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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 - Corporal Light - 02-06-2016 Bomb Setting - Tier 2 Super Attack Move (Area Attack Proficiency, Ranged Proficiency) (800 OM) Thanks to some recent help from a certain benefactor, Ballad has been able to improve his Bomb Setting to its previous power. It is activated by Ballad pressing down on a green button on the barrel of his revolver, which counts down to a five second countdown. He then tosses it at his opponent, with the hope that the opponent would be caught in the blast radius. The blast radius is around six feet, and deals a hefty amount of damage through shrapnel and the resulting explosion. Upon explosion, the revolver reappears inside Ballad's holster a minute later, unloaded. Blast From the Past (requires Telepathy, requires Ranged Proficiency, requires Debuff Proficiency.) (600 OM) Arguably one of Ballad's most powerful moves in his arsenal. During combat, Ballad will force himself to lower his defenses to a sizable degree, leaving him vulnerable to attack so he can concentrate. During this time, he is staring at his opponent, his eyes slowly turning white during the process. Eventually, after around seven seconds passed, he blinks, then proceeds to say something related to the past, catching the opponent off guard and allowing Ballad to counter attack. The pros of the move is that, if successful, the move can cause the person it is used against to possibly feel shocked and uncertain, hurting their ability to fight significantly. It also applies a "image assault" ability, where any time Ballad ends up mentioning the memory in question, it flashes in the person's mind, which further distracts them and gives Ballad a bigger advantage. This, however, only lasts for around thirty seconds, and the effect stops working after those thirty seconds have passed. The cons, however, severely outweigh the pros. For starters, he is heavily vulnerable during the seven second process, which can severely injure him if not used properly. Also, Primes with a TEC equal to or higher than his own can block it effectively with concentration of their own, which can result in the move being a lot less effective than if their TEC was lower. Primes with a HIGHER TEC are completely immune to the move, and the effects of the above mentioned move are instead applied to him. Re: Official Move Approval III - Chloe Price - 02-06-2016 Gilgamesh Wrote:Joker Wrote:Gilgamesh Wrote:This needs debuff and you'll need some downsides for the effect this has.Hmm...The grenade's affect lasted 10 seconds, didn't it? I don't see that needing a debuff. Unless you mean the range of the attack... Oh yeah, you meant the proficiencies...I guess people with a higher TEC could resist the affect... Laughing Gas Spray - 300 OM(Requires Area Attack Proficiency, Ranged Proficiency) The Joker sprays Laughing Gas out directly in front of him with the flower on his jacket. It's a cone-shaped move, reaching 2 feet in front of him, the spray is 2 feet tall, and sends people caught in the cone - apart from himself, if such a thing happens - into uncontrollable laughter for 10 seconds. It has the same effect as the Laughing Gas Grenade, but has an advantage over it, in exchange for it's range being lowered compared to that of the grenade; being able to catch people off-guard. Joker can seem to be completely unarmed, yet he can still use Laughing Gas Spray as long as the flower is on his jacket. This has a cooldown of at least 30 seconds between uses, and the spray can only be kept up for a maximum of 5 seconds. People with a TEC stat equal to or higher than Joker's can resist the affect, or even negate it outright. Does this look better? Re: Official Move Approval III - Jim Raynor - 02-06-2016 Gilgamesh Wrote:Ditto Wrote:Fire Blast (Tier 1 Super Attack - Requires Ranged) : Ditto rears his head back, charging flame into his mouth for a few seconds, and then releases it in a 大 shaped projectile which explodes on impact. Yes. Re: Official Move Approval III - Red - 02-06-2016 MOVE(S) Ki Attack (300) Ranged Proficiency required By concentrating his Ki, Trunks is able to shoot energy from his hands. This includes balls of energy, blasts of energy, and beams of energy. Broadsword (300) Physical Strength required A replica of the sword he carried with him during his times as a young adult. Durable, but heavy. SUPER MOVE(S) Burning Attack -- Offensive (600) Ranged Proficiency required After a series of detailed hand gestures, Trunks extends both hands out together in a diamond formation and concentrates his Ki; a ball of fiery energy shoots out from his palms, towards the opponent. Re: Official Move Approval III - Weiss Schnee - 02-07-2016 Modifying flame dust: Flame Dust - 900 OM (melee proficiency, debuff proficiency, Area proficiency.) Weiss activates Myrtenaster's red dust cylinder with the help of her semblance, as the edges and the runes of her blade glow a cherry red. This energy can be used for two different things. When touched to another being or projectile, the energy usually explodes and repulses the entity or attack in question with a touch from the blade, causing no damage but sending them backwards 5 feet in a slightly random direction backwards from Weiss. heavier beings or those with a high defense stat may manage to just have their attacking limb flung back, however, and stand their ground. Weiss can also use this ability to stab the ground, sending out a line of searing flame from the ground in front of Weiss. The attack is 2 feet wide and causes burning damage to those it touches. The flames move about as fast as an average human running at top speed. the max range is can reach is twenty feet. Lastly, Weiss can throw a strong slash with this energy, creating a slash-shaped crescent wave of flame that is shaped like the arc of the slash weiss has thrown. This slash is capable of travelling up to 50 feet and is about as fast as a gunshot, and burns anything it hits. The slash moves directly forward in the same arc without changing. The flame slash moves about 50 meters per second. also looking for Approval for: Ice dust - 300 OM Weiss has recreated the ice dust of her homeland of remnant for use in myrtenaster. Weiss is capable of using Ice dust for the following effects: Ice shards - Weiss is capable of creating shards of ice that Fire towards the target at the speed twice that of an arrow. these shards do not fly straight at their target, but with a curved shot forming a 120 degree arc, making them somewhat easy to dodge by a target running forward. However, Weiss is capable of Firing these shards rapidly, at a rate of two per second, allowing her to make up for their somewhat slow speed and lackluster ability to hit her chosen target with sheer volume. Weiss also has to deal with slight recoil while using this ability - with each shot pushing her back about a tenth of a meter. These shards will be created to strike at an area or target of Weiss's choosing, and thus, while it can be difficult due to the delay with the shards, she can "lead" her shots. Weiss creates these shards by slashing rapidly with Myrtenaster - thus, she needs to be holding the blade in order to fire them. These blasts can reach a maximum range of 200 feet, taking longer to reach their opponent depending on distance. Re: Official Move Approval III - Kopaka - 02-07-2016 Kopaka Wrote:Toa o te Tio 3,600 OM (Requires Ranged Materialize Proficiency, Area Attack Proficiency, Area Shield Proficiency, Remote Control Proficiency Well, yeah. This is all supposed to be usable in combat. I was breaking it down as: Create Passage - 300 Close Passages - 300 Create Ramps - 300 Create Stairs - 300 Create Spike - 300 Create Cube - 300 > Of Variable Size - 300 Create Sphere - 300 > Of Variable Size - 300 Create Wall - 300 > Of Variable Size - 300 Shatter Creations - 300 Re: Official Move Approval III - Minato Namikaze - 02-07-2016 Tier 1 Super Attack – Big Ball Rasengan (Requires Physical Strength) (600): Minato begins creating a rasengan, but instead of stopping after it reaches it's normal size, he continues to funnel Chakra into it for 5 more seconds, increasing it's size to roughly two and a half feet in diameter (This would be about 30 inches in diameter, think of a beach ball sized Rasengan). Minato then dashes/ launches himself towards his opponent and slams the Big Ball Rasengan into his opponent's chest. Re: Official Move Approval III - Red - 02-09-2016 Trunks Wrote:MOVE(S) bumpity-bump; I kinda need the Super for the saga. Re: Official Move Approval III - Albert Wesker - 02-09-2016 Trunks Wrote:Trunks Wrote:MOVE(S) Ki Attack — Approximate range, rate of fire, and any differences between the forms will be needed. Broadsword — Looks fine. Burning Attack — Fine and dandy. Though keep in mind even if you buy it you won't be able to use it in the saga. Re: Official Move Approval III - Albert Wesker - 02-09-2016 Weiss Schnee Wrote:Modifying flame dust: What exactly are you modifying in Flame Dust? Ice Dust — This will require Ranged Proficiency, just to note. Also going to need mention of the range they reach to. Minato Namikaze Wrote:Tier 1 Super Attack – Big Ball Rasengan (Requires Physical Strength) (600): Minato begins creating a rasengan, but instead of stopping after it reaches it's normal size, he continues to funnel Chakra into it for 5 more seconds, increasing it's size to roughly two and a half feet in diameter (This would be about 30 inches in diameter, think of a beach ball sized Rasengan). Minato then dashes/ launches himself towards his opponent and slams the Big Ball Rasengan into his opponent's chest. Good to go. Just remember for the sake of paperwork, you won't be able to use it in the saga. Re: Official Move Approval III - Red - 02-09-2016 Colonel Wrote:Trunks Wrote:Trunks Wrote:MOVE(S)
If any of the above requires me to purchase each form of Ki Attack separately, then I'm fine with that. Re: Official Move Approval III - Eon Saverem - 02-09-2016 Punisher Cross (1200) (Ranged Proficiency) (Area Attack Proficiency) The Punisher is 5'7" and weighs 300 lbs. Punisher has two machine guns in front and a rocket launcher in the back. The side arms of the cross open up to reveal a storage bin for eight Grader 2043 pistols (four on each side). [spoiler] [/spoiler]Machine Gun (300) (Ranged Proficiency) The Punisher Cross is equipped with 2 machine guns at its base. A reliable rapid-fire weapon that can only be fired while stationary. Since the weapon itself weighs 300 lbs. and packs a bit of recoil, firing on the run is unadvised due to the fact it is nearly impossible to be accurate. Though not extremely powerful, it makes up with for it with its high rate of fire. This is effective at a medium to close range. At long range it is less effective. Rocket Launcher (600) (Ranged Proficiency) (Area Attack Proficiency) The Punisher Cross also is equipped with 2 rockets that can be fired from the Top end of the cross. A simple flip of the cross and mounting it on the shoulder allows Eon to fire a rocket at his target. The rocket must be aimed and fired. Only 2 rockets can be used during an encounter, needing at least 5 minutes to create a rocket (10 mins for both). Once fired the rockets move roughly as fast as an arrow. The impact causes a 10ft diameter explosion. This weapon is effective at Long and Medium range, but will hurt Eon if fired at short range due to area of effect. Grader 2043 Auto-pistols (300) (Ranged Proficiency) The Punisher Cross also comes equipped with 8 Grader 2043 auto-pistols. These are located in the arms of the cross. The Grader's barrel legnth is 5" and has a capacity of 7 rounds, and with one in the chamber it brings the total to 8. Noticeably weaker than other pistols of their caliber, this is due to the simple fact they’re throw away pistols. They are rapid-fire weapons, unlike the Machinegun of the Punisher Cross they have considerably less ammunition (64 shots total to be exact) but make up for the lack of ammunition by being able to be shot in both hands on the run. These are short range weapons and difficult to aim at long distances. They hit about as hard as a punch. [spoiler] [/spoiler][spoiler] [/spoiler]
Re: Official Move Approval III - Illidan Stormrage - 02-10-2016 Ditto Wrote:Gilgamesh Wrote:Ditto Wrote:Fire Blast (Tier 1 Super Attack - Requires Ranged) : Ditto rears his head back, charging flame into his mouth for a few seconds, and then releases it in a 大 shaped projectile which explodes on impact. Imma assume that me saying 'yes' to this means it was approved? Re: Official Move Approval III - The Spirit - 02-10-2016 Joker, Ditto, and Kopaka you're all approved Re: Official Move Approval III - Corporal Light - 02-10-2016 Bomb Setting - Tier 2 Super Attack Move (Area Attack Proficiency, Ranged Proficiency) (800 OM) Thanks to some recent help from a certain benefactor, Ballad has been able to improve his Bomb Setting to its previous power. It is activated by Ballad pressing down on a green button on the barrel of his revolver, which counts down to a five second countdown. He then tosses it at his opponent, with the hope that the opponent would be caught in the blast radius. The blast radius is around six feet, and deals a hefty amount of damage through shrapnel and the resulting explosion. Upon explosion, the revolver reappears inside Ballad's holster a minute later, unloaded. Blast From the Past (requires Telepathy, requires Ranged Proficiency, requires Debuff Proficiency.) (600 OM) Arguably one of Ballad's most powerful moves in his arsenal. During combat, Ballad will force himself to lower his defenses to a sizable degree, leaving him vulnerable to attack so he can concentrate. During this time, he is staring at his opponent, his eyes slowly turning white during the process. Eventually, after around seven seconds passed, he blinks, then proceeds to say something related to the past, catching the opponent off guard and allowing Ballad to counter attack. The pros of the move is that, if successful, the move can cause the person it is used against to possibly feel shocked and uncertain, hurting their ability to fight significantly. It also applies a "image assault" ability, where any time Ballad ends up mentioning the memory in question, it flashes in the person's mind, which further distracts them and gives Ballad a bigger advantage. This, however, only lasts for around thirty seconds, and the effect stops working after those thirty seconds have passed. The cons, however, severely outweigh the pros. For starters, he is heavily vulnerable during the seven second process, which can severely injure him if not used properly. Also, Primes with a TEC equal to or higher than his own can block it effectively with concentration of their own, which can result in the move being a lot less effective than if their TEC was lower. Primes with a HIGHER TEC are completely immune to the move, and the effects of the above mentioned move are instead applied to him. Re: Official Move Approval III - Schwi Dola - 02-10-2016 Toybox Girl Wrote:ADAPT Memory Expansion - 300 (Requires Mimic) Been about 2 weeks now. Re: Official Move Approval III - Omni - 02-11-2016 Desco - nope on both, fundamentally, sorry. Re: Official Move Approval III - Trixie - 02-13-2016 Quote:The Way of Lightning - Closed Fist: Resubmitting this move, which I've already purchased, because I've rewritten it. I haven't altered the actual move in anyway, but the description needed to be revised. It was irking me. Re: Official Move Approval III - The Humble Sage - 02-13-2016 I want to upgrade my shield move from a normal move to a tier 1 supermove. Here's the original move description: Quote:Knowledge is my shield : I don't want to change anything in the description, it just feels like it would be better placed as a super move. Re: Official Move Approval III - A.S.P.E.C.T - 02-14-2016 I'd like to upgrade my Debilitating Charms. Debilitating Charms (Ranged, Debuff and Homing Proficiencies ) (1800 OM +300 for homing+300 for strength debuff= 2400 OM) Aspect channels his power into a charm before firing it off towards his target. Aspect holds a single charm in one of his hands or tendrils and sends energy from his core into it. The energy will visibly flow through his metallic limbs into the charm and will have a different color depending on the desired effect. The charm will write itself with the required symbols for the effect. Once Aspect is content with the required power he can fire the charm towards his target and when it hits the spell will take effect. The spell flies in a straight line, much like a bullet, towards his target. In Earth equivalent physics and gravity the charm will fly at about 700 m/sec (2300 ft/sec) for about 2 km (1.2 miles) before falling to the ground and fading. (This is in absolute favorable circumstances.) Once the target has been affected he will remain affected for up to twenty minutes, until the target meditates on the effects to dispel them which takes a full minute of uninterrupted concentration (and knowledge of this possibility) (physically removing the charms does nothing once they've hit) or until Aspect decides to release the charm. As a liar, Aspect will try to trick his opponents into believing he is empowering them rather than depowering them so his attack is named the opposite of what he wants to achieve. The spell can be charged for 10 seconds to be fired off at full power or released earlier for a weaker effect. If he fires the spell of earlier he can still stack the effect so hitting two 5 second spells will have the same result as hitting a 10 second spell. Each second charging affects more of his target with the effect starting with the upper chest, lower chest, legs and feet, arms, hands, head and finally mind for the full effect. Charging for another three seconds, Aspect can give the charm a target that it will follow for 2 km of distance before fading. Due to the high energy requirements for the skill, Aspect needs to remain stationary and focus on charging the charm. Large movements interrupt the charging and loses the energy he's already used if not fired. In his current Omniverse state, Aspect's energy reserves has diminished a lot and he's only able to charge 5 fully (10 seconds) charged charms (or 50 1 second charged charms) before requiring rest and recharging. He can charge up to six charms with the same effect at the same time due to his multiple arms allowing him to wield up to six charms at the same. Charms with different effects can't be charged at the same time. Current Effects: Name/Chant (Actual effect) - Energy color - Charm Symbols while charging - Requirement Enhanced Speed (Weaken Speed) - Green Energy - गति कमजोर - N/A Enhanced Skill (Weaken Technique) - Blue Energy - कौशल कमजोर - N/A Enhanced Strength (Weaken Attack) - Red Energy - कमजोर ताकत - N/A Full Form Movement (Paralysis) - White Energy - निर्बलता - Target has to be affected by Weakened Speed 10/10 |