but the pillars stay until he goes for another swing or dispels it, would it not count as a hand-waived utility? To show I just added different wording to better specify what I mean. I also added the part with no constant damage and such, it was my intent but I forgot to directly mention it Shadow Tendrils(2400; Requires Ranged, Ranged Materialize, Remote Control, Debuff, Area Attack, Area Shield, Master Acrobat) [spoiler]Demetri's most used form of magic, a set of ten enchanted rings which each allows him to control a shadow tendril. These tendrils can combine to make more advanced and powerful moves. When tendrils are destroyed, they take five seconds to regenerate and be used again, each one adding the time consecutively. This means that if five tendrils are destroyed, it takes twenty-five seconds for Demetri to fully recover them, which one being regenerated every five of those seconds. Active tendrils can be dispelled with three seconds of concentration, though Demetri does not have to stand still. If they are fully beyond 10 meters of Demetri, they automatically are dispelled. This effect is only compounded by the number of separate entities that Demetri has summoned. For example, to dispell ten active default tendrils, it takes thirty seconds, but to dispel two traps that each take three, it takes six seconds. Demetri can choose to dispel one or more entities at once in this way. Tendrils and their entities can be remotely summoned but require Demetri to be standing still and have more concentration than usual, as well as awareness of the area. He cannot summon them to places he cannot see or sense. The default form of these tendrils is a stretchy substance as thick as a wrist that has tar-like appendages that stick to whatever they touch, causing strain between the two points and can be summoned near instantaneously. They are very elastic, can be directed in a straight line to a point at up to 60mph but hardly reaches even half that speed if being maneuvered, and at full strength have the durability of quarter-inch wire rope. Demetri uses finger motions to control these tendrils and can use this move to attach to foes and objects up to ten meters away, including high points of interest for aiding both horizontal and vertical movement. However, past five meters their durability decreases, as would a rubber band when stretched too far. This means that grabbing something at his maximum reach would cause the most pull, but a single weak attack would destroy it instantly. Meanwhile, a good second or two of decent damage would be needed in order to destroy the tendril when in its comfortable range. Demetri is able to control all ten of his tendrils like this at once, but each active one compounds the mental strain and focuses he must use in order to fully control them. Using all of them like this will quickly exhaust him, but using one or two at a time can be kept up almost indefinitely. Once the appendage has successfully hit its target, the affected area will spread a few inches in diameter to solidify its hold over a few seconds. If Demetri has a tendril to spare, he can use it to attach two objects to each other and separate it from himself. Remote summoning these does no greatly increase stamina cost. Using at least two tendrils, Demetri can make a more offensive weapon, hardening the tips of the tendril to a single point. One second is needed per tendril fused, requiring at least two seconds to begin using this move. This counts to a maximum of five per hand and greatly increases the damage of the tendrils as well as the stamina drain. This form of the tendrils is half as fast as its default form. Even with just using two, Demetri must concentrate more than usual, as it requires more precise movements. The focused point goes from as thick as a wrist to a nail point on the last ten centimeters of the hardened tendrils and can maneuver only up to five meters from Demetri. Demetri can add more tendrils to power the move even after the initial summoning, but it requires twice as much time to add each tendril. The base two tendrils needed for this move have the tenacity of quarter-inch wire rope, but their strength gradually doubles once all five are combined. Remote summoning these require immense concentration and stamina. Demetri scrunches his fingers together to control this move, each finger representing the tendril that is able to be added to the move. A trap can also be fashioned by charging three shadow tendrils for three seconds. This costs some initial stamina but has no upkeep cost besides the allocated tendrils. The area affected can be any shape but can only take up 15 square meters, causing it to become shadowed. Cautious and clever opponents may be able to spot the difference, but often times it can be missed it in the heat of the moment. The first enemy to cross this area activates the trap, causing the shadow to snap to its target, snagging whatever limb or limbs that came in contact. Over the next three seconds, the tar-like substance spreads across most of the body, heavily restricting movement. Once this is done, the substance hardens, making it harder to break out of, but weaker to damage from outside forces. Those with physical strength and higher attack can usually break out within one or two seconds, but weaker primes and secondaries that don't have either will have to take about eight seconds to fully break the mold on their own. Most fall in-between these two. A few medium attacks from an outside force will easily break the mold. Demetri will spread out three fingers over towards the area he wishes to create the trap. Remote summoning this does not greatly increase stamina cost. A shield can be quickly fashioned in emergency situations if Demetri feels the need to block a devastating attack. To do so, Demetri must completely stop in place and cross his arms, using four tendrils on one hand to summon a gelatin-like barrier in front of him in a half second. This shield is one meter wide by two meters tall with a completely black opacity and can block a large amount of damage. They are stationary and cannot be moved until dispelled. The stamina needed to create this is enough to make Demetri catch his breath for a moment but costs nothing to maintain. Demetri can fashion all five of his tendrils on hand for very brute force application. It takes three seconds to fully summon a pillar-like form of his shadow magic, in which Demetri opens his hand before making a completely clenched fist. These meter wide monstrosities take great effort and focus to maintain, and Demetri cannot use his full speed when using at least one shadow pillar. They are summoned from one location and sprout out from there to a maximum of 15 meters at about 30mph. Once used, they stay where they were summoned and pin down their victim. When pinned, the victim does not take any extra crushing damage, but is stuck in a standstill while Demetri can no longer move, attack, or defend himself while he has somebody pinned. To take another swing, Demetri must fully open his hand before making a fist and make another motion for the pillar to follow. The pillar will disappear, but not be dispelled, and be summoned once again for use. After its initial summoning, only a second is needed in between swings. This is greatly tiring, and Demetri can only take about ten good swings with this before he is completely out of breath. Alternatively, the maximum he can hold down a pillar is thirty seconds. [/spoiler] RE: Move Approval V - Dane Regan - 06-03-2018 @Demetri: Man, I'm asking a lot of dumb questions today. :frog: Anyway, when I said 15m I was referring to upgrading the distance they can go before being dispelled, not the pillar size. (A 15m pillar is highly disproportionate, imo). For the pillars, before it looked like it would have been 600 in total for them (300 for slamming people about, 300 for holding them for extended periods of time). Now though, since all they can do is pin people, it is 300. That said, I do still think 30 seconds is too long. I'd suggest 10 seconds. Since there's nothing stopping you pinning them straight afterwards, and with a 10 second pin the fatigue would make up for that better. I'm also okay with you being able to dodge about while someone is pinned, if you want. Since you're limited to staying within a certain distance of them (otherwise they get free) - just as long as you can't attack while they're trapped. RE: Move Approval V - Dane Regan - 06-03-2018 (06-03-2018, 08:34 PM)Jack Darby Wrote: Unstable Emerald Construct Fist (300, Physical Strength): >Add in a more specific size, cement blocks can vary a lot. >Where does the fist appear? Over his own fist? >Can he move or do anything else while charging? RE: Move Approval V - Demetri Malius - 06-03-2018 Alright so, I'm gonna need you to clarify what you are asking as far as the range? I think what you are asking seems to already be there are you are misunderstanding what I am doing. If you are talking about the range of how far away he can summon them, I added it in. I bolded the relevant areas. Also, the whole pinned thing is getting far too jumbled to be clear so I'm rewording that as well in the underlined area. **EDIT: TO ADD THE NOT ABLE TO ATTACK WHILE PINNED Demetri can fashion all five of his tendrils on hand for very brute force application. It takes three seconds to fully summon a pillar-like form of his shadow magic, in which Demetri opens his hand before making a completely clenched fist. These meter wide monstrosities take great effort and focus to maintain, and Demetri cannot use his full speed when using at least one shadow pillar. They are summoned from one location within 15 meters and sprout out from there to a maximum of 5 meters at about 30mph. These pillars are quite heavy and can push even those with stronger defenses. Once a pillar hits a target, it can pin it to the wall it there is anything behind it, otherwise, it simply pushes or knocks back its victim. Demetri can focus his concentration and hold his target in place for up to five seconds before being too tired to hold it any longer. If Demetri chooses not to pin his opponent he can take two seconds to cause the pillar to dissipate and be summoned again, up to ten times before complete exhaustion. He attacks by clenching his fists and swinging in the same motion that the pillars will form and attack from, and opens his hand to dissipate them before clenching them for another attack.While pinning opponents, Demetri must remain stationary and is unable to attack, RE: Move Approval V - Dane Regan - 06-04-2018 @Demetri: I guess I wasn't being clear, sorry. What I was trying to say was that you could upgrade the maximum range/length of your tendrils (mentioned in the first paragraph) from 10m to 15m if you wanted. Anyway, the pillar bit looks fine. Just put everything all together and throw back in the maximum time for keeping someone pinned (which seems to have been lost in edits), then I think it'll mostly be good for approval. (And, as I noted earlier, you can change the 10m in the first paragraph to 15m, if you want) Lastly, in the first paragraph, I think you should spell out that dispelling the tendrils lets you reclaim them. Because "dispell" sorta sounds more like destroying them, imo. "but to dispel two traps that each take three, it takes six seconds" and shouldn't this be nine seconds? 3 seconds per tendril and 3 tendrils, 3*3 = 9. RE: Move Approval V - Jack Darby - 06-04-2018 Unstable Emerald Construct Fist (300, Physical Strength): By means of the ring he wears he is capable of using the fist in close range combat. The Fist will be used by him to deliver an upper cut to an opponent. This takes him 5 seconds to charge up. Once he has charged, and used this move however, Jack is unable to use the Oan Power ring for 25 seconds, forcing him to rely on other moves. This is very taxing on his stamina because he gives the fist the durability, and strength of a block of iron. In addition the Unstable Energy Construct Fist must be used within 10 seconds of the initial charge, or he will risk breaking the Oan Power Ring - forcing him to spend time repairing the ring in combat, time that he would not have. The Emerald Fist Constructs are exactly the same size as shown in the picture below, on the hands of the individual.
RE: Move Approval V - Ricter - 06-04-2018 Quote:Lanor: (1500 OM) [Requires Physical Strength, Healing, Buff] Adding this to the above technique. Lanor: (1800) [Requires Physical Strength, Healing, Buff, Area Defence] Thanks to all the herbal remedies he’s enchanted his weapon with, and some alcohol, his body can be engulfed in an aura that eludes the smell of vanilla with a mix of different kinds of herbs, in addition to a bit of sake from a friend of his to add some joyful inebriation. After six seconds of being in his generalized area he can use the allure of the smells to impose minor hypnotic effects on those who stay near him. One of which makes those who are around him very relaxed, a content state of lulled indulgence, similar to feeling a bit tipsy or drunk but having not drunken anything at all. They can choose to act normal however, or simply go along with the sensations as it was more so made to aid them than cause harm. The aroma fights off the effects of foreign mental disturbances that may change the way someone acts or thinks by matching his DEF vs their aggressors TEC. If they have double his DEF then the disturbance go’s through naturally, if they are nearly even then they are half as effective, less than half his DEF and they become immune to them for the duration. The effect can only afflict those in a five meter radius from his location. Leaving his general area makes the relaxing sensation go away, he can keep the mental blocking aspect of the skill going for a minute but takes some energy from him to initiate as well. Flavor wise he can always smell like this while not giving an in combat effect, additionally this can't help those afflicted by super debuff moves. RE: Move Approval V - Dane Regan - 06-04-2018 (06-04-2018, 10:23 AM)Jack Darby Wrote: Unstable Emerald Construct Fist (300, Physical Strength): >Pictures are nice, but I'd still like some words. 3 times as big as his own fist would work. And, repeating these two questions from before (the first might be implied by the picture, but you never actually say in the move): Quote:>Where does the fist appear? Over his own fist? Also, >How long does the fist last? For one punch? >Your move uses singular terms, yet your picture has two fists. Does he get two fists (one for each hand)? Or just one? Jack/Warren, you often write a lot of moves and you know what they do. But you need to make sure you put all that knowledge down into the description. If you're having trouble writing moves, try out the move creation workshop. (06-04-2018, 10:26 AM)Ricter Wrote:Quote:Lanor: (1500 OM) [Requires Physical Strength, Healing, Buff] "The aroma fights off the effects of foreign mental disturbances that may change the way someone acts or thinks" >This needs telepathy. You can soothe pain, make people see things, make people feel fake pain, and so on without telepathy, but you need telepathy to change the way someone thinks and directly influence their mind. That, in my opinion, included countering things that influence their minds. >This needs ranged prof (due to the 5m radius). >Balancewise, can you specify that this is a constant energy drain, and not just a little bit at the start. Or just give it a charge time. Or add some light concentration requirement. It's not a powerful effect, imo - so it doesn't need a lot of drawbacks. But "a small bit of energy for 1 minute" is a bit too far on the light side. I'd also be fine with you having it active indefinitely if there was a concentration requirement (stopping you doing more than basic attacks). RE: Move Approval V - Jack Darby - 06-04-2018 Unstable Emerald Construct Fist (300, Physical Strength): By means of the ring he wears he is capable of using the fist in close range combat. The Fist will be used by him to deliver an upper cut to an opponent. This takes him 5 seconds to charge up. Once he has charged, and used this move however, Jack is unable to use the Oan Power ring for 25 seconds, forcing him to rely on other moves. This is very taxing on his stamina because he gives the fist the durability, and strength of a block of iron. In addition the Unstable Energy Construct Fist must be used within 10 seconds of the initial charge, or he will risk breaking the Oan Power Ring - forcing him to spend time repairing the ring in combat, time that he would not have. The Emerald Fist Constructs are double the size of his own fists, and appear over them. While charging this, he cannot do anything else, but charge this. He must remain stationary, and tank any hits that come his way. His body cannot so much as twitch, and he cannot talk. He cannot even blink when this is being charged. After the charge of the move, he cannot use other moves that involve the Oan Power Ring until the move itself is spent, and the cool down of all the Oan Power Ring moves have been met. Two fists appear, one per hand. RE: Move Approval V - Dane Regan - 06-04-2018 (06-04-2018, 11:20 AM)Jack Darby Wrote: Unstable Emerald Construct Fist (300, Physical Strength): You missed one thing: Quote:>How long does the fist last? For one punch? So, can he only punch once with each fist before they break? Or multiple times? Or as much as he wants for 10 seconds? |