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Omni Archive
Official Move Approval III - Printable Version

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Re: Official Move Approval III - Erik Vrell - 02-14-2016

I honestly want to see if this will pass.

Ultimate Face Punch (Tier 1 Super Move) (600 OM) (Requires Physical strength, Ranged proficiency.)

This punch to the face is, scientifically, at the epitome of what a face punch can achieve. Why, you might ask? Well, even if it does no damage, it can cross into any Verse that the user's target might be in. I repeat, it deals no damage, but has unlimited reach. The user needs only think of his or her target and that target will be subjected to a sudden face to the face. The annoyance level of this Move is over 9000.


Re: Official Move Approval III - Minato Namikaze - 02-14-2016

Erik Vrell Wrote:I honestly want to see if this will pass.

Ultimate Face Punch (Tier 1 Super Move) (600 OM) (Requires Physical strength, Ranged proficiency.)

This punch to the face is, scientifically, at the epitome of what a face punch can achieve. Why, you might ask? Well, even if it does no damage, it can cross into any Verse that the user's target might be in. I repeat, it deals no damage, but has unlimited reach. The user needs only think of his or her target and that target will be subjected to a sudden face to the face. The annoyance level of this Move is over 9000.

No


Re: Official Move Approval III - Yu Kanda - 02-14-2016

Tier 2 powered-up form: Illusion : Angelic form ( 1500 OM + flight + insight )
Chosen as a soldier from the heavens, the innocence synchronization reaches 100% and takes over his body. Kanda's body appears to consist out of nothing but white-yellow lightning energy. His swords become one with his body and he sprout large angelic wings. Something resembling a halo appears above his head. His eyes are made of a pure blue innocence energy, no iris to be seen. His tattoo on his chest is still visible.

Stats ( 2 stat upgrades included ):

Atk:8
Def:2
Spd:9
Tec:3


Re: Official Move Approval III - Erik Vrell - 02-14-2016

Minato Namikaze Wrote:
Erik Vrell Wrote:I honestly want to see if this will pass.

Ultimate Face Punch (Tier 1 Super Move) (600 OM) (Requires Physical strength, Ranged proficiency.)

This punch to the face is, scientifically, at the epitome of what a face punch can achieve. Why, you might ask? Well, even if it does no damage, it can cross into any Verse that the user's target might be in. I repeat, it deals no damage, but has unlimited reach. The user needs only think of his or her target and that target will be subjected to a sudden face to the face. The annoyance level of this Move is over 9000.

No

Darn


Re: Official Move Approval III - Minato Namikaze - 02-14-2016

The Humble Scribe Wrote: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 :
Opening a book, the words fly out of the pages and begin to swirl around me. The words mesh together to form a shield against an incoming attack. This takes approximately 5 seconds to fully form, although If an attack occurs before this time, the words that have already begun moving will move to block to the best of their ability. This is most effective against energy attacks, and other attacks with large surface areas. Small sharp attacks have a decent chance of puncturing the shield without large amounts of resistance. I am unable to move or attack while this is occurring, but the words will fade away in about a minute, or after the attack has occurred.

I don't want to change anything in the description, it just feels like it would be better placed as a super move.

I mean, You don't need to change it to a super move. You can have a normal version, and a Super move version of the same move if you'd like. Of course, you would have to submit it and pay for the second version of it.

Yu Kanda Wrote:Tier 2 powered-up form: Illusion : Angelic form ( 1500 OM + flight + insight )
Chosen as a soldier from the heavens, the innocence synchronization reaches 100% and takes over his body. Kanda's body appears to consist out of nothing but white-yellow lightning energy. His swords become one with his body and he sprout large angelic wings. Something resembling a halo appears above his head. His eyes are made of a pure blue innocence energy, no iris to be seen. His tattoo on his chest is still visible.

Stats ( 2 stat upgrades included ):

Atk:8
Def:2
Spd:9
Tec:3

This is Approved. Just make sure that you get Flight and Insight before using it (since you listed them as prerequisites)


Re: Official Move Approval III - Corporal Light - 02-14-2016

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 - The Humble Sage - 02-14-2016

Quote:
Quote:I want to upgrade my shield move from a normal move to a tier 1 supermove.

Here's the original move description:


Knowledge is my shield :
Opening a book, the words fly out of the pages and begin to swirl around me. The words mesh together to form a shield against an incoming attack. This takes approximately 5 seconds to fully form, although If an attack occurs before this time, the words that have already begun moving will move to block to the best of their ability. This is most effective against energy attacks, and other attacks with large surface areas. Small sharp attacks have a decent chance of puncturing the shield without large amounts of resistance. I am unable to move or attack while this is occurring, but the words will fade away in about a minute, or after the attack has occurred.


I don't want to change anything in the description, it just feels like it would be better placed as a super move.
I mean, You don't need to change it to a super move. You can have a normal version, and a Super move version of the same move if you'd like. Of course, you would have to submit it and pay for the second version of it.

That's what I was thinking originally, but on further development of my character, I don't want him to have easy access to magic (mostly for rp reasons). He uses up books to activate these moves (sounds like a great SP to me) and the situations this would be useful for all just feel like Super move kind of situations.


Re: Official Move Approval III - Tearen Wover - 02-16-2016

Obsessive Complex Insertion - 600 OM (Requires Ranged Proficiency, Debuff Proficiency, Homing Proficiency Telepathy)

Nealaphh's eyes begin to emit a harsh white shine, and over the course of ten seconds, the Enigma engulfs the mind of an enemy with its influence so as to seed their subconscious thoughts with a material obsession; either a Philia or a Phobia. If Nealaphh gives the target a Philia, they are compelled to remain within at least ten feet of a given material object, living or otherwise. If Nealaphh instead gives the target a Phobia, they must remain at least ten feet away from a chosen material object.

The obsession lasts for a number of rounds equal to the difference between Nealaphh and the Target's TEC scores. If they are even, the move has no effect. Nealaphh can have no more than one Philia and one Phobia active in two different targets at a time, and it must cast them seperately. Nealaphh needs to be able to see both the target and the object of obsession for the duration of the casting. If a target leaves the range of Nealaphh's telepathy, the effect fades.


Re: Official Move Approval III - Sarah Kerrigan - 02-17-2016

Colonel Wrote:What exactly are you modifying in Flame Dust?
The last paragraph is an entirely new application I've added. additionally, I've changed the range of the flame carpet attack.

Quote:Ice Dust — This will require Ranged Proficiency, just to note. Also going to need mention of the range they reach to.

of course. my bad for forgetting to note proficiencies.

The range they reach to is 200 feet. I'll edit that into the original post.


Re: Official Move Approval III - A.S.P.E.C.T - 02-17-2016

Just bumping this one. I'd like to upgrade my Debilitating Charms with a new effect, ATK debuff, and with the Homing proficiency.

A.S.P.E.C.T Wrote: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



Re: Official Move Approval III - Albert Wesker - 02-17-2016

Trunks Wrote:
Colonel Wrote:Ki Attack — Approximate range, rate of fire, and any differences between the forms will be needed.
  • Energy Balls and Blasts explode upon contact with something; Energy Beams surge through things that are soft enough to penetrate.

  • Energy Blasts and Balls can be shot in semi-rapid succession; Beams don't have a fire-rate, per se.

  • All weaker forms of Ki assimilate into the air after 100 meters or so (only stronger forms [i.e. higher costing moves, specific moves, or super moves] travel farther).


If any of the above requires me to purchase each form of Ki Attack separately, then I'm fine with that.

Is there any difference in the effects between the energy blasts or energy balls, aside from cosmetic? If so, then this'll be a 900 OM move, otherwise it's 600.

Just one thing to note, include some mention of how long the Beam variant can be sustained for.



Eon Saverem Wrote: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][Image: w-cross.jpg][/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][Image: latest?cb=20120921031934][/spoiler]
[spoiler][Image: g_ww_01.jpg][/spoiler]

Just to clarify, before anything else, the Punisher is just a blanket move and the others are what it all entails/includes, yes?

Machine Gun — Some mention of how many rounds it can hold before needing a reload, and how long said reload takes.

Rocket Launcher — Why does this cost 600? Unless there's something I'm missing it would be fine at 300.

Grader 2043 Auto-pistols — Looks good.



Trixie Wrote:
Quote:The Way of Lightning - Closed Fist:

Lightning is a powerful and devious ally to call upon. Much different than your typical force lightning this ability gives the user unprecedented control over force generated electricity. The Way of Lightning is a series of techniques that the ancient Sith slaves were taught by their Rakatan masters. Instead of generating ambient lightning outward from the finger tips like Dark Jedi became accustomed to doing centuries later, The Way of Lightning uses Dark Side Energy to empower and supercharge the natural electric current in ones own body. The result is a more stable and powerful flow of electricity. The Closed Fist is the final technique taught and the most taxing. Lightning begins from the elbow and freely arcs around the users forearm before gathering at the fist. Slow to charge and rather powerful, the Closed Fist form allows the user to fire a single and very large bolt of lightning at medium to long range with deadly precision. The force of the blast pushes back hard on the users arm. The Closed Fist form is hard on the body and if used repeatedly can result in physical burns on the chosen conduit arm.


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.

Since it's just a change of the description this should be fine.



Ballad Wrote: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.

Bomb Setting — Good to go.

Blast From the Past — I'm confused about how this is applied....and kind of what it does. Ballad says "something related to the past", but....what does that even mean? Apologies if I'm just being slow and not catching something obvious here. Also, who is it marked as costing 600? The cons are also a bit awkwardly-worded. If the enemy's TEC is equal to or higher than his own they can block and lower its effectiveness, but if their TEC is higher...they're completely immune to it? Explain? :psy:



Nealaphh Wrote:Obsessive Complex Insertion - 600 OM (Requires Ranged Proficiency, Debuff Proficiency, Homing Proficiency Telepathy)

Nealaphh's eyes begin to emit a harsh white shine, and over the course of ten seconds, the Enigma engulfs the mind of an enemy with its influence so as to seed their subconscious thoughts with a material obsession; either a Philia or a Phobia. If Nealaphh gives the target a Philia, they are compelled to remain within at least ten feet of a given material object, living or otherwise. If Nealaphh instead gives the target a Phobia, they must remain at least ten feet away from a chosen material object.

The obsession lasts for a number of rounds equal to the difference between Nealaphh and the Target's TEC scores. If they are even, the move has no effect. Nealaphh can have no more than one Philia and one Phobia active in two different targets at a time, and it must cast them seperately. Nealaphh needs to be able to see both the target and the object of obsession for the duration of the casting. If a target leaves the range of Nealaphh's telepathy, the effect fades.

Change the length of effect from a number of rounds to an actual measurement of time. A round of combat can be as short as a few seconds or as long as a few minutes depending on posting pace, and so isn't really a good measuring tool for determining balance.


Re: Official Move Approval III - Corporal Light - 02-17-2016

Quote: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 their 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 his own can block it effectively with by concentrating, 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.

Blast From the Past — I'm confused about how this is applied....and kind of what it does. Ballad says "something related to the past", but....what does that even mean? Apologies if I'm just being slow and not catching something obvious here. Also, who is it marked as costing 600? The cons are also a bit awkwardly-worded. If the enemy's TEC is equal to or higher than his own they can block and lower its effectiveness, but if their TEC is higher...they're completely immune to it? Explain? :psy:

"Something related to the past" is more or less exactly what it says on the tin. He pulls up a memory of a past event of theirs and causes them to reexperience it.

I marked it as costing 600 due to it being a move that can deal debuffs overtime with the "image assault" part of it. This "image assault" is more or less tied to the reexperience thing, where if he says something, they'll reexperience the event so he could gain an advantage. That part of it in question only lasts thirty seconds, and any other mention of it afterwards won't do anything.

Looking at it, it probably doesn't cost 600, though I'll let you decide on that.

Last part was bad wording on my part.


Re: Official Move Approval III - Tearen Wover - 02-17-2016

Obsessive Complex Insertion - 600 OM (Requires Ranged Proficiency, Debuff Proficiency, Homing Proficiency Telepathy)

Nealaphh's eyes begin to emit a harsh white shine, and over the course of ten seconds, the Enigma engulfs the mind of an enemy with its influence so as to seed their subconscious thoughts with a material obsession; either a Philia or a Phobia. If Nealaphh gives the target a Philia, they are compelled to remain within at least ten feet of a given material object, living or otherwise. If Nealaphh instead gives the target a Phobia, they must remain at least ten feet away from a chosen material object.

The obsession lasts for ten seconds multiplied by the difference between Nealaphh and the Target's TEC scores. If they are even, the move has no effect. Nealaphh can have no more than one Philia and one Phobia active in two different targets at a time, and it must cast them seperately. Nealaphh needs to be able to see both the target and the object of obsession for the duration of the casting. If a target leaves the range of Nealaphh's telepathy, the effect fades.


Re: Official Move Approval III - Eon Saverem - 02-17-2016

Quote:
Eon Saverem Wrote: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][Image: w-cross.jpg][/spoiler]

Machine Gun (300) (Ranged Proficiency)
The Punisher Cross is equipped with 2 machine guns at its base. Carrying 500 rounds, belt fed.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. Reload time takes no less than one minute

Rocket Launcher (300) (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][Image: latest?cb=20120921031934][/spoiler]
[spoiler][Image: g_ww_01.jpg][/spoiler]

Just to clarify, before anything else, the Punisher is just a blanket move and the others are what it all entails/includes, yes?

Machine Gun — Some mention of how many rounds it can hold before needing a reload, and how long said reload takes.

Rocket Launcher — Why does this cost 600? Unless there's something I'm missing it would be fine at 300.

Grader 2043 Auto-pistols — Looks good.

The Punisher is the Blanket term and the others is what it entails, yes.
I made my edits in the Quote for the Machine gun, it is underlined.
And Lastly, I thought because the Rockets blast radius was 10ft it made it more. Just realized that just means it needs the Area prerequisite. So it's only 300 correct?


Re: Official Move Approval III - Ruby Rose - 02-17-2016

Buster Sword (300 OM - Requires Physical Strength): A weapon that Ruby brought back from the Hero's Graveyard, it is a simple giant sword that stands at roughly 6' with an approximately one foot wide blade. In a real world, the weapon would weigh at least 80 pounds, but due to Omniphysics it has been scaled to Ruby's own strength, proving only as heavy as her usual weapon, Crescent Rose.
[spoiler][Image: latest?cb=20131218182539][/spoiler]

(Upgrade for my NPC, Qrow Branwen) Upgrade - Greatsword (600 + 300 OM - Requires Physical Strength, Ranged Proficiency): Qrow wields a large, silver, single-edged sword with some kind of tribal pattern running along where the fuller would be. A pair of gunbarrels flank the blade at the hilt, connecting up to a circular clockwork mechanism that seems to accommodate all the different forms the weapon can take. A hole is located in the blade in front of the clockwork mechanism, and a pair of parallel handguards come downwards. The handle is crimson with a black pommel, and is long enough to accommodate both hands at different distances apart.

The weapon has four modes; the first is a compact mode, where the blade retracts in on itself, becoming around half the size it was and making it less of a burden to carry. The second is the sword itself, and the third is a long range shotgun, with a buckshot-like spread fired from each barrel. In this mode the blade is curved downwards, providing an open field for firing. The shotgun is accurate at a surprising fifteen meters, and after that the cone of buckshot begins to spread out more widely. The fourth and final mode creates Qrow's most proficient weapon; a scythe. The blade of his sword splits at multiple sections and begins to folds backwards, forming a seemingly awkward scythe with the blade on the outside. However, just before the handle of the weapon telescopes in two sections and extends, the blunt side of the blade opens up and a crimson blade emerges from the gap, completing the weapon.
Inactive Mode
[Image: LuTEbTW.png?1]
Sword Mode
[Image: 3tFWf3H.png?1]
Gun Mode
[Image: I2vpJth.png?1]
Scythe Mode
[Image: zU9I5km.png?1]


Re: Official Move Approval III - Paul Atreides - 02-18-2016

So I am not sure how to create this, I assume it would be a move however.
Paul has "Voice". Think of it as a "these are not the droids you are looking for" kind of thing, though a bit more forceful. I was thinking of something like this?

Bene Gesserit Voice (300 OM)
By altering the tonal qualities of the voice, Paul can greatly influence others. This can only be used on characters who have a TEC score lower than or equal to Paul's. Voice can only be used for simple commands in combat, such as temporarily staying the hand of an opponent for a moment. It has diminishing returns and after a command or two the opponent will no longer be susceptible to it (conciser Paul's TEC 1 lower each time he uses it against the same opponent within the same thread/24 hours). It cannot be used to cause the user to harm themselves, directly control them ("walk over there and do 5 jumping jacks"), or effect them for more than a dozen seconds at best. It can be used to delay actions, make creatures already willing to take the suggested action do so ("You should kill him first. I'm much less a threat"), or if used subtlety nudge an opponent towards a course of action.

Thoughts?


Re: Official Move Approval III - Clownpiece - 02-18-2016

Alternate Form: Sonny (2000): Over the course of 4 seconds, Somerled dissolves his body, allowing Sonny to use the magic to recreate his own body at the same time, essentially overwriting Somerled’s body.
Sonny, though he still has the same monstrous strength as his other half, doesn’t have the same drive to use it, and lacks combat experience. However, as a being who wields magic that destroys and disperses, he constantly has a field of dispersion magic around him that softens blows.
Attack: 4
Defense: 5
Speed: 1
Technique: 0

Bullwhip (Physical) (600): A recreation of the weapon given to Somerled during the Hero's Graveyard. It is a 10 foot long, 12 plait, kangaroo hide whip. While not one of the strongest weapons out there, when it hits something right, it can wrap around, allowing Somerled to either pull himself to it, or it to him. For some unknown reason, it plays the theme song to "Indiana Jones" whenever it's cracked.

Squall Step (Area Attack, Burst Movement) (300): Somerled surges forward, creating powerful gusts of wind along his path, which course outwards from said path much like the wake of a boat. The intense burst of air bowls over those he passes within a meter of, calming quickly thereafter and fading away completely by three meters. It’s a highly magic-intensive move, and although he can burst several times in quick succession, it drains his magic extraordinarily fast.


Re: Official Move Approval III - Weiss Schnee - 02-20-2016

Weiss Schnee Wrote: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 (requires ranged proficiency)

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.

Reposting with asked for edits.

Also looking for approval for:

Tier 1 Power-up - An Ivory Visor
Attack: +2
Speed: +2
Defense: +1

Description:

Obtained from unknown means, Weiss is capable of summoning this mask to her face in order to enhance her abilities. Brushing her hand across her face as though she is removing a mask, Weiss creates an ivory mask of bone across her face, as pale blue energy seems to stream from her body. Weiss's speed and strength increase drastically when using this form, and her durability increases to a small degree as well.


When this form is utilized, Weiss's voice becomes distorted during speech, and sounds like it's been layered with a different voice entirely. Her attacks and emotions also become more erratic, as the normally reserved huntress has increased difficulty controlling her emotions in this form.


Weiss's eyes turn black and gold during this transformation, and even if the mask is entirely smashed, they will appear as such until she ends the transformation. For the most part, the mask is fully attached to her face, and cannot be removed by any hand but her own, but will crack and break off if it's struck. It will also begin to fall apart if Weiss is starting to run out of energy to maintain it - the turn before Weiss is forced to end the transformation from lack of SP, the mask will start to break off on it's own to signify this. this has no effect on the actual power of the transformation.


Reference image:
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Re: Official Move Approval III - Marcus Wright - 02-20-2016

Smoke Grenades-

[Image: tactical_smoke_grenade_72dpi_2.png]
[ Ranged proficiency, area proficiency ] 300 OM- Luger can distract the enemies to form a tactical retreat for when the going gets rough. Luger can summon these one at a time for about 30 seconds between summons. Luger uses a distraction and throws the smoke grenade down in a specific location. It takes about a few seconds to pull the pull ring. As it reachs the specific location, it takes a few seconds to the smoke to start, and it lasts about 1 to 2 minutes. The area it can block seeing is about 4"×1.5".


Re: Official Move Approval III - Moon - 02-20-2016

Pistol - 300 OM, requires Ranged Proficiency

Jupiter usually carries a pistol. The weapon has a 3-bullet clip, and fires fairly quickly, about one a second. It's a good spacing weapon.

The pistol itself is silver, with a black clip. It's around 9 inches long and 7 inches tall.