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Omni Archive
Official Move Approval IV - Printable Version

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RE: Official Move Approval IV - Alex - 07-16-2017

(07-15-2017, 01:55 PM)Veritas Night Wrote: Explosive Shield (requires Area Attack Proficiency and Area Defense Proficiency) – 600 OM

A sphere that surrounds a user with a protective barrier for as long as it is sustained. It takes about a second to activate. When the user chooses, the shield will either simply dissipate, or explode outwards, damaging anyone nearby at the cost of more energy. As it is a 360-degree sphere with a regular activation time, this won't block strong piercing attacks, but the explosive effect can be used to turn the tables on an overconfident opponent. This takes him about half a minute, or thirty seconds of charging up. As a result of this, this does medium damage. It can be used with other moves, but the moves must not be energy based. This also has a forty five second cool down, upon a single use of the Shield. 

Upon initial charge up of the shield, Veritas would be panting and unable to use other moves for thirteen seconds.  The shield would leave him heavily fatigued for 20 seconds after he finishes charging it up and activating it. 

Rocket Blaster - (600, Ranged Proficiency.)

A replica of the weapon the RPM Rangers used known as the Rocket Blaster. This can hold up to 30 shots, per power pack and Veritas carries 3 power packs on him at a time. It can shoot 2 shots per second. This is a weapon that is kept in a pocket dimension when he is not using it. It's mildly taxing on his stamina, but can be used with other blaster type moves provided that he has at least one of his hands free. This takes seven seconds to summon, and 15 seconds to reload, per reload. This can be used with other moves, but using it on it’s own increases the accuracy because he can hold it with both hands, allowing him a 25% accuracy increase. 

Shield - Seventeen has a move just like this, you should have just stolen my description (lol). Quick questions -- Can Veritas move while the shield is up? Second, can the shield be broken? You don't say anything about the shield's durability.

Blaster - S'fine. A bit... goofy. You may want to clarify what it fires (energy bolts? energy beam?) but checks out.


RE: Official Move Approval IV - Oleander - 07-16-2017

(07-14-2017, 10:07 AM)Shinmen Takezō Wrote: Shinmen
[spoiler]
(07-12-2017, 06:45 PM)Shinmen Takezō Wrote: I will be revising Katana slightly.
Katana: (300)
Takezo carries on his person a katana stolen from the corpse of a previously slain enemy. The sword is overall 36 inches. 12 inches is the hilt and handle, with twenty four being the blade. For Takezo's height it is on the short side of proper length. The blade is proper length, but the long handle is abnormal on most swords. It is meant to allow a better leverage grip that many might see on cavelry weapons, emphasizing both control and strength, while reducing the length of the cutting edge. The sword possess a Koshi Sori, a bend closer to the tang. The most common Sori is a Tori Sori, or a curvature nearest the middle of the blade. Takezo's Sori depth is average in most ways. The Koshi Sori allows for a quicker draw and easier sheathing. Takezo always wields the Katana two handed for maximum strength and control.

Takezo has trained to aim for exposed major and minor arteries. As such, a victim of his blade is left with a bleeding wound, dealing extra damage to the wounded target for a few seconds before the bleeding stops. Repeated slashes add accumulative damage. The damage over time is mild, and the duration for each cut is no more than three seconds.

The underlined section from the first paragraph will be removed, since it caused issues.

The second part will be rewritten to:
Katana: Shallow Cut (Standard) 300:
(Insert first paragraph here)

Takezo breaks down his sword art into several techniques. His most commonly used technique is called Shallow Cut and originates from a torture and execution technique called Lingchi, or Death by a Thousand Cuts. The process was slow and painful - not to mention very bloody.

Takezo swings his sword effortlessly, leaving shallow wounds. The lack of force in each attack allows them to be quicker and more accurate, at the cost of immediate damage. Instead the wounds bleed for a few seconds. Repeated slashes add accumulative bleed damage.

Wielding his katana in this manner is almost effortless, requiring more focus than actual physical exertion, and as such it is his most common method of attack. The fast strikes are more difficult to evade, but easier to block, and does not leave too many openings for counter strike.

New move (or possibly variant)c
Katana: Deep Cut (300)
Against particularly hearty foes, Takezo will apply a greater amount of force to his swings. These slower strikes hearken more towards traditional Samurai training, with far fewer directions and much more rigerous stance to maximize power. This technique is called Deep Cut. It sacrifices speed for power, making it easier to dodge. It also leaves openings for swift and skilled fighters to counter.

The power it bestows, however, allows Takezo to cut through defenses. Deep Cut does far greater initial damage than Shallow Cuts, but does not aim to leave any bleed damage. Trying to block Direct Cut forces a person or object not secured to the ground in the direction of the attack. For example, a shield or sword may be knocked from its owner's hand, or a blocking barbarian may be knocked down from the attack. The distance depends on how much lower the target's ATK (Ability to push back) is than Takezo's. Less than 2 points is a few feet or so, while 3 or more is a few yards. Matched or greater attack than Takezo does not suffer the Knockback effect.

If Deep Cut lands, the target is in shock for a couple of seconds. They do not feel the severity of the wound for up to ten seconds, allowing them to continue to act normally. At the end of ten seconds, the pain hits, leaving them stunned for two seconds. Repeated hits with Deep Cut extends the Shock and stun duration by half of the initial value.

The effort it takes per each Deep Cut prevents it from being used as common as Shallow Cuts, but Takezo can use it up to five times in a row before his hands hurt from the impact. It is often interspaced within Shallow Cuts or used to break through a target's shield or guard. He is still limited stamina wise to about five Deep Cuts a minute.

For Shallow Cut, you’ll need some kind of a downside here other than being able to parry it, since it can inflict a debuff.

Similar to the above, I’d like it if there were some mention of stamina drain for Deep Cut, since with the way it’s written currently it makes it sound like the user can avoid the downside by just varying the strikes.

You’ll need Debuff for both of these as well as Physical Strength. I know you have them both, but you need to list them with the move.
[/spoiler]

Removed the debuff. It's the basic attack the sword does, it wouldn't make much sense for the equivelant of a "light" attack to be very taxing stamina wise. And yes, the point of the HEavy attack is to cover the weaknesses of the light attack, but switching to the heavy attack is pretty obvious in fodder, and I intend it to be easy to play around with a higher TEC character. However, the heavy attacks are still quite a bit more tiring if used repeatedly. Underlined bit has been added to help balance it out. I didn't mean he could ignore the tiring factor, just that he would rarely use it five times in a row.

Bump, considering it seemed I was missed again.


RE: Official Move Approval IV - Mark - 07-16-2017

(07-16-2017, 09:14 AM)Shinmen Takezō Wrote: Bump, considering it seemed I was missed again.

You were not missed. Alex was taking moves that I was working on to help me out since I worked all weekend and I told him specifically that I would take your move. You don't need to bump a move if it has been less than 72 hours. I'll give you a proper reply after I sleep. Please endeavor to remain patient.


RE: Official Move Approval IV - Ebonywood Hellscythe - 07-16-2017

(07-16-2017, 08:49 AM)Alex Wrote: To me, this doesn't feel balanced.  The blade isn't a physical object, so the defender would be have to guard against the stick?  And its a permanent loss?  And there's no drawback to Ebony?  With something as amorphous as fatigue, that just feels too strong and too balanced.  I feel like I know what you're going for, having played a lot of DnD in my younger years (non-lethal damage?), but something like that doesn't translate very well to this system.

Would the following change be sufficient with regards to blocking the attack? I actually intended it to be blockable by other weapons, hence why I only said it phased through the opponents body and armour, but I guess I wasn't specific enough. I also added some more detail to the fatigue mechanics which hopefully should make it more viable. The main key drawback is naturally: Ebony isn't actually doing any (or much) damage. So even if she won the fight primarily using this, her opponent would likely have more health remaining than her. A hit with Soul Strike is never going to have the same impact as actually being hit in the face or arm or leg with an actual scythe blade.

Soul Strike (300) Requires: Ebonywood Hellscythe, Physical Strength, Debuff Proficiency

A non-lethal attack that uses Ebony's scythe. Ebony focuses for three seconds. During this time she may move and dodge, but may not attack. Taking more than a small amount of damage or losing concentration will revert all progress towards this. After this, the previously silver blade glows a faint purple and appears slightly translucent. Ebony then may continue to attack with her scythe as usual besides from one key change. Once the blade reaches an opponent, it appears to phase through their armour and body (however the wooden staff will not). However, the blade is still blocked by other weapons and moves, such as a sword, shield, or spiked gloves. This includes any incidental weapons although blocking with them runs the risk of having them destroyed (a fallen tree branch probably wouldn't hold up against a hit with Ebony's scythe). Any cuts that would usually have appeared on the opponents body instead glow with harmless purple flames for about a second before they fade away. The foe feels some pain, but it's very reduced from what the attack would normally feel like. Instead of actually doing any damage, the attack solely drains the foe's fatigue leaving them tired. This is a permanent drain for the whole fight (but can be removed with any move or item that would normally reduce fatigue), so should Ebony win by primarily using this, or attack with it as a finisher, the opponent would likely fall unconscious. Each individual strike is not draining to Ebony and won't seem very draining to her opponent (so the first hit will probably seem like a slightly painful joke attack). However, over time, the attacks will add up as the fatigue induced is cumulative. The impact on an opponent is based on Ebony's ATK against their DEF.

In general, the fatigue is similar to the effect on the opponent should they have actually taken damage. As accumulated damage would wear down an opponent as, naturally, someone with a cut, bruised, and bleeding arm won't hit as well as someone with an uninjured arm, Soul Strike achieves a similar effect. Essentially, the opponent suffers as if they actually took damage. That said, the potency is lessened compared to actually being hit with the normal scythe blade. Thus, using Soul Strike will never have the same impact on an opponent as cutting them with Ebony's unchanged scythe blade.

The fatigue can either be interpreted by the target feeling drained, tired, or sluggish after receiving multiple strikes, or by the body parts that would have been injured simply aching.

To revert back to normal attacks, Ebony has to focus for three seconds and again can only move and dodge during this time. As before taking more than a small amount of damage or losing concentration will revert all progress towards this. Also, if the scythe is dispelled, when resummoned it will always revert back to its normal form. So, Ebony has to spend a total of 8 seconds of focus at least (5 to create the scythe, 3 to change the attack mode) to start using Soul Strike without having her scythe initially on hand. Lastly, Ebony is immune to the debuff effect of being stabbed with her own scythe blade.


RE: Official Move Approval IV - James Knight - 07-16-2017

Rocket Blaster - (600, Ranged Proficiency.)

A replica of the weapon the RPM Rangers used known as the Rocket Blaster. This can hold up to 30 shots, per power pack and Veritas carries 3 power packs on him at a time. It can shoot 2 shots per second. This is a weapon that is kept in a pocket dimension when he is not using it. It's mildly taxing on his stamina, but can be used with other blaster type moves provided that he has at least one of his hands free. This takes seven seconds to summon, and 15 seconds to reload, per reload. This can be used with other moves, but using it on it’s own increases the accuracy because he can hold it with both hands, allowing him a 25% accuracy increase. This shoots bullets made out of energy out of it. 

Dark Magic Whip– (600, Physical Strength, Ranged Prof.)

After creating a small orb of ki, Veritas grips it into his hand and creates a limp string of dark magic. The color varies (although it is usually purple), while the length and potency of the weapon depend on how much power Veritas decides to exert in its creation. Seventeen can wield dual wield at the cost of more energy expenditure. The weapon itself is mainly used as a medium-range melee weapon, but it can also be used to wrap around targets, living or nonliving. Although the weapon is merely a string of magic, its grip is rather powerful, and because of this, it can provide a vital edge in combat (because wrapping it around an opponent’s legs, arms, or neck could potentially destroy an opponent’s momentum).

Decided to use your shield move, with some modifications. 

Black  Barrier - (300,Area Shield, Area Attack) - An opaque purple shield of energy surrounds Veritas. The field is a complete sphere about a foot away from his body. Once the shield has been summoned, he can no longer move. Moving with the field open is too taxing, so he doesn't do that. The field will absorb/deflect a handful of low/middle-strength ranged attacks (bullets, blasts, whatnt), and it can dilute a powerful, non-Super attack before failing. Because the field isn't perfect, Veritas often uses it just to 'shrug' off a quick flurry of oncoming attacks or if he has no other means to deal with a powerful blast. That... and it has a secret. If the field is broken by a physical attack (be it a punch, kick, tail, horn, whatever), it will explode outward with a powerful hit. A 'popped' field will be unable to reformed (ie - used again) for a few minutes, but it's worth the surprise factor. This shield also has another downside when it is deployed, namely that it is Opaque meaning that while the shield is in use, he is effectively blind to the world around him, until it is popped. 

Gokai Force Blaster -  (600 OM, Ranged Proficiency, Physical Strength): 

[Image: latest?cb=20110205162907]

A pistol that is a recreation of the blasters used by the members of the Gokai Force. It has six shots per power pack that is inside of it. The pistol comes with 3 spare power packs per minute, and it takes about 15 seconds to swap out the power packs. Each shot does medium damage and this is moderately draining on his stamina. Ideally this is done while moving, because it requires that he constantly keep a lock on his target in order to get an accurate shot.  Takes him ten seconds to summon. This can also be used to pistol whip his opponent. 

Power Sword - (600 OM, Physical Strength, Ranged, Area Attack, Area Shield): 

A weapon that was wielded by the first Red Ranger, the MMPR Red. This reconstruction of the weapon allows Veritas to have yet another option in his arsenal of melee tricks. The sword takes seven seconds for him to summon, and is moderately taxing on his stamina to use. On the bright side however, the sword can absorb energy attacks that are directed at him, and then release a C shaped 3x3 foot wave of cutting energy at his opponents, that is usually colored purple. This sword is a foot and a half long. 

[Image: C4KjcdwXAAE9Obe.jpg]


RE: Official Move Approval IV - All Might - 07-16-2017

Quote:Does this have any charge-up? How draining is it to perform? Can he use other moves concurrently?
CAROLINA SMASH - 300 OM - Requires physical strength, Burst Movement, Super Speed, Area Attack

All Might crosses his arms in front of himself, and then taking about a second using Burst Movement to rocket to full speed without needing to gather momentum, charges head-on towards his target. Once he collides head-on with his target he performs a cross-chop with enough force to radiate a shockwave forward. Due to the more focused strike than "Destoit Smash" the shockwave takes an X shape, the edges of the shockwave sharp and pointed. The shockwave only extends about five feet away from him. The edge of the shockwave feels like getting slashed by a sword, while getting caught by the center of the X feels like being pierced by a harpoon.

It takes about a second for the X shockwave to radiate outwards completely. 

All Might is able to control his strength, and will try to hold back on using this move against ordinary opponents. This move is also easier to dodge than the punch, as it really only harms what is directly in front of All Might. If an opponent is able to guess where All Might is heading, the attack is easy to side-step. All Might isn't able to change direction while charging without dropping his arms, thus he's only able to attack with Carolina Smash after heading down a straight line. 

Edit: While it doesn't take any time to 'charge up' the energy needed for the attack, it takes about three seconds to build up speed for his charge. He cannot use any of his other moves simultaneously with Carolina Smash. The move takes a toll on his arms, and so he is only comfortable doing the move three times in a row, and will require at least twenty minutes rest before he can do it again. 


Hooya! First Move - Serraph Quarrere - 07-16-2017

Move: Zanpakuto: Libro (Requires Physical Strength - Cost=300)
 An Arrancar's signature weapon is the vessel that stores its sealed powers. Such a vessel takes the form of a bladed weapon like a sword or axe. To release its power Serraph need only say its activation phrase: "Record, Libro". However saying such a thing currently does nothing. At 41 inches, Libro is rather plain appearing rapier save for a few strange qualities that set it apart from normal blades. At first glance one would see that the thin, double edged blade, along with its simple basket hilt is white rather than the silver color that is common among steel or iron weaponry. If one were to run their finger across its surface they'd find it to have a texture more in common with paper than with metal, but enemies should be wise not to be fooled. Libro is just as strong as any other blade.


RE: Official Move Approval IV - Mark - 07-16-2017

(07-14-2017, 10:07 AM)Shinmen Takezō Wrote: Shinmen
[spoiler]
(07-12-2017, 06:45 PM)Shinmen Takezō Wrote: I will be revising Katana slightly.
Katana: (300)
Takezo carries on his person a katana stolen from the corpse of a previously slain enemy. The sword is overall 36 inches. 12 inches is the hilt and handle, with twenty four being the blade. For Takezo's height it is on the short side of proper length. The blade is proper length, but the long handle is abnormal on most swords. It is meant to allow a better leverage grip that many might see on cavelry weapons, emphasizing both control and strength, while reducing the length of the cutting edge. The sword possess a Koshi Sori, a bend closer to the tang. The most common Sori is a Tori Sori, or a curvature nearest the middle of the blade. Takezo's Sori depth is average in most ways. The Koshi Sori allows for a quicker draw and easier sheathing. Takezo always wields the Katana two handed for maximum strength and control.

Takezo has trained to aim for exposed major and minor arteries. As such, a victim of his blade is left with a bleeding wound, dealing extra damage to the wounded target for a few seconds before the bleeding stops. Repeated slashes add accumulative damage. The damage over time is mild, and the duration for each cut is no more than three seconds.

The underlined section from the first paragraph will be removed, since it caused issues.

The second part will be rewritten to:
Katana: Shallow Cut (Standard) 300:
(Insert first paragraph here)

Takezo breaks down his sword art into several techniques. His most commonly used technique is called Shallow Cut and originates from a torture and execution technique called Lingchi, or Death by a Thousand Cuts. The process was slow and painful - not to mention very bloody.

Takezo swings his sword effortlessly, leaving shallow wounds. The lack of force in each attack allows them to be quicker and more accurate, at the cost of immediate damage. Instead the wounds bleed for a few seconds. Repeated slashes add accumulative bleed damage.

Wielding his katana in this manner is almost effortless, requiring more focus than actual physical exertion, and as such it is his most common method of attack. The fast strikes are more difficult to evade, but easier to block, and does not leave too many openings for counter strike.

New move (or possibly variant)c
Katana: Deep Cut (300)
Against particularly hearty foes, Takezo will apply a greater amount of force to his swings. These slower strikes hearken more towards traditional Samurai training, with far fewer directions and much more rigerous stance to maximize power. This technique is called Deep Cut. It sacrifices speed for power, making it easier to dodge. It also leaves openings for swift and skilled fighters to counter.

The power it bestows, however, allows Takezo to cut through defenses. Deep Cut does far greater initial damage than Shallow Cuts, but does not aim to leave any bleed damage. Trying to block Direct Cut forces a person or object not secured to the ground in the direction of the attack. For example, a shield or sword may be knocked from its owner's hand, or a blocking barbarian may be knocked down from the attack. The distance depends on how much lower the target's ATK (Ability to push back) is than Takezo's. Less than 2 points is a few feet or so, while 3 or more is a few yards. Matched or greater attack than Takezo does not suffer the Knockback effect.

If Deep Cut lands, the target is in shock for a couple of seconds. They do not feel the severity of the wound for up to ten seconds, allowing them to continue to act normally. At the end of ten seconds, the pain hits, leaving them stunned for two seconds. Repeated hits with Deep Cut extends the Shock and stun duration by half of the initial value.

The effort it takes per each Deep Cut prevents it from being used as common as Shallow Cuts, but Takezo can use it up to five times in a row before his hands hurt from the impact. It is often interspaced within Shallow Cuts or used to break through a target's shield or guard. He is still limited stamina wise to about five Deep Cuts a minute.

For Shallow Cut, you’ll need some kind of a downside here other than being able to parry it, since it can inflict a debuff.

Similar to the above, I’d like it if there were some mention of stamina drain for Deep Cut, since with the way it’s written currently it makes it sound like the user can avoid the downside by just varying the strikes.

You’ll need Debuff for both of these as well as Physical Strength. I know you have them both, but you need to list them with the move.
[/spoiler]

Removed the debuff. It's the basic attack the sword does, it wouldn't make much sense for the equivelant of a "light" attack to be very taxing stamina wise. And yes, the point of the HEavy attack is to cover the weaknesses of the light attack, but switching to the heavy attack is pretty obvious in fodder, and I intend it to be easy to play around with a higher TEC character. However, the heavy attacks are still quite a bit more tiring if used repeatedly. Underlined bit has been added to help balance it out. I didn't mean he could ignore the tiring factor, just that he would rarely use it five times in a row.

Sans Debuff, Shallow Cut is approved.

Deep Cut: Just add on something to the effect of “before he is exhausted and needs to recoup” or something to the end of that and you should be good. I just want it to be clear to anyone reading that it’s not just a cooldown.

(07-14-2017, 05:55 PM)King Ghidorah Wrote:
Quote:Vector Impulsion:  Requires Ranged Proficiency,  Ranged Materialize Proficiency, Area Attack Proficiency, Debuff Proficiency, Advanced Telekinesis, 3+ ATK - (900 OM)

By using his psychokinesis to temporarily warp space and create a set of persistent force-vectors within a specific area, Kelly can effectively alter the direction of gravity within a column up to seven meters in diameter and 30 meters long (minimum area 2 meter radius by five ten meter height) and/or enhance its pull. The column may be oriented in any direction within 3-dimensional space - vertically, horizontally, diagonally, whatever seems most effective at the time. Once active, anything within the effected area will 'fall' in the direction he has chosen until it either reaches the end of the column of warped space or collides with a free-standing object sturdy enough or large enough to remain upright within the column - the surface of which will be the affected object or person's new 'ground' until the effect ends. The column of warped space persists for five seconds, plus 1.5 additional seconds for every additional second of charge. Creatures with Master Acrobat or a  TEC of 3 or greater may be able to reorient themselves enough to minimize the disorienting effect of the sudden shift in perspective, but unless they have flight that won't stop them from 'falling'. 

In order to use this move, Kelly must charge it for a minimum of 2 seconds, during which time the air in the area he has selected will ripple like a desert mirage. While charging, he's limited to purely defensive actions  (blocking attacks with his staff, for example), cannot use other non-item moves, and suffers a -2 to TEC for any purpose not related to using Vector Impulsion. The charge can be interrupted by a solid blow.

The affected area must be be either within Kelly's line of sight, or the range of Kelly's enhanced senses.

Alternatively, by using Vector Impulsion to enhance the normal pull of gravity rather cancel and redirect it, Kelly can create a zone wherein movement is difficult. Creatures with an ATK  less than Kelly's by 1 or more will probably become pinned. Creature's with Higher ATK may be still be able to move with difficulty (if their ATK exceeds Kelly's by 2 or more, or if they possess flight and a SPD stat greater than Kelly's ATK,  they can be considered practically unhindered).

The effects of vector impulsion are fixed in place - any creature that leaves the affected area while the attack is active is no longer effected. 

Regardless of the area affected or charge time taken, this attack takes a lot of power to execute - using it is always equivalent to maxing out while weightlifting - and leaves Kelly unable to use any non-item normal move for fifteen seconds.

Kelly is not immune to the effects of Vector Impulsion. If he enters the affected area, he must contend with them as well. 


Personal Space: Requires Telekinesis, Area-Attack proficiency, 3+ ATK - variable (600 OM)

If Kelly needs a little breathing room, he can use his psychic powers to create some. He can do this in two ways. 

Version 1: By focusing intensely, he can generate an instantaneous telekinetic shockwave, invisible save for the wave-front of dust it produces at ground-level and the effect it has on anything in its path, expanding spherically outward to a range of about three meters before dissipating (Force decreasing proportionately after first meter of distance from Kelly's body - one meter= full power, two meters = 50% power, etc.). This shockwave isn't designed to be damaging - rather, it's like being shoved extremely hard (Kelly's ATK score) - potentially knocking less sturdy enemies off their feet and forcing tougher ones back to a less-threatening distance (Enemy DEF score). As generating the shockwave requires Kelly to muster a lot of force extremely quickly across his entire body, it puts a great deal of strain on his energy reserves. This version can only be used once per fight; It cannot be used while moving at anything quicker than a walking pace - though it can be used mid-air if Kelly has jumped - and cannot be used in conjunction with other non-item moves. 

Version 2: The second use of Personal Space is more powerful, but riskier in the heat of battle. By charging the attack for four seconds, Kelly can increase the power of  the shockwave to the point where its genuinely dangerous - capable of breaking wooden furniture at middle-distance or cracking marble at close range (or more if his ATK score goes up). This version of Personal Space  has a slightly increased range - four meters instead of three, and the drop-off in power begins at 1.5 meters instead of 1 meter, though otherwise the same rules of distance-ratio and effectiveness apply. Kelly can charge it while doing other things - moving, or even fighting, though attempting the latter splits his focus and effectively reduces his TEC score by 2 for the duration of the charge-time - and the decrease becomes -3 if he's trying to use other psychokinetically-based moves (this reduction can't bring his TEC below 0, and he can't take other combative action while charging Personal Space v2 if for some reason it would). The charge can be interrupted by a solid blow. This version of Personal Space can be used more often (once every minute or so, each use incurring mild general fatigue, like running a 100 meter dash), as the charge-time makes it less stressful to perform  - but it cannot be used at all if Kelly has already used version 1.   

Removed the Stat-based scaling from Vector Impulsion.
Other changes in bold.

Looks good, friend. Approved.

(07-16-2017, 08:34 AM)Android 17 Wrote: Kasenko-kaha (900 OM) –
Like most ki beams, this attack is charged within the confines of cupped palms. This technique can take the cyborg substantial time and effort to fully charge, but because of this, it is usually able to get the job done rather well.  Seventeen must remain standing (or hovering in the air) while he draws the necessary ki, and during this time he cannot make any offensive or defensive maneuvers.  As the attack charges toward its full potential, the color will descend the colors of the visible light spectrum (starting at red moving down to violet).  The size of the beam ranges from 1 meter (red) to 7 meters (violet).  The power (and likewise, the ‘fatigue cost’ of the beam ranges from the mundane (little more than a normal ki attack) to being a heavily damaging and draining attack at full charge.

With a declaration of the attack’s name, Seventeen throws his palms forward—unleashing the beam.  The initial beam is concussive, which means it hits a target and attempts to carry them backwards (in lieu of a missed target, this attack is excellent for blasting through walls and buildings!).  The bulk of the power comes at the end of the attack, when Seventeen releases a final, massive sphere of energy from his palms.  The sphere travels along the length of the beam before hitting its target and exploding, emitting all the colors of the rainbow charged into the attack as a means to glorify its destructive prowess (so a briefly charged blast would explode red, whereas a fully charge blast would razzledazzle).  The colors and light show is just that… for show.  

Colloquially called ‘Rainbow Beam’, this attack represents Seventeen’s most powerful technique and usually his final gambit in intense, physical confrontations.  In desperation, Seventeen can ‘fast charge’ the kasenko-kaha, but it its twice as exhausting to do so.


Kasenko-kaha (Tier 2 Super Attack) – This move functions identically to the normal version of the Kasenko-kaha.  The only difference is that the charge time is vastly reduced, and instead of charging to violet, the beam charges to a brilliant white color that contains the full, destructive power of the attack.  The resulting onslaught is the most powerful attack in Seventeen’s repertoire.

And for transparency, I'mma be buying a T2 version of my already approved T1 Super Defense

Quote:Ki Barrier - A translucent sphere of green energy surrounds Seventeen. The field is a complete sphere about a foot away from Seventeen's body. Once the shield has been summoned, he can no longer move. Moving with the field open is too taxing, so he doesn't do that. The field will absorb/deflect/negate a Tier 2 Super Move of any flavor.  After doing its job, the 'super' ki barrier will vanish.

Around how long does it take for a full charge? How long does the weakest variant take to charge? How long is the Fast-Charge time? How fast does the beam move? Can he swing this around and re-aim while firing or no? Does this have a maximum range or does it keep going as long as he puts energy into it?

Supers are both good.

(07-16-2017, 09:49 AM)Ebonywood Hellscythe Wrote:
(07-16-2017, 08:49 AM)Alex Wrote: To me, this doesn't feel balanced.  The blade isn't a physical object, so the defender would be have to guard against the stick?  And its a permanent loss?  And there's no drawback to Ebony?  With something as amorphous as fatigue, that just feels too strong and too balanced.  I feel like I know what you're going for, having played a lot of DnD in my younger years (non-lethal damage?), but something like that doesn't translate very well to this system.

Would the following change be sufficient with regards to blocking the attack? I actually intended it to be blockable by other weapons, hence why I only said it phased through the opponents body and armour, but I guess I wasn't specific enough. I also added some more detail to the fatigue mechanics which hopefully should make it more viable. The main key drawback is naturally: Ebony isn't actually doing any (or much) damage. So even if she won the fight primarily using this, her opponent would likely have more health remaining than her. A hit with Soul Strike is never going to have the same impact as actually being hit in the face or arm or leg with an actual scythe blade.

Soul Strike (300) Requires: Ebonywood Hellscythe, Physical Strength, Debuff Proficiency

A non-lethal attack that uses Ebony's scythe. Ebony focuses for three seconds. During this time she may move and dodge, but may not attack. Taking more than a small amount of damage or losing concentration will revert all progress towards this. After this, the previously silver blade glows a faint purple and appears slightly translucent. Ebony then may continue to attack with her scythe as usual besides from one key change. Once the blade reaches an opponent, it appears to phase through their armour and body (however the wooden staff will not). However, the blade is still blocked by other weapons and moves, such as a sword, shield, or spiked gloves. This includes any incidental weapons although blocking with them runs the risk of having them destroyed (a fallen tree branch probably wouldn't hold up against a hit with Ebony's scythe). Any cuts that would usually have appeared on the opponents body instead glow with harmless purple flames for about a second before they fade away. The foe feels some pain, but it's very reduced from what the attack would normally feel like. Instead of actually doing any damage, the attack solely drains the foe's fatigue leaving them tired. This is a permanent drain for the whole fight (but can be removed with any move or item that would normally reduce fatigue), so should Ebony win by primarily using this, or attack with it as a finisher, the opponent would likely fall unconscious. Each individual strike is not draining to Ebony and won't seem very draining to her opponent (so the first hit will probably seem like a slightly painful joke attack). However, over time, the attacks will add up as the fatigue induced is cumulative. The impact on an opponent is based on Ebony's ATK against their DEF.

In general, the fatigue is similar to the effect on the opponent should they have actually taken damage. As accumulated damage would wear down an opponent as, naturally, someone with a cut, bruised, and bleeding arm won't hit as well as someone with an uninjured arm, Soul Strike achieves a similar effect. Essentially, the opponent suffers as if they actually took damage. That said, the potency is lessened compared to actually being hit with the normal scythe blade. Thus, using Soul Strike will never have the same impact on an opponent as cutting them with Ebony's unchanged scythe blade.

The fatigue can either be interpreted by the target feeling drained, tired, or sluggish after receiving multiple strikes, or by the body parts that would have been injured simply aching.

To revert back to normal attacks, Ebony has to focus for three seconds and again can only move and dodge during this time. As before taking more than a small amount of damage or losing concentration will revert all progress towards this. Also, if the scythe is dispelled, when resummoned it will always revert back to its normal form. So, Ebony has to spend a total of 8 seconds of focus at least (5 to create the scythe, 3 to change the attack mode) to start using Soul Strike without having her scythe initially on hand. Lastly, Ebony is immune to the debuff effect of being stabbed with her own scythe blade.

Approved.

(07-16-2017, 02:17 PM)All Might Wrote:
Quote:Does this have any charge-up? How draining is it to perform? Can he use other moves concurrently?
CAROLINA SMASH - 300 OM - Requires physical strength, Burst Movement, Super Speed, Area Attack

All Might crosses his arms in front of himself, and then taking about a second using Burst Movement to rocket to full speed without needing to gather momentum, charges head-on towards his target. Once he collides head-on with his target he performs a cross-chop with enough force to radiate a shockwave forward. Due to the more focused strike than "Destoit Smash" the shockwave takes an X shape, the edges of the shockwave sharp and pointed. The shockwave only extends about five feet away from him. The edge of the shockwave feels like getting slashed by a sword, while getting caught by the center of the X feels like being pierced by a harpoon.

It takes about a second for the X shockwave to radiate outwards completely. 

All Might is able to control his strength, and will try to hold back on using this move against ordinary opponents. This move is also easier to dodge than the punch, as it really only harms what is directly in front of All Might. If an opponent is able to guess where All Might is heading, the attack is easy to side-step. All Might isn't able to change direction while charging without dropping his arms, thus he's only able to attack with Carolina Smash after heading down a straight line. 

Edit: While it doesn't take any time to 'charge up' the energy needed for the attack, it takes about three seconds to build up speed for his charge. He cannot use any of his other moves simultaneously with Carolina Smash. The move takes a toll on his arms, and so he is only comfortable doing the move three times in a row, and will require at least twenty minutes rest before he can do it again. 

Approved.

(07-16-2017, 06:33 PM)Serraph Quarrere Wrote: Move: Zanpakuto: Libro (Requires Physical Strength - Cost=300)
 An Arrancar's signature weapon is the vessel that stores its sealed powers. Such a vessel takes the form of a bladed weapon like a sword or axe. To release its power Serraph need only say its activation phrase: "Record, Libro". However saying such a thing currently does nothing. At 41 inches, Libro is rather plain appearing rapier save for a few strange qualities that set it apart from normal blades. At first glance one would see that the thin, double edged blade, along with its simple basket hilt is white rather than the silver color that is common among steel or iron weaponry. If one were to run their finger across its surface they'd find it to have a texture more in common with paper than with metal, but enemies should be wise not to be fooled. Libro is just as strong as any other blade.

Approved.


RE: Official Move Approval IV - Alex - 07-16-2017

(07-16-2017, 08:34 AM)Android 17 Wrote: Kasenko-kaha (900 OM) –
Like most ki beams, this attack is charged within the confines of cupped palms. This technique can take the cyborg substantial time and effort to fully charge, but because of this, it is usually able to get the job done rather well.  Seventeen must remain standing (or hovering in the air) while he draws the necessary ki, and during this time he cannot make any offensive or defensive maneuvers.  As the attack charges toward its full potential, the color will descend the colors of the visible light spectrum (starting at red moving down to violet).  The size of the beam ranges from 1 meter (red) to 7 meters (violet).  The power (and likewise, the ‘fatigue cost’ of the beam ranges from the mundane (little more than a normal ki attack) to being a heavily damaging and draining attack at full charge. The weakest variation can be charged in three seconds, whilst the most powerful variation requires closer to a dozen seconds.

With a declaration of the attack’s name, Seventeen throws his palms forward—unleashing the beam.  The beam travels faster than a bullet toward its target. The initial beam is concussive, which means it hits a target and attempts to carry them backwards (in lieu of a missed target, this attack is excellent for blasting through walls and buildings!).  The attack cannot be redirected. and will travel as far as the cyborg is willing to spend energy on it. The bulk of the power comes at the end of the attack, when Seventeen releases a final, massive sphere of energy from his palms.  The sphere travels along the length of the beam before hitting its target and exploding, emitting all the colors of the rainbow charged into the attack as a means to glorify its destructive prowess (so a briefly charged blast would explode red, whereas a fully charge blast would razzledazzle).  The colors and light show is just that… for show.  

Colloquially called ‘Rainbow Beam’, this attack represents Seventeen’s most powerful technique and usually his final gambit in intense, physical confrontations.  In desperation, Seventeen can ‘fast charge’ the kasenko-kaha, charging any 'level' of the beam in half the time, but it its twice as exhausting to do so.

Think I got all your requested modifications, kind Angel-sir.


RE: Official Move Approval IV - Desman Black - 07-17-2017

Flaming Towel Cape- T1 power-up

Atk: +1
Def: +0
Spd: +2
Tec: +2

Desman ties a towel inflamed by the fairy of hell herself around his neck area. Also gives his moves a flame aesthetic.


RE: Official Move Approval IV - Tearen Wover - 07-17-2017

Psionic Intrusion Rebuttal (Requires Homing Proficiency, Ranged Attack Proficiency, Telepathy, Foresight, Insight) 300 OM

Tearen senses an imminent incoming telepathic attack, and prepares his own mind for defense, which takes 2 seconds of preparation, during which time he cannot take any other actions. In addition to negating any single mental attack, if the opponent has a lower TEC than Tearen, they are subjected to an immediate psychic counter-attack in the form of a surge of mental pain and confusion. Tearen must have the ability to predict and prepare Psionic Intrusion Rebuttal. Though retaliating in this manner doesn't use much energy, if Tearen cannot use his foresight for some reason, this defense cannot be used. If an opponent has a higher TEC than Tearen, this defense does not affect them.

Quote:Removed Insight defense

Mutual Combat Hypothesis (Requires Homing Proficiency, Ranged Attack Proficiency, Telepathy, Insight, Foresight, Time Manipulation) 300 OM

Tearen selects one target and charges this move, which takes five seconds. He can move during this time, but he cannot attack or use any power that requires focus. Once the move is prepared, Tearen locks both himself and the target into a temporary physical time-stasis, while allowing the fight to continue between their linked minds. Five seconds of combat takes place in this mental battlefield, during which time Tearen analyzes the opponent's defense and techniques. Upon releasing the stasis, Tearen deletes the opponents' memory of the exchange, and allows combat to progress in the exact same manner, except this time, Tearen takes advantage of any analyzed openings and delivers one melee attack that cannot be blocked.

This technique is exhausting on many levels, and Tearen cannot use any extrasensory powers or time manipulation for the remainder of the round it is used. In addition, Tearen cannot use this technique if any other combatants are in the immediate area; otherwise it will cause a time paradox that results in Tearen's Time Manipulation burning out for the remainder of the fight.

Quote:Already approved, I just like to have all approved moves in one post for easy linking.


Panic Infection [Tier 1 Utility Move] (Requires Homing Proficiency, Ranged Attack Proficiency, Debuff Proficiency, Telepathy, Enhanced Senses) 600 OM

Tearen focuses for three seconds, taking no other actions, before gripping the mind of a single person he can sense in range of his telepathy, and subjects them to horrifying full-sensory hallucinations for the span of one minute. The exact nature and appearance of the imagery can vary, but the practical effects are that the victim is overcome with panic and is unable to use any power or move that requires focus for the duration of this attack. The hallucinations cannot make any person appear somewhere they are not, nor conceal any combatants, nor 'alter' the basic layout of the battlefield. Though the target may still use simple attacks, they will be rushed and sloppy. Targets with high TEC or Insight may be able to tell the hallucinations are fake, but the images are still vivid enough that they can distract and demoralize with at least partial effectiveness.

Once the duration of this attack is complete, the hallucinations instantly end, but the target may still remain shaken for some time depending on their mental resiliency to abject horror, though this has no practical impact. This Utility can be countered with matching Super Defenses.


Panic Outbreak [Tier 2 Utility Move] (Requires Homing Proficiency, Ranged Attack Proficiency, Debuff Proficiency, Area Attack Proficiency, Telepathy, Enhanced Senses) 800 OM

This move has all the same effects as described in Panic Infection, except that its effect can be extended to three targets at once. All targets of this attack share their hallucination, and can 'see' what is happening to the other targets. This Utility can be individually countered with matching Super Defenses.


RE: Official Move Approval IV - Mark - 07-17-2017

You three are all approved.

EDIT: Also because I'm an idiot and keep forgetting to say this officially, Enel's move update from forever ago is also approved. It was discussed elsewhere and I keep forgetting to stamp it.

[Image: nye-party-popper-john-green.gif]


RE: Official Move Approval IV - Proto Man - 07-17-2017

Rush - Tier 2 Assist

ATK: 3
DEF: 3
SPD: 3
TEC: 1

[spoiler]
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RE: Official Move Approval IV - King Ghidorah - 07-17-2017

More fun with telekinesis: some for Kelly, some for NPC, some technikal, some not so technikal - is party for whole family  Confusedkeptic: 

Point-Source Explosion: requires telekinesis, ranged-materialize proficiency, area attack proficiency, 3+ ATK (600 OM)
By concentrating on a single point in space within his line of sight (or the range of his enhanced senses) and stretching it along a fourth-dimensional axis in order to build up tension, Kelly can then release that tension to create a highly disruptive shockwave in 'real' space, resembling the surface of a rapidly-expanding soap bubble. In order to build enough tension for a noticeable explosion, Kelly must concentrate for a minimum of 0.5 seconds, which will result in a spherical burst that expands to 1.5 meters in diameter at several times the speed of sound before dissipating, with a maximum force at the center capable of shattering a 2-inch thick wooden plank. The force of the blast is constant within a 0.3 meter radius, falling off by percentages after that - 50% distance to the outer edge = 50% of the maximum force. 

If this attack is charged for longer than 0.5 seconds, it becomes more powerful, and the radius of the explosion increases. At a 1 second charge, the shockwave is powerful enough to break soft marble, and the blast-zone increases to 2 meters. At 2 seconds, it can crack concrete (diameter 2.5 meters), and at the maximum charge time of 2.5 seconds it can dent steel plating (2.75 meters diameter). The rules for force-distribution-by-distance remain constant.

Point-Source explosions are difficult to generate. Kelly can't take any other action while charging this attack, including movement, as it requires his total concentration. The charge-time can be interrupted - although notably, if he's already achieved the minimum charge-time, the attack will still go off - just in an uncontrolled fashion, at half it's usual minimum potency. The energy cost is also very high. At the minimum charge time, it's the equivalent of a fit man having run a mile - breathing hard and slightly fatigued, but still capable of taking prompt action - though repeated uses stack accordingly. Each second of charge doubles this effect (2 mile run at 1.5 - slightly winded, would prefer to go sit down. Four mile run at 2.5 - tired, slow to react.) If he uses the attack at full charge, he cannot use it again for the rest of the fight.

Kelly cannot change the location he has chosen for Point-source explosion once he has begun to charge it. While charging, the area that will become the blast-radius stretches and smears, expanding as the charge builds, the line-of-sight view through that space vanishing towards the focus-point. Being in or passing through the location of the in-progress charge isn't harmful. It feels like the universe is licking you aggressively on the inside of your skin (very uncomfortable, but not actually painful or dangerous). 



With a Wave of my Hand!: requires telekinesis, ranged proficiency, area attack proficiency, 3+ ATK (300 OM)
By sweeping their hand disparagingly through the air, a sufficiently powerful psychic can send their opponents flying. This attack requires a one second wind-up, in order for the user to draw a hand across their body, palm facing the opposite ear as though chambering a perfectly-formed pimp-slap (naturally, the sweep is backhanded; For maximum SCORN!)

When the arm is swung (which takes about 1/10th of a second), anyone standing within a 180 degree arc in front of the user (within the range of their telekinesis and the plane of the swing) is pushed violently backwards, as though kicked hard in the chest by someone extremely powerful (users ATK score). If a targets DEF equals or exceeds the user's ATK, the effect is negligible, though if their TEC is lower than 2 they may still stumble. This attack deals no actual damage, unless a target hurts themselves falling (or the users ATK exceeds a targets DEF by 3 or more, in which case the damage is equivalent to being struck barehanded by someone with the user's ATK -2), and takes minimal energy to perform (though repeated uses will wind the psychic quickly, as flailing ones arms about wildly is wont to do.)  

I WILL CRUSH YOU: Requires ranged materialize proficiency, area attack proficiency, 4+ ATK (600 OM)

A highly dramatic attack for the seriously annoyed mentat. The user throws one or both hands in the air and declares their intent in suitably dramatic fashion, which takes a minimum of 1 second (if they go with just 'Die'!) and a maximum of 4 seconds (if they say the whole thing, and dwell on the YOOUU). During this time, a plane of force three meters square and infinitely thin forms horizontally above the target, visible as a slight distortion in the air. The user then swings their hand (or hands) groundward, and the plane descends at the speed of a bullet, smashing the victim into the ground with tremendous force.

This attack is interruptable by a solid blow, both during the charge and during the execution. 

The exact strength of the attack depends mostly on the user's ATK score - as though they were somehow leg-pressing a giant manhole cover down on the target's head. At the maximum charge time, the force of impact only goes up by about 20%. 

This attack is inefficient, and thus very draining, and can be performed only three times without rest.


RE: Official Move Approval IV - Dr. McNinja - 07-17-2017

[Image: VOD_20111226_00288_THM.jpg]
Long: JANG - 300 (Requires Physical Strength, a weapon)

After concentrating for one second, Ogong's Yeo-Ee-Pil (or the user's weapon) grows to twice its length. In Ogong's case, this means that Yeo-Ee-Pil becomes 3 meters. At this point, swinging the staff becomes incredibly difficult, given how heavy and unwieldy the staff has become. But having a longer staff does have its benefits. (hehe) At the cost of slower swing-rate and lower accuracy, it does more damage and has a larger range. This spell lasts up to either 20 seconds or when Ogong uses the counter-spell, "Short: DAN" (flavor - Ogong basically just makes it short again). No two spells can be cast at the same time. However, he can cast other spells once the casting is finished.

[Image: 1331456619_s]
Ice: BING - 300 (Requires Ranged Attack, Area Attack)

After concentrating for three seconds, Ogong points at a place he can see. Centering around that point, sharp shards of ice will start raining down on an area in a cone of radius 3 meters and height 4 meters for 5 seconds. As long as anyone (friendly or hostile, even Ogong himself) is within this area, they will take damage over time. The ice shards do very little damage, but can add up over time. He does not need to concentrate after casting the spell, but due to how tiring it can be to summon such a large-scale spell, it will tire him slightly upon usage and has a cooldown of 5 seconds. No two spells can be cast at the same time.


RE: Official Move Approval IV - Jade Harley - 07-18-2017

@Proto: Approved!

@Sun Ogong: Both of these are approved!


RE: Official Move Approval IV - Proto Man - 07-18-2017

I got Power Up Boost I, which grants +1 to my T1 Power Ups and +2 to my T2 Power Ups. I'm just going to resubmit all of them so that I know my math ain't janked.

Total Base Stats - 13 (10 + 3 stat upgrades)

Red Robot Proto Man (Normal Form)
ATK: 6 (9) [12]
DEF: 2 (4) [3]
SPD: 3 (3) [5]
TEC: 2 (3) [5]

Tier 1 (Sys Upgrade) - 6 Stats
+3
+2
+0
+1

Tier 2 (Overlock) - 12 Stats
+6
+1
+2
+3

Champion of Heroes (Alternate Form)
ATK: 3 (6) [9]
DEF: 5 (7) [6]
SPD: 3 (3) [4]
TEC: 2 (3) [5]

Rush Adapter (T2 Powered Up Form) - 20 Base Stats + 3 Stat Upgrades + 2 Power Up Boost I = 25 Stats
ATK: 8
DEF: 6
SPD: 6
TEC: 5


RE: Official Move Approval IV - James Knight - 07-18-2017

Hey Alex, any further issues with my moves? Just wanted to know.


RE: Official Move Approval IV - Jack Darby - 07-18-2017

Soul Eater (300, Physical Strength, Debuff):

The Soul Eater is a falchion-esque sword, with a white, black and gold blade shaped like a demonic wing. Its handle bears a blue eye shaped gemstone and the handle itself consists of dark braids. It has a striking resemblance to Way to the Dawn, as well as Void Gear The weapon can be summoned at will, appearing in Repliku's hand when he needs it. It's an intermediary of the key-blade, and while it does possess some of the same powers, such as being able to vanquish Heartless, it cannot lock/unlock anything, unfortunately. The blade has been purified of the darkness it once possessed, because he has determined that he will become a good guy here in the Omniverse. This is the reason that the blade's color scheme has changed, to one that is more visually appealing. This is the size of a hand and a half sword,  but is a Falchion. The blade has 37.5 inches (95.25 centimetres) length,31.5 inches (80.01 cm) are the straight blade which bears a cusped or flare-clipped tip similar to the much later kilij of Turkey. This sword is his go to melee weapon usually.


RE: Official Move Approval IV - Ash - 07-19-2017

T1 POWER UP: STORM DEMON(1000 OM)
Blue lightning crackles across Ash's entire body, her horns and eyes glow bright neon blue as the electricity supercharges her, she wears a wicked grin the whole time.
ATK: 2 + 2 = 4
DEF: 1
SPD: 3 + 2 = 5
TEC: 4 +1 = 5