Re: Official Move Approval III - Sarah Kerrigan - 02-22-2016
Gaze Of The Damned - 600 OM (Requires ranged proficiency)
Raal glares as the red glow of his eyes shifts and grows beyond normal limits, as Raal charges this attack. For 1 to 3 seconds, Raal may charge a blast of twin, red beams of plasma directed from his gaze. The resulting attack has similar potency and qualities to a blaster or similar thermal weapon, being twin beams of concentrated heat. Raal's aim is determined by where he is looking, which is both a strength and a weakness - While it's very easy for Raal to adjust his aim, the attack is well-telegraphed. This attack has a range of about fifty feet, and moves at a rate of just below mach 1.
Re: Official Move Approval III - Mickey Mouse - 02-22-2016
Steamboat Willie - Tier 2 Super Offensive
Mickey concentrates his omnilium to form an actual-size, completely grayscale steamboat. This means that when completely summoned, the steamboat is approximately 17 meters in length by 5.5 meters in width, with a depth of 2.4 meters. It takes Mickey approximately five minutes of unbroken concentration (Spirit Bomb style) to summon the Steamboat Willie because of its size, and if at any point an opponent lands a hit on Mickey, he will have to start all over again on summoning it. Once summoned, Mickey must make his way to the wheel and pilot the boat toward the opponent he wishes to ram into; however, the mouse is a bit rusty on his ship-piloting skills, so it is much more likely for him to make a hit on an opponent directly in the path of the steamboat. Turning is not his strong suit. The ship travels at a speed of 5mph. If the ship collides with an opponent, it does some pretty gnarly physical damage and knocks them back, but cannot be summoned again for the duration of battle as it takes a lot out of Mickey. This does have the potential to hit multiple opponents if they all happen to be within the Steamboat Willie's path, but once it crashes into the ground, it cannot be used again and will disappear within seconds.
Re: Official Move Approval III - Harley Quinn - 02-22-2016
Ranged Proficiency – 1000 OM
Move: Rub a Dub Dub- A small rubber ducky that is an explosive
Remote Control Proficiency – 600 OM
Move:Throws Rubber Ducky and it explodes when she wants it to ecg.
“Rub a Dub Duck Motherfucker” -300 Harley has little small rubber ducks, no larger than your average baseball. She uses them by throwing them at her enemy (or whatever she wanted to blow up), the bombs will either blow up instantly or she could have time timed to blow up. Example Harley throws a rubber ducky at a group of thugs one of them picks them up in confusion and then bam, bomb goes off. The bomb is meant to be as destructive (blast radius ecg) as one stick of dynamite per duck. These bombs are most effective when they hit in direct/close combat of target.
Re: Official Move Approval III - Moon - 02-24-2016
Adding a second move real quick.
Overdrive Charge - Requires Physical Strength, Tier One Offensive Super, 600 OM
Jupiter runs forward, starting a powerful rush of attacks by overclocking his main machinery to up the power behind the strikes. After the first rush, he follows up with a sweeping kick, and ends with a downward slice. The overdrive is hard on his circuits, and will blow them if he uses this attack too much.
Re: Official Move Approval III - Dave Strider - 02-24-2016
Mizuchi(300, Ranged)
Ryner shouts a similar incantation to Izuchi, with the same insignia on the spell but a different phrase. Ryner will speak out "What I seek is the water Cloud! Mizuchi!". After he shouts this incantation, a burst of water will spew forth from the glyph, drenching his foe and knocking them far back from the pressure, though it won't cause much damage.
Flare Burst(300 Ranged)
For this spell, Ryner must simply make the glyph and shout. "Flare burst!", before a medium sized fireball is shot out and explodes at the target point upon impact, causing damage.
Spirit Beast Defensive (300, Requires Burst Movement, Super Jumping)
Ryner will spin his are above his head and shout "I offer up this contract to bear the wicked spirit beast that sleeps within the earth!", while 3 red circles surround his body and descend down. After shouting this incantation, Ryner has increased mobility(fluff, basically explaining his burst and super jump), in which he can move up to double his speed in short bursts or jump higher than normal.
Spirit Beast Offensive(300, requires ranged, remote control)
Similar execution to its defensive counterpart, except Ryner shouts "I offer up this contract, to unleash the magic beast of light which dances through the skies!" After shouting this, three whitish-blue spirit wolves come from behind him to attack his target, using his hand to control who they attack. They attack their target as normal wolves but are cold to the touch.
Re: Official Move Approval III - Demetri Malius - 02-25-2016
Satchel of the Void(600 Tier 1 - Defensive, Area Shield, Ranged)
Demetri is able to flood his satchel with omnilium, increasing its capacity and size. When he does so he is stationary, charging up for about 3 seconds before unleashing his satchel, turning it into a black hole. Energetic attacks are sucked into it and dissipate. Physical weapons(that are currently equipped are sucked towards it, and if their wielder doesn't have a solid grip it is sucked into the satchel, Demetri gaining its use via Pickpocket. The frontal area of wherever the satchel is facing has the highest effect, a 15-meter wide, 60 degree cone that stretches for 10 meters, its effects less powerful the further it is. Areas outside the cone but within 5 meters of Demetri will still feel the tug, but unless the weapon is completely unhanded, it wont have much effect. This move lasts about it 5 seconds, but can only be used once per fight.
Re: Official Move Approval III - Red-Hood - 02-25-2016
Dual Combat knife Physical Proficiency) 300 OM- Two 12 inch serrated blades with leather grips.
Not sure if I needed to post this since I'm just adding a second knife but here you go.
Re: Official Move Approval III - Albert Wesker - 02-25-2016
Ballad
[spoiler]Ballad Wrote: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.
With all that in mind, it all should be good. Approved at 300 OM.[/spoiler]
Nealaphh:
[spoiler]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 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.
Should be fine and dandy. Good to go.[/spoiler]
Eon Saverem:
[spoiler]Eon Saverem Wrote: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).
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.
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?
Move cost only goes up when variability comes into play. If the rockets could carry different types of warheads or the like, such as incendiary blasts or the regular ol' explosion, that'd be where the extra cost comes in.
But, with those added details and clarification, everything's set and good to go.[/spoiler]
Ruby:
[spoiler]Ruby Rose Wrote: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.
(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]](http://i.imgur.com/LuTEbTW.png?1)
Sword Mode
![[Image: 3tFWf3H.png?1]](http://i.imgur.com/3tFWf3H.png?1)
Gun Mode
![[Image: I2vpJth.png?1]](http://i.imgur.com/I2vpJth.png?1)
Scythe Mode
![[Image: zU9I5km.png?1]](http://i.imgur.com/zU9I5km.png?1)
Is good.[/spoiler]
Paul:
[spoiler]Paul Atreides Wrote: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?
Interesting deal you got here. I think It should be good to go... You'd need Telepathy for it; Debuff Proficiency, as well. And just as a note, due to the nature of those wacky ol' Omniphysics, it would only be able to effect people Paul can see or sense if you pick up Enhanced Senses. Aside from that...a few more details about how long/to what extent he can effect people and you'll be good to go.[/spoiler]
Somerland:
[spoiler]Somerled Murdoch Wrote: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.
Alt Form: Is good.
Bullwhip: Beautiful. Approved.
Squall Step: How far can he cover with each burst?[/spoiler]
Weiss:
[spoiler]Weiss Schnee Wrote: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:
<!-- m --><a class="postlink" href="http://img04.deviantart.net/11e8/i/2014/208/5/e/unleash_the_grimm___weiss_schnee_grimm_mask_by_patgarci-d7sksur.jpg">http://img04.deviantart.net/11e8/i/2014 ... 7sksur.jpg</a><!-- m -->
Everything good to go.[/spoiler]
Luger:
[spoiler]Luger Wrote:Smoke Grenades-
![[Image: tactical_smoke_grenade_72dpi_2.png]](http://sportsmoke.com/media/com_hikashop/upload/thumbnails/250x250f/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".
The area that this covers is extremely tiny, and wouldn't do much good at all. Even assuming you meant feet and not inches for the area it obscures, it still wouldn't....actually obscure very much. You uh...you wanna increase the area on that?[/spoiler]
Jupiter:
[spoiler]Jupiter Wrote: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.
A, uh...3 round clip? You sure there, hombre? Regardless, need the effective range for it.
Jupiter Wrote:Adding a second move real quick.
Overdrive Charge - Requires Physical Strength, Tier One Offensive Super, 600 OM
Jupiter runs forward, starting a powerful rush of attacks by overclocking his main machinery to up the power behind the strikes. After the first rush, he follows up with a sweeping kick, and ends with a downward slice. The overdrive is hard on his circuits, and will blow them if he uses this attack too much.
Good to go.[/spoiler]
Raal:
[spoiler]Raal Deathwind Wrote:Gaze Of The Damned - 600 OM (Requires ranged proficiency)
Raal glares as the red glow of his eyes shifts and grows beyond normal limits, as Raal charges this attack. For 1 to 3 seconds, Raal may charge a blast of twin, red beams of plasma directed from his gaze. The resulting attack has similar potency and qualities to a blaster or similar thermal weapon, being twin beams of concentrated heat. Raal's aim is determined by where he is looking, which is both a strength and a weakness - While it's very easy for Raal to adjust his aim, the attack is well-telegraphed. This attack has a range of about fifty feet, and moves at a rate of just below mach 1.
Looks good.[/spoiler]
Mickey:
[spoiler]Mickey Mouse Wrote:Steamboat Willie - Tier 2 Super Offensive
Mickey concentrates his omnilium to form an actual-size, completely grayscale steamboat. This means that when completely summoned, the steamboat is approximately 17 meters in length by 5.5 meters in width, with a depth of 2.4 meters. It takes Mickey approximately five minutes of unbroken concentration (Spirit Bomb style) to summon the Steamboat Willie because of its size, and if at any point an opponent lands a hit on Mickey, he will have to start all over again on summoning it. Once summoned, Mickey must make his way to the wheel and pilot the boat toward the opponent he wishes to ram into; however, the mouse is a bit rusty on his ship-piloting skills, so it is much more likely for him to make a hit on an opponent directly in the path of the steamboat. Turning is not his strong suit. The ship travels at a speed of 5mph. If the ship collides with an opponent, it does some pretty gnarly physical damage and knocks them back, but cannot be summoned again for the duration of battle as it takes a lot out of Mickey. This does have the potential to hit multiple opponents if they all happen to be within the Steamboat Willie's path, but once it crashes into the ground, it cannot be used again and will disappear within seconds.
I, uh... So. Majestic. :froggonk:
I am obligated to point out that with a 5-minute summon time that resets if you take a hit, you'll probably never be able to actually summon it. Like, at all. Unless you're fighting with an ally; even then it'd be tricky business. The actual move looks good to go though, iffen you wanna go through with it, hombre.[/spoiler]
Harley:
[spoiler]Harley Quinn Wrote:Ranged Proficiency – 1000 OM
Move: Rub a Dub Dub- A small rubber ducky that is an explosive
Remote Control Proficiency – 600 OM
Move:Throws Rubber Ducky and it explodes when she wants it to ecg.
“Rub a Dub Duck Motherfucker” -300 Harley has little small rubber ducks, no larger than your average baseball. She uses them by throwing them at her enemy (or whatever she wanted to blow up), the bombs will either blow up instantly or she could have time timed to blow up. Example Harley throws a rubber ducky at a group of thugs one of them picks them up in confusion and then bam, bomb goes off. The bomb is meant to be as destructive (blast radius ecg) as one stick of dynamite per duck. These bombs are most effective when they hit in direct/close combat of target.
Don't actually need to get proficiencies and such approved. It actually just confused me as to what you were doing for a minute there. :psy:
That said, it'd actually be a 600 OM move due to being boom on contact or a timed blast. Further mention of whether or not she can have more than one out at a time for the timed variant; and what the actual/approximate blast size is.[/spoiler]
Ryner:
[spoiler]Ryner Lute Wrote:Mizuchi(300, Ranged)
Ryner shouts a similar incantation to Izuchi, with the same insignia on the spell but a different phrase. Ryner will speak out "What I seek is the water Cloud! Mizuchi!". After he shouts this incantation, a burst of water will spew forth from the glyph, drenching his foe and knocking them far back from the pressure, though it won't cause much damage.
Flare Burst(300 Ranged)
For this spell, Ryner must simply make the glyph and shout. "Flare burst!", before a medium sized fireball is shot out and explodes at the target point upon impact, causing damage.
Spirit Beast Defensive (300, Requires Burst Movement, Super Jumping)
Ryner will spin his are above his head and shout "I offer up this contract to bear the wicked spirit beast that sleeps within the earth!", while 3 red circles surround his body and descend down. After shouting this incantation, Ryner has increased mobility(fluff, basically explaining his burst and super jump), in which he can move up to double his speed in short bursts or jump higher than normal.
Spirit Beast Offensive(300, requires ranged, remote control)
Similar execution to its defensive counterpart, except Ryner shouts "I offer up this contract, to unleash the magic beast of light which dances through the skies!" After shouting this, three whitish-blue spirit wolves come from behind him to attack his target, using his hand to control who they attack. They attack their target as normal wolves but are cold to the touch.
Mizuchi — How long it takes to do all that business with the incantation, and how far the water burst reaches and pushes the target back.
Flare Burst — Casting time, effective range, blast size.
Spirit Beast Defensive — Wouldn't actually need to be a move, if it's just the explanation for his powers in-Omniverse.
Spirit Beast Offensive — Casting time, how long the wolves stick around, how far they can go from Ryner, if it's possible to destroy them and if so how easy/difficult it is.[/spoiler]
Demetri:
[spoiler]Demetri Malius Wrote:Satchel of the Void(600 Tier 1 - Defensive, Area Shield, Ranged)
Demetri is able to flood his satchel with omnilium, increasing its capacity and size. When he does so he is stationary, charging up for about 3 seconds before unleashing his satchel, turning it into a black hole. Energetic attacks are sucked into it and dissipate. Physical weapons(that are currently equipped are sucked towards it, and if their wielder doesn't have a solid grip it is sucked into the satchel, Demetri gaining its use via Pickpocket. The frontal area of wherever the satchel is facing has the highest effect, a 15-meter wide, 60 degree cone that stretches for 10 meters, its effects less powerful the further it is. Areas outside the cone but within 5 meters of Demetri will still feel the tug, but unless the weapon is completely unhanded, it wont have much effect. This move lasts about it 5 seconds, but can only be used once per fight.
All good.[/spoiler]
Red Hood:
[spoiler]Red-Hood Wrote:Dual Combat knife Physical Proficiency) 300 OM- Two 12 inch serrated blades with leather grips.
Not sure if I needed to post this since I'm just adding a second knife but here you go.
You're all good, muchacho.[/spoiler]
Re: Official Move Approval III - Moon - 02-26-2016
Colonel Wrote:Jupiter Wrote: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.
A, uh...3 round clip? You sure there, hombre? Regardless, need the effective range for it.
...
I honestly thought I said 6. Anyway, about 30 meters, to keep with realism.
Re: Official Move Approval III - Weiss Schnee - 02-26-2016
Cero - 600 OM. (requires ranged proficiency, area attack proficiency)
Weiss holds out her hand, and a blood red orb appears a few inches ahead of her palm. This orb gets progressively smaller, producing a steady whine, before exploding outward into a wide, destructive beam of red energy in the direction Weiss's palm points toward. This attack can be charged from between 1 to 5 seconds, with it's damage and range depending on charge time. Charging the ability for 1 second results in an attack that's likely to only cause minor damage to anyone without significantly low defense compared to Weiss's attack stat, and reaches only a total of 20 feet, while a fully charged blast can reach a total of 50 feet and is capable of causing much more significant damage if the blast fully hits..
Using this, if she's not already using her mask, causes her eyes to briefly change to black with yellow pupils.
While Weiss can be in motion while charging this attack, she can not do anything but charge the ability until she fires the shot. Thus, charging and firing after she's in the air or mid-jump is possible, for instance, but she cannot walk, dodge, or otherwise independently move her body until she fires the cero. anything that completely breaks Weiss's focus mid-charge can potentially cause the orb to blow up pre-maturely, exploding in Weiss's face as a result.
the cero's width is roughly a 5foot x 5foot cylinder, which does more damage depending on how close the target is to the center.
Re: Official Move Approval III - Clownpiece - 02-26-2016
Colonel Wrote:Squall Step: How far can he cover with each burst? 5 meters, for a quick advantage upon closing distance, or making it easier to escape.
Re: Official Move Approval III - Amaterasu - 02-26-2016
Celestial Brush: Cherry Bomb - Requires Area Attack Proficiency
Expected cost - 300?
Amaterasu uses the magic brush that is at the end of her hair, turning the very world before her into her canvas. She draws a circle into the air, while saying "baku" (japanese noun, meaning "explode"). This creates a large spherical Cherry Bomb with fuse, around one meter large, at the location she was drawing at - this can not be further away than three meters from her. The Cherry Bomb itself is completely wrapped into what looks like wrapping paper - it's very colorful, which makes it look more like a carnival firework than an actual danger.
The bomb lasts for ~5 seconds during which the fuse burns out. During that time it acts as a solid object - it can be pushed around and would roll down uneven terrain. However its large size makes it rather unhandy. After the five seconds, the bomb explodes into bright fireworks, smoke, confetti and a strong scent of gunpowder, dealing damage up to four meters from its center (so - that's not the bomb's size plus four meters, only four meters total). The fireworks also form the kanji 華 (kabi, shiny/flashy) for ca. 1 second. That is a cosmetic effect that does not influence the move. While the bomb is rather powerful its long duration before it explodes means that it is more useful to create an area of denial or to hit stationary targets.
It should also be noted that only a single bomb can be "active" at a time and that the fuse can be cut or snuffed to prevent the bomb from exploding - in which case it would harmlessly pop into a bunch of confetti, without exploding.
Re: Official Move Approval III - Strazio Rockwell - 02-26-2016
Amaterasu Wrote:Celestial Brush: Cherry Bomb - Requires Area Attack Proficiency
Expected cost - 300?
Amaterasu uses the magic brush that is at the end of her hair, turning the very world before her into her canvas. She draws a circle into the air, while saying "baku" (japanese noun, meaning "explode"). This creates a large spherical Cherry Bomb with fuse, around one meter large, at the location she was drawing at - this can not be further away than three meters from her. The Cherry Bomb itself is completely wrapped into what looks like wrapping paper - it's very colorful, which makes it look more like a carnival firework than an actual danger.
The bomb lasts for ~5 seconds during which the fuse burns out. During that time it acts as a solid object - it can be pushed around and would roll down uneven terrain. However its large size makes it rather unhandy. After the five seconds, the bomb explodes into bright fireworks, smoke, confetti and a strong scent of gunpowder, dealing damage up to four meters from its center (so - that's not the bomb's size plus four meters, only four meters total). The fireworks also form the kanji 華 (kabi, shiny/flashy) for ca. 1 second. That is a cosmetic effect that does not influence the move. While the bomb is rather powerful its long duration before it explodes means that it is more useful to create an area of denial or to hit stationary targets.
It should also be noted that only a single bomb can be "active" at a time.
Can the fuse be severed to stop the explosion? Also this would need ranged materialize proficiency (And ranged proficiency, but I think you have that). 300 OM is fine, unless you want to do something like drop it on top of people's heads to concuss them.
Re: Official Move Approval III - Amaterasu - 02-26-2016
It should also be noted that only a single bomb can be "active" at a time, and that the fuse can be cut or snuffed to prevent the bomb from exploding - in which case it would harmlessly pop into a bunch of confetti, without exploding.
I'm adding the bold part to the move description.
I can of course get Ranged Materialize, but why is that necessary? The bomb can only be created very closely to Amaterasu. If the problem is that the maximum distance goes into RMP territory I can make that shorter, so that it's fine (like 1-2 meters). If it's not that, I'll purchase RMP along with the move. Also yes, I do have Ranged Proficiency already.
Re: Official Move Approval III - Strazio Rockwell - 02-26-2016
Anything being materialized into existence further than 5 feet needs RMP.
1.5 meters is the furthest that you could manifest something like this without needing RMP.
Re: Official Move Approval III - Clownpiece - 02-26-2016
Radiant Being (Area, Debuff) (300):
Sonny concentrates for three seconds from a standstill, gathering sunlight within his body. During this time, his usual dim glow slowly brightens, reaching maximum illumination when he finishes charging. At this point he is able to start moving around and even fight. He burns bright enough during this spell, that it is difficult, but not impossible, to look directly at him. Along with this light, he radiates a heat that makes it uncomfortable to be near him, but doesn't burn, even upon contact. Sonny can maintain this spell for as long as he has energy, but after five seconds, it starts becoming more taxing to hold, and the longer he casts it, the more inefficient it becomes.
When he's done, the light snaps off instantly, messing with people's eyesight. For five seconds afterward, everyone's vision is slightly hindered as their eyes adjust to normal light. The radiant heat takes the same amount of time to cool down.
This spell renders Sonny dizzy for about fifteen seconds afterwards as he recovers from mild heat stroke.
Re: Official Move Approval III - Amaterasu - 02-26-2016
I probably should have checked that, sorry for making you go over it for me.
I'm adding RMP and Ranged Prof to the requirements. I'll purchase the former along with the move then, and leaving the maximum range to "summon" the bomb at 3 meters. Oh, and to answer your former question, the bomb can't be summoned on people's heads or similar - I'll add a short bold note of that in the move.
Another thing - I want to add a short note that cutting/snuffing the fuse would require a minimum of skill as it's a small target, and to avoid the bombs getting consistently made useless. I'm marking said note in bold too, if that's not okay you can approve the move without it.
Here's the "final" version.
Amaterasu Wrote:Celestial Brush: Cherry Bomb - Requires Area Attack Proficiency, Ranged Proficiency, Ranged Materialize Proficiency
Expected cost - 300
Amaterasu uses the magic brush that is at the end of her hair, turning the very world before her into her canvas. She draws a circle into the air, while saying "baku" (japanese noun, meaning "explode"). This creates a large spherical Cherry Bomb with fuse, around one meter large, at the location she was drawing at - this can not be further away than three meters from her. The Cherry Bomb itself is completely wrapped into what looks like wrapping paper - it's very colorful, which makes it look more like a carnival firework than an actual danger.
The bomb lasts for ~5 seconds during which the fuse burns out. During that time it acts as a solid object - it can be pushed around and would roll down uneven terrain. However its large size makes it rather unhandy. After the five seconds, the bomb explodes into bright fireworks, smoke, confetti and a strong scent of gunpowder, dealing damage up to four meters from its center (so - that's not the bomb's size plus four meters, only four meters total). The fireworks also form the kanji 華 (kabi, shiny/flashy) for ca. 1 second. That is a cosmetic effect that does not influence the move. While the bomb is rather powerful its long duration before it explodes means that it is more useful to create an area of denial or to hit stationary targets.
It should also be noted that only a single bomb can be "active" at a time and that the fuse can be cut or snuffed to prevent the bomb from exploding - in which case it would harmlessly pop into a bunch of confetti, without exploding. Cutting or snuffing the fuse requires a minimum of skill. There's no minimum TEC requirement for this but as a rule of thumb an unskilled character couldn't cut multiple fuses consistently and without fail.
Finally, Cherry Bombs cannot be summoned to "automatically" hurt the opponent (for instance, by summoning it above them to drop on their heads).
Re: Official Move Approval III - Strazio Rockwell - 02-26-2016
Amaterasu Wrote:I probably should have checked that, sorry for making you go over it for me.
I'm adding RMP and Ranged Prof to the requirements. I'll purchase the former along with the move then, and leaving the maximum range to "summon" the bomb at 3 meters. Oh, and to answer your former question, the bomb can't be summoned on people's heads or similar - I'll add a short bold note of that in the move.
Another thing - I want to add a short note that cutting/snuffing the fuse would require a minimum of skill as it's a small target, and to avoid the bombs getting consistently made useless. I'm marking said note in bold too, if that's not okay you can approve the move without it.
Here's the "final" version.
Amaterasu Wrote:Celestial Brush: Cherry Bomb - Requires Area Attack Proficiency, Ranged Proficiency, Ranged Materialize Proficiency
Expected cost - 300
Amaterasu uses the magic brush that is at the end of her hair, turning the very world before her into her canvas. She draws a circle into the air, while saying "baku" (japanese noun, meaning "explode"). This creates a large spherical Cherry Bomb with fuse, around one meter large, at the location she was drawing at - this can not be further away than three meters from her. The Cherry Bomb itself is completely wrapped into what looks like wrapping paper - it's very colorful, which makes it look more like a carnival firework than an actual danger.
The bomb lasts for ~5 seconds during which the fuse burns out. During that time it acts as a solid object - it can be pushed around and would roll down uneven terrain. However its large size makes it rather unhandy. After the five seconds, the bomb explodes into bright fireworks, smoke, confetti and a strong scent of gunpowder, dealing damage up to four meters from its center (so - that's not the bomb's size plus four meters, only four meters total). The fireworks also form the kanji 華 (kabi, shiny/flashy) for ca. 1 second. That is a cosmetic effect that does not influence the move. While the bomb is rather powerful its long duration before it explodes means that it is more useful to create an area of denial or to hit stationary targets.
It should also be noted that only a single bomb can be "active" at a time and that the fuse can be cut or snuffed to prevent the bomb from exploding - in which case it would harmlessly pop into a bunch of confetti, without exploding. Cutting or snuffing the fuse requires a minimum of skill. There's no minimum TEC requirement for this but as a rule of thumb an unskilled character couldn't cut multiple fuses consistently and without fail.
Finally, Cherry Bombs cannot be summoned to "automatically" hurt the opponent (for instance, by summoning it above them to drop on their heads).
Looks good to me!
APPROVED
Re: Official Move Approval III - Dr. McNinja - 02-27-2016
Judy - Gorilla + Rocket Launcher > Ninja (Requires Ranged Materialize, Area Attack, Ranged) - 300 OM
![[Image: Beware_592742_753946.jpg]](http://new3.fjcdn.com/pictures/Beware_592742_753946.jpg)
Judy, armed with a (less powerful) M72 LAW, is summoned instantaneously, within a range of 1 meter around Dr. McNinja. She fires at the target, which she can hit accurately up to 10 meters (gorillas have bad aim?). It does decent damage, but there's a drawback: Dr. McNinja must get out of that 1 meter area before the backblast hits him. If he is not in a situation in which he can quickly jump out of that area, he will sustain serious damage from the backblast. After, Gorilla + Rocket Launcher > Ninja. The blast radius is 3 meters. After firing the missile, Judy will vanish as quickly as she appeared.
Like a Toad (Requires Ranged, Debuff) - 300 OM
![[Image: DanMcNinja.png]](http://i938.photobucket.com/albums/ad223/Temotei221/DanMcNinja.png)
Dr. McNinja shoots the poison stored in his eyeballs at the target. He can hit accurately up to 0.5 meters. However, the chemical is highly corrosive, doing minor damage over time and, if aimed correctly, can blind the target. If digested by someone who is not immune to poisons, this toxin can inflict severe damage. However, he can only use this technique once a fight - he needs to eat some of his mother's trademark pickled beets to refill the toxin, and after that it takes a while to digest.
Re: Official Move Approval III - A.S.P.E.C.T - 02-27-2016
I'd like to upgrade my Debilitating Charms.
Debilitating Charms (Ranged, Debuff and Homing Proficiencies ) (1800 OM +300 for homing+900 for strength, blur and blind debuff= 3000 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 they will remain affected for up to twenty minutes if A.S.P.E.C.T is not within 10 meters of them, 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. If A.S.P.E.C.T remains within 10 meters of a target, the charm 'timer' freezes and doesn't go down until he leaves the 10 meter radius around the affected target. A.S.P.E.C.T can only freeze only one target's 'timer' but can freeze multiple charm 'timers' on that target at the same time.
As a liar, Aspect will try to trick his opponents into believing he is empowering rather than weakening 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. The charged charm travels the same speed as normal but the homing ability makes it turn slower so it has to make larger turns in order to follow someone.
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
Eagle's Vision (Blurry Sight) - Yellow Energy - धुंधली दृष्टि - N/A
Full Form Sight (Blindness) - Beige Energy - अंधा आँखें - Target has to be affected by Blurry Sight 10/10
Full Form Movement (Paralysis) - White Energy - निर्बलता - Target has to be affected by Weakened Speed 10/10
|