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Omni Archive
Official Move Approval IV - Printable Version

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RE: Official Move Approval IV - Sterling Archer - 05-30-2017

Quick bump on these:

(05-25-2017, 04:53 PM)Sterling Archer Wrote: MP 40 Submachine Gun (Ranged Proficiency; 300 OM)
[spoiler][Image: latest?cb=20110426020817][/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When quantity is more important than quality, Archer makes use of this now outdated German-developed submachine gun.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][Image: PHWqNAb.png][/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][Image: 404_08.jpg][/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 - Alex Mercer - 05-31-2017

Quote:
(05-28-2017, 06:41 PM)Aang Wrote: Stone Glove (300)
Requires: Ranged Proficiency, Remote Control.
Chakravartin's Palace Hands inspired the revival of this technique. Stone Glove was an Earthbending technique developed by Avatar Kyoshi herself, and was heavily employed by the Dai Li.

The Stone Glove is, as its name suggests, a glove made of stone. It involves numerous small stones perfectly shaped to form a solid glove appearance. The individual pebbles make the glove very dexterous while remaining heavy and perfect for attacking. However, the Stone Gloves are still individual pebbles, and as such can be broken apart by a strong enough force.

Aang can wield these effortlessly at five feet. At a distance up to thirty feet, he is capable of wielding them with minimal effort to strike at foes, or manipulate objects. The gloves are also capable of grappling a limb or weapon to make it difficult for the opponent to act functionally. This is not a debuff, considering Aang actively manipulates the grappling glove.

A Stone Glove pushed beyond one hundred feet moves sluggishly at best, and is incapable of striking or grappling.

Aang has taken time to shape these gloves, and only keeps one pair on his person due to their weight. It takes five minutes per glove, however if the damage to the "shattered" glove is not to severe, it can be reassembled fairly swiftly (usually about five seconds.) He is only capable of moving one Stone Glove per hand, and doing so reduces his ability to Airbend. If one Stone Glove is being manipulated, the attack rate of Pummeling Gale is halved. If both are in active use, the charge rate is halved again.

Note: I was considering 600 because it can grapple AND strike, but then thinking about it, he is actively manipulating the gauntlets. They are literally acting as his hands would at a range, and his hands can normally grab things. So essentially this seems like 300 for the range alone.

Do these require concentration to maintain? Could a strong blow break his concentration and cause the gloves to lose grip or crumble or something? How draining is this on his stamina?

This was answered in the underlined text with vague words, but I will rephrase for clarity.

Within five foot of his body, the gloves are too close for Aang to properly maneuver them for battle purposes. Five to thirty feet they require little stamina and are directly controlled by Aang's hands. If Aang is struck with enough force to break concentration, the Stone Gloves fall to the ground, useless, but do not fall apart. Aang can reassume control of them at any time. Thirty to one hundred feet, the concentration required is high, and it is taxing to consistently fight with high strength, or preform tasks that require a great deal of dexterity.

The gloves can be broken in one of two ways: By separating, or by shattering. Separated gloves take a few seconds to reconstitute, but a shattered glove cannot be reconstructed in a time sensible for a battle. Often, this is several minutes.


RE: Official Move Approval IV - Omni - 05-31-2017

(05-30-2017, 10:42 AM)Odin Wrote: [/b]Face of the Valkyrie – 600 – Tier 1 Super Utility – Debuff Proficiency
The target must be within 10 feet of her and maintain eye contact for at least 1 second. The target sees Freya’s face turn into their face in the throes of death. Then the image flies at them at the speed of a bullet. If it makes contact with them, they suffer the death curse for one round, lowering DEF by 2, or to 0 (it cannot go below 0). It may be blocked by a Tier 1 or higher Super Defense

Mark requested I drop in and give you an Omni-approved Actual Number™ for this, so I give 2, same as an equivalent Super Buff. I fixed some other things in bold.


RE: Official Move Approval IV - Mark - 05-31-2017

(05-31-2017, 01:55 AM)Aang Wrote: This was answered in the underlined text with vague words, but I will rephrase for clarity.

Within five foot of his body, the gloves are too close for Aang to properly maneuver them for battle purposes. Five to thirty feet they require little stamina and are directly controlled by Aang's hands. If Aang is struck with enough force to break concentration, the Stone Gloves fall to the ground, useless, but do not fall apart. Aang can reassume control of them at any time. Thirty to one hundred feet, the concentration required is high, and it is taxing to consistently fight with high strength, or preform tasks that require a great deal of dexterity.

The gloves can be broken in one of two ways: By separating, or by shattering. Separated gloves take a few seconds to reconstitute, but a shattered glove cannot be reconstructed in a time sensible for a battle. Often, this is several minutes.

Sounds good. Approved.


RE: Official Move Approval IV - Alex Mercer - 05-31-2017

Sorry for so many move approvals back to back... XD I'm gonna do a few here to sorta stock up for later.

Breath of Fire T1 Super Attack (600)
[spoiler]
Requires: Area Attack, Debuff, Ranged
Fire is created by channeling one's Chi. Chi is produced through breath. Thus; breath is fire. (Continued flavor text here...)

Aang takes a takes a deep breath through the nostrils, then exhales a massive cone of fire. The range is a fifty foot cone of effect that bathes everything in a brilliant flame of swirling reds, violets and blues. The attack is as beautiful as it is deadly, with anything caught in the area of effect caught ablaze, taking extra burn damage until they quench the flames.

Victims on fire may roll on the ground for two seconds to quench the flames, or jump in a sizeable water source to do so immediately. The manner in which the flames swallow objects in their path render most ordinary defense useless, though T1 Super Defenses or higher can effectively nullify Breath of Fire.[/spoiler]

Air Bomb(600)
[spoiler] Requirements: Super Jump, Area Attack, Ranged Proficiency

Aang leaps into the air, then with a burst of Airbending he jets back down, slamming into the ground. The impact creates a concussive shockwave that sends anything not bolted down flying directly away from Aang - friend and foe alike. The blast expands ten foot for every ten foot Aang drops, and the force of the blast is increased similarly, with the center of the area of effect being the most devastated.

The downside of this is that after thirty feet, the impact begins to recoil, dealing damage to Aang as well as to those caught in the shockwave itself. There is almost no upper limit to how high Aang can drop from, as long as he can reach that altitude. The only true upper limit is the point at which Aang Aang would not survive the impact. (100 foot per DEF.)

During the descent, Aang is incapable of bending, using the entire descent to charge up the high density air pressure prior to impact. If interrupted, the attack becomes inert. If there is thirty foot between the ground and Aang, he may catch himself and float harmlessly to the ground. If not, he impacts full force, taking the damage of the recoil without dealing the damage of the explosion.[/spoiler]

Fireball (600)
[spoiler]
Requires: Ranged, Debuff
Quick jabs of the feet, legs, elbow, or other body part create a burst of flame that seeks to catch whatever it is aimed at ablaze. The initial blow is not great at all, but the small fireballs set the target on fire, dealing minute damage over time. Repeated fireballs yield a stacking effect. The target can take a moment (two seconds per charge) to pat out the fire. Rolling on the ground for five seconds removes all charges, as does jumping into a sizeable body of water.

Aang can vary the rate of fire from two shots per second to one shot every other second. The rapid fire tactic is excellent in dealing massive damage to a target, but it is insanely tiring on the stamina. By slowing down and firing only one shot every other second, he has time to breath and can use this technique almost indefinitely, as Chi is directly derived from the power of breath. Because of the varied parts of the body that can produce Fireballs, this can be used in conjunction with other Bending without decreasing the attack rate.

In essence, the fireball is not a direct damage dealer, but a tactic to wear down his opponents, forcing them to submit or flee before they are burned alive.[/spoiler]

Stone Shield (600)
[spoiler]Requires: Area Shield(maybe?)
Aand creates a temporary shield two foot in radius, which he manually manipulates to take the brunt of a blow. To manipulate this shield requires a dedicated hand, meaning two shields can be manipulated the same time. However, a single hand cannot manipulate a Stone Glove and Stone Shield at the same time.

Aang is capable of creating a shield almost instantly, but this shield is weak and often only dampens an impact before crumbling away. By taking time, Aang can lift a much larger stone, then by squeezing his hand force the stone to condense down into the two foot radius. He can take up to ten seconds to create a single shield, at which point the shield (though the same size as the instant version) weighs over ten times the instant version.

The Stone Shield(s) remain at the edge of five feet. They cannot move closer or further without becoming extremely burdensome to manipulate, due to either cramping his movements, or becoming too heavy at range.[/spoiler]

Ice Spear (600)
[spoiler] Ranged, Debuff
For just a regular attack, this is one of Aang's most lethal techniques. It involves creating a simple, foot long shard of packed ice. A single shard can be created in three second, but for each second that Aang concentrates, he can create an extra shard, and elongate the collective. At twenty seconds, he is capable of creating three shards that reach five foot in length. During this charge time, he is capable of dodging, but attacks are less accurate, due to the heavy focus on the task.

The victims of these shards suffer not only severe piercing damage, but the intense cold spreads, freezing the area around it. The wound and local area are disabled until the target actively removes the shard and then breaks the surrounding ice. If a single victim is hit with all three of the max charged Ice Spears, they shatter, bathing the target in their shrapnel. The shards do not disable, but they are extremely cold and uncomfortable.[/spoiler]

Again, apologies for swarming the thread! This should hold me up for a while to come, but... no promises. XD


RE: Official Move Approval IV - Daniel - 05-31-2017

(05-30-2017, 01:26 PM)Sterling Archer Wrote: Quick bump on these:

(05-25-2017, 04:53 PM)Sterling Archer Wrote: MP 40 Submachine Gun (Ranged Proficiency; 300 OM)
[spoiler][Image: latest?cb=20110426020817][/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][Image: PHWqNAb.png][/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][Image: 404_08.jpg][/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

All of these look good.


RE: Official Move Approval IV - Gamzee Makara - 06-02-2017

Ka-Bloom Grenade - Gamzee takes 2 seconds to summon his magickal energy into a heavy baseball sized orb of smoke, trails of the stuff cascading across his hand. He can only throw it about 60 yards in any direction, and only about as fast as anyone could throw a basketball. Before he throws the grenade, the only movement he can accomplish is a jump or a dive; no running. If he hits the ground or is intercepted by an enemy before he releases the smoke, he risks his concentration being broken and losing the bomb. Upon contact with a foreign surface, the grenade erupts into a haze of vibrant rainbow colored smoke in the shape of a blooming flower, hence the name. The flower is 3 meters in diameter and roughly 6 feet high. The flower affects any who stand within it’s area of affect. That is to say, if three people are grouped close enough together they can be affected. But if they are spread out far enough, someone(s) may escape the AoE. Those caught within the flower experience heavy coughing and a general feeling of torpor - Heavy limbs, blurry vision, and aches when moving. Gamzee is also affected by the smoke, but only if he lingers in the flower for more than 3 seconds to fight his foes. No actual damage is inflicted upon the explosion, just the sluggish feeling and coughing. The smoke clings to the victim’s skin, weighing them down as long as they stay within the flower of smoke. The flower dissipates as soon as there is no longer anyone standing in its area of effect, and does not require Gamzee’s concentration to maintain. Gamzee CAN summon two grenades, one in each hand, but not both at once. I.e. It would take four seconds to charge up two.

Side Note - The smoke has a very overpowering, almost deliriously sugary, fruity scent. Just fluff though.


RE: Official Move Approval IV - Gildarts - 06-03-2017

(intro to the move) [spoiler]I plan to make two versions of this move, one a regular move, the other a super move, which in contrast to the regular move, will make their power size down.

In the anime, Gildarts is battling one on one with the lead protagonist and accidentally hits him with a bit of “disassembly magic” causing the character to comedically explode into little chibi versions of themselves. (This doesn’t hurt the enemy in any way and their mind is also split, so they would not all do the same thing, a drawback of this is that by doing it, Gildarts creates an army of his enemy and they can freely attack and surround them, using their mini size and mass numbers to their advantage).

There were probably a hundred or more little versions of the same protagonist. In chibi form. I’ll include a small clip at the bottom because it may help the description. I wouldn’t have guessed this move would’ve been “okay” or ever approved but Omni in the chat said it was fine (with a limited duration, also suggested it be used as a super utility) and as long as I wrote it up well and clear. Anyway, that is the just of the move! Also as a side note I’m not really sure what is an “okay” amount of time for them to remain in chibi form, since the regular move is more fodder, I would like to keep it for longer (Multiple people said it would be fun to write as mini versions of their characters and I can’t say I disagree). It is okay with me if longer isn’t okay!

https://www.youtube.com/watch?v=j81azhK5mGI (you’ll have to fast forward to find the part. You’ll see it at :3:02) [/spoiler]

Disassemble- Mini Chibi Army 300 OM (debuff, ranged)

During this move, Gildarts casts his magic with his hand (usually his organic one), it glows with light and expands out in front of him in a web pattern on his enemy. Like a fish net, it tightens around their form and lines spread across their skin in cube form. After a brief pause, the mini’s are being divided from the original version and are suspended in the air (from the magic), before they begin to fall down to the ground where they find their numbers have multiplied. They are in chibi form, leaving them at around 5-9 inches in height, depending on their own height in character. (Taller character, taller chibi).

As chibis, they are still the same character, however their minds will be separated, so they do not think collectively, but as a group of individual selves. There are over a hundred of these little versions of the enemy, they can still do all the things that their regular version of themselves could do, except reach the top shelf of the cabinet! They can attack from multiple chibis, the attack will just be smaller, (Example: they throw a ninja star at gildarts, if it hit, it would give him a scratch but it would also be really quite tiny.)

When he casts the move, he must be stationary, the character/target must be within range of this move which is about fifteen feet, meaning the target would need to be closer for effect (to withdraw the effect of the move, the many minis could run away, after about thirty-five feet they would turn into their regular form again). The downsides of this move are that the enemy is more in number, and while they are in miniature mode, Gildarts should not move his feet greater than three steps, if he does, the spell will be void and the enemy will return to normal. (This is also valid when he is knocked over.). He must concentrate during the cast time, which is about three seconds, but after, he doesn’t have to think about maintaining the magic.

The duration: If not being used in an actual fight, I’d say it could last a few minutes until the magic wore off (fodder), but while being used during a fight, I would probably say about 1 and a half minutes maximum (it is up to the opponent really).

Lastly, Gildarts can ‘un-cast’ the spell at any time during the battle, this would take another three second charge which he must concentrate on. He does not need to move three feet to do so.

If it isn’t okay used as a normal move, that’s okay with me too and I’ll just stick to it as a SU T2.


RE: Official Move Approval IV - Odin - 06-03-2017

Mjolnir – Tier 1 Super Attack (Requires Physical Strength) – 600
Odin channels the memory of his son, Thor, through the rune of memory and charges it with magic. With the thrust of his hand skyward, it is struck by lightning. He is left holding Mjolnir. The hammer has a head made of Dwarven steel and is covered in various storm runes. It is a foot long, 6 inches wide, and 6 inches thick. The shaft, made of wood from Yggdrasil wrapped in wolf leather, is a foot long. When Odin smashes the weapon into his target, it discharges the lightning bolt into the victim. After the strike, the weapon is gone.


RE: Official Move Approval IV - Jack Darby - 06-04-2017

Resubmitting this as I realized that the last part of it was not going to fit with what I had in mind for the weapon. So I got rid of it. The question mark is to make sure that I price it correctly. 

@Daniel: 

Multi-Weapon Construct Apparatus MK I: (????, Physical Strength,  Ranged Proficiency.) 

This device was one that didn't exist, back in Warren's world. Created using data on Hard Light Technology, this is capable of making a few preset constructs that have been programmed into it. The constructs it makes are limited to hand held things, and currently, only a few defaults have been installed as capabilities of the device. This also has his communicator and mobile data verse device integrated into it. Unlike his devices, this is one that Warren has built for himself. These moves can be used while he is moving, and if he has a hand free they can be used with other moves so long as the move doesn't conflict. 

The first construct is an elegant purple and black Calvary sword that has golden trim. This sword can be used for melee combat and is a simple construct with no special properties, and is an ordinary sword. This takes two seconds to summon. This is a foot and a half long. 

The second construct granted by the Multi-Weapon Construct Apparatus is a set of hooked swords. These can be used defensively to parry attacks that are directed by crossing them together. They can also be used to travel along zip lines, but their primary use is to cut an enemy down to size. Despite being constructs they are ordinary blades with no special properties. This takes five seconds to summon both. These are about two and a half feet long. 

The third form of the Multi-Weapon Construct Apparatus's construct is an assault rifle with 30 shots. Each shot is the size of a tennis ball. The rifle takes him seven seconds to summon and appears to be your standard purple/black/silver assault rifle, albeit transparent. This is the standard weight, length and height of an assault rifle as well as weight.  This takes him seven seconds to summon. It has a clip of about 30 shots. Two shots can be fired per second. Takes three seconds to reload ten shots.  Alternately by dismissing this and thus being unable to use it for about eight seconds it can be completely reloaded. 

The fourth of the constructs is a circular shield, but with wicked blades on the edges of the shield. This can be used offensively by being hurled at an enemy to cut them up or by being used as a 'chainsaw' when a button inside it is pushed to cut down multiple enemies with the blades on the shield. The downside is that the shield is like a boomerang, and so the move could come back to bite him once he pushes the button, and throws it. The shield has the dimensions of a circular disc shield, like that used by Captain America, with 6 inch 'blades' sticking out of the outer part of the disc shield. 

The shield is about 2.5 feet in diameter. There is another tactic that could be employed with the shield, pushing the button without throwing it when one is surrounded by multiple opponents.


RE: Official Move Approval IV - Meriwa - 06-04-2017

@Mark:

Regarding the Hold-Out Armatures: Repeating Enforcer-45 (RE-45), it's not "spread" as much as an extremely rapid grouping. But a shotgun is a bad example... Instead, imagine the effect of a fully automatic weapon firing at point blank. It would be doing more damage, but not "sawn-off shotgun" levels of more damage... I should probably change that.


RE: Official Move Approval IV - MADBULL34 - 06-05-2017

Remington 870 Police-Issue Shotgun: 300 OM
Requires Ranged Prof.

This classic shotgun design is a legendary symbol of authority for American police officers working from 1950 - 1990. The 12 gauged weapon fires 3" magnum shells in a wide spread and is effective within 50 yards, but also packs a serious punch at extreme close ranges. Its pump-action emits a terrifying sound so distinct, just chambering a shell has been known to cause criminals to surrender. Some law enforcement officers are known to utilize less-than-lethal rock-salt or rubber ball rounds for riot control. With an 18" long barrel, the weapon requires focused concentration and two hands to ensure accuracy, although less accurate two-handed shots made from the hip are also conceivable. This particular model is able to hold 4 rounds which can be shot as fast as the user can operate the pump-action.

https://s1.postimg.org/6ianz07e7/shotgun.gif


RE: Official Move Approval IV - Jade Harley - 06-05-2017

@Gamzee Makara:
[spoiler]
(06-02-2017, 02:47 PM)Gamzee Makara Wrote: Ka-Bloom Grenade - Gamzee takes 2 seconds to summon his magickal energy into a heavy baseball sized orb of smoke, trails of the stuff cascading across his hand. He can only throw it about 60 yards in any direction, and only about as fast as anyone could throw a basketball. Before he throws the grenade, the only movement he can accomplish is a jump or a dive; no running. If he hits the ground or is intercepted by an enemy before he releases the smoke, he risks his concentration being broken and losing the bomb. Upon contact with a foreign surface, the grenade erupts into a haze of vibrant rainbow colored smoke in the shape of a blooming flower, hence the name. The flower is 3 meters in diameter and roughly 6 feet high. The flower affects any who stand within it’s area of affect. That is to say, if three people are grouped close enough together they can be affected. But if they are spread out far enough, someone(s) may escape the AoE. Those caught within the flower experience heavy coughing and a general feeling of torpor - Heavy limbs, blurry vision, and aches when moving. Gamzee is also affected by the smoke, but only if he lingers in the flower for more than 3 seconds to fight his foes. No actual damage is inflicted upon the explosion, just the sluggish feeling and coughing. The smoke clings to the victim’s skin, weighing them down as long as they stay within the flower of smoke. The flower dissipates as soon as there is no longer anyone standing in its area of effect, and does not require Gamzee’s concentration to maintain. Gamzee CAN summon two grenades, one in each hand, but not both at once. I.e. It would take four seconds to charge up two.

Side Note - The smoke has a very overpowering, almost deliriously sugary, fruity scent. Just fluff though.

This looks okay to me. Approved![/spoiler]

@Gildarts:
[spoiler]
(06-03-2017, 03:52 PM)Gildarts Wrote: (intro to the move) I plan to make two versions of this move, one a regular move, the other a super move, which in contrast to the regular move, will make their power size down.

In the anime, Gildarts is battling one on one with the lead protagonist and accidentally hits him with a bit of “disassembly magic” causing the character to comedically explode into little chibi versions of themselves. (This doesn’t hurt the enemy in any way and their mind is also split, so they would not all do the same thing, a drawback of this is that by doing it, Gildarts creates an army of his enemy and they can freely attack and surround them, using their mini size and mass numbers to their advantage).

There were probably a hundred or more little versions of the same protagonist. In chibi form. I’ll include a small clip at the bottom because it may help the description. I wouldn’t have guessed this move would’ve been “okay” or ever approved but Omni in the chat said it was fine (with a limited duration, also suggested it be used as a super utility) and as long as I wrote it up well and clear. Anyway, that is the just of the move! Also as a side note I’m not really sure what is an “okay” amount of time for them to remain in chibi form, since the regular move is more fodder, I would like to keep it for longer (Multiple people said it would be fun to write as mini versions of their characters and I can’t say I disagree). It is okay with me if longer isn’t okay!

https://www.youtube.com/watch?v=j81azhK5mGI (you’ll have to fast forward to find the part. You’ll see it at :3:02)

Disassemble- Mini Chibi Army 300 OM (debuff, ranged)

During this move, Gildarts casts his magic with his hand (usually his organic one), it glows with light and expands out in front of him in a web pattern on his enemy. Like a fish net, it tightens around their form and lines spread across their skin in cube form. After a brief pause, the mini’s are being divided from the original version and are suspended in the air (from the magic), before they begin to fall down to the ground where they find their numbers have multiplied. They are in chibi form, leaving them at around 5-9 inches in height, depending on their own height in character. (Taller character, taller chibi).

As chibis, they are still the same character, however their minds will be separated, so they do not think collectively, but as a group of individual selves. There are over a hundred of these little versions of the enemy, they can still do all the things that their regular version of themselves could do, except reach the top shelf of the cabinet! They can attack from multiple chibis, the attack will just be smaller, (Example: they throw a ninja star at gildarts, if it hit, it would give him a scratch but it would also be really quite tiny.)

When he casts the move, he must be stationary, the character/target must be within range of this move which is about fifteen feet, meaning the target would need to be closer for effect (to withdraw the effect of the move, the many minis could run away, after about thirty-five feet they would turn into their regular form again). The downsides of this move are that the enemy is more in number, and while they are in miniature mode, Gildarts should not move his feet greater than three steps, if he does, the spell will be void and the enemy will return to normal. (This is also valid when he is knocked over.). He must concentrate during the cast time, which is about three seconds, but after, he doesn’t have to think about maintaining the magic.

The duration: If not being used in an actual fight, I’d say it could last a few minutes until the magic wore off (fodder), but while being used during a fight, I would probably say about 1 and a half minutes maximum (it is up to the opponent really).

Lastly, Gildarts can ‘un-cast’ the spell at any time during the battle, this would take another three second charge which he must concentrate on. He does not need to move three feet to do so.

If it isn’t okay used as a normal move, that’s okay with me too and I’ll just stick to it as a SU T2.

Okay, that's adorable. Approved as a normal move.[/spoiler]

@Odin:
[spoiler]
(06-03-2017, 05:01 PM)Odin Wrote: Mjolnir – Tier 1 Super Attack (Requires Physical Strength) – 600
Odin channels the memory of his son, Thor, through the rune of memory and charges it with magic. With the thrust of his hand skyward, it is struck by lightning. He is left holding Mjolnir. The hammer has a head made of Dwarven steel and is covered in various storm runes. It is a foot long, 6 inches wide, and 6 inches thick. The shaft, made of wood from Yggdrasil wrapped in wolf leather, is a foot long. When Odin smashes the weapon into his target, it discharges the lightning bolt into the victim. After the strike, the weapon is gone.

Freaking epic. Approved![/spoiler]

@MADBULL34
[spoiler]
(06-05-2017, 02:52 PM)MADBULL34 Wrote: Remington 870 Police-Issue Shotgun: 300 OM
Requires Ranged Prof.

This classic shotgun design is a legendary symbol of authority for American police officers working from 1950 - 1990. The 12 gauged weapon fires 3" magnum shells in a wide spread and is effective within 50 yards, but also packs a serious punch at extreme close ranges. Its pump-action emits a terrifying sound so distinct, just chambering a shell has been known to cause criminals to surrender. Some law enforcement officers are known to utilize less-than-lethal rock-salt or rubber ball rounds for riot control. With an 18" long barrel, the weapon requires focused concentration and two hands to ensure accuracy, although less accurate two-handed shots made from the hip are also conceivable. This particular model is able to hold 4 rounds which can be shot as fast as the user can operate the pump-action.

https://s1.postimg.org/6ianz07e7/shotgun.gif

Just to be clear, this only has one kind of ammo, right? If not, it'll be an extra 300 OM for each type of ammo.

Is there a reload time?
[/spoiler]


RE: Official Move Approval IV - Vel'Koz - 06-06-2017

Learn Beam - Ranged, Insight (300):

Vel'Koz emits a bright beam of projected purple light that encompasses the person he is analysing up to a maximum range of 50 feet. This cuts the 30-second analysis time of Insight down to a mere 4 seconds, but makes it incredibly obvious that Vel'Koz is staring at the subject in question and he must remain still while doing so to complete the full scan.
After the scan is complete, he will have attained the regular information that Insight grants on his subject, followed by blinking a few times and producing a quip on the nature of the subject in question.
This move does no damage.


RE: Official Move Approval IV - MADBULL34 - 06-07-2017

@MADBULL34
[spoiler]
(06-05-2017, 02:52 PM)MADBULL34 Wrote: Remington 870 Police-Issue Shotgun: 300 OM
Requires Ranged Prof.

This classic shotgun design is a legendary symbol of authority for American police officers working from 1950 - 1990. The 12 gauged weapon fires 3" magnum shells in a wide spread and is effective within 50 yards, but also packs a serious punch at extreme close ranges. Its pump-action emits a terrifying sound so distinct, just chambering a shell has been known to cause criminals to surrender. Some law enforcement officers are known to utilize less-than-lethal rock-salt or rubber ball rounds for riot control. With an 18" long barrel, the weapon requires focused concentration and two hands to ensure accuracy, although less accurate two-handed shots made from the hip are also conceivable. This particular model is able to hold 4 rounds which can be shot as fast as the user can operate the pump-action.

https://s1.postimg.org/6ianz07e7/shotgun.gif

Just to be clear, this only has one kind of ammo, right? If not, it'll be an extra 300 OM for each type of ammo.

Is there a reload time?
[/spoiler]
[/quote]

Correct on both. I intend to purchase an upgrade at a later time that fires tear gas. This proposed move only shoots the same ordinary shells it would in the real world. There is a reload time and the wielder must manually shove each shell in individually, making it even more time consuming than a revolver.


RE: Official Move Approval IV - Mark - 06-07-2017

(06-04-2017, 08:07 PM)Nezha Wrote: @Mark:

Regarding the Hold-Out Armatures: Repeating Enforcer-45 (RE-45), it's not "spread" as much as an extremely rapid grouping. But a shotgun is a bad example... Instead, imagine the effect of a fully automatic weapon firing at point blank. It would be doing more damage, but not "sawn-off shotgun" levels of more damage... I should probably change that.

That's fine. Approved.

(06-06-2017, 11:46 AM)Vel Wrote: Learn Beam - Ranged, Insight (300):

Vel'Koz emits a bright beam of projected purple light that encompasses the person he is analysing up to a maximum range of 50 feet. This cuts the 30-second analysis time of Insight down to a mere 4 seconds, but makes it incredibly obvious that Vel'Koz is staring at the subject in question and he must remain still while doing so to complete the full scan.
After the scan is complete, he will have attained the regular information that Insight grants on his subject, followed by blinking a few times and producing a quip on the nature of the subject in question.
This move does no damage.

Without Enhanced Senses you'll need to put something in here about line-of-sight. You should also mention some form of fatigue and/or concentration since you're cutting the time down to less than 1/7th of the original time.


Aang, I'll get to yours when I have a bit more time. Shouldn't be too long, and if any other staff want to take it in the mean time I won't be opposed. Just so you know you weren't forgotten/skipped.


RE: Official Move Approval IV - Vel'Koz - 06-07-2017

(06-07-2017, 10:18 AM)Mark Wrote: Without Enhanced Senses you'll need to put something in here about line-of-sight. You should also mention some form of fatigue and/or concentration since you're cutting the time down to less than 1/7th of the original time.

Learn Beam - Ranged, Insight (300):

Vel'Koz emits a bright beam of projected purple light that encompasses the person he is analysing up to a maximum range of 50 feet as long as he has vision of them, so that the projected light can hit them. This cuts the 30-second analysis time of Insight down to a mere 4 seconds, but makes it incredibly obvious that Vel'Koz is staring at the subject in question and he must remain still while doing so to complete the full scan.
After the scan is complete, he will have attained the regular information that Insight grants on his subject, followed by blinking a few times and producing a quip on the nature of the subject in question.
This move does no damage and will be interrupted if Vel'Koz is physically contacted by something, whether an attack or a tap on the carapace, as it requires concentration.
Due to Vel'Koz' eldritch nature, he intentionally ignores noise around him during the process, as screams can be distracting. To this point, he will not hear any speech or other sounds that occur during the scan.

Extra changes are in bold, hope it fits your criteria.


RE: Official Move Approval IV - Mark - 06-07-2017

(06-07-2017, 01:48 PM)VelKoz Wrote:
(06-07-2017, 10:18 AM)Mark Wrote: Without Enhanced Senses you'll need to put something in here about line-of-sight. You should also mention some form of fatigue and/or concentration since you're cutting the time down to less than 1/7th of the original time.

Learn Beam - Ranged, Insight (300):

Vel'Koz emits a bright beam of projected purple light that encompasses the person he is analysing up to a maximum range of 50 feet as long as he has vision of them, so that the projected light can hit them. This cuts the 30-second analysis time of Insight down to a mere 4 seconds, but makes it incredibly obvious that Vel'Koz is staring at the subject in question and he must remain still while doing so to complete the full scan.
After the scan is complete, he will have attained the regular information that Insight grants on his subject, followed by blinking a few times and producing a quip on the nature of the subject in question.
This move does no damage and will be interrupted if Vel'Koz is physically contacted by something, whether an attack or a tap on the carapace, as it requires concentration.
Due to Vel'Koz' eldritch nature, he intentionally ignores noise around him during the process, as screams can be distracting. To this point, he will not hear any speech or other sounds that occur during the scan.

Extra changes are in bold, hope it fits your criteria.

That's fine. Approved.


RE: Official Move Approval IV - Todd Ingram - 06-07-2017

T1 Powerup: Strength Pill 1000 OM

Designed by Lex Luthor in order to fight the dictator superman. It was designed to give normal men a fighting chance against people like Superman and Wonderwoman.
[spoiler]

[Image: 2468063b1dc987c2449be3a2b8aadb4a.jpg]
[/spoiler]
Stats:
Atk:+2
Def:+2
Spd:+1
Tec:-


RE: Official Move Approval IV - Gildarts - 06-07-2017

@Jade I'll also be submitting the mini chibi as a T2 below^^


[spoiler] 
[quote pid='101418' dateline='1496081935']
Disassemble - Chibi Army Charge! T2 Utility (Debuff Prof, ranged)

(I will just copy and paste the details from above but to save you from reading that mammoth twice I’ll just use parenthesis now!)

The differences: Everything is about the same, except the duration time and the use of the debuff. 

Duration: Probably around 20-35 seconds. Whether that is the longer or shorter end of that spectrum is up to my opponent/for writing purposes. 

Debuff Deal: The power of this move is very significant as it is a T2, and in the super move’s use of it, the mini versions of people’s attacks will be weaker to avoid a bombardment of many moves hitting Gildarts all at once, which would be a real advantage to someone who has significant speed. 

I’m not sure how much is acceptable, so I am going to leave this here and wait for feedback.
[/spoiler]
[/quote]




Also i updated these and I gotta do a little bump #bordering 5movelim #banhammer

[spoiler]I answered your questions in bold, (I tried and I’ll add them into the description as well. (The bold format is teasing me so it may not work that way) Thank you for your patience with me.
 
Wall 300, (requires ranged and area attack prof) (or 600 because of the charge?)
 
An enemy is coming at Gildarts with everything he has, sword or energy blast, Gildarts is going to be hit, unless he deploys a significant blast of gravity magic straight at his foe. Gravity magic is clear, and hardly detectable just by sight unless there are objects around to get obliterated or moved but it can be sensed or seen as a slightly warped film, almost like saran wrap.  
 
Gildarts deploys this move from his hands, nothing particularly special about the cast, just an aloof spin of magic at the flick of his wrist. The longer the charge, the larger the perimeter and longer the shield/barrier will go. For three seconds Gildarts plants his feet down and conjures the energy, next, he launches it, as his foe is nearly on top of him. His foe, and the trees, branches, and rock are launched back with the vehement force of gravity. The “wall” pushing them takes them about ten feet away, and rips apart the trees that had surrounded him. The trees cascade into other trees when the barrier loses momentum and energy, his foe may have taken some damage from the powerful ‘shove’ as well as the domino fall of the trees and/or/ rocks on top of him. Splinters are still suspended in the air, and Gildarts is breathing in the scent of his destruction.
 
Charge time starts at 3 seconds and is variable, the more charge, the larger the “wall” and how far back it moves the objects in front of it away from him. Originally I wasn’t going to have it hurt /destroy plant life but gravity doesn’t discriminate and I believe that it would be cheating on some level if I let the trees live (poor trees). Anyway it is a more powerful attack so I will have a use limit of only two times per battle.
 
jade Wrote:If the charge is variable, it is 600 OM.
Quote: 
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.
 
The charge is variable!! And it is not a guaranteed hit. He must remain stationary. The max range is fifty yards. The move must only be aimed in the general direction of the enemy, as it is wider than most narrow humanoid targets.
 
Black Lightning 300 (ranged proficiency, homing proficiency which I will buy)
 
Gravity is a realm of laws that should not be broken, however, when they are broken, by mage or otherwise, there is an after effect or consequence. Something that must come to equalize and normalize the equation that did not have the regular “cause and effect” such as what goes up must come down. So it doesn’t come down, not in this realm or universe anyway. Something must be there in its place, an energy, and object, a mass.
 
Gildarts has learned this the hard way, his magic is devastating and reaps it more than he’d like to consciously admit. As an effect, Gildarts can pull negative magic from the existence of positive, charge it, and fire it as a weapon. This particular move is very powerful and takes a good amount of energy, it can be used once per battle. Gildarts ‘charges’ as a means of collecting the highly dangerous energy, it creates a spiderweb of dark static in his hand and an immense trail commences after his opponent, similar to a heat seeking bullet, but it will not rest until it collides with the enemy’s energy. For example, it will go through trees and obstacles, but must land on a part of the enemy that has life, or has been given life by them (a loophole to get around this move would be for Gil’s enemy to fire an energy blast of some sort.)
 
jade Wrote: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?
 
Yes he must remain stationary while casting the move, and he also must remain in place while he focuses on it weaving around. The charge time is five seconds, it does require a lot of concentration and it also causes him fatigue. It would diminish if the target evaded it for two minutes straight. If Gildarts focus was broken it would remain active, but it will cut the time it ‘lasts’ in half.
 
Vortex as it has a debuff, (debuff, ranged prof, area attack)* T-2 Super move, would the Debuff claus make it double in price, at 1600?
 
Vortex, as you know, curving space and time takes massive amounts of energy, honestly, it shouldn’t be possible and yet, magic and willpower make it possible. Every effect of Gildarts’ magic has to do with warping space and matter, the effects are usually a brunt of energy, cast or sucked from Gildarts and his immense magical power. He creates this move by releasing leasing all of that burdenous weight he has stored, with gravity there is a pull and push effect that has to do with balance and weighing, in this case, the vortex uses both to suck an enemy towards this debilitating active vacuum for thirty seconds in battle, they’re more or less grappling with whether or not the vortex’s pull will win, and if they do not focus on escaping the vortex, it could swallow them whole, which merely grinds them into the middle and through the reconstruction of gravity. They suffer mostly surface damage when they go through, which would apply pressure to them on all sides, likely with force enough to crush human bone and harm other objects that go in, such as electronics that need a basic construction for mechanics to function.
 
When the enemy resists the gravity’s pull (or has an equal or Higher TEC), he is freed and does not get sucked up.
jade Wrote:This sounds pretty powerful! I'd try to make it a super.


 
I think I’ll make it a super, lol, you’ve convinced me, should I add anything to make it function better?
 
Atlas 300, (debuff, ranged, homing?)
 
Gildarts targets an enemy who is within fifty yards and casts a spell, unleashing an immense weight of gravity magic on the foe. If the spell hits, the enemy may fall to their knees or completely flat on the ground as they find themselves resisting the dense amount of invisible force. Those who are strong enough to resist this attack must put all their focus on standing up again, are able release the spell from on them.
 
A downside is while this is deployed, Gildarts is unable to cast another spell. The charge time for this move is three seconds. Let me know if it needs anything more!
 
jade Wrote: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"?

 
The effect lasts up to forty-five seconds, if they have a higher TEC than Gildarts their ‘down time’ will be cut in half. Gildarts must remain stationary while casting the move, once it is has landed or missed he can remain moving without risking compromising the spell. The move can be avoided, (dodged, or completely blocked by a prime with equal or higher TEC as he does) it is not a guaranteed hit.

[/spoiler]