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Official Move Approval IV - Printable Version +- Omni Archive (https://omni.zulenka.com) +-- Forum: Administration Forums (https://omni.zulenka.com/forumdisplay.php?fid=5) +--- Forum: Help Desk (https://omni.zulenka.com/forumdisplay.php?fid=8) +--- Thread: Official Move Approval IV (/showthread.php?tid=4198) |
RE: Official Move Approval IV - Gildarts - 07-30-2017 MoveMasterMark Wrote:Alt form and T3 Power-Up are approved. It would be a good idea to describe what these look like in your Roster, but number-wise you’re good. Like Alex mentioned, your assists don’t scale with your stats at all, so you’d have 20 points to allocate and it wouldn’t change whether you’re in an alt form or your base form.That's okay! I think I was looking at the Power ups or somethin on the same page. Updated *rainbow* T3 Assist: Acnologia, the Dragon of Death 2000 om (20 total stats) ATK:8 DEF:3 SPD:4 TEC:5 RE: Official Move Approval IV - James Knight - 07-31-2017 Shield Generator: A shoulder attached shield generator that was made for the purpose of foiling the efforts of those Primes who were pyrokinetics, or who relied on energy based attacks, as Veritas didn't want his face melted off of him, or to be blown away with Energy Based attacks. The Shield Generator cannot stop any form of physical assault on his body, unfortunately, as it's primary purpose is to counter energy based attacks. How it counters the energy based attacks is by absorbing them, and then returning them to sender with a bit more force behind the attack. This takes him 5 seconds to activate. When active, he cannot use any moves other than ranged ones that are not energy based, because if he were to do so, his own move would damage him. Melee attacks are not possible for him when he has the shield active, which lasts for twelve seconds. It cannot block Super Moves, or anything of that nature. Those with a higher ATK than his Def could easily break through the shield. Once destroyed, it would take him 45 seconds in order to create a replacement of the shield. Requires: Area Shield, Area Attack, Debuff, Ranged, Ranged Materialize. Sonic Collar: The sonic collar is a collar around his neck that was made based off of research into the technology of sonic waves. This has a range of 30 feet from him in any direction. It takes him ten seconds to charge the collar up, and the collar has 2 uses that he can choose to use. One of these creates a sphere around his body that is made out of sonic waves, that repels physical attacks that are headed his way. This includes such things as blades other than Laser Swords, or similar, missiles, bullets, explosives and things like those that pelt him with purely physical attacks. The shield can last about ten seconds, at maximum before the power pack of the Sonic Collar would need to be changed out. The other use of the collar is that it can be used as a "shout" type weapon, sending a sonic blast out of his mouth that has a knock back effect, that will daze an opponent for seven seconds, and does medium damage to them. This takes him about 15 seconds to charge up. Both forms are moderately draining on his stamina. They can be used with other moves, and don't require much concentration. Required Profs: Remote Control, Area Attack, Debuff, Area Defense, Ranged Proficiency, Ranged Materialize. Crudely made Explosive: A crudely made explosive device that cannot wait to go off. The true purpose of the crudely made explosives is to debuff someone by essentially detonating a flash bang in their face which is what the crudely made explosives are made to do. Each of these deals less than pitiful damage to an opponent that they are used against. However, because of the lesser damage of the explosives he is capable of using, Veritas was able to rig them to be like a flash bang. Unfortunately, they can only sustain the effect of blinding and deafening an opponent temporarily, for about six seconds. They are heavily draining on his stamina to create more than one of these at a time, and so he is limited at 3 per battle, if he can even muster the energy to do that much with them. It takes him about seven seconds to create a single one of these explosives. They can be used while moving. They can be used with non-melee based moves. It takes a small amount of focus to arm them. They can be thrown thirty feet. The area of the explosion's impact is about four feet, as is the area of the debuff. The debuff lasts three seconds. This requires the Ranged Proficiency, the Remote Control Proficiency, Area Attack Proficiency, and Debuff Proficiency. Believe I've edited everything. I've also taken the Tendrils back to the doc where I was working on them for now, because you've pointed out a great number of problems that I will have to fix. RE: Official Move Approval IV - Marcus Wright - 07-31-2017 Lethal Injection- Tier 1 Super Move A ironic way of being picked off by a cyborg, Marcus lifts the target up and smashes them against whatever and a syringe appears in Marcus’s hand, once the same way he died, becomes the target’s worst nightmare. He stabs said target with syringe and watches as they suffer the same way he did over time. The stab is only as fast as the target themselves. If SPD is faster than Marcus, they can avoid the syringe. RE: Official Move Approval IV - Mark - 08-01-2017 Venom [spoiler] (07-29-2017, 06:55 PM)Venom Wrote:(07-29-2017, 06:39 PM)Mark Wrote: VENOM Most excellent. Approved![/spoiler] Ebonywood Hellscythe [spoiler] (07-29-2017, 07:01 PM)Ebonywood Hellscythe Wrote: @Mark: Approved.[/spoiler] Clappy [spoiler] (07-29-2017, 07:47 PM)Claptrap Wrote: Hyperion rocket launcher (Requires ranged proficiency, area attack proficiency) (300): Claptrap summons out a sleek yellow and black rocket launcher. The rocket launcher is about 1.5 metres long, and the barrel is about 15 centimetres in diameter. The summoning takes about 2 seconds. When Claptrap fires the rocket launcher, a single rocket, moving about 3 metre per second fires out, with a max range of ~20 metres. When it lands, it explodes, dealing considerable damage to anything in a 2 metre diameter explosion, including structures. Once the shot is fired, Claptrap will need to reload. Reloading takes 5 seconds and Claptrap cannot reload while trying to do other actions like dodging or fighting. Claptrap needs to stand still while summoning and firing the launcher, and Claptrap needs to concentrate when firing or the rocket will probably miss completely. The stamina drain for the initial summoning is moderate, and there is a small stamina drain every time it is fired when the user braces the self against the recoil. This cannot be fired with other moves. Looks good, brobot. Approved.[/spoiler] Luci [spoiler] (07-29-2017, 10:46 PM)Luci Wrote: Astral Gift - 300 OM - (Burst Movement, Buff Proficiency) Just add in a bit about her needing to maintain line-of-sight and you’re good. If you want to get Enhanced Senses down the road, feel free to run it through here again for a re-approval without that caveat.[/spoiler] Ash [spoiler] (07-29-2017, 11:34 PM)Ash Wrote: My bad, how's this? (Bold - Changes made) Perfecto. Approved.[/spoiler] Yuuka [spoiler] (07-30-2017, 01:40 AM)Yuuka Kazami Wrote: Just in case I need this because of Yuuka's impending death. Approved.[/spoiler] Clowny [spoiler] (07-30-2017, 01:52 AM)Clownpiece Wrote: T1 Super Attack: Hell Sign “Shooting Star” (Ranged, Area Attack) (600): Clownpiece holds out her hand, concentrating for three seconds, before unleashing a bright ball of infernal fire in the direction her palm is facing. This fireball measures about 2 inches in diameter, and blazes a trail across the sky as it flies, travelling up to 60 meters in just under 2 seconds. Once it has covered that distance, or struck a person or object, the fireball explodes violently, while releasing a vibrant display of red, white, and blue stars, each only a few inches in size and fizzling out after a second or two. This blast injures anyone within 10 meters of the impact zone, and throws them off their feet as well. Sounds good to me. Much approval.[/spoiler] Asriel Dreemurr [spoiler] (07-30-2017, 07:43 AM)Asriel Dreemurr Wrote: @Mark The difference is that Arle’s move has individual cast times per spell, making it less exploitable than pegging 6 fireballs in rapid succession. Please address that as well as the other issues I’ve raised.[/spoiler] Aquamarine [spoiler] (07-30-2017, 11:49 AM)Aquamarine Wrote:Quote:Does this do any damage or is it just a freeze debuff? Would hitting a person in the same area stack or refresh the debuff? You’ll need to include some other kind of downside here like an ammo limit and summon time or something. Right now there really aren’t any downsides other than having to reload, which since you have other moves at your disposal, isn’t really an actual downside. I’m a little confused here. You said the gun takes 6 seconds to reload...and then that it takes a minute to reload?[/spoiler] GILDARTS CLIIIIVE [spoiler] (07-30-2017, 12:31 PM)Gildarts Wrote:MoveMasterMark Wrote:Alt form and T3 Power-Up are approved. It would be a good idea to describe what these look like in your Roster, but number-wise you’re good. Like Alex mentioned, your assists don’t scale with your stats at all, so you’d have 20 points to allocate and it wouldn’t change whether you’re in an alt form or your base form.That's okay! I think I was looking at the Power ups or somethin on the same page. Maravilloso. Approved. Remember to leave a picture with it in your Roster so everyone knows what it looks like![/spoiler] Veritas Night [spoiler] (07-31-2017, 08:24 AM)Veritas Night Wrote: Shield Generator: Explosives are approved. Shield Generator: I still need to know how draining this is on his stamina, if it requires concentration to cast/maintain and if it can be used while moving around. Shock Collar: I still need the answer to the following questions: Does that mean people can’t walk through it? How strong is the shield before it fails? Can he move while using this? What’s the size on the knockback blast? Does it do any damage or just knock down and debuff?[/spoiler] Marcus [spoiler] (07-31-2017, 01:26 PM)Marcus Wright Wrote: Lethal Injection- Tier 1 Super Move This is a Super, so you don’t need to mention people being too fast to hit. They’d need a Defensive Super to avoid it.[/spoiler] RE: Official Move Approval IV - James Knight - 08-01-2017 How much should I price the Crudely Made Explosives? Also, it's a Sonic Collar. People COULD walk through the Sonic Collar's effects, if they possessed a high enough Def. It can withstand one attack of a higher level of ATK than his own, provided the attack is not energy based, energy based attacks go through the shield of the Sonic Collar, as if it weren't there. The Sonic Collar does Medium Damage, in addition to the knock down and debuff that it does. RE: Official Move Approval IV - Asriel Dreemurr - 08-01-2017 Fire Magic (600, requires Remote Control and Ranged) Asriel can summon 6 small fireballs (sphere-like shapes which have 3-inch diameters) around each hand like in this image of his mother, Toriel. ![]() They will take 5 seconds to summon. A warning that they will appear is that the air surrounding Asriel will suddenly turn extremely hot, although it's not hot enough to hurt anyone. The heat will vary in intensity depending how close you are to him, but anyone can feel the hot air from up to 20 feet away. This move is always telegraphed due to the heat. The fireballs will remain within 2 feet of him and will follow him as he moves. Maintaining them requires a small bit of concentration. The movements of his hands will manipulate them. Quick thrusts of his arms will send only one at a time out. He can punch over and over again to send out one fireball with each punch. The fireballs travel at the speed of an arrow and they can travel up to 25 feet. If Asriel can't move his arms, he won't be able to use this move. Since the fireballs are magic, they could be cast underwater and other environments without the conditions for fire to appear. He can cast this move while moving, but he's at his most precise when standing still. He can charge the shots by holding out an arm for 3 seconds to charge the shot, and then punching to shoot it. Both arms can charge and fire the fireballs independently. Without charging, the default rate of fire is 1 per second with one arm and 2 per second with both arms. One charged punch is as tiring as two normal punches. After 20 punches, Asriel will begin to get tired and at 40, Asriel’s muscles will sprain. Each fireball's force without charging is the same as a punch. When charged, however, each fireball has the force of two punches. Once all of the fireballs are gone, it takes 5 seconds to "reload". RE: Official Move Approval IV - Mark - 08-01-2017 (08-01-2017, 08:57 AM)Veritas Night Wrote: How much should I price the Crudely Made Explosives? Also, it's a Sonic Collar. People COULD walk through the Sonic Collar's effects, if they possessed a high enough Def. It can withstand one attack of a higher level of ATK than his own, provided the attack is not energy based, energy based attacks go through the shield of the Sonic Collar, as if it weren't there. The Sonic Collar does Medium Damage, in addition to the knock down and debuff that it does. 300. How high is "high enough"? You'll need to rephrase how much damage it can take, since with that description it implies both that anyone under his DEF score simply can't hit him with non-energy projectiles and that someone with 1 higher ATK point can just walk up and punch the shield to destroy it. Try to keep it general, like "can take a moderate amount of damage, but less from stronger foes" or something. And you need to mention the size of the wave that the scream throws out. Like, is it a directed blast or a ring that shoots out in all directions? If it's the latter, expect it to be less damaging overall to balance it. (08-01-2017, 09:01 AM)Asriel Dreemurr Wrote: Fire Magic (600, requires Remote Control and Ranged) Approved. RE: Official Move Approval IV - Aquamarine - 08-01-2017 Quote:I’m a little confused here. You said the gun takes 6 seconds to reload...and then that it takes a minute to reload?Empire Cold Gun Prototype (300 OM, Requires Ranged, Debuff) A small prototype gun based on a cyclotron that was built by the Empire to test if they could create a weapon that could freeze opponents solid so that they could easily arrest them, though the prototype is not as effective as they hoped. This prototype model can be drawn out from Aquamarine's Gem and is capable of launching a 3 inch wide beam of concentrated freezing solution at the opponent, and charging and firing the gun only takes one second. The beam travels as fast as a bullet, has a maximum range of 80 feet, and lasts for 8 seconds in the air before dissolving, but if it hits one of the opponent's limbs, the beam will cover the opponent's limb in the solution, which will quickly freeze the limb for 5 seconds and make it half as effective in combat for that duration, though it will not damage the opponent. In addition, if a beam were to hit a frozen limb, it would refresh the debuff/ Aquamarine does not need to focus while using the move and can use the move with other Moves and while moving, though after firing three beams the gun takes 7 seconds to reload due to running out of solution. Lastly, while using the gun only uses up small amounts of stamina, reloading the gun takes 7 seconds, and the gun draws a big chunk of stamina from Aquamarine in order to reload, which can make the Gem more and more exhausted after each reload, and only being able to reload up to 3 times a day without using up too much stamina. (Fixed the time mistake) RE: Official Move Approval IV - Marcus Wright - 08-01-2017 A ironic way of being picked off by a cyborg, Marcus lifts the target up and smashes them against whatever and a syringe appears in Marcus’s hand, once the same way he died, becomes the target’s worst nightmare. He stabs said target with syringe and watches as they suffer the same way he did over time. (I took out the spd part) RE: Official Move Approval IV - Mark - 08-01-2017 (08-01-2017, 12:20 PM)Aquamarine Wrote:Quote:I’m a little confused here. You said the gun takes 6 seconds to reload...and then that it takes a minute to reload?Empire Cold Gun Prototype (300 OM, Requires Ranged, Debuff) Approved. (08-01-2017, 02:53 PM)Marcus Wright Wrote: A ironic way of being picked off by a cyborg, Marcus lifts the target up and smashes them against whatever and a syringe appears in Marcus’s hand, once the same way he died, becomes the target’s worst nightmare. Looks good but I missed this last time: when you say over time, how long is that? RE: Official Move Approval IV - Marcus Wright - 08-01-2017 A ironic way of being picked off by a cyborg, Marcus lifts the target up and smashes them against whatever and a syringe appears in Marcus’s hand, once the same way he died, becomes the target’s worst nightmare. He stabs said target with syringe and watches as they suffer the same way about for a few minutes. (You want the effects that happen inside the body too or is that too much). RE: Official Move Approval IV - Mark - 08-01-2017 (08-01-2017, 03:49 PM)Marcus Wright Wrote: A ironic way of being picked off by a cyborg, Marcus lifts the target up and smashes them against whatever and a syringe appears in Marcus’s hand, once the same way he died, becomes the target’s worst nightmare. Nah, you don't need to list the internal effects as long as the end result is just pain. So this is just the damage of a Super Attack dealt over a length of time rather than all at once? If so, that's fine. RE: Official Move Approval IV - Marcus Wright - 08-01-2017 Good to go, then? RE: Official Move Approval IV - James Knight - 08-01-2017 Shield Generator: A shoulder attached shield generator that was made for the purpose of foiling the efforts of those Primes who were pyrokinetics, or who relied on energy based attacks, as Veritas didn't want his face melted off of him, or to be blown away with Energy Based attacks. The Shield Generator cannot stop any form of physical assault on his body, unfortunately, as it's primary purpose is to counter energy based attacks. How it counters the energy based attacks is by absorbing them, and then returning them to sender with a bit more force behind the attack. This takes him 5 seconds to activate. When active, he cannot use any moves other than ranged ones that are not energy based, because if he were to do so, his own move would damage him. Melee attacks are not possible for him when he has the shield active, which lasts for twelve seconds. It cannot block Super Moves, or anything of that nature. Those with a higher ATK than his Def could easily break through the shield. Once destroyed, it would take him 45 seconds in order to create a replacement of the shield. This is moderately draining on his stamina, can be used while moving around, and requires enough concentration to simply push a button. Once he has piushed the button, he need not concentrate on the shield any further. Requires: Area Shield, Area Attack, Debuff, Ranged, Ranged Materialize. Sonic Collar: The sonic collar is a collar around his neck that was made based off of research into the technology of sonic waves. This has a range of 30 feet from him in any direction. It takes him ten seconds to charge the collar up, and the collar has 2 uses that he can choose to use. One of these creates a sphere around his body that is made out of sonic waves, that repels physical attacks that are headed his way. This includes such things as blades other than Laser Swords, or similar, missiles, bullets, explosives and things like those that pelt him with purely physical attacks. The shield can last about ten seconds, at maximum before the power pack of the Sonic Collar would need to be changed out. The other use of the collar is that it can be used as a "shout" type weapon, sending a sonic blast out of his mouth that has a knock back effect, that will daze an opponent for seven seconds, and does medium damage to them. This takes him about 15 seconds to charge up. Both forms are moderately draining on his stamina. They can be used with other moves, and don't require much concentration. The sonic collar focuses the shout into a precise 'beam' that can be directed at one opponent, causing the knock back effect solely on that opponent as well as any and all damage the move would inflict. Due to the focused nature of the move, the move has another flaw. It cannot be used against multiple opponents because of the charge of the move, and the fact that the move requires him to use his voice. This cannot be used with moves of his that require a physical component, such as explosives or metal blades, or things of that nature. The sonic shield can take moderate damage, but less from stronger opponents. Required Profs: Remote Control, Area Attack, Debuff, Area Defense, Ranged Proficiency, Ranged Materialize. Blaster Pistol - 300, Ranged Prof. A gift from the Empire to him. This is a standard blaster pistol. Has a range of forty five feet, does moderate damage. Eight seconds are required to power up the pistol before it can be used in a fight. It can hold ten shots, before the blaster's power pack must be changed out, which takes him 15 seconds. The blaster pistol is moderately draining on his stamina, and cannot be used with other moves. It can be used while moving around however. The blaster pistol is non-lethal and it's blasts would only feel like mild stings to whoever is hit by it. RE: Official Move Approval IV - Gaston - 08-02-2017 I'm Especially Good at Expectorating-T1 Super Attack-600 OM (Ranged Proficiency) Gaston starts this move by picking up something small from the ground. It must be about the size of a pebble or smaller, and can be made of any material. Afterwards, he sticks the item in his mouth and begins chewing on it. Through some odd magic that came about due to being in the Omniverse, Gaston is able to chew the object so hard it turns into a small leathery ball; regardless of what it was previously made of. He will then spit it out as hard as possible, causing it to move at an incredible speed that can shred through walls and enemies alike. RE: Official Move Approval IV - Asriel Dreemurr - 08-02-2017 Chaos Slicer (600, requires Physical and Remote Control) (ignore the fact that this is Asriel's Hyperdeath form)Asriel instantly summons two swords which are roughly 23 1/2 inches long. They are quite quick when compared to heftier swords. He has to focus and stand still to do so, but it's not very tiring to summon. When he desummons them, Asriel has the option to summon 8 magic orbs (2-inch diameters) that he can shoot towards an opponent. It takes 5 seconds to summon the orbs. Asriel has to focus and stand still while doing so, like with summoning the swords. He cannot summon the orbs without summoning the sword prior and it does cause him a bit of fatigue to summon the orbs. They can go up to 10 feet and they last for only 5 seconds. The orbs will go up to 27 mph, the speed of an average punch, and each have the force of a strong punch. Combined, they all have a concussive force. The orbs will all fire out at once and he can redirect them with his thoughts. Struggle! - Tier 1 Super Utility – 600 OM (requires Ranged and Debuff) Asriel points his index finger at a target and a beam of warped space-time with a 1-foot diameter fires out for up to 25 feet. The beam will look like refracted light (the phenomenon responsible for the visible heat waves coming off pavement that distort the environment) Whoever it hits will be will be debuffed. If the beam hits one target, it reduces SPD by up to 2 for a single round - this is split between multiple targets if applicable. It may be blocked by a Tier 1 or higher Super Defense, and it cannot reduce SPD below 0. RE: Official Move Approval IV - Asriel Dreemurr - 08-02-2017 Chaos Blaster (900, requires Ranged, Remote Control and Ranged Materialize) ![]() Asriel's left arm morphs into this blaster which takes 5 seconds to summon. This weapon is a highly ornate white metallic bazooka-like gun with many markings etched into it that is roughly 3 feet in diameter. It can alternate between shooting magic spheres, shurikens and rainbow lasers. He can instantly switch modes. The magic bullets have 3-inch radii. Their rate of fire is 3 per second. He can fire 4 lines of bullets that go in a 25° cone. The bullets go around the speed of a normal rifle bullet. The drawback is that the bullets do little damage and that they are telegraphed by laser lines that Asriel uses to aim. The rainbow laser is a magical blast of energy that is 3 feet in diameter. It travels as fast as an arrow, and will stop once it hits something or Asriel stops firing or Asriel is too tired and can't perpetuate the beam any longer. The longer the beam is fired, the more tired Asriel gets. He can't fire a laser again for two minutes. Asriel can also choose to fire out 25 magic shuriken-like stars one time per minute. They travel in a 45° cone angle and they're around the speed of a baseball. The range is 20 feet and they are fired for 10 seconds. The drawbacks of the shurikens:
RE: Official Move Approval IV - Ebonywood Hellscythe - 08-02-2017 Quote:Got two super moves here, a T1 Defense and a T1 Attack. Not 100% sure on the proficiencies for the first one (might need area defence), but I'll probably end up getting that eventually anyway so it doesn't matter that much. I'd just find it pretty cool to be able to use area attack for a defensive move. I mean, it is an explosion. T1SD - Super Mega Awesome Explosion (600) Requires: Area Attack Ebony's magic completely overloads. Maybe she's really scared. Maybe she's panicking, hyperventilating, and curled up under her cloak. Or maybe it was intentional (after all, overloading magic sounds like a cool thing). The end result is: Ebony explodes. Ebony literally explodes. Boom! Clearly, that's a brilliant method of defence! Who can hurt someone who's exploding! Nah, just kidding... But a big (non-damaging) explosion does happen with Ebony as its focus, which is almost the same thing. This serves to deflect and push back attacks aimed at Ebony, be it swords or other explosions (gotta fight cool explosions with other cool explosions). Ebony and all her clothes and held items/weapons are almost completely unaffected by the explosion. At most, it'll seem as though she was blown by a light breeze. The explosion has a radius of 2m and people (even allies) within this radius are harmlessly pushed just outside of it when Ebony uses this move. The explosion can take on the appearance of any of the following elements (air, ice, fire, water, raw magic, dark, light), but this is typically a cosmetic (fluff) effect only. That said, if the explosion was of air, people outside the radius (but near to it), they may feel a very slight breeze. If it was ice, they might feel a very slight chill. Fire, a slight warmth. Water, a fine spray of droplets. Raw magic just changes the explosion colour to purple. Dark and light change the explosion colour to black and white respectively. A T2 attack or something stronger will have enough strength to push through the explosive force. Unlike Ebony's other spells, no chanting is needed, although she might say something anyway. T1SA - Wild Magic Surge (600) Requires: Telekinesis, Ranged, Ranged Control, Homing The wild nature of Ebony's magic causes it to go completely out of her control. Random unheld objects within the range of her telekinesis that she can lift are levitated (including loose rocks or even larger boulders and clumps of dirt), with large ones being closer to her. Some of the objects slowly spiral around her (no faster than the speed of a brisk walk) with larger objects moving slower (a slow walk). The top of each object will never be lifted higher than 12ft off the ground. In addition to this somewhat minor (read: non-damaging fluff) effect, fist sized magical blasts of energy - all of varying "elements" (see the full cosmetic list on Ebony's Elemental Blast move) which fire out of Ebony's palms at a very rapid rate of thirty over the five seconds. Each blast has a fair strength, but together all of the blasts are very strong; each leaves "magical burns" as damage. Unlike her other spells, no vocal incantation is needed, but one may be spoken anyway. These magical blasts are the real cause of damage from this super move (because a bookcase walking at you is just going to be annoying). All of them swirl around Ebony at the speed of a crossbow bolt within a 15ft radius of her. Ebony has enough passive control over each blast to cause them to swerve around any obstacles (including by not limited to any objects she levitated). The blasts are capable of making a right-angle turn almost instantly. While orbiting Ebony, the blasts will also randomly zig-zag about in addition to avoiding necessary obstacles. This makes it very hard for people within the area to dodge. Which Ebony has a line of sight with an Ally, she can manipulate the blasts slightly so that they will generally avoid her friend - but this isn't guaranteed. The best way to avoid this is to simply move further than 15ft away from Ebony. Then you only risk walking into a lump of rock. Any blasts that remain after 30 seconds of being cast dissipate. During this time Ebony cannot move. Once all the blasts have dissipated, every object Ebony was levitating drops to the floor. This is incredibly draining for Ebony to use. So much so that if already very tired she could fall unconscious. Even if this happens, as long as she's not out cold due to actual damage, the attack continues. She'll wake up in the same way a normal tired person would. A loud sound, a slap, damage, or a long rest. While her magic goes out of control, she can use this intentionally. Can be blocked by a super defence of the appropriate strength. RP Notes: May cause other adverse effects such as seizures, a bloody nose, and more. If Ebony has not cast a sufficient amount of magic (1 minute worth of spell casting or 1 SP used) in 24 hours, or if she takes off her magic suppressing choker, this will activate regardless of if she wants it to or not. Quote:I'm aware I don't really need downsides for a supermove. I just want them for rp purposes. RE: Official Move Approval IV - Handsome Jack - 08-02-2017 Alternate Form: Semi-Perfect In his Semi-Perfect form, Cell is 259 centimeters in height and is far bulkier. His beak as evolved into an actual mouth (with some pretty unsettling lips), though he still lacks a nose, and his head-crest has separated into a sort of tall green crown framing a black orb where the top of his head is. Thanks to Seventeen, his formerly pink eyes are now a sultry light blue and he possesses a couple of volcano-looking ears on his head. . His wings have receded into his back, his lower arms and hands sport what appears to be a set of long, finger-less gloves, and his feet and lower-legs have morphed into a pair of stylish orange and black boots. The largest remaining change is his tail, which is thicker and longer than before, shifting from a green coloration to black and orange. Some other, minor, coloration changes also occur. ATK: 2 DEF: 4 SPD: 2 TEC: 2 RE: Official Move Approval IV - Doomguy - 08-02-2017 Tier 1 Defensive Move: Blur Artifact - 600 OM A transparent red orb with a blue iris like center to it, originally about the size of Doomguy's head but shrunk to a marble with the power Omnilium. When ruptured by touch the user becomes a shadow-like transparent silhouette, making them hard to pick out (especially in dark rooms). This effect, combined with Doomguy's speed, means he's away from whatever attacks are getting chucked at him before the enemy realizes they're shooting at shadows. However, the power up does not last for very long, making it a poor option for a prolonged fire fight. Nor does it offer any physical protection if he does get hit. Siphon Grenade (Prof: Ranged, AOE, Debuff) - 300 om Another grenade shaped object, except it looks like an red orb of pulsing argent energy wrapped around with thorny vines made of metal. Once the weapon has been primed and thrown away from, a two second a red and evil looking dome of light radiates with a radius of 4 feet from it's spot, which bends around cover (but does not go through it). The area lasts for 2 seconds, those caught in it briefly have a small amount of their vital drained from them and feel physically slow and weak for a second. Those who are stuck in the attack for the full duration, however, are severely weakened, feeling encumbered even in their own equipment for 3 seconds. Hologram (Prof: Remote Control, Debuff) - 300 om Technology used by the USSMC, UNSMC and UAC for various reasons, this particular equipment is used by spec ops and other advanced units to distract, confuse, misdirect, and bait enemy troops (along with more mundane uses). A grenade-sized box, the item creates a life sized and mostly realistic sight and sound recreation of a UAC trooper with a plasma gun. It's unrealistic in that the weapon's plasma rounds does nothing, and when attacked the hologram is merely phased through. If the box is itself destroyed, the hologram disappears. The hologram has a small set of programmed commands that can be used with manipulation, which it will perform within 5 feet of the object: Stand guard, Shoot, walk, and take cover. Other actions require direct manipulation. There may only be one hologram at a time. |