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Official Move Approval III - 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 III (/showthread.php?tid=1470) |
Re: Official Move Approval III - Black☆Star - 01-04-2016 Hissatsu: Black☆Star Big Wave - 600 OM (Requires Physical Strength Proficiency) [spoiler]Finishing Strike: Black☆Star Big Wave[/spoiler] Initially it starts with an elbow strike to stun the enemy, then a powerful punch which sends a large amount of Black☆Star's wavelength through the opponent's body. This ability causes a large amount of damage and leaves the opponent dazed briefly, if they manage to recover after the attack. The main draw back to this attack is that it is rather draining (shown through remaining SP) and is a rather difficult move to pull off effectively (mostly depending on Black☆Star's TEC compared to his opponents.) [spoiler] [/spoiler]Mode: Ninjatō - 300 OM (Requires Physical Strength Proficiency) Tsubaki switches forms into that of a Ninjatō, a single edged short sword. This mode gives Black☆Star a higher focus on speed, due to the smaller nature of the sword. Specs: [spoiler]Length: 30cm Weight: 0.35kg[/spoiler] [spoiler] [/spoiler]There's not too much I can write about this move, given that it's essentially just giving Black☆Star the ability to use his short-sword
Re: Official Move Approval III - Lubbock - 01-07-2016 Strings of the Puppeteer (600 OM - Requires Remote Control Proficiency) Lubbock attaches multiple wires to a person's body; one to each arm, one to each leg and one to each shoulder. This allows him a degree of control over their body, and is more effective when used on a willing person, as they allow Lubbock to move them as he pleases. However, against an enemy, the ability may only be used to misdirect attacks and movements. He may keep this up for as long as his wires stay attached to his target's body. Someone with enough ATK can actually pull Lubbock around by his own strings if he's not careful, however. The wires may be cut or pulled off by something with marginally more ATK, and can extend to a maximum of fifteen meters, until Lubbock finds the time to extend Cross Tail itself. This also means that the further his target travels away, the harder they are to manipulate. Lubbock may also only be able to attach the wires at close range, and cannot throw them at someone far away to bind them. This means as long as Lubbock can touch his opponent, the move is unavoidable, unless the target is quick enough to move out of his way or misdirect him. If the opponent possesses more ATK than Lubbock, they will be able to have a larger degree of resistance to the move. However, he also has a larger degree of control over those with less. Lubbock requires to keep focused at all times when using this, otherwise the wires will be able to be removed easily. Re: Official Move Approval III - Simon - 01-07-2016 Getting myself a couple of Super Moves. Danse Macabre - Tier 1 Super Attack - 600 OM (requires Physical Strength, Burst Movement) An attack rush that uses the full potential of Dante's human form. He bursts toward the enemy to tackle them, then follows with a high-speed array of sword slashes from Rebellion to severely harm and overwhelm them. As a finisher, Dante sweeps the enemy into the air and then smashes them with a home-run swing of his sword, sending them flying back. Though he may not let it on so easily, this performance is actually rather straining on Dante's body. Devil Trigger Explosion - Tier 1 Super Attack - 600 OM (requires Area Attack Proficiency) As a healthy(?) alternative to unleashing the devil within, Dante amasses a huge amount of demonic energy within himself, glowing and straining with a hellish aura for a few seconds. Then, igniting his Devil Trigger for just a brief moment, Dante explodes with the gathered energy, unleashing a demon-powered shockwave within 7 meters. Dante is not physically harmed from being the epicenter of this outburst, but the action weakens his spirit somewhat. Royal Ultimate - Tier 1 Super Defense - 600 OM (requires Area Shield Proficiency) Channeling a large amount of magic of the Royal Guard style, Dante holds out his hand and projects a circular orange glyph about 6 feet in diameter. This glyph functions like a powerful shield, absorbing all incoming attacks equal to its power level or less - any move with more power can shatter the glyph and function normally. Even a shield is not flawless, however, and any attacks capable of working around it (or technically though it) can still hit Dante and drop the shield. This lasts for a maximum of 5 seconds, and Dante cannot move or adjust the aim of the glyph in the meanwhile. Re: Official Move Approval III - Albert Wesker - 01-07-2016 Black☆Star Wrote:Hissatsu: Black☆Star Big Wave - 600 OM (Requires Physical Strength Proficiency) Hissatsu: Black☆Star Big Wave — Good to go. Mode: Ninjatō — Just a mention of how long it takes to switch forms and it's also good to go. Lubbock Wrote:Strings of the Puppeteer (600 OM - Requires Remote Control Proficiency) Seems alright. Approved. Dante Wrote:Getting myself a couple of Super Moves. All lookin' pretty good. Approved. Re: Official Move Approval III - Ruby Rose - 01-08-2016 Eclipse Rage - Tier 1 Powered Up Form (1000 OM) Ruby's connection to the moon grows more potent, and therefore to Crescent Rose, her scythe. Wherever she is, Crescent Rose dissipates into lunar energy and proceeds to fuel Ruby, sending her senses into overdrive and producing a nigh-mindless rage similar to bloodlust. Her body is swamped in a crimson energy, and a scythe blade of pure lunar energy protrudes from each arm. Her eyes fade from silver to a dull white, displaying her loss of will. Stats: ATK: 5 - The lunar energy fuels Ruby's blows and makes them more destructive. DEF: 1 - In her rage, Ruby is careless of any damage she may take, her mind simply set on destroying what lay in her path. SPD: 5 - Much like her strength, Ruby's speed as increased monumentally from the lunar energy fuelling her. TEC: 4 - Ruby's seemingly primal rage has sharpened her accuracy to a point, allowing her to deliver multiple successful strikes with deadly precision. Re: Official Move Approval III - Gilgamesh - 01-08-2016 This is good Re: Official Move Approval III - Tartaros - 01-08-2016 Volkite Serpenta - 600 OM - requires Ranged Proficiency and Area Attack Proficiency The Volkite Serpenta is an ancient pattern of weapon, it's design dating back thousands of years. As with all Volkite weapons, the pistol fires a beam of intense, concentrated heat energy towards the target, either cleanly cutting through flesh or causing a violent burst of fire and ash depending on its setting. The "light" setting fires in singular bursts, much in the manner of a plasma gun or laser pistol, simply burning its way through armour and flesh. The second setting, on the other hand, fires a singular straight beam of heat that violently bursts matter into flame and white-hot ash, though it is more difficult to control and overheats the weapon quite easily. Technical details: [spoiler]Battery capacity - 13 shots or five seconds of continuous fire Fire rate - 1 round/second or a constant beam Max range - 75 meters Reload speed - 3 seconds[/spoiler] Pyroclast Flame Projector - 300 OM - requires Ranged Proficiency and Area Attack Proficiency A rare sight among the battlefields of the galaxy, the Flame Projector was developed and used almost exclusively by the Salamanders legion. Shunning conventional "destroyer" weaponry such as phosphex bombs due to their brutal and unclean nature, the primarch Vulkan created the elite Pyroclast units, outfitting them with a masterfully crafted weapon of his own design, the Flame Projector, a weapon encompassing the Salamanders' beliefs in redemption and purity through flame. Mounted on one's underarm, it functions as an odd mix of a flamethrower and lascutter. Focusing a jet of flame from it's twin barrels into an arc with a maximum diameter of one-and-a-half meters, the Lord of Drakes' creation burns armour, flesh and earth alike to cinders. Despite it's armour penetration ability and decent area of effect, the Flame Projector is marred by it's short range. His company having been given one of these artifacts as a gift by the Salamanders after the triumph at Ullanor, Tartaros has carried it since the loyalist's damnation at Istvaan III, treasuring it as an eternal reminder of times long since past. Technical details: [spoiler]Fuel cell capacity - 20 seconds worth of promethium Fire rate - Constant Max range - 20 meters Reload speed - 5 seconds[/spoiler] Re: Official Move Approval III - Roger Smith - 01-08-2016 Tartaros Wrote:Volkite Serpenta - 600 OM - requires Ranged Proficiency and Area Attack Proficiency Volkite Serpenta — Sounds about right. Approvederino. Pyroclast Flame Projector — You mention if has a large area of effect, and it has Area Attack Proficiency, so....what is that area of effect? Add that in and it's good to go. Re: Official Move Approval III - Tartaros - 01-08-2016 Adam Gaite Wrote:Tartaros Wrote:Volkite Serpenta - 600 OM - requires Ranged Proficiency and Area Attack Proficiency Edited. Re: Official Move Approval III - Roger Smith - 01-08-2016 Tartaros Wrote:Pyroclast Flame Projector - 300 OM - requires Ranged Proficiency and Area Attack Proficiency And with that edit, good to go. Re: Official Move Approval III - Roger Smith - 01-09-2016 Since I'll be hittin' the point where I can buy it fairly soon here... Shadow in Time -- Tier 2 Power-Up Form -- 1500 OM Sometimes Adam really just needs to cut loose and cause some havoc. And when it's time to do that, he fully sinks into the flows of Time, leaving himself so out of sync he's barely more than a rippling silhouette. Shrouded in a dim, pulsing glow of red, only the cog of the Time aspect upon his chest and the mysterious glare of countless sources of light from alternate timelines he borrows power from remain clearly visible. When in this state, he sacrifices his physical well-being and ability to withstand punishment for an overall massive increase in power and capability to enact his exact intentions in combat more precisely. ATK: 7 DEF: 1 SPD: 7 TEC: 7 Focused Bolt -- 300 OM (Requires: Ranged Proficiency) For all intents and purposes it is simply a regular shot from his concealed firearm, carefully aimed and judged. But less obviously it is charged and readied to increase its range and stopping power dramatically over a standard shot, layering several standard laser bolts over each other to remain coherent and dangerous over a much longer distance, reaching several hundred meters before losing potency and fizzling out. Of course, accuracy is still only as good as Adam's aim. Takes about three seconds to ready each shot. Re: Official Move Approval III - Gilgamesh - 01-10-2016 Both are approved Re: Official Move Approval III - Albert Wesker - 01-11-2016 Colonel β Tier 1 Power Up -- 1000 OM Colonel unleashes a burst of powerful purple aura around himself for a brief instant, letting out a surge of power. As the aura fades, Colonel's body is surrounded by a faint glow of dark purple, his Navi Mark gives off an intense glow of white and his eyes flicker with sparks of light. During this state, his combat parameters increase by a very noticeable amount. ATK: +2 DEF: +0 SPD: +2 TEC: +1 Re: Official Move Approval III - Doomguy - 01-11-2016 Flash Bang (Requires Ranged, Area Attack, and Debuff Proficiency) 300 OM Another grenade shaped object, differentiated by its blue coloring. When primed and thrown, after roughly five seconds the Flash Bang will explode in a 10 foot radius. But rather damage through shrapnel or concussive blast, the explosive lets out a bright light and a loud bang that's designed to cripple the senses of those nearby. Blinding, deafening, and nauseating those caught in the blast (as well as blinding those who stared at it when it went off), but the only way you could be wound by it is if you were sitting on it. The blast is indiscriminate, and DG has blinded himself using one before... Grapple Gun (Requires Ranged and Debuff Proficiency) 300? OM Designed by the UNSMC to get their soldiers to where they need to be, it naturally didn't take long for the more sadistic marines to realize the other potential use of a grapple gun. Firing a spike tipped rope at a max range of fifty yards horizontally, it sticks into anything and a motor attached to the second end of the bundle tightens the slack and pulls the marine towards his destination. Alternatively, it can fire a second shot attached to the same rope to create an instant zipline at a max of 100 yards. The rope itself is a steel cable, designed to be able to withstand the weight of a space marine in full gear, and the motor can similarly carry them to their destination and snap tight near instantly In combat, rather than a wall the hook is fired into a person. The first fire mode is too unwieldy to use as it would prevent a marine from firing his weapon and anyone with two brain cells to rub together will just pull the weapon out of their hands. Instead they fire the first shot into the target then will fire the second into something else. While the projectile is slow in flight, if the target does not dig the hook out or cut the cable in quickly then the rope tightens and physics naturally ensue. Heavy or strong foes can keep themselves from being dragged, but the grapple motor is strong enough to prevent them from moving away from it. Otherwise, the target is comically pulled off their feet and dragged towards the second anchor. Any additional effect, such as as the target getting tethered to another person, explosive barrel, moving vehicle or dragged off a cliff is determined by the other player. Heavy Assault Rifle (Requires Ranged Proficiency) 900 OM The more standard weapon of the USSMC, while it lacks the raw DPS of the chaingun or the burst of the shotgun, it provides a stable and accurate platform to fire at long range. Normally fired automatically, it can go into scoped mode that lets the firer make pin point hits at the cost of being fired at a slower semi auto rate. But it's not a space marine weapon if it didn't have a punch to it, attached to the sides are two missile pods that, after a few seconds charging, unleashes a storm of mini rockets. Although individually weak and lacks any blast, multiple hits can wreck whatever finds itself on the other side of DG's aim. Mega Armor (Tier 1 Powered Up Form) 1000 OM Bulkier than the more iconic security armor and pained in a brilliant (and obnoxious) peacock blue, Doomguy summons this armor in place of his green one and becomes able to weather almost any attack. Made of advanced metal alloys and incorporates a force field around the torso, it's twice as tough as the normal armor at the cost of degrading rapidly as it takes the blunt force to save the soldier wearing it. Doomguy has had a run in numerous times STR: 3 DEF: 8 SPD: 2 TEC: 4 Re: Official Move Approval III - Gilgamesh - 01-11-2016 Colonel Wrote:Colonel β Tier 1 Power Up -- 1000 OM This is fine Doomguy Wrote:Flash Bang (Requires Ranged, Area Attack, and Debuff Proficiency) 300 OM Flashbang- Any idea how long the effects will last? Grapple Gun- The first part is RP flavor so the entire move will cost 300. As for the combat part itself could you add another small caveat to it? Otherwise the move seems fine. Heavy Assault Rifle- About how many rockets does it launch and does it need to be reloaded after every use or after multiple uses. The different firing modes are fine. Mega Armor-Approved Re: Official Move Approval III - Doomguy - 01-12-2016 Gilgamesh Wrote:Flashbang- Any idea how long the effects will last? Flashbang: 4 seconds seems fair for an attack that does no damage but has a very deliberating effect Revised Flashbang: [spoiler]Flash Bang (Requires Ranged, Area Attack, and Debuff Proficiency) 300 OM Another grenade shaped object, differentiated by its blue coloring. When primed and thrown, after roughly five seconds the Flash Bang will explode in a 10 foot radius (although it's usually cooked by the marine before thrown). But rather damage through shrapnel or concussive blast, the explosive lets out a bright light and a loud bang that's designed to cripple the senses of those nearby for 4 seconds. Blinding, deafening, and nauseating those caught in the blast (as well as blinding those who stared at it when it went off), but the only way you could be wound by it is if you were sitting on it. The blast is indiscriminate, and DG has blinded himself using one before..[/spoiler] Grapple Gun: How about slow to reload and hard to aim? Revised Grapple Gun [spoiler]Grapple Gun (Requires Ranged and Debuff Proficiency) 300? OM Designed by the UNSMC to get their soldiers to where they need to be, it naturally didn't take long for the more sadistic marines to realize the other potential use of a grapple gun. Firing a spike tipped rope at a max range of fifty yards horizontally, it sticks into anything and a motor attached to the second end of the bundle tightens the slack and pulls the marine towards his destination. Alternatively, it can fire a second shot attached to the same rope to create an instant zipline at a max of 100 yards. The rope itself is a steel cable, designed to be able to withstand the weight of a space marine in full gear, and the motor can similarly carry them to their destination and snap tight near instantly In combat, rather than a wall the hook is fired into a person. The first fire mode is too unwieldy to use as it would prevent a marine from firing his weapon and anyone with two braincells to rub together will just pull the weapon out of their hands. Instead they fire the first shot into the target then will fire the second into something else. While the projectile is slow in flight and it take forever to release the first magazine and install a second one, if the target does not dig the hook out or cut the cable in quickly then the rope tightens and physics naturally ensue. This is difficult to pull off as the weapon is bulky and not designed to be used as a weapon, so it requires extra time to aim. Heavy or strong foes can keep themselves from being dragged, but the grapple motor is strong enough to prevent them from moving away from it. Otherwise, the target is comically pulled off their feet and dragged towards the second anchor. Any additional effect, such as as the target getting tethered to another person, explosive barrel, moving vehicle or dragged off a cliff is determined by the other player.[/spoiler] Heavy Assault Rifle Based off of what is seen in the Doom 4 trailer, it seems like the pods fire 4 mini rockets, but each pod holds 6, so it's multiple use. If that seems OP, it does seem that the scope and the rocket pods are exclusive upgrades so a caveat is that DG has to manually switch between the two to use the other one. This weapon will probably require revision once the game comes out. Revised Heavy Assault Rifle [spoiler]Heavy Assault Rifle (Requires Ranged Proficiency) 900 OM The more standard weapon of the USSMC, while it lacks the raw DPS of the chaingun or the burst of the shotgun, it provides a stable and accurate platform to fire at long range. Normally fired automatically, it can go into scoped mode that lets the firer make pin point hits at the cost of being fired at a slower semi auto rate. But it's not a space marine weapon if it didn't have a punch to it, attached to the sides are two missile pods that old 6 rockets each. After a few seconds charging, unleashes a storm of four mini rockets that pound into the enemy. Although individually weaker that the rocket launcher and lacks any blast, multiple hits can wreck whatever finds itself on the other side of DG's aim. However, by some obscure design choice, the scope and the missile pods can't be used at the same time, and requires the user remove the scope from the gun and then manually attach the pods to the weapon to use them, and vice versa[/spoiler] Re: Official Move Approval III - Mami Tomoe - 01-12-2016 Tier 1 Powered-Up Form: HDD - Blast Processing (1000) ATK: 3 DEF: 2 SPD: 8 TEC: 4 (I have two stat boosts, which is why there's 17 points used instead of 15.) Neptune uses Share Energy (SP) to access Blast Processing. This chips away a bit at her raw physical strength and resilience, but in turn makes her virtually impossible to see when using Burst Movement due to the ludicrous speeds she can reach. Along with her stat changes and change in appearance, her voice deepens noticeably and her personality changes to be a little more serious. However, Neptune's still Neptune, so any worries about her being overly serious can be thrown out the window. Trinity Blade (300) Uses Physical Strength A blade which by rights shouldn't be usable in one hand, but somehow Neptune manages. It relies on Share Energy (SP) being used in order to be summoned, so it can't be used unless the wielder is using some in the current post - however, it doesn't use any SP itself, it just requires that the wielder is using some. It's larger than the Holy Fang Blade by a longshot, so it hits harder, but it's not quite as easy to swing, and more quickly tires out the wielder when used. Re: Official Move Approval III - Gilgamesh - 01-12-2016 Everything above is approved. (I think a couple seconds charge for four missiles seems fine enough) Re: Official Move Approval III - Gwendolyn - 01-12-2016 Move: Hellfire Orb (Requires Ranged Proficiency) Cost: 300OM Description: Koal never was any good at controlling his anger, but instruction from his new master, Darth Nihilus, has taught him not to control it, but to embrace it. Koal takes these teaching into consideration and releases a measure of demonic power from his soul Igniting his lower arms (from just below the elbow to the tips of his fingers) In a deep red flame. These flames pool into a small, baseball-sized fireball that Lynch throws at his opponents. He can throw said fireballs at a rate of about 1 per second, and they travel at the speed of a low-caliber bullet. They can cause major-degree burns if opponent is struck repeatedly in the same location. Move: Dark Jedi Lightsaber (Requires Physical Proficiency) Cost: 300 Description: As is the way of every Jedi or Sith apprentice, Koal has constructed his own lightsaber. An impressive weapon, the hilt is a foot and a half long, constructed with silver and black leather grips. After careful consideration, Koal has asked his master to synthesize a silver lightsaber crystal for him to place in his lightsaber hilt. It takes Koal two seconds to draw and activate the lightsaber. The blade of the lightsaber itself is a length of four and a half feet. [spoiler] [/spoiler] (Just to get an idea of what it looks like.)
Re: Official Move Approval III - Okor - 01-13-2016 This is the last one I swear Winds of Chaos, Tier Two supermove, Requires: 800 OM, Ranged attack proficiency, area attack proficiency, debuff proficiency Calling upon the primordial chaos from which life sprang, and to which life will inevitably return, Okor channels forth sheer destructive power. Releasing a howl powered by his inhuman biology, the vox of his armour, and the madness of the warp, he unleashes a torrent of warpstuff in a 30 degree cone extending 30 meters from his mouth. Those who are unable to dodge the stream of corruption in time are caught in the wave of destruction, gale-force winds flensing flesh from bone as an unearthly howl of terrible volume deafens them. Okor is immobile while using this ability, his attention entirely focused on maintaining and protecting himself from the fell powers he dares to unleash. This ability lasts for 7 seconds, or until he is interrupted. |