RE: Official Move Approval IV - Cirno - 06-13-2017
Snowball (300) (requires ranged proficiency, debuff proficiency)
Cirno will summon a stack of snowballs by her (they stay in battle until all five are used) to make all five it takes aproximatly five seconds to make five. The recharge is about ten seconds. the concentration is about half, and her energy consumption is fairly minor (like making a actual snowball). The snowballs are a couple inches in diameter. They don't really damage but they do cause the person who is hit to be slowed down by 5% (no matter how many is created 5% is the maximum debuff for this move) anyone can use said snowballs on anyone and the effect will apply. The snowballs move at the speed of 15 mph.
Ice aura (300) (requires area attack, ranged proficiency, debuff)
Cirno has a simple ice aura that will passively affect anyone that is within five feet of her. effects are shivering, frostbite (this is prolonged effects of being near her), etc. This aura will slow and damage the person (slowly I might add so a battle over three rounds might rack one or two damage with this move if there a melee fighter) This move has minimal concentration and energy consumption (like breathing easy). The debuff slows anyone down 4-5% while inside also but that slowing stops once someone has left the circle of effect. (this can be turned on and off at will.)
RE: Official Move Approval IV - Kelly MacAryn - 06-14-2017
Darkling Axe- Requires physical strength - 300 OM
Retrieved from the corpse of a soldier of Nebula, this black-iron battleaxe has a two-sided blade - a pair of wedges with the points facing one another, wickedly curved on the outer cutting edges and coming to a point at the top and bottom of each. The haft is 4 cm wide by 1 meter in length, constructed of lacquered hardwood. The blade is 20 cm in length on either side, and 30 cm in breadth from one cutting edge to the other. It's not the most nimble weapon - in fact its weight makes it rather slow - but its wickedly sharp and very durable, suitable for striking tremendous blows. Kelly carries it on his back, and it takes about three seconds to draw.
RE: Official Move Approval IV - Morene Fellon - 06-14-2017
"Moonriser" Seismic Poleaxe - 900 OM (requires Strength Proficiency, and Burst Movement)
Needing something that fills the gap between crowd control and an initiator, Morene Fellon of Creedmoor one day found herself in the midst of the dark, swampy forests talking to demigodly beings who happened to control the forces of gravity that acted upon Teria, to cut the story short. Going to her residence, the huntress used her newfound powers granted to her by these seemingly divine creatures to infuse her self-forged poleaxe "Moonriser" with an almost magical gravitational pull.
The poleaxe itself stands at 7 feet tall from tip to pommel, weighing at about nine pounds when originally forged. Even with the rather large pommel acting as counterbalance, most men and women of average stature and strength to find this weapon a bit unwieldy. However, with Morene grasping it's handles, the weapon is one of her most effective.
Naturally, it's gravitational qualities can make the weapon lighter or heavier, depending on what the woman desires in the specific situation. In that sense, Morene usually favors it's ability to pull it's hammerhead towards whatever she is choosing to strike; effectively 'charging' the weapon before attacking. With this, Morene can bait poorly timed defensive maneuvers with the slightly mesmerizing effects of gravity and a naturally slower attack.
However, Morene's favorite use of this gravity gimmick is it's ability to pull the nearly foot long spearhead into an opponent to catch up with them, in case there comes a situation whereas her opponent gets too slippery. Gaining a running start, Morene has to consistently sprint at full speed for 4 seconds before once again 'charging' her weapon with it's desired pulling effect. At will, she is able to launch herself forward at about a distance of 5 meters away in about 4 milliseconds, stabbing her opponent and causing potentially devastating piercing damage. However, if their opponent is reactive enough to dodge or properly defend themselves, Morene is completely open to attack as due result of her weapon's gravitational pull forcing her to miss and stagger.
RE: Official Move Approval IV - Jade Harley - 06-14-2017
(06-14-2017, 12:05 AM)Kelly MacAryn Wrote: Darkling Axe- Requires physical strength - 300 OM
Retrieved from the corpse of a soldier of Nebula, this black-iron battleaxe has a two-sided blade - a pair of wedges with the points facing one another, wickedly curved on the outer cutting edges and coming to a point at the top and bottom of each. The haft is 4 cm wide by 1 meter in length, constructed of lacquered hardwood. The blade is 20 cm in length on either side, and 30 cm in breadth from one cutting edge to the other. It's not the most nimble weapon - in fact its weight makes it rather slow - but its wickedly sharp and very durable, suitable for striking tremendous blows. Kelly carries it on his back, and it takes about three seconds to draw.
Approved!
(06-14-2017, 12:24 AM)Morene Fellon Wrote: "Moonriser" Seismic Poleaxe - 900 OM (requires Strength Proficiency, and Burst Movement)
Needing something that fills the gap between crowd control and an initiator, Morene Fellon of Creedmoor one day found herself in the midst of the dark, swampy forests talking to demigodly beings who happened to control the forces of gravity that acted upon Teria, to cut the story short. Going to her residence, the huntress used her newfound powers granted to her by these seemingly divine creatures to infuse her self-forged poleaxe "Moonriser" with an almost magical gravitational pull.
The poleaxe itself stands at 7 feet tall from tip to pommel, weighing at about nine pounds when originally forged. Even with the rather large pommel acting as counterbalance, most men and women of average stature and strength to find this weapon a bit unwieldy. However, with Morene grasping it's handles, the weapon is one of her most effective.
Naturally, it's gravitational qualities can make the weapon lighter or heavier, depending on what the woman desires in the specific situation. In that sense, Morene usually favors it's ability to pull it's hammerhead towards whatever she is choosing to strike; effectively 'charging' the weapon before attacking. With this, Morene can bait poorly timed defensive maneuvers with the slightly mesmerizing effects of gravity and a naturally slower attack.
However, Morene's favorite use of this gravity gimmick is it's ability to pull the nearly foot long spearhead into an opponent to catch up with them, in case there comes a situation whereas her opponent gets too slippery. Gaining a running start, Morene has to consistently sprint at full speed for 4 seconds before once again 'charging' her weapon with it's desired pulling effect. At will, she is able to launch herself forward at about a distance of 5 meters away in about 4 milliseconds, stabbing her opponent and causing potentially devastating piercing damage. However, if their opponent is reactive enough to dodge or properly defend themselves, Morene is completely open to attack as due result of her weapon's gravitational pull forcing her to miss and stagger.
You will need the homing proficiency for this! Also, please explain why you think this is 900 OM, just so I can be sure of what all this move does.
RE: Official Move Approval IV - Morene Fellon - 06-14-2017
(06-14-2017, 06:53 AM)Jade Harley Wrote: (06-14-2017, 12:24 AM)Morene Fellon Wrote: "Moonriser" Seismic Poleaxe - 900 OM (requires Physical Strength Proficiency, Homing Proficiency, and Burst Movement)
Needing something that fills the gap between crowd control and an initiator, Morene Fellon of Creedmoor one day found herself in the midst of the dark, swampy forests talking to demigodly beings who happened to control the forces of gravity that acted upon Teria, to cut the story short. Going to her residence, the huntress used her newfound powers granted to her by these seemingly divine creatures to infuse her self-forged poleaxe "Moonriser" with an almost magical gravitational pull.
The poleaxe itself stands at 7 feet tall from tip to pommel, weighing at about nine pounds when originally forged. Even with the rather large pommel acting as counterbalance, most men and women of average stature and strength to find this weapon a bit unwieldy. However, with Morene grasping it's handles, the weapon is one of her most effective.
Of course, Morene is able to use the poleaxe as a normal melee weapon of it's size, being able to strike with moderate speed and power, as any Prime would with a polearm of this quality, efficiently using it's axehead, hammerhead, spearhead, and even the pommel in any way deemed fitting for the situation. Of course, Omniphysics applies, so there won't be much of a difference in damage beyond placebo effect. (300 OM for this, used as a normal polearm.)
Naturally, it's gravitational qualities can make the weapon lighter or heavier, depending on what the woman desires in the specific situation. In that sense, Morene usually favors it's ability to pull it's hammerhead towards whatever she is choosing to strike; effectively 'charging' the weapon before attacking. With this, Morene can bait poorly timed defensive maneuvers with the slightly mesmerizing effects of gravity and a naturally slower attack. As a charged move, Morene can hold the poleaxe in her hands for 2 seconds before having to strike, though she can effectively feint the charge. (300 OM here, as a charged attack mechanic.)
However, Morene's favorite use of this gravity gimmick is it's ability to pull the nearly foot long spearhead into an opponent to catch up with them, in case there comes a situation whereas her opponent gets too slippery. Gaining a running start, Morene has to consistently sprint at full speed for 4 seconds before once again 'charging' her weapon with it's desired pulling effect. At will, she is able to launch herself forward at about a distance of 5 meters away in about 4 milliseconds, stabbing her opponent and causing potentially devastating piercing damage. However, if their opponent is reactive enough to dodge or properly defend themselves, Morene is completely open to attack as due result of her weapon's gravitational pull forcing her to miss and stagger. (300 OM for this, since it's an added homing dash attack, of sorts.)
You will need the homing proficiency for this! Also, please explain why you think this is 900 OM, just so I can be sure of what all this move does.
Edited! All underlined text is the stuff I added or clarified, by the way.
RE: Official Move Approval IV - Handsome Jack - 06-14-2017
Quote:Absorption(0)
By stabbing his tail into a downed target, Cell can literally drain their lifeforce to fuel his own growth. In the Omniverse, this is how he extracts Omnilium from Secondaries and how he will generally kill a defeated Prime.
updating to...
Quote:Absorption(0)
By stabbing his tail into a downed target, Cell can literally drain their lifeforce to fuel his own growth. Targets that Cell feels are particularly deserving, or will further his own evolution, are instead swallowed whole. The point on his tail opens up into a body-swallowing orifice, engulfing his foe and placing them whole within his body. In the Omniverse, this is how he extracts Omnilium from Secondaries and how he will generally kill a defeated Prime.
RE: Official Move Approval IV - Tamsin Suzaku - 06-14-2017
Kamehameha
Tier 1 Super Attack - (600; requires Ranged Proficiency)
A technique devised by Muten Roshi, the master of the Kame-Sennin Ryu. In her own world, Tamsin was never able to fully master the use of ki-based energy attacks despite her extensive training. But the Omniverse had made it easier for her to execute such attacks, albeit at a significant toll.
Cusping her hands in front of her, Tamsin begins to channel energy, which appears as an ever-growing blue ball within her palms. After a few seconds, she unleashes a meter wide destructive wave. Flying at the speed of an arrow, the beam does continual damage in the area in front of her as long as it is maintained, though the intense drain it imposes on Tamsin only permits her to sustain it for a few seconds.
RE: Official Move Approval IV - Jade Harley - 06-14-2017
@ Cirno:
[spoiler]
(06-13-2017, 07:13 PM)Cirno Wrote: Snowball (300) (requires ranged proficiency, debuff proficiency)
Cirno will summon a stack of snowballs by her (they stay in battle until all five are used) to make all five it takes aproximatly five seconds to make five. The recharge is about ten seconds. the concentration is about half, and her energy consumption is fairly minor (like making a actual snowball). The snowballs are a couple inches in diameter. They don't really damage but they do cause the person who is hit to be slowed down by 5% (no matter how many is created 5% is the maximum debuff for this move) anyone can use said snowballs on anyone and the effect will apply. The snowballs move at the speed of 15 mph.
Ice aura (300) (requires area attack, ranged proficiency, debuff)
Cirno has a simple ice aura that will passively affect anyone that is within five feet of her. effects are shivering, frostbite (this is prolonged effects of being near her), etc. This aura will slow and damage the person (slowly I might add so a battle over three rounds might rack one or two damage with this move if there a melee fighter) This move has minimal concentration and energy consumption (like breathing easy). The debuff slows anyone down 4-5% while inside also but that slowing stops once someone has left the circle of effect. (this can be turned on and off at will.)
- What is the range of the snowball attack?
- Ice Aura would be 600 OM because it slows AND damages her opponents.[/spoiler]
@ Morene Fellon:
[spoiler]
(06-14-2017, 11:36 AM)Morene Fellon Wrote: (06-14-2017, 06:53 AM)Jade Harley Wrote: (06-14-2017, 12:24 AM)Morene Fellon Wrote: "Moonriser" Seismic Poleaxe - 900 OM (requires Physical Strength Proficiency, Homing Proficiency, and Burst Movement)
Needing something that fills the gap between crowd control and an initiator, Morene Fellon of Creedmoor one day found herself in the midst of the dark, swampy forests talking to demigodly beings who happened to control the forces of gravity that acted upon Teria, to cut the story short. Going to her residence, the huntress used her newfound powers granted to her by these seemingly divine creatures to infuse her self-forged poleaxe "Moonriser" with an almost magical gravitational pull.
The poleaxe itself stands at 7 feet tall from tip to pommel, weighing at about nine pounds when originally forged. Even with the rather large pommel acting as counterbalance, most men and women of average stature and strength to find this weapon a bit unwieldy. However, with Morene grasping it's handles, the weapon is one of her most effective.
Of course, Morene is able to use the poleaxe as a normal melee weapon of it's size, being able to strike with moderate speed and power, as any Prime would with a polearm of this quality, efficiently using it's axehead, hammerhead, spearhead, and even the pommel in any way deemed fitting for the situation. Of course, Omniphysics applies, so there won't be much of a difference in damage beyond placebo effect. (300 OM for this, used as a normal polearm.)
Naturally, it's gravitational qualities can make the weapon lighter or heavier, depending on what the woman desires in the specific situation. In that sense, Morene usually favors it's ability to pull it's hammerhead towards whatever she is choosing to strike; effectively 'charging' the weapon before attacking. With this, Morene can bait poorly timed defensive maneuvers with the slightly mesmerizing effects of gravity and a naturally slower attack. As a charged move, Morene can hold the poleaxe in her hands for 2 seconds before having to strike, though she can effectively feint the charge. (300 OM here, as a charged attack mechanic.)
However, Morene's favorite use of this gravity gimmick is it's ability to pull the nearly foot long spearhead into an opponent to catch up with them, in case there comes a situation whereas her opponent gets too slippery. Gaining a running start, Morene has to consistently sprint at full speed for 4 seconds before once again 'charging' her weapon with it's desired pulling effect. At will, she is able to launch herself forward at about a distance of 5 meters away in about 4 milliseconds, stabbing her opponent and causing potentially devastating piercing damage. However, if their opponent is reactive enough to dodge or properly defend themselves, Morene is completely open to attack as due result of her weapon's gravitational pull forcing her to miss and stagger. (300 OM for this, since it's an added homing dash attack, of sorts.)
You will need the homing proficiency for this! Also, please explain why you think this is 900 OM, just so I can be sure of what all this move does.
Edited! All underlined text is the stuff I added or clarified, by the way.
Okay, this looks great! Approved![/spoiler]
@ Cell:
[spoiler]
(06-14-2017, 01:25 PM)Cell Wrote: Quote:Absorption(0)
By stabbing his tail into a downed target, Cell can literally drain their lifeforce to fuel his own growth. In the Omniverse, this is how he extracts Omnilium from Secondaries and how he will generally kill a defeated Prime.
updating to...
Quote:Absorption(0)
By stabbing his tail into a downed target, Cell can literally drain their lifeforce to fuel his own growth. Targets that Cell feels are particularly deserving, or will further his own evolution, are instead swallowed whole. The point on his tail opens up into a body-swallowing orifice, engulfing his foe and placing them whole within his body. In the Omniverse, this is how he extracts Omnilium from Secondaries and how he will generally kill a defeated Prime.
Good to go![/spoiler]
@ Tamsin Suzaku:
[spoiler]
(06-14-2017, 04:18 PM)Tamsin Suzaku Wrote: Kamehameha
Tier 1 Super Attack - (600; requires Ranged Proficiency)
A technique devised by Muten Roshi, the master of the Kame-Sennin Ryu. In her own world, Tamsin was never able to fully master the use of ki-based energy attacks despite her extensive training. But the Omniverse had made it easier for her to execute such attacks, albeit at a significant toll.
Cusping her hands in front of her, Tamsin begins to channel energy, which appears as an ever-growing blue ball within her palms. After a few seconds, she unleashes a meter wide destructive wave. Flying at the speed of an arrow, the beam does continual damage in the area in front of her as long as it is maintained, though the intense drain it imposes on Tamsin only permits her to sustain it for a few seconds.
Approved!
[/spoiler]
RE: Official Move Approval IV - Jade Harley - 06-14-2017
(06-13-2017, 12:45 PM)Dane Regan Wrote: Muffle (300): Stealth, Suppression
Basic Summary of effects: Dane uses his magic to suppress all sound within 0.5m/1.6ft of himself. This has no visible effect. So, in essence, the spell allows the caster to walk or run silently. A twig stepped on will not make a sound, however, it will still snap. If a pot is knocked over and falls within 0.5m of Dane, it will not make a sound. But if it falls outside this radius and shatters, it will. Should Dane try to yell, no one would hear it.
Using: To use, Dane has to stand still and concentrate for 5 seconds. Once active, it will remain active as long as Dane concentrates on it. This can be used in conjunction with the stealth power to become both invisible and produce no sounds (although in a desert, for example, tracks will still be visible).
Ending: If Dane takes damage, the effect instantly ends and Dane suffers mental feedback preventing all moves for 3 seconds (it's hard to focus on anything with a headache) but can still attempt to block and dodge out the way of attacks. It will also be ended by any very loud sound (on the level of a flashbang or grenade), which causes a mental feedback that can potentially damage Dane. Otherwise, Dane can end this at will, although should he take damage or be near a loud noise within 1 second of doing so, he will still suffer the appropriate feedback effect.
Drawbacks: Moves and attacks cannot be used while muffle is active due to the concentration required. That includes generic swings of a sword and punches, as well as the charging of attacks. Movement powers still work (e.g. super jumping/flight, burst speed, etc.). Summoning does not work. The move is no more exhausting than walking is to the average person, so in the short term Dane will not tire, but if kept up for more than a few hours before a fight (for example) without at least half an hour of rest prior, Dane would start the fight fairly tired. Dane can hear everything at half volume while muffle is active.
Counters: Primes with both enhanced senses a TEC higher than Dane's will be able to hear the sounds a lot quieter than without muffle. As someone's TEC increases above Dane's the sound becomes more audible to them until their TEC becomes double Dane's where they'll be able to completely ignore muffle and hear Dane as normal.
Other Notes: The restriction on moves being used does not apply to Dane's cantrips (as long as he doesn't choose to extend the duration and thus have to concentrate on them. Can be used as a way to avoid the caster making a sound when using them. Namely Sparks, Ping, and Minor Illusion which all could be used as a form of distraction.
((I'll remove the "other notes" bit if I need to to get the move approved, i.e. prohibit cantrip usage))
Convenient Cantrip info dump:
All of these cantrips have the following key distinguishable features:- Can be cast quickly (i.e. in the time it takes to clap or click your fingers). Some motion is required and always has to be a noise producing gesture. Such as a stomp, or jingling a bell.
- They won't directly hurt anyone. Not even the slightest tingle.
- Any lingering effects disappear after five minutes unless concentration is maintained (which can be done indefinitely while conscious). Only one cantrip can be concentrated on at once and moves cannot be used in parallel to this (so usually it's easier just to recast every five minutes).
- The use of multiple cantrips can overlap if focus isn't required.
- Cannot be used while taking damage.
The Cantrips:
Minor Illusion
[spoiler]Makes a small stationary object the size of a fist appear within 10ft/3m of the caster. Such as a mouse, or a pouch of coins. This object can be manually moved by the caster with physical contact. Anyone else that touches it will find that their hands go through it and realise it's fake. Anyone that inspects it carefully or critically for more than a few seconds will also realise it's fake. Once someone knows the object is an illusion, they can see through it.[/spoiler]
Sparks
[spoiler]You have the power of a small special effects team in the palm of your hands. The caster can make small sparks or flames of any colour appear within 10ft/3m of themselves. The do not produce any heat or damage anything. The sparks disappear in the air shortly after crackling. The flames disappear within 5 seconds, or when patted out. The duration can't be extended, but the spell can be recast.[/spoiler]
Lights
[spoiler]A small (when looked directly at, appears as a minuscule speck; when not focused on, it appears to have a diameter of about an inch or a few cm) glowing orb appears stuck to an object within 10ft/3m gestured at and provides a dim layer of light in a 20ft/6m sphere centred around itself. When covered by an opaque object it disappears (including hands, even if there are small gaps). The light cannot blind anyone, even if cast on their face. Why? Magic. [/spoiler]
Ping
[spoiler]The caster focuses on a point on a wall or solid surface and makes a sound (e.g. by clapping, clicking fingers, stomping, or jingling a bell). The sound then bounces off that point in a straight line until it hits another solid object, before doing the same. Each time it bounces, the sound is emitted again, but slightly quieter than the time before. This continues for five bounces, and each bounce must be within 32ft/10m of each other (otherwise the spell ends). Essentially, the caster can click their fingers, and the sound will appear to echo from point to point across a room or corridor. The spell does echo off people and armour, but if the surface is not reasonably flat and hard, the spell ends (so would bounce off plate armour, but probably not chain mail, arms, or a normal t-shirt).[/spoiler]
Spice
[spoiler]Are you bored of tasteless meals? If so, this spell is for you. Can be cast on a food or drink within 10ft/3m to give it the taste of having a small amount of flavouring added, such as a pinch of sugar, salt, spice, or even a fruity taste added. The additives aren't actually real and have no appearance, so added salt won't be spottable by physically inspecting the meal. Also, past taste, the spell has no effect on the body. So a diabetic could use it to sweeten food without risking high sugar levels.[/spoiler]
Copy
[spoiler]Can copy the contents of one book into a blank book of the same size or larger, or just a selection of pages as long as the equivalent amount of blank paper is available. This takes 1 minute per 20k words, so about 1 A5 page can be done in about a second. A simple diagram the size of an A5 page takes about a second to replicate. A more detailed photo or painting of the same size can take about half a minute. As a rule of thumb, most books can be completely copied within 5 to 10 minutes. This requires constant focus. Both the original book and empty book need to be open in front of the caster (within 3ft/1m) when the spell is cast. Each book will automatically flip pages as required. To an outsider, it looks like the letters are being drawn on the page quickly by an invisible pen or pencil.[/spoiler]
Muffle (300) is approved. All of the cantrips are approved as fodder (0 OM); do not use them like regular moves to attack someone or give yourself an advantage during combat.
Also, even though they are fodder, there IS a rule against not submitting more than five moves at a time. This is a reminder.
(06-13-2017, 02:07 PM)Jak Mar Wrote: “Surprise, Motherfucker.”- 300 OM- Physical proficiency, area attack proficiency, Debuff
A double dose of dangerous in Jak’s arsonal, a precursor artifact that looks harmless at first but attaches itself to the opponent as it opens up and explodes on contact of the opponent’s body. How it effects said person depends on their TEC and SPD. If opponent is quick enough to get it off their bodies, it still leaves injury.
Tier 2 Powerup- Armor of Mar- Made from Precursor metal, the strongest metal in Jak’s world
Bracers
Greves
Shoulder Plate
Breastplate
.-
Attack- +3
Defense-+3
Speed- +4
Tech- NA
"Surprise, Motherfucker" - I'm not approving this because of the severe lack of information. Please rework this move after reading the Moves section of the rules.
T2 Power-up Armor of Mar: How long does it take for this armor to manifest in combat? What does it look like?
RE: Official Move Approval IV - Jim Raynor - 06-15-2017
Goliath (Tier 2 Power Up) (1500) - Jim summons a Goliath, an assault walker common to Terran forces. Standing at 12 feet tall, Jim sits in its centre and controls its actions.
![[Image: latest?cb=20100816012020]](https://vignette1.wikia.nocookie.net/starcraft/images/8/8f/Goliath_SC2_Art1.jpg/revision/latest?cb=20100816012020)
ATK: 9 (+5)
DEF: 8 (+4)
SPD: 2 (+1)
TEC: 2
Goliath Mini-Guns (Requires Ranged) (300) - Jim's Goliath sports two automatically fed mini-guns attached to the left and right side of the walker. They can fire 30mm bullets at a rate of thirty bullets a second. The Goliath keeps a store of bullets that allow firing without breaking for five minutes, though Jim would usually use it for burst fire. The guns can overheat if fired longer than 30 seconds at any one time; if overheated, the weapons are disabled for 20 seconds. Firing the guns also decreases Jim's movement speed by 1 SPD to compensate for kickback and aiming systems.
Adjutant: Autopilot (Tier 2 Assist) (1500) - Jim allows his adjutant AI to take over his CMC-400 armour, allowing both him and his suit to attack an opponent.
ATK: 4
DEF: 4
SPD: 1
TEC: 1
Marauder Mode (Tier 1 Power Up) (1000) - By connecting various modules into his CMC-400 armour, Jim outfits his marine suit into a marauder. With greater strength and defence, he can prove a bigger threat. His Impaler rifle functions are integrated into the suit, though he generally uses grenades that are in his Impaler rifle, subject to the same restrictions, and his Flamethrower attachment.
![[Image: latest?cb=20100814171725]](https://vignette2.wikia.nocookie.net/starcraft/images/2/23/Marauder_SC2-WoL_Story1.jpg/revision/latest?cb=20100814171725)
ATK: 6 (+2)
DEF: 6 (+2)
SPD: 2 (+1)
TEC: 2
RE: Official Move Approval IV - Larfleeze - 06-15-2017
Passing on One For All - 300 OM - Buff Proficiency, Burst Movement, Master Super Jump
All Might gives an ally some of his DNA, usually a plucked hair, but drinking blood would also work, with intent to transfer his power to them.
As opposed to My Hero Academia, the effect here is both immediate, and temporary. For about a minute after taking in All Might's DNA (usually in the form of a plucked hair), the intended recipient will gain some of All Might's powers, specifically, temporary stat increase of 1 in ATK and SPD, as well as temporary use of Burst Movement and Master Super Jump. (This does not give the recipient Super Speed however, as they aren't experienced at handling the power)
The consequence of this is that during that minute, All Might temporarily loses 1 point of SPD and ATK stats. In addition he will also be unable to use Master Super Jump, Super Speed, or Burst Movement for the duration of that minute.
Once his powers and stats have returned at the end of the minute, for approximately an hour afterwards he will be exhausted and in pain, which will hamper his ability to fight.
RE: Official Move Approval IV - Cirno - 06-15-2017
(06-14-2017, 05:00 PM)Jade Harley Wrote: @ Cirno:
[spoiler]
(06-13-2017, 07:13 PM)Cirno Wrote: Snowball (300) (requires ranged proficiency, debuff proficiency)
Cirno will summon a stack of snowballs by her (they stay in battle until all five are used) to make all five it takes aproximatly five seconds to make five. The recharge is about ten seconds. the concentration is about half, and her energy consumption is fairly minor (like making a actual snowball). The snowballs are a couple inches in diameter. They don't really damage but they do cause the person who is hit to be slowed down by 5% (no matter how many is created 5% is the maximum debuff for this move) anyone can use said snowballs on anyone and the effect will apply. The snowballs move at the speed of 15 mph. Max range is ten feet
Ice aura (600) (requires area attack, ranged proficiency, debuff)
Cirno has a simple ice aura that will passively affect anyone that is within five feet of her. effects are shivering, frostbite (this is prolonged effects of being near her), etc. This aura will slow and damage the person (slowly I might add so a battle over three rounds might rack one or two damage with this move if there a melee fighter) This move has minimal concentration and energy consumption (like breathing easy). The debuff slows anyone down 4-5% while inside also but that slowing stops once someone has left the circle of effect. (this can be turned on and off at will.)
- What is the range of the snowball attack?
- Ice Aura would be 600 OM because it slows AND damages her opponents.[/spoiler] Fixed my moves
The specific changes (besides the 600 om change is that I made the max snowball range 10 feet )
RE: Official Move Approval IV - Jade Harley - 06-16-2017
@ Jim Raynor: All but Goliath Mini-Guns are approved!
Goliath Mini-Guns - Sooo, what happens when the guns overheat, eh? Do the bullets fire in a spray, or...? How difficult is it to aim these?
@ Cirno: Both are approved!
RE: Official Move Approval IV - Jim Raynor - 06-16-2017
Oh sorry. The guns are disabled for twenty seconds while they cool off.
RE: Official Move Approval IV - Daniel - 06-16-2017
(06-15-2017, 12:03 PM)Chakravartin Wu Kong Wrote: Passing on One For All - 300 OM - Buff Proficiency, Burst Movement, Master Super Jump
All Might gives an ally some of his DNA, usually a plucked hair, but drinking blood would also work, with intent to transfer his power to them.
As opposed to My Hero Academia, the effect here is both immediate, and temporary. For about a minute after taking in All Might's DNA (usually in the form of a plucked hair), the intended recipient will gain some of All Might's powers, specifically, temporary stat increase of 1 in ATK and SPD, as well as temporary use of Burst Movement and Master Super Jump. (This does not give the recipient Super Speed however, as they aren't experienced at handling the power)
The consequence of this is that during that minute, All Might temporarily loses 1 point of SPD and ATK stats. In addition he will also be unable to use Master Super Jump, Super Speed, or Burst Movement for the duration of that minute.
Once his powers and stats have returned at the end of the minute, for approximately an hour afterwards he will be exhausted and in pain, which will hamper his ability to fight.
Approved
RE: Official Move Approval IV - Jade Harley - 06-17-2017
(06-16-2017, 06:37 AM)Jim Raynor Wrote: Oh sorry. The guns are disabled for twenty seconds while they cool off.
Edit that into your move description, please! Also you only answered one of my questions?
RE: Official Move Approval IV - Jim Raynor - 06-17-2017
(06-15-2017, 05:09 AM)Jim Raynor Wrote: Goliath (Tier 2 Power Up) (1500) - Jim summons a Goliath, an assault walker common to Terran forces. Standing at 12 feet tall, Jim sits in its centre and controls its actions.
![[Image: latest?cb=20100816012020]](https://vignette1.wikia.nocookie.net/starcraft/images/8/8f/Goliath_SC2_Art1.jpg/revision/latest?cb=20100816012020)
ATK: 9 (+5)
DEF: 8 (+4)
SPD: 2 (+1)
TEC: 2
Goliath Mini-Guns (Requires Ranged) (300) - Jim's Goliath sports two automatically fed mini-guns attached to the left and right side of the walker. They can fire 30mm bullets at a rate of thirty bullets a second. The Goliath keeps a store of bullets that allow firing without breaking for five minutes, though Jim would usually use it for burst fire. The guns can overheat if fired longer than 30 seconds at any one time; if overheated, the weapons are disabled for 20 seconds. Firing the guns also decreases Jim's movement speed by 1 SPD to compensate for kickback and aiming systems.
Adjutant: Autopilot (Tier 2 Assist) (1500) - Jim allows his adjutant AI to take over his CMC-400 armour, allowing both him and his suit to attack an opponent.
ATK: 4
DEF: 4
SPD: 1
TEC: 1
Marauder Mode (Tier 1 Power Up) (1000) - By connecting various modules into his CMC-400 armour, Jim outfits his marine suit into a marauder. With greater strength and defence, he can prove a bigger threat. His Impaler rifle functions are integrated into the suit, though he generally uses grenades that are in his Impaler rifle, subject to the same restrictions, and his Flamethrower attachment.
![[Image: latest?cb=20100814171725]](https://vignette2.wikia.nocookie.net/starcraft/images/2/23/Marauder_SC2-WoL_Story1.jpg/revision/latest?cb=20100814171725)
ATK: 6 (+2)
DEF: 6 (+2)
SPD: 2 (+1)
TEC: 2
(06-17-2017, 01:07 PM)Jade Harley Wrote: (06-16-2017, 06:37 AM)Jim Raynor Wrote: Oh sorry. The guns are disabled for twenty seconds while they cool off.
Edit that into your move description, please! Also you only answered one of my questions?
I added it in. I would've thought aiming comes down to my TEC skill?
RE: Official Move Approval IV - Jade Harley - 06-17-2017
@Jim Raynor: Not really! You'll notice that the Rules page on Moves asks if it "is difficult to aim? Must it be aimed at all?" Not having to aim would mean Jim would need the Homing proficiency to use the move, but in general it's just a good piece of information to have. Just give me an idea of how Jim utilizes these guns-- Like, can they fire in different directions at the same time, swivel 360 degrees, etc.? How do the aiming systems work, man? These bits of information will help those writing with you!
RE: Official Move Approval IV - Jim Raynor - 06-17-2017
Ok no worries, added in as below.
Goliath Mini-Guns (Requires Ranged) (300) - Jim's Goliath sports two automatically fed mini-guns attached to the left and right side of the walker. They can fire 30mm bullets at a rate of thirty bullets a second. The Goliath keeps a store of bullets that allow firing without breaking for five minutes, though Jim would usually use it for burst fire. The guns can overheat if fired longer than 30 seconds at any one time; if overheated, the weapons are disabled for 20 seconds. Firing the guns also decreases Jim's movement speed by 1 SPD to compensate for kickback and aiming systems. He has to manually aim the guns, and they can be slow moving; a fast target (SPD of 4 or more), if constantly jumping about, can be difficult for Raynor to track accurately.
RE: Official Move Approval IV - Jade Harley - 06-17-2017
(06-17-2017, 07:56 PM)Jim Raynor Wrote: Ok no worries, added in as below.
Goliath Mini-Guns (Requires Ranged) (300) - Jim's Goliath sports two automatically fed mini-guns attached to the left and right side of the walker. They can fire 30mm bullets at a rate of thirty bullets a second. The Goliath keeps a store of bullets that allow firing without breaking for five minutes, though Jim would usually use it for burst fire. The guns can overheat if fired longer than 30 seconds at any one time; if overheated, the weapons are disabled for 20 seconds. Firing the guns also decreases Jim's movement speed by 1 SPD to compensate for kickback and aiming systems. He has to manually aim the guns, and they can be slow moving; a fast target (SPD of 4 or more), if constantly jumping about, can be difficult for Raynor to track accurately.
Okay, that's much better. Approved!
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