RE: Official Move Approval III - Super Mario - 03-14-2016
I was intending it as a super. Looking at it now, though... it, uh, doesn't seem much like a super. So, 300 as a normal, I guess? Idk.
RE: Official Move Approval III - Alex - 03-14-2016
If you want this as a normal Move (300) --- Does the guitar break after being used? If so, can it be resummoned? How quickly would that happen?
If you want this as a Super Move (600) -- It's good.
RE: Official Move Approval III - Super Mario - 03-14-2016
It does break, yes. Basically, it just takes a bit to use after a use to resummon it while on the move. About 4 minutes to let it fix itself. That's a long time, but to make up for it, it's damn powerful.
RE: Official Move Approval III - Alex - 03-14-2016
Okay, edit that in, and you should be good to go.
RE: Official Move Approval III - Mega Man - 03-15-2016
(03-12-2016, 12:48 PM)Gilgamesh Wrote: (03-11-2016, 05:23 PM)Mega Man Wrote: Umm decided on a new move.
Skull Barrier 600 OM (Tier 1 Super Defensive Moves)
Mega Man changes his weapon chip to Skull Barrier preventing him from using his buster or other moves. This takes half a second while changing his color theme to light blue. He then can spawn 3 orbiting skulls that defend in on all sides leaving no openings. These skulls block physical damages and reflect projectiles. However after a certain amount of damage (not as much as other defensive moves can take) the skulls will disappear. To balance the move Omni has made it less energy efficient and Mega Man can only use it 3-4 times before needing more weapon energy (SP mod will decide whether it's 3 or 4). The move can be used in rapid succesion also.
I'm not sure what you mean by reusing this move. A T1 Super defense blocks an attack of T1 Offense or lower once with the use of SP. If you want you could turn it into a normal defensive move with the same effect.
(03-11-2016, 05:55 PM)Strazio Rockwell Wrote: Mhkay, this might be a bit outta left field, but I'm going to see if I can't make this move work. Let me know if it is too convoluted and I will try my best to simplify it.
"Taste my Rage" Tier 2 super move (800) Requires Physical Strength, Burst Movement, Debuff Proficiency, (Buff proficiency?)
Strazio dashes towards his opponent and grabs them tightly, pulling them close. White hot energy begins to crackle around the two as Strazio transfers large amounts of raw magick into his opponent's body. The entire transfer takes about ten seconds, during which neither Strazio nor his victim can move or attack, should a third party break the hold the attack loses effectiveness proportionate to the time left in the transfer. Magick is inherently entropic, and it wreaks havoc upon the internal organs and system of his victim. Due to Strazio's particular brand of magick it is also charged with a potent dose of anger and rage. After the attack that opponent's body is still filled with destructive magick, pulsing every few moments with pain, damaging their internal organs. Their mind is also wracked with rage-filled thoughts and only the most resolute of opponents can resist falling into a rage-filled frenzy. Both of these effects persist until the magick dissipates, which takes a maximum of three minutes. The effects grow weaker as time goes on and the energy leaves their body. However this sudden surge of energy is not without its benefits, the target will find their physical strength and speed is slightly increased as their body consumes the raw magick in order to temporarily augment itself. The more they use the magick the quicker it will dissipate, to a minimum duration of one minute.
Is this more offensive or utility? Is it a mixture of both? Or is the rage part and buff part just flavor to add to the offensive super move?
(03-11-2016, 10:22 PM)Erik Vrell Wrote: Grounding field. (Requires Area shield proficiency, ???) (300 OM)
Erik channels his power, creating a partially invisible dome of energy around him which negates projectiles, grounding physical projectiles and dissapating magic and the like. The field has a radius of 2 metres. While sustaining the field, Erik can only walk slowly and must use one hand to channel his energy. Also, allied projectiles are not safe from the field. They will be negated just as an enemy attack would be. The field doesn't take much energy to sustain, but each projectile negated will drain energy proportional to its damage, with weak attacks draining very little energy, and heavy attacks draining a fair amount.
How long is the channel? Maybe elaborate "partially invisible", not quite sure what that means. Also just elaborate on how long he can hold it up, or how many attacks, or etc
(03-12-2016, 11:30 AM)Orihime Inoue Wrote: (03-03-2016, 07:01 PM)Orihime Inoue Wrote: (03-01-2016, 05:37 PM)Orihime Inoue Wrote: I would like to purchase this as a Teri 1 Super Defense
Santen Kesshun (三天結盾, Three Sacred Links Shield)- :+1200 OM is Orihime's defensive technique. It repels attacks by placing a shield between the enemy and Orihime. The incantation arranges three spirits Hinagiku, Lily, and Baigon into a triangle which has the ability to repel the "outer shield." Because the barrier rejects negative events, it can also function as an airbag of sorts, allowing Orihime and anyone else nearby to survive a potentially lethal fall unharmed. Orihime is also able to shape Santen Kesshun into a dome-shaped barrier large enough to easily hold herself and other individuals. It takes roughly half a second to activate and when Orihime chooses, the shield will either simply dissipate, or explode outwards, damaging anyone nearby at the cost of more energy.
Orihime can maintain the shield indefinitely and with relative ease, until met with opposition.The more force her defenses are met with, blocks a t1 or lower
It's roughly 4 feet wide and 6 feet in length when in triangle form, and can hold no more than 2 people when in dome form.
Halo Energy Sword: 300 (???)OM This was my weapon in the Graveyardverse![[Image: fcb79207-4b27-4304-8e02-627d5f955f18_zpsmlvygra3.png]](http://i1055.photobucket.com/albums/s518/JewPanda1/Mobile%20Uploads/fcb79207-4b27-4304-8e02-627d5f955f18_zpsmlvygra3.png)
The Type-1 Energy Weapon/Sword consists of a curved hilt, housing an energy storage module and a device for projecting the plasma which forms the blade. The actual blade is composed of two partially ionized 'blades' of free moving electron based gas held in a blade-like form by two small magnetic-field generators built into the handle of the weapon. This forms and contains the oval shaped, ionized blades for which the weapon is recognized. The battery's energy is reduced for each successful strike. Each strike from the sword will drain the battery by 10% of its energy. Once the battery power is fully depleted, the sword will deactivate unless recharged. It takes 40 Seconds of charging for every 10% of battery replenished.
EDIT (thanks)
So...is this approved Gil?
Still wondering?
I swear I replied to this somewhere but yeah these are fine. Just add in that the Defense that covers more than one person can only effectively protect against a T1 AOE
[/quote]
ok I'll post later with edits
RE: Official Move Approval III - Chloe Price - 03-16-2016
![[Image: latest?cb=20101210152802]](http://vignette1.wikia.nocookie.net/batman/images/b/b4/Joker_helicopter.jpeg/revision/latest?cb=20101210152802)
Tier 1 Offensive Super Move - Joker-Copter: Gatling
Joker summons the helicopter shown above with a gatling gun sticking out on the bottom, piloted by a mook. The copter then fires the gatling gun at the target. There is only 5 seconds' worth of ammo on-board(1 SP's worth) and it will be exhausted fairly quickly. Has a high rate of fire, but is not as accurate. As soon as the ammo is depleted, the Joker-Copter disappears.
RE: Official Move Approval III - Dark Link - 03-17-2016
(03-16-2016, 08:18 PM)Joker Wrote: ![[Image: latest?cb=20101210152802]](http://vignette1.wikia.nocookie.net/batman/images/b/b4/Joker_helicopter.jpeg/revision/latest?cb=20101210152802)
Tier 1 Offensive Super Move - Joker-Copter: Gatling
Joker summons the helicopter shown above with a gatling gun sticking out on the bottom, piloted by a mook. The copter then fires the gatling gun at the target. There is only 5 seconds' worth of ammo on-board(1 SP's worth) and it will be exhausted fairly quickly. Has a high rate of fire, but is not as accurate. As soon as the ammo is depleted, the Joker-Copter disappears.
This move requires more details. Does the helicopter appear instantly or does it take time to summon it? Does the Joker have to direct the helicopter or can he act freely while it's summoned? Does the helicopter attack in a 'fly by' manner or does it just hover in the air as it fires the gatling gun? Is the attack aimed at a single target or an entire area? Also, does the mook in the chopper act independently or does the Joker direct where he is firing?
Also, a move like this would require the Ranged Materialize Proficiency (and potentially the Remote Control Proficiency as well).
RE: Official Move Approval III - Chloe Price - 03-17-2016
(03-17-2016, 07:45 AM)Dark Link Wrote: (03-16-2016, 08:18 PM)Joker Wrote: ![[Image: latest?cb=20101210152802]](http://vignette1.wikia.nocookie.net/batman/images/b/b4/Joker_helicopter.jpeg/revision/latest?cb=20101210152802)
Tier 1 Offensive Super Move - Joker-Copter: Gatling
Joker summons the helicopter shown above with a gatling gun sticking out on the bottom, piloted by a mook. The copter then fires the gatling gun at the target. There is only 5 seconds' worth of ammo on-board(1 SP's worth) and it will be exhausted fairly quickly. Has a high rate of fire, but is not as accurate. As soon as the ammo is depleted, the Joker-Copter disappears.
This move requires more details. Does the helicopter appear instantly or does it take time to summon it? Does the Joker have to direct the helicopter or can he act freely while it's summoned? Does the helicopter attack in a 'fly by' manner or does it just hover in the air as it fires the gatling gun? Is the attack aimed at a single target or an entire area? Also, does the mook in the chopper act independently or does the Joker direct where he is firing?
Also, a move like this would require the Ranged Materialize Proficiency (and potentially the Remote Control Proficiency as well).
Umm...Uhh...Can't think of much for the first part...
...You know what? I'm not gonna work my butt off for something I can't even use yet because I don't have the right proficiencies. I'll pass on Super Moves for now.
RE: Official Move Approval III - Ezrihel - 03-17-2016
High Frequency O Katana (requires Physical Strength) – 300 OM
The high-frequency O Katana is an O Katana reinforced by a powerful alternating current and resonated at extremely high frequencies. This oscillation helps to weaken the molecular bonds of anything it cuts, thereby increasing its cutting ability. Striking, cutting, and thrusting attacks can be performed with the blade, with the sharpened edge and point used for lethal attacks, and the blunt edge can used to inflict crude blunt damage.
The blade itself is a 36” long tempered high carbon spring steel blade, made to withstand enormous amounts of pressure from both striking and bending. The tempered blade can withstand being bent upwards of 55 degrees without having its integrity weakened. The total length and weight of the sword is 49” and 48oz, making the handle a comfortable 13” long, allowing for a reliable two handed grip. This sword is stored in a black lacquered wood scabbard and secured on the left hip, making for easy access.
RE: Official Move Approval III - Dr. McNinja - 03-18-2016
Chain-Chuks (Requires Physical Strength) - 300 OM
[spoiler] [/spoiler]
Dr. McNinja arms himself with chainsaw nunchuks. This special weapon can only be held for 30 seconds before it sputters out of gasoline. They are also pretty heavy (about 5 kg each chainsaw) which means that the attack speed is lower, which means you can see it coming more easily. The weapon is difficult to block, while easy to dodge. He only carries one set at any given time, which means that 1) if the weapon is damaged or lost during a fight, he will have to Summon a new one to use this move, and 2) putting the chain-chuks away does not reset the gas levels.
KITE. (Requires Master Acrobat, Flight) - 300 OM
[spoiler] [/spoiler]
Doc summons a corpse of a pterodactyl onto his back. The process of preparing this move lasts 5 seconds. He then uses it as a kite to fly around, and he is able to retract and extend the pterodactyl's wings to change his course at any time. He may not use any other Moves while flying, unless otherwise specified.
Nightshade Strike (Requires Stealth, Debuff) - 300 OM
[spoiler] [/spoiler]
If he is stealthed and within arm's length of the target, Dr. McNinja can swiftly squeeze a crucial pressure point between the neck and left shoulder, stunning the target for 15 seconds. Doc becomes unstealthed every time he uses this move. However, the specific area (as shown in the picture) must be exposed. If the target has any defenses in that area whatsoever, or if Doc is detected, the Strike will fail and he will be unstealthed anyway.
Tier 1 Super Attack: Moon Laser (Requires Communicator, Ranged, Ranged Materialize) - 600 OM
[spoiler] [/spoiler]
Dr. McNinja summons the Moon Laser used by the McNinjaverse's Dracula. The Moon Laser aims at the coordinates of Doc's Comm. Once it has locked on to those coordinates, it will not keep track of Doc's location. After 20 seconds, the laser will fire. The laser itself has a direct impact radius of 2 meters, in which the laser will do full damage, but can also inflict half damage to any within a 5 meter radius.
RE: Official Move Approval III - Thor - 03-19-2016
Tier 1 Super Attack: Bolt of the Thunder God - (requires ranged proficiency) - 600 OM
Storm clouds roiling overhead, Thor calls down a bolt of lightning into his hammer. After five seconds of lightning the bolt is aimed and fired from his hammer. The force of the attack is enough to send most would-be opponents flying backward. Only the toughest of opponents can stand against the power of the Thunder God!
RE: Official Move Approval III - Strazio Rockwell - 03-19-2016
(03-13-2016, 11:37 AM)Connor Hound Wrote: Werewolf
Tier 1 Powered-up form (1000)
Requires Physical Strength, Advanced Super Jumping, all moves for Connor's base form are disabled. Physical item Power-ups cannot be used in this form
ATK:3 +2
DEF:3 +1
SPD:3 +2
TEC:1 +0
Connor turns into an 8 ft tall humanoid wolf with reddish brown fur and Amber eyes. His muscle mass increases significantly, especially in the arms and legs. Until he works on controlling it, Connor must be significantly inraged in order to trigger this form. His Aura is activated at the first use of this move. After exiting Werewolf form he will be very exhausted, but he will still able to continue in combat for some time before tiring out completely. As the arm strength of a Grizzly and bite strength of an Hyena. He can now also jump higher and farther than normally (Meaning he can only access Advanced super jumping while in this form)
Moves that go with this form
Claws: 300 OM
Requires Physical Strength Prof. and Werewolf
While in Werewolf form Connor grows claws, but instead of wolf claws these are more bear like.
Fangs: 300
Requires Physical Strength Prof. and Werewolf
While in Werewolf form Connor grows fangs much akin to a wolves, but unlike the wolf he can crush concrete and not injure himself.
Quote:Resubmitting for an update. Underlined parts are what's new.
Werewolf - Looks good, just know that the drawbacks are purely fluff and they don't actively increase the power of the transformation.
Claws - Just give me an idea of about how long these claws are and they'll be good. Note that since these are "always on" and they're quick they won't be incredibly powerful.
Fangs - How long are the fangs? And similar to Claws they won't be overly powerful because there really isn't any downside to them.
(03-17-2016, 06:40 PM)Ezrihel Wrote: High Frequency O Katana (requires Physical Strength) – 300 OM
The high-frequency O Katana is an O Katana reinforced by a powerful alternating current and resonated at extremely high frequencies. This oscillation helps to weaken the molecular bonds of anything it cuts, thereby increasing its cutting ability. Striking, cutting, and thrusting attacks can be performed with the blade, with the sharpened edge and point used for lethal attacks, and the blunt edge can used to inflict crude blunt damage.
The blade itself is a 36” long tempered high carbon spring steel blade, made to withstand enormous amounts of pressure from both striking and bending. The tempered blade can withstand being bent upwards of 55 degrees without having its integrity weakened. The total length and weight of the sword is 49” and 48oz, making the handle a comfortable 13” long, allowing for a reliable two handed grip. This sword is stored in a black lacquered wood scabbard and secured on the left hip, making for easy access.
High Frequency O Katana - So is looks like you're trying to make a super sharp "cuts through everything like butter" katana. Which is fine, but without any drawbacks the blade won't be very powerful and its strength will be based off your ATK. Perhaps adding an on/off feature with a drawback will achieve the effect you're looking for? As it stands it would be about as strong as a regular katana.
(03-18-2016, 03:29 PM)Dr. McNinja Wrote: Chain-Chuks (Requires Physical Strength) - 300 OM
[spoiler] [/spoiler]
Dr. McNinja arms himself with chainsaw nunchuks. This special weapon can only be held for 30 seconds before it sputters out of gasoline. They are also pretty heavy (about 5 kg each chainsaw) which means that the attack speed is lower, which means you can see it coming more easily. The weapon is difficult to block, while easy to dodge. He only carries one set at any given time, which means that 1) if the weapon is damaged or lost during a fight, he will have to Summon a new one to use this move, and 2) putting the chain-chuks away does not reset the gas levels.
KITE. (Requires Master Acrobat, Flight) - 300 OM
[spoiler] [/spoiler]
Doc summons a corpse of a pterodactyl onto his back. The process of preparing this move lasts 5 seconds. He then uses it as a kite to fly around, and he is able to retract and extend the pterodactyl's wings to change his course at any time. He may not use any other Moves while flying, unless otherwise specified.
Nightshade Strike (Requires Stealth, Debuff) - 300 OM
[spoiler] [/spoiler]
If he is stealthed and within arm's length of the target, Dr. McNinja can swiftly squeeze a crucial pressure point between the neck and left shoulder, stunning the target for 15 seconds. Doc becomes unstealthed every time he uses this move. However, the specific area (as shown in the picture) must be exposed. If the target has any defenses in that area whatsoever, or if Doc is detected, the Strike will fail and he will be unstealthed anyway.
Tier 1 Super Attack: Moon Laser (Requires Communicator, Ranged, Ranged Materialize) - 600 OM
[spoiler] [/spoiler]
Dr. McNinja summons the Moon Laser used by the McNinjaverse's Dracula. The Moon Laser aims at the coordinates of Doc's Comm. Once it has locked on to those coordinates, it will not keep track of Doc's location. After 20 seconds, the laser will fire. The laser itself has a direct impact radius of 2 meters, in which the laser will do full damage, but can also inflict half damage to any within a 5 meter radius.
Chainsaw Numchucks - Are these things tiring to swing around? You mention that if they are damaged or lost he can resummon them, I imagine you are going for a "one-use and done" sorta thing with the drawbacks, is he able to resummon the weapon to get around this? Also how far out can these strike?
Kite - I don't see the purpose of this move. If you already have flight, why would you need a move that does the same thing, but in a gimped way?
Nightshade Strike - This needs Physical Strength (I think that's implied, but it's good bookkeeping). The move is a tad strong, even with it being as conditional as it is. I would nerf the stun duration to something like 5 seconds, as 15 seconds it pretty damn powerful.
Moon Laser - This would need Area Attack Proficiency since it strikes such a large area. How long does the laser fire for, a single burst or is it a sustained beam? Also I'm not sure how the targeting works, does it target Mcninja's dataverse device or does he just use that to call it in?
(03-19-2016, 05:58 AM)Thor Wrote: Tier 1 Super Attack: Bolt of the Thunder God - (requires ranged proficiency) - 600 OM
Storm clouds roiling overhead, Thor calls down a bolt of lightning into his hammer. After five seconds of lightning the bolt is aimed and fired from his hammer. The force of the attack is enough to send most would-be opponents flying backward. Only the toughest of opponents can stand against the power of the Thunder God!
Bolt of the Thunder God - What is the maximum range of the attack, and about how far is the target knocked back?
RE: Official Move Approval III - The Rogue - 03-19-2016
Werewolf
Tier 1 Powered-up form (1000)
Requires Physical Strength, Advanced Super Jumping, all moves for Connor's base form are disabled. Physical item Power-ups cannot be used in this form
ATK:3 +2
DEF:3 +1
SPD:3 +2
TEC:1 +0
Connor turns into an 8 ft tall humanoid wolf with reddish brown fur and Amber eyes. His muscle mass increases significantly, especially in the arms and legs. Until he works on controlling it, Connor must be significantly inraged in order to trigger this form. His Aura is activated at the first use of this move. After exiting Werewolf form he will be very exhausted, but he will still able to continue in combat for some time before tiring out completely. As the arm strength of a Grizzly and bite strength of an Hyena. He can now also jump higher and farther than normally (Meaning he can only access Advanced super jumping while in this form)
Moves that go with this form
Claws: 300 OM
Requires Physical Strength Prof. and Werewolf
While in Werewolf form Connor grows claws, but instead of wolf claws these are more bear like. The claws are approximately 4 inches long
Fangs: 300
Requires Physical Strength Prof. and Werewolf
While in Werewolf form Connor grows fangs much akin to a wolves, but unlike the wolf he can crush concrete and not injure himself. His fangs are 2 inches long
RE: Official Move Approval III - Strazio Rockwell - 03-19-2016
(03-19-2016, 08:55 AM)Connor Hound Wrote: Werewolf
Tier 1 Powered-up form (1000)
Requires Physical Strength, Advanced Super Jumping, all moves for Connor's base form are disabled. Physical item Power-ups cannot be used in this form
ATK:3 +2
DEF:3 +1
SPD:3 +2
TEC:1 +0
Connor turns into an 8 ft tall humanoid wolf with reddish brown fur and Amber eyes. His muscle mass increases significantly, especially in the arms and legs. Until he works on controlling it, Connor must be significantly inraged in order to trigger this form. His Aura is activated at the first use of this move. After exiting Werewolf form he will be very exhausted, but he will still able to continue in combat for some time before tiring out completely. As the arm strength of a Grizzly and bite strength of an Hyena. He can now also jump higher and farther than normally (Meaning he can only access Advanced super jumping while in this form)
Moves that go with this form
Claws: 300 OM
Requires Physical Strength Prof. and Werewolf
While in Werewolf form Connor grows claws, but instead of wolf claws these are more bear like. The claws are approximately 4 inches long
Fangs: 300
Requires Physical Strength Prof. and Werewolf
While in Werewolf form Connor grows fangs much akin to a wolves, but unlike the wolf he can crush concrete and not injure himself. His fangs are 2 inches long
Looks good to me yo, Approved.
RE: Official Move Approval III - Dr. McNinja - 03-19-2016
(03-19-2016, 08:47 AM)Strazio Rockwell Wrote: (03-18-2016, 03:29 PM)Dr. McNinja Wrote: Chain-Chuks (Requires Physical Strength) - 300 OM
[spoiler] [/spoiler]
Dr. McNinja arms himself with chainsaw nunchuks. In one swing, the range is about 2.5 meters. This special weapon can only be held for 30 seconds before it sputters out of gasoline. They are also pretty heavy (about 5 kg each chainsaw) which means that the attack speed is lower, which means you can see it coming more easily. The weapon is difficult to block, while easy to dodge. He only carries one set at any given time, which means that 1) if the weapon is damaged or lost during a fight, he cannot summon any more and 2) putting the chain-chuks away does not reset the gas levels.
KITE. (Requires Master Acrobat, Flight) - 300 OM
[spoiler] [/spoiler]
Doc summons a corpse of a pterodactyl onto his back. The process of preparing this move lasts 5 seconds. He then uses it as a kite to fly around, and he is able to retract and extend the pterodactyl's wings to change his course at any time. He may not use any other Moves while flying, unless otherwise specified.
Nightshade Strike (Requires Physical Strength, Stealth, Debuff) - 300 OM
[spoiler] [/spoiler]
If he is stealthed and within arm's length of the target, Dr. McNinja can swiftly squeeze a crucial pressure point between the neck and left shoulder, stunning the target for 5 seconds. Doc becomes unstealthed every time he uses this move. However, the specific area (as shown in the picture) must be exposed. If the target has any defenses in that area whatsoever, or if Doc is detected, the Strike will fail and he will be unstealthed anyway.
Tier 1 Super Attack: Moon Laser (Requires Area Attack, Communicator, Ranged, Ranged Materialize) - 600 OM
[spoiler] [/spoiler]
Dr. McNinja summons the Moon Laser used by the McNinjaverse's Dracula. The Moon Laser aims at the coordinates of Doc's Comm. Doc cannot set the coordinates himself; the Laser will only lock onto the coordinates of his device. Once it has locked on to those coordinates, it will not keep track of the Comm's location. After 20 seconds, the laser will fire. The laser itself has a direct impact radius of 2 meters, in which the laser will do full damage, but can also inflict half damage to any within a 5 meter radius. The laser itself is one quick burst.
Chainsaw Numchucks - Are these things tiring to swing around? You mention that if they are damaged or lost he can resummon them, I imagine you are going for a "one-use and done" sorta thing with the drawbacks, is he able to resummon the weapon to get around this? Also how far out can these strike?
Kite - I don't see the purpose of this move. If you already have flight, why would you need a move that does the same thing, but in a gimped way?
Nightshade Strike - This needs Physical Strength (I think that's implied, but it's good bookkeeping). The move is a tad strong, even with it being as conditional as it is. I would nerf the stun duration to something like 5 seconds, as 15 seconds it pretty damn powerful.
Moon Laser - This would need Area Attack Proficiency since it strikes such a large area. How long does the laser fire for, a single burst or is it a sustained beam? Also I'm not sure how the targeting works, does it target Mcninja's dataverse device or does he just use that to call it in? I underlined revisions.
About "Kite", so this would be RP fodder? Can I buy it for 0 OM? (That's a thing, right?) And I'm guessing it's not okay to have a move which is a gimped version of Flight without having bought Flight.
RE: Official Move Approval III - Red-Hood - 03-19-2016
Lazarus' Blessing- Tier 1 power up (1000 OM)
Leftover energy from the Lazarus pit causes a green hue to encompass Red Hood ,causing him to become stronger, faster and slightly more durable.
ATK:+2
DEF:+1
SPD:+1
TEC:N/A
((Not sure what other info you need so just let me know))
RE: Official Move Approval III - ElFailzalot - 03-19-2016
(03-19-2016, 03:54 PM)Red-Hood Wrote: Lazarus' Blessing- Tier 1 power up (1000 OM)
Leftover energy from the Lazarus pit causes a green hue to encompass Red Hood ,causing him to become stronger, faster and slightly more durable.
ATK:+2
DEF:+1
SPD:+1
TEC:N/A
((Not sure what other info you need so just let me know))
Tier 1 power up gives you five stat points. Still got one more to distribute somewhere, hombre. Do that and you's good though.
RE: Official Move Approval III - Red-Hood - 03-19-2016
Lazarus' Blessing- Tier 1 power up (1000 OM)
Leftover energy from the Lazarus pit causes a green hue to encompass Red Hood ,causing him to become stronger, faster and slightly more durable.
ATK:+2
DEF:+1
SPD:+2
TEC:N/A
((I meant to put plus two on speed woops lol))
RE: Official Move Approval III - The Humble Sage - 03-20-2016
Perturbing Strike (300 OM, Debuff and Physical requirements)
The sage swiftly strikes a foe on the side of the head, aiming for the temple. (most likely with his dueling cane.) The target is briefly stunned, for basically a quarter second, and then there is a ringing that persists for approximately a minute and a half. The person struck will be able to function for the most part without effect, however they will have difficulty focusing intently on anything that requires concentrated effort. Those who are particularly resilient will likely be unaffected, (def 4 or above would completely ignore I'd say.) and while it makes focusing harder it in no way prevents them if they are determined to power through.
RE: Official Move Approval III - Thor - 03-20-2016
Tier 1 Super Attack: Bolt of the Thunder God - (requires ranged proficiency) - 600 OM
Storm clouds roiling overhead, Thor calls down a bolt of lightning into his hammer. After five seconds of lightning the bolt is aimed and fired from his hammer, blasting a target up to 10 meters away. The force of the attack is enough to send most would-be opponents flying backward. It sends the person backward 5 meters minus their defense. So someone with 3 defense would be knocked back 2 meters. Only the toughest of opponents can stand against the power of the Thunder God!
|