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Omni Archive
Official Move Approval IV - Printable Version

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RE: Official Move Approval IV - The Vision - 09-03-2017

@Marcus Wright:
[spoiler]
(08-28-2017, 02:44 PM)Marcus Wright Wrote: For my new NPC Prime as well: 

(300 OM)Requires: Physical Proficiency, Ranged Proficiency
.45 AMT Hardballer Longslide with laser sighting- This gun is based on the .45 ACP Colt M1911. This gun can hold 7 box magazines. The 10.5 length, the 7 inch barrel contains a wide target style trigger with adjustable trigger stop. Included with the gun is laser sighting that can aim at enemies.

[Image: 400px-ED_45.jpg]

[Image: 350px-Model15a.jpg]

(300 OM)Requires: Physical Proficiency, Ranged Proficiency

Smith & Wesson Model 15
- This gun was commonly used by police early 1950s to 1980's. This gun can hold 4 bullets in its gun.

Weight: 2.13 lbs (0.96 kg)
Length: 9.13 in (23.2 cm) (4 in barrel)

(300 OM)Requires: Physical Proficiency, Ranged Proficiency

[Image: 450px-Uzi.jpg]
IMI Uzi

Type: Submachine Gun
Calibers: 9x19mm
Weight: 7.72 lbs (3.5 kg)
Length: 18.5 in (47 cm) (Stock Collapsed), 
Barrel length: 10.2 in (26 cm)
Capacity: 20, 25, 32, 40, 50 (9x19mm)
Fire Modes: Safe/Semi-Auto/Full-Auto

(300 OM)Franchi SPAS-12(300 OM)Requires: Physical Proficiency, Ranged Proficiency
[Image: 600px-SPAS12.jpg]
Type: Shotgun
Caliber(s): 12 gauge
Weight: 9.7 lbs (4.4 kg)
Length: 41 in (104.1 cm)
Barrel length(s): 22 in (54.6 cm)
Capacity: 5, 6, or 8-round tube magazine +1 chambered
Fire Modes: Pump-Action, Semi-Auto
I'm pretty sure your NPC got denied but hey what the hell. For all of these, I'm gonna need range, damage, accuracy, reload time, much more than the other gun specs. Especially me. I have no idea what a 12-gauge shotgun means. Also, why would these need Physical? Are you planning on using it as melee? Are they super heavy guns?[/spoiler]

@13-Jzall:
[spoiler]
(08-29-2017, 11:19 PM)13-Jzall Wrote: Powder shot 300 OM, requires ranged proficiency and area attack proficiency: a version of the powder grenade but different enough to be a new move, 13 loads a special pellet into his gun and when it fires it lightly dusts the opponent with the fire dust which is about half the amount of the grenades. The area it reaches is around 1.5 meters squared sideways and 3 meters forward. It is almost impossible to miss if the enemy is close enough and the amount that they are covered by, 1/4 the amount of a powder grenade to 1/2 of a powder grenade, will depend on how far away they are. It is reasonably silent and can normally be used to burn down a wooden wall or door. 13 will have to exchange the entire barrel of his gun if he wants to switch the type of bullet between normal and powder. When the vial of liquid metal is poured into a powder bullet the bullet is a bit weaker but also sends a lingering cloud dust through the air and a 15cm sphere (side to side) will appear whenever it hits something.
Is the area a cube, a cone? How much damage does it do? How long does it take to change barrels? How long does it take to burn down the door? Also please rephrase the last sentence because I'm not too sure what that says. (Liquid metal??? Is this an alternate use of the bullet??? Sphere of what??? What does the dust do???)[/spoiler]

@All Might:
[spoiler]
(08-29-2017, 11:49 PM)All Might Wrote: I'd like to upgrade one of my moves into a Super-Utility. If that isn't something we can do, then I'd like to simply purchase the Super-Utility. 

Original: 
Quote:PASSING ON ONE FOR ALL - 300 OM - Buff Proficiency, Burst Movement, Master Super Jump

All Might gives an ally some of his DNA, usually a plucked hair, but drinking blood would also work, with intent to transfer his power to them. 

As opposed to My Hero Academia, the effect here is both immediate, and temporary. For about a minute after taking in All Might's DNA (usually in the form of a plucked hair), the intended recipient will gain some of All Might's powers, specifically, temporary stat increase of 1 in ATK and SPD, as well as temporary use of Burst Movement and Master Super Jump. (This does not give the recipient Super Speed however, as they aren't experienced at handling the power)

The consequence of this is that during that minute, All Might temporarily loses 1 point of SPD and ATK stats. In addition he will also be unable to use Master Super Jump, Super Speed, or Burst Movement for the duration of that minute. 

Once his powers and stats have returned at the end of the minute, for approximately an hour afterwards he will be exhausted and in pain, which will hamper his ability to fight.

New: 

Tier One Super Utility: PASSING ON ONE FOR ALL - 600 OM - Buff Proficiency

All Might gives an ally some of his DNA to eat, with intent to transfer his power to them. This takes the form of him plucking a hair from his head, and giving it to them to eat. Upon consuming the hair, his ally gains +2 ATK and +2 SPD. The power however lasts only for a minute or so (One post).
Approved! You can either upgrade the existing one for 300, but lose the non-Super version, or just buy the Super Move for 600 and keep both versions.[/spoiler]

@Syn Sheron:
[spoiler]
(09-03-2017, 10:58 AM)Syn Shenron Wrote: (I'm going to be earning the last 100 OM needed for Syn for this Move by doing a post while waiting for the approval of this Move, BTW)

Sword of Hardened Malice (600 OM, Requires Physical Strength, Integration)

Syn's personal sword, upon which he crafted from the malice within him, as well as some scales that have fallen off of him, which he keeps holstered around his back. The sword is 5 feet long and 1 foot wide, and while it is not as fast as his usual punches or quick swords, it is quite a bit more powerful than his punches, and can do more damage than his punches as a result. In addition, Syn Shenron can absorb nearby metals and rocks in order to extend the blade up to 12 feet, allowing him to extend his close range combat as well as increase it's strength a bit more. This costs Syn Shenron a lot of concentration, and as such Syn cannot use other moves while using this variation, though he can still move and attack. It takes 5 seconds for Syn Shenron to extend the Sword of Hardened Malice, and lasts for 15 seconds before the metal and rocks start to fall off. This variation also costs Syn Shenron a bit of stamina to extend the blade, though he barely even loses stamina with the normal variation.
Twelve-feet sword holy Huh? Oh, yes. Right.

Can the metal and rocks be broken off? Also, this may just be me being annoying, but I'd like to see how much more damage. If the sword has variable length, I believe that'll be 600 OM.
[/spoiler]


RE: Official Move Approval IV - Professor Sunshine - 09-03-2017

(09-03-2017, 01:39 PM)The Vision Wrote: @Marcus Wright:
[spoiler]
(08-28-2017, 02:44 PM)Marcus Wright Wrote: For my new NPC Prime as well: 

(300 OM)Requires: Physical Proficiency, Ranged Proficiency
.45 AMT Hardballer Longslide with laser sighting- This gun is based on the .45 ACP Colt M1911. This gun can hold 7 box magazines. The 10.5 length, the 7 inch barrel contains a wide target style trigger with adjustable trigger stop. Included with the gun is laser sighting that can aim at enemies.

[Image: 400px-ED_45.jpg]

[Image: 350px-Model15a.jpg]

(300 OM)Requires: Physical Proficiency, Ranged Proficiency

Smith & Wesson Model 15
- This gun was commonly used by police early 1950s to 1980's. This gun can hold 4 bullets in its gun.

Weight: 2.13 lbs (0.96 kg)
Length: 9.13 in (23.2 cm) (4 in barrel)

(300 OM)Requires: Physical Proficiency, Ranged Proficiency

[Image: 450px-Uzi.jpg]
IMI Uzi

Type: Submachine Gun
Calibers: 9x19mm
Weight: 7.72 lbs (3.5 kg)
Length: 18.5 in (47 cm) (Stock Collapsed), 
Barrel length: 10.2 in (26 cm)
Capacity: 20, 25, 32, 40, 50 (9x19mm)
Fire Modes: Safe/Semi-Auto/Full-Auto

(300 OM)Franchi SPAS-12(300 OM)Requires: Physical Proficiency, Ranged Proficiency
[Image: 600px-SPAS12.jpg]
Type: Shotgun
Caliber(s): 12 gauge
Weight: 9.7 lbs (4.4 kg)
Length: 41 in (104.1 cm)
Barrel length(s): 22 in (54.6 cm)
Capacity: 5, 6, or 8-round tube magazine +1 chambered
Fire Modes: Pump-Action, Semi-Auto
I'm pretty sure your NPC got denied but hey what the hell. For all of these, I'm gonna need range, damage, accuracy, reload time, much more than the other gun specs. Especially me. I have no idea what a 12-gauge shotgun means. Also, why would these need Physical? Are you planning on using it as melee? Are they super heavy guns?[/spoiler]

@13-Jzall:
[spoiler]
(08-29-2017, 11:19 PM)13-Jzall Wrote: Powder shot 300 OM, requires ranged proficiency and area attack proficiency: a version of the powder grenade but different enough to be a new move, 13 loads a special pellet into his gun and when it fires it lightly dusts the opponent with the fire dust which is about half the amount of the grenades. The area it reaches is around 1.5 meters squared sideways and 3 meters forward. It is almost impossible to miss if the enemy is close enough and the amount that they are covered by, 1/4 the amount of a powder grenade to 1/2 of a powder grenade, will depend on how far away they are. It is reasonably silent and can normally be used to burn down a wooden wall or door. 13 will have to exchange the entire barrel of his gun if he wants to switch the type of bullet between normal and powder. When the vial of liquid metal is poured into a powder bullet the bullet is a bit weaker but also sends a lingering cloud dust through the air and a 15cm sphere (side to side) will appear whenever it hits something.
Is the area a cube, a cone? How much damage does it do? How long does it take to change barrels? How long does it take to burn down the door? Also please rephrase the last sentence because I'm not too sure what that says. (Liquid metal??? Is this an alternate use of the bullet??? Sphere of what??? What does the dust do???)[/spoiler]

@All Might:
[spoiler]
(08-29-2017, 11:49 PM)All Might Wrote: I'd like to upgrade one of my moves into a Super-Utility. If that isn't something we can do, then I'd like to simply purchase the Super-Utility. 

Original: 
Quote:PASSING ON ONE FOR ALL - 300 OM - Buff Proficiency, Burst Movement, Master Super Jump

All Might gives an ally some of his DNA, usually a plucked hair, but drinking blood would also work, with intent to transfer his power to them. 

As opposed to My Hero Academia, the effect here is both immediate, and temporary. For about a minute after taking in All Might's DNA (usually in the form of a plucked hair), the intended recipient will gain some of All Might's powers, specifically, temporary stat increase of 1 in ATK and SPD, as well as temporary use of Burst Movement and Master Super Jump. (This does not give the recipient Super Speed however, as they aren't experienced at handling the power)

The consequence of this is that during that minute, All Might temporarily loses 1 point of SPD and ATK stats. In addition he will also be unable to use Master Super Jump, Super Speed, or Burst Movement for the duration of that minute. 

Once his powers and stats have returned at the end of the minute, for approximately an hour afterwards he will be exhausted and in pain, which will hamper his ability to fight.

New: 

Tier One Super Utility: PASSING ON ONE FOR ALL - 600 OM - Buff Proficiency

All Might gives an ally some of his DNA to eat, with intent to transfer his power to them. This takes the form of him plucking a hair from his head, and giving it to them to eat. Upon consuming the hair, his ally gains +2 ATK and +2 SPD. The power however lasts only for a minute or so (One post).
Approved! You can either upgrade the existing one for 300, but lose the non-Super version, or just buy the Super Move for 600 and keep both versions.[/spoiler]

@Syn Sheron:
[spoiler]
(09-03-2017, 10:58 AM)Syn Shenron Wrote: (I'm going to be earning the last 100 OM needed for Syn for this Move by doing a post while waiting for the approval of this Move, BTW)

Sword of Hardened Malice (600 OM, Requires Physical Strength, Integration)

Syn's personal sword, upon which he crafted from the malice within him, as well as some scales that have fallen off of him, which he keeps holstered around his back. The sword is 5 feet long and 1 foot wide, and while it is not as fast as his usual punches or quick swords, it is quite a bit more powerful than his punches, and can do more damage than his punches as a result. In addition, Syn Shenron can absorb nearby metals and rocks in order to extend the blade up to 12 feet, allowing him to extend his close range combat as well as increase it's strength a bit more. This costs Syn Shenron a lot of concentration, and as such Syn cannot use other moves while using this variation, though he can still move and attack. It takes 5 seconds for Syn Shenron to extend the Sword of Hardened Malice, and lasts for 15 seconds before the metal and rocks start to fall off. This variation also costs Syn Shenron a bit of stamina to extend the blade, though he barely even loses stamina with the normal variation.
Twelve-feet sword holy Huh? Oh, yes. Right.

Can the metal and rocks be broken off? Also, this may just be me being annoying, but I'd like to see how much more damage.
[/spoiler]

Sword of Hardened Malice (600 OM, Requires Physical Strength, Integration)

Syn's personal sword, upon which he crafted from the malice within him, as well as some scales that have fallen off of him, which he keeps holstered around his back. The sword is 5 feet long and 1 foot wide, and while it is not as fast as his usual punches or quick swords, it is quite a bit more powerful than his punches, and can do more damage than his punches as a result. In addition, Syn Shenron can absorb nearby metals and rocks in order to extend the blade up to 12 feet, allowing him to extend his close range combat as well as increase it's strength a bit more, enough to be able to cut through bone with ease if Syn is in his Omega Shenron forms. This costs Syn Shenron a lot of concentration, and as such Syn cannot use other moves while using this variation, though he can still move and attack. It takes 5 seconds for Syn Shenron to extend the Sword of Hardened Malice, and lasts for 15 seconds before the metal and rocks start to fall off, and in addition if the sword is hit by someone with a higher ATK compared to Syn's DEF, the metal and rocks can be knocked out of the sword, causing it to shrink back to it's original length. This variation also costs Syn Shenron a bit of stamina to extend the blade, though he barely even loses stamina with the normal variation.


RE: Official Move Approval IV - Dane Regan - 09-03-2017

(My moves before were for an NPC I'm still working on (backstory stuff). These I plan to buy instantly once they're approved.)

Level 4, woop woop. T2 Attack Time. Enel suggested I get something like this (although without teleportation) back in DA, so I guess I should give credit to Omni-dude.



T2SA - Was that the Wind? (800) Requires: Burst Movement, Teleportation, Stealth, Suppression

Dane examines his targets briefly, channelling what mana he has and focusing it towards the movements he's about to make. His appearance flickers briefly, and suddenly cuts appear across the bodies of his opponents. Where they came from is unclear, although those with very quick reactions may spot a slight shimmer move past them. Each individual cut is highly accurate, yet often not particularly strong, but the multitude of wounds makes this attack incredibly powerful. Throughout this, Dane appears to still be standing still, in front of them - yet occasionally flickering. This lasts for about 5 seconds with around 5 new cuts appearing per second.

What the opponents cannot see, is that Dane is actually teleporting out of their sight near instantly, although those who see the initial flicker may suspect as much. The instant he teleports, he hides his body and blades with stealth, the rushes forwards as fast as he can striking key areas. After this, he teleports back to his previous position and pose and removes his invisibility. After waiting there for a split second, he repeats the process, again striking his opponents. These strikes are spread across any number of targets Dane chooses within 12ft of him. Dane may use either his Longsword, Shortsword, or both during this move. Since Dane is teleporting a lot, it's very tiring and likely to leave him out of breath, although he'll probably pretend he's totally fine and maybe maintain a smug facial expression if it hits successfully.

Fodder: Dane moves and strikes so fast that any blood from his opponents' bodies instantly slides off his blade, leaving it clean.



The next two are literally just "Dane teleports out of the way":



T1SD - Can't Touch Me: I (600) Requires: Teleportation

Seeing an attack coming he would much rather dodge than attempt to block, Dane teleports out of its range before it can land. Unlike teleporting usually, this teleport doesn't have to be charged or focused on. As a result, it is more tiring.

Very strong attacks (T2 or higher) have a slight distortion effect on the magical field. While this is a core spell, it's still influenced slightly. As a result, the teleport is slowed and Dane is likely to still be somewhat damaged by the attack, although less so than if he didn't attempt to dodge at all.



T2SD - Can't Touch Me: II (800) Requires: Teleportation

Seeing an attack coming he would much rather dodge than attempt to block, Dane teleports out of its range before it can land. Unlike teleporting usually, this teleport doesn't have to be charged or focused on. That said, noticing the opponents attack appears to be very strong, he expends more magic than he would typically need to in an attempt to hasten the dodge. As a result, it is more tiring than 'Can't Touch Me: I'.

Dane can also bring up to two others (one per arm) with him providing that they're within arms reach and he can grab them quickly enough prior to teleporting. He needs to be touching them for them to come with him.

While this spell is overcharged the magic in an attempt to avoid being impacted by any magical field distortions, some incredibly strong attacks (T3 or higher) will have an effect that's so large, it's unavoidable. As a result, the teleport is slowed and Dane is likely to still be somewhat damaged by the attack, although less so than if he didn't attempt to dodge at all.


RE: Official Move Approval IV - The Vision - 09-03-2017

Would like to upgrade nitro.exe to Super Attack 1 and heartbreaker.exe to Super Attack 2.

nitro.exe (600) [Requires Area Attack] T1 SUPER ATTACK
Vision explodes. The explosion is a spherical attack with radius 4 meters. It does decent damage and throws all people back exactly 1 meter away from where they were. However, using this move is EXTREMELY exhausting, since he has to spend 4 seconds collecting his molecules together again Humpty-Dumpty style. While he's reforming, he can't do anything, not even move. It is unclear why, but if you aim for the center of the explosion while the Vision is recovering, he will take damage. Also, he cannot repair any damage... while repairing himself... The sheer energy required to explode and recollect drains Vision's Solar Power (SP).

heartbreaker.exe (800) [Requires Physical Strength, Debuff, Phasing] T2 SUPER ATTACK
The Vision, with great focus and energy, prepares this Move for 2 seconds. He then phases his hand through an opponent, then solidifies the hand inside them. The number of limbs does not seem to matter gameplay-wise. On a weak enemy (basically mooks and inconsequential enemies), he can now straight up rip them apart. But for most enemies (other Primes or plot-significant Secondaries), the best he can do is major internal damage by vibrating his arm rapidly. He can hold his arm, solidified and vibrating, inside someone for 3 seconds. He must then rePhase his arm, take it out, and do something else. Because of the shock that comes from having a hand inside you that was not there before, the target is stunned for 5 seconds, starting from when the arm first enters. So much Solar Power (2 SP) is drained after using this move.


RE: Official Move Approval IV - 13-Jzall - 09-03-2017

Powder shot 300 OM, requires ranged proficiency and area attack proficiency: a version of the powder grenade but different enough to be a new move, 13 loads a special pellet into his gun and when it fires it lightly dusts the opponent with the fire dust which is about half the amount of the grenades. The area it reaches is around 1.5 meters squared sideways and 3 meters forward in a cone shape. It is almost impossible to miss if the enemy is close enough and the amount that they are covered by, 1/4 the amount of a powder grenade to 1/2 of a powder grenade, will depend on how far away they are. It is reasonably silent and can normally be used to burn down a wooden wall or door, this will take between 30 seconds and a minute for the door to be weak enough to kick down. It won’t deal any damage but follows the rules for 13’s powder grenade (approved but not bought, http://omniverse-rpg.com/showthread.php?tid=5429&pid=114417#pid11441713). 13 will have to exchange the entire barrel of his gun if he wants to switch the type of bullet between normal and powder. When the vial of liquid metal (from 13's T1 super attack) is poured into a powder bullet the bullet is a bit weaker but also sends a lingering cloud dust through the air and a 15cm sphere (side to side) will appear whenever it hits something.


RE: Official Move Approval IV - Kuzuru - 09-04-2017

Unstable Food Pill Generator - Protein Pills (Protein) (600) Tier 1 Utility Super Move - Requires Buff Proficiency

[Spoiler] The food pill generator takes the form of a grey rectangle and fits comfortably in a person’s palm. On the side of the generator is a dial that can choose between several icons which consist of a sword, shield, lightning bolt, brain, and a star. A button on top serves to open a hatch underneath that dispense the food pills. Using the selector on the side and saturating the generator with omnilium a prime can create an unstable version of the food pills used by many Omniversians. By spending 1 SP and selecting the sword icon the user can create two unstable protein pills. These pills grant the consumer +1 ATK for an entire round. Unlike their stable brethren they can be stacked granting +2 ATK for an entire round. Due to the unstable nature of these pills they only have a shelf life of one hour, after which they will disintegrate. This means that they can be created before a fight, but the expended SP cannot be recovered until the pills are either used or deteriorated. Through the use of a biometric locking system the device is only useable by Renji’s body.[/spoiler]

QUESTION - I would also like to get this move approved for the three other variants (SPD,DEF,TEC). Can I reword this to be variable and be able to choose between which stats are granted, or would I need a separate super move for each variant?

Demon Needles (300) Requires Ranged Proficiency

[Spoiler] Kuzuru inhales deeply for about three seconds, swelling his chest and upper body slightly beyond human proportions. He then forcefully exhales, firing a shotgun-like barrage of needles at a target up to an effective distance of 25 meters. The further away the target is the greater the spread of needles. Each needle is about five inches in length and serves to annoy and cause pain rather than injure. There is no cooldown and can be fired in succession, but repeated use is quite draining and will leave Kuzuru winded and tired. [/spoiler]

Demon Chain (600) Requires Ranged Proficiency, Debuff Proficiency

[Spoiler] A slit opens up in Kuzuru’s palm and a cylindrical weight attached to a length of chain unspools out. It takes about three seconds for the chain to reach the usable length of five feet. From here it can freely extend and retract up to a maximum length of thirty feet. He can use this chain in anyway that one could expect a weighted chain to be used. While active Kuzuru cannot use his Demon Guillotine move and is only has access to two of his four Demon Blades. Additionally the chain itself, while durable, is not impervious to damage and a sufficiently strong attack can shatter it. It takes about three seconds to completely reel the chain back in, regardless of its current length.

Alternatively Kuzuru can focus for five seconds, during which he cannot attack easily. After the five seconds of charge up he can throw his hand out towards a target. Ten weighted chains erupt outwards in a net-like pattern towards a target up to 30 feet. These chains wrap around limbs and anything else they can snare. The chains reel themselves in, assisted by Kuzuru’s own strength. A target can wriggle free using any manner of powers or moves such as malleability or phasing. The chains, while durable, can be broken with a strong enough attack. A strong enough opponent can fight back against Kuzuru’s pull. These chains will last indefinitely, but they are quite tiring to maintain especially against a strong opponent. While active Kuzuru cannot use Demon Guillotine and only has access to one of his four Demon Blades. Once expended Kuzuru must spend five seconds reeling the chains in during which he can move freely, but cannot attack easily.[/spoiler]


RE: Official Move Approval IV - The Vision - 09-04-2017

Syn Sheron:
[spoiler]
Quote:Sword of Hardened Malice (600 OM, Requires Physical Strength, Integration)

Syn's personal sword, upon which he crafted from the malice within him, as well as some scales that have fallen off of him, which he keeps holstered around his back. The sword is 5 feet long and 1 foot wide, and while it is not as fast as his usual punches or quick swords, it is quite a bit more powerful than his punches, and can do more damage than his punches as a result. In addition, Syn Shenron can absorb nearby metals and rocks in order to extend the blade up to 12 feet, allowing him to extend his close range combat as well as increase it's strength a bit more, enough to be able to cut through bone with ease if Syn is in his Omega Shenron forms. This costs Syn Shenron a lot of concentration, and as such Syn cannot use other moves while using this variation, though he can still move and attack. It takes 5 seconds for Syn Shenron to extend the Sword of Hardened Malice, and lasts for 15 seconds before the metal and rocks start to fall off, and in addition if the sword is hit by someone with a higher ATK compared to Syn's DEF, the metal and rocks can be knocked out of the sword, causing it to shrink back to it's original length. This variation also costs Syn Shenron a bit of stamina to extend the blade, though he barely even loses stamina with the normal variation.

Approve-a-roni.[/spoiler]

13-Jzall:
[spoiler]
Quote:Powder shot 300 OM, requires ranged proficiency and area attack proficiency: a version of the powder grenade but different enough to be a new move, 13 loads a special pellet into his gun and when it fires it lightly dusts the opponent with the fire dust which is about half the amount of the grenades. The area it reaches is around 1.5 meters squared sideways and 3 meters forward in a cone shape. It is almost impossible to miss if the enemy is close enough and the amount that they are covered by, 1/4 the amount of a powder grenade to 1/2 of a powder grenade, will depend on how far away they are. It is reasonably silent and can normally be used to burn down a wooden wall or door, this will take between 30 seconds and a minute for the door to be weak enough to kick down. It won’t deal any damage but follows the rules for 13’s powder grenade (approved but not bought, http://omniverse-rpg.com/showthread.php?...id11441713). 13 will have to exchange the entire barrel of his gun if he wants to switch the type of bullet between normal and powder. When the vial of liquid metal (from 13's T1 super attack) is poured into a powder bullet the bullet is a bit weaker but also sends a lingering cloud dust through the air and a 15cm sphere (side to side) will appear whenever it hits something.

How much time does it take to switch barrels?

You should probably copy how the powder works from that link into this description. I wouldn't want to read two Move Descriptions to see what one Move does, you know? Especially since Moves are, as far as I understand, independent from each other.

And thus the last comment: I read your Super Move (I'm guessing it's the godbreaker ammo? Please label your Moves in your Roster) and I'm assuming it wasn't the bullet that was approved, but the shot; you can't use this bullet to sorta combo-chain with your other Moves in this way. If you want to have that dust cloud effect, you'd need to buy it as an alternate use for 600, and that alternate use would have to be weaker, I think.[/spoiler]

I checked these because they're responses to my comments. I might end up looking at you other folks tomorrow.


RE: Official Move Approval IV - Jade Harley - 09-04-2017

@ Dane Regan:

[spoiler]
(09-03-2017, 02:26 PM)Dane Regan Wrote: T2SA - Was that the Wind? (800) Requires: Burst Movement, Teleportation, Stealth, Suppression

Dane examines his targets briefly, channelling what mana he has and focusing it towards the movements he's about to make. His appearance flickers briefly, and suddenly cuts appear across the bodies of his opponents. Where they came from is unclear, although those with very quick reactions may spot a slight shimmer move past them. Each individual cut is highly accurate, yet often not particularly strong, but the multitude of wounds makes this attack incredibly powerful. Throughout this, Dane appears to still be standing still, in front of them - yet occasionally flickering. This lasts for about 5 seconds with around 5 new cuts appearing per second.

What the opponents cannot see, is that Dane is actually teleporting out of their sight near instantly, although those who see the initial flicker may suspect as much. The instant he teleports, he hides his body and blades with stealth, the rushes forwards as fast as he can striking key areas. After this, he teleports back to his previous position and pose and removes his invisibility. After waiting there for a split second, he repeats the process, again striking his opponents. These strikes are spread across any number of targets Dane chooses within 12ft of him. Dane may use either his Longsword, Shortsword, or both during this move. Since Dane is teleporting a lot, it's very tiring and likely to leave him out of breath, although he'll probably pretend he's totally fine and maybe maintain a smug facial expression if it hits successfully.

Fodder: Dane moves and strikes so fast that any blood from his opponents' bodies instantly slides off his blade, leaving it clean.

Approved.

Quote:T1SD - Can't Touch Me: I (600) Requires: Teleportation

Seeing an attack coming he would much rather dodge than attempt to block, Dane teleports out of its range before it can land. Unlike teleporting usually, this teleport doesn't have to be charged or focused on. As a result, it is more tiring.

Very strong attacks (T2 or higher) have a slight distortion effect on the magical field. While this is a core spell, it's still influenced slightly. As a result, the teleport is slowed and Dane is likely to still be somewhat damaged by the attack, although less so than if he didn't attempt to dodge at all.

Approved.

Quote:T2SD - Can't Touch Me: II (800) Requires: Teleportation

Seeing an attack coming he would much rather dodge than attempt to block, Dane teleports out of its range before it can land. Unlike teleporting usually, this teleport doesn't have to be charged or focused on. That said, noticing the opponents attack appears to be very strong, he expends more magic than he would typically need to in an attempt to hasten the dodge. As a result, it is more tiring than 'Can't Touch Me: I'.

Dane can also bring up to two others (one per arm) with him providing that they're within arms reach and he can grab them quickly enough prior to teleporting. He needs to be touching them for them to come with him.

While this spell is overcharged the magic in an attempt to avoid being impacted by any magical field distortions, some incredibly strong attacks (T3 or higher) will have an effect that's so large, it's unavoidable. As a result, the teleport is slowed and Dane is likely to still be somewhat damaged by the attack, although less so than if he didn't attempt to dodge at all.

Approved.[/spoiler]

@ The Vision:
[spoiler]
(09-03-2017, 04:03 PM)The Vision Wrote: Would like to upgrade nitro.exe to Super Attack 1 and heartbreaker.exe to Super Attack 2.

nitro.exe (600) [Requires Area Attack] T1 SUPER ATTACK
Vision explodes. The explosion is a spherical attack with radius 4 meters. It does decent damage and throws all people back exactly 1 meter away from where they were. However, using this move is EXTREMELY exhausting, since he has to spend 4 seconds collecting his molecules together again Humpty-Dumpty style. While he's reforming, he can't do anything, not even move. It is unclear why, but if you aim for the center of the explosion while the Vision is recovering, he will take damage. Also, he cannot repair any damage... while repairing himself... The sheer energy required to explode and recollect drains Vision's Solar Power (SP).

Approved!

Quote:heartbreaker.exe (800) [Requires Physical Strength, Debuff, Phasing] T2 SUPER ATTACK
The Vision, with great focus and energy, prepares this Move for 2 seconds. He then phases his hand through an opponent, then solidifies the hand inside them. The number of limbs does not seem to matter gameplay-wise. On a weak enemy (basically mooks and inconsequential enemies), he can now straight up rip them apart. But for most enemies (other Primes or plot-significant Secondaries), the best he can do is major internal damage by vibrating his arm rapidly. He can hold his arm, solidified and vibrating, inside someone for 3 seconds. He must then rePhase his arm, take it out, and do something else. Because of the shock that comes from having a hand inside you that was not there before, the target is stunned for 5 seconds, starting from when the arm first enters. So much Solar Power (2 SP) is drained after using this move.

Approved![/spoiler]

@ Renji:

[spoiler]
Quote:Unstable Food Pill Generator - Protein Pills (Protein) (600) Tier 1 Utility Super Move - Requires Buff Proficiency

The Buff proficiency is to be used on allies only, so this super move is not possible.

Demon Needles - Approved.

Demon Chain - "He can use this chain in anyway that one could expect a weighted chain to be used." I'm gonna need a less vague description for what this move does in the first variant, because all I can think of is you can hit someone with it or strangle them with it. The second variant is fine.[/spoiler]


RE: Official Move Approval IV - PepsiYuuka - 09-04-2017

Generic moves for secondaries time, don't mind me. Not entirely sure if I HAVE to class throwing and regular knives as different for the first move, since Yuriko tends to use them in combination/interchangeably.

Knives [300 OM, Requires Physical Strength, Ranged Proficiency]

Yuriko makes it a habit to carry no less than fifty on her at all times, of varying types. You never know what you'll need them for, of course.

They're good for all the things one could possibly imagine them as being good for. Stabbing people. Slitting throats. She's even trained to throw them- though her effective range with them is only about thirty feet, her typical overhand throw isn't blindingly fast or anything, and it's not easy to aim them without concentration. In the end they're just knives- no magic or anything. More ammunition than anything.

She can wield one in each hand in hand-to-hand combat, but her throw is better with her right. So she only throws one knife at a time. It takes her two seconds or so to retrieve a new knife from her cloak after she throws one, leaving her with just the handheld knife in her left hand for that duration. Usually she'll use this time to close distance in order to strike hand-to-hand or flee if she needs to.



Scythe [300 OM, Requires Telekinesis (Ranged, Ranged Materialize, Remote Control)]

Because throwing swords is so last Tuesday.

Elly quite literally uses her Scythe as a boomerang in function. Throws it (her range is pretty good considering what the hell it is she's throwing- about 25 feet) in the general direction of an opponent, and pulls it back to herself using Telekinesis. She seems very practiced at it, and rarely messes up the catching phase even if she must drop everything to focus on recalling the weapon- but the throw sure isn't very accurate. It's meant more to corral opponents into going a specific direction than hitting them itself. And it is pretty intimidating to see a four-foot bladed object thrown your way at nearly twenty miles an hour.

Notably her scythe is bent and unwieldy at close range, and cannot be used as a melee weapon. She's gonna have to throw it if she wants to use it to any good effect. The scythe itself is supernaturally sturdy and almost impossible to break without a lot of effort. (In a phrase, it shares her defense stat.) Destroying it would also kill her instantly as her soul is inside it, so y'know. Bit important it doesn't break completely.


RE: Official Move Approval IV - 13-Jzall - 09-06-2017

Powder shot 300 OM, requires ranged proficiency and area attack proficiency: a version of the powder grenade but different enough to be a new move, 13 loads a special pellet into his gun and when it fires it lightly dusts the opponent with the fire dust which is about half the amount of the grenades. The area it reaches is around 1.5 meters squared sideways and 3 meters forward in a cone shape. It is almost impossible to miss if the enemy is close enough and the amount that they are covered by, 1/4 the amount of a powder grenade to 1/2 of a powder grenade, will depend on how far away they are. It is reasonably silent and can normally be used to burn down a wooden wall or door, this will take between 30 seconds and a minute for the door to be weak enough to kick down. It won’t deal any damage but follows the rules for 13’s powder grenade which means that any friction on the dust will cause it to burst into flames. 13 will have to exchange the entire barrel of his gun if he wants to switch the type of bullet between normal and powder which takes 5 seconds.


Got rid of the super move mention, added in a small explanation of the dust and how long it takes to switch barrels


RE: Official Move Approval IV - Ebonywood Hellscythe - 09-06-2017

(Blatantly copying, renaming, and then adapting an attack from the Neptunia games that I thought was cool.)

(Eb summons her scythe as part of her scythe move, that takes 5 seconds of concentration)

Shooting Stars (300) Requires: Ranged, Homing, Debuff, Ebonywood Hellscythe, Soul Strike

Holding her scythe with both hands, Ebony pulls it back over one side, then executes a big swing like it's a baseball bat. As usual, the scythe trails harmless purple flames behind it as it makes the motion. She holds the scythe so the point of the blade is pointing away from the direction she's swinging. Ebony must stand still to do this, and it takes about a second to pull the scythe back into position, and then about half that time again to actually swing. Once the swing is finished, the scythe blade splits into seven equal sized pieces and flies off the blade. As the blade was magical in nature, each piece folds in on itself until it's spherical. All of the projectiles glow, like bright white stars, and travel at the speed of an arrow (~150mph). All seven of these "shooting stars" zig zag quickly through the air towards her intended target. After travelling 100m (330 ft.), they disintegrate harmlessly. Ebony must be able to see and focus on her target for the period where she's swinging the scythe, and while there are multiple "stars" she can only choose one person (or object) to attack.

When travelling towards the target, the projectiles zig zag somewhat randomly through the air (always staying within about half a metre from an invisible central point), although they all head in the same rough direction of the target. Should the target move, the projectiles adjust their path, seemingly making sharp turns instantly. However, while each "star" can turn incredibly quickly, it does so with a slight delay, as if it has a small reaction time. This means that it's able to evade stationary obstructions fairly well as it heads towards Ebony's opponent, but for all of them to hit a skilled or fast target is unlikely - yet the somewhat random scattering makes it very hard to avoid all of them. The exact delay is such that when within 1.5m of the target, they are unable to zig-zag and turn in time to follow his or her movements. Should one of the "stars" miss the target (go within 1m/3ft and not hit them), they will carry on moving in a straight line until they disintegrate naturally. Each of the projectiles does weak damage by themselves, but together they're a fair fighting force.

Alternatively, if Soul Strike is active, the projectiles instead do "non-lethal" damage (as also described in the Soul Strike move). This means that the opponent feels a somewhat nullified pain from each impact of the "stars", but takes no actual damage. Instead, it affects their body as if they had taken damage in that area. That is to say, taking a lot of hits in the arm would eventually limit their arm's movements similarly to getting hit in the arm usually. However, the impact of this is never going to be quite as large as taking a normal hit. It's comparable to getting more tired. Notably, targets with survival aren't immune from this effect. The "non-lethal" damage can be healed by any move or item that normally heals or removes fatigue, otherwise, it simply remains until the target takes a short rest. Should Ebony a fight mostly using this form of "damage", it's likely the opponent would pass out, even if they don't actually have many physical wounds.

After using this, however, the staff of the scythe disintegrates into harmless flaky purple fragments and flames over the following few seconds after the blade was lost. When her scythe blade is lost, and when it's disintegrating, Ebony feels a steady loss of energy, making this attack fairly tiring in general. It is therefore unconventional to use repetitively. Ebony needs to have the scythe fully summoned to use this move, so to use it again she needs to resummon her scythe (this will take 5 seconds and is done usually, as described in the Ebonywood Hellscythe move). The steady loss of energy disrupts Ebony somewhat, so all moves and powers that require a significant amount of concentration, or have to be charged, cannot be used during these 3 seconds. This essentially means she has to wait at least 8 seconds minimum to get the scythe back after using this move.

Ebony may choose to make the "stars" appear as flaming dark purple orbs instead, this flames aren't hot and are just a cosmetic effect - they're only there to look cool. While she doesn't have to say anything while using this move, she may choose to. She could also choose to hold the scythe back longer before swinging for dramatic effect, but this has no impact on the move. Holding the scythe back doesn't require much concentration, although if Ebony takes medium damage while executing the swing she'll be unable to stay focused on her target, and thus the attack will fail. The attack will also fail if Ebony is unable to complete the swing of the scythe due to other reasons (perhaps if someone moves in and stops it). Should the attack fail, Ebony's scythe will stay summoned and undisintegrated - she will also suffer no fatigue (besides the effort taken to actually swing the scythe). This means that she could simply try to execute the move again after composing herself.


RE: Official Move Approval IV - Jade Harley - 09-06-2017

@ Yuuka Kazami:

[spoiler]
(09-04-2017, 11:49 PM)Yuuka Kazami Wrote: Generic moves for secondaries time, don't mind me. Not entirely sure if I HAVE to class throwing and regular knives as different for the first move, since Yuriko tends to use them in combination/interchangeably.

Knives [300 OM, Requires Physical Strength, Ranged Proficiency]

Yuriko makes it a habit to carry no less than fifty on her at all times, of varying types. You never know what you'll need them for, of course.

They're good for all the things one could possibly imagine them as being good for. Stabbing people. Slitting throats. She's even trained to throw them- though her effective range with them is only about thirty feet, her typical overhand throw isn't blindingly fast or anything, and it's not easy to aim them without concentration. In the end they're just knives- no magic or anything. More ammunition than anything.

She can wield one in each hand in hand-to-hand combat, but her throw is better with her right. So she only throws one knife at a time. It takes her two seconds or so to retrieve a new knife from her cloak after she throws one, leaving her with just the handheld knife in her left hand for that duration. Usually she'll use this time to close distance in order to strike hand-to-hand or flee if she needs to.

If you can throw your knives AND slit people's throats with them, that's variable. Change the price to 600 OM, please.

Quote:Scythe [300 OM, Requires Telekinesis (Ranged, Ranged Materialize, Remote Control)]

Because throwing swords is so last Tuesday.

Elly quite literally uses her Scythe as a boomerang in function. Throws it (her range is pretty good considering what the hell it is she's throwing- about 25 feet) in the general direction of an opponent, and pulls it back to herself using Telekinesis. She seems very practiced at it, and rarely messes up the catching phase even if she must drop everything to focus on recalling the weapon- but the throw sure isn't very accurate. It's meant more to corral opponents into going a specific direction than hitting them itself. And it is pretty intimidating to see a four-foot bladed object thrown your way at nearly twenty miles an hour.

Notably her scythe is bent and unwieldy at close range, and cannot be used as a melee weapon. She's gonna have to throw it if she wants to use it to any good effect. The scythe itself is supernaturally sturdy and almost impossible to break without a lot of effort. (In a phrase, it shares her defense stat.) Destroying it would also kill her instantly as her soul is inside it, so y'know. Bit important it doesn't break completely.

Does it cause any fatigue whatsoever to pull the scythe back to her, and does this fatigue interfere much with her fighting ability? I'm asking because you're gonna need a better drawback than what you have already.[/spoiler]

@ Ebonywood Hellscythe:

[spoiler]
(09-06-2017, 07:45 AM)Ebonywood Hellscythe Wrote: (Blatantly copying, renaming, and then adapting an attack from the Neptunia games that I thought was cool.)

(Eb summons her scythe as part of her scythe move, that takes 5 seconds of concentration)

Shooting Stars (300) Requires: Ranged, Homing, Debuff, Ebonywood Hellscythe, Soul Strike

Holding her scythe with both hands, Ebony pulls it back over one side, then executes a big swing like it's a baseball bat. As usual, the scythe trails harmless purple flames behind it as it makes the motion. She holds the scythe so the point of the blade is pointing away from the direction she's swinging. Ebony must stand still to do this, and it takes about a second to pull the scythe back into position, and then about half that time again to actually swing. Once the swing is finished, the scythe blade splits into seven equal sized pieces and flies off the blade. As the blade was magical in nature, each piece folds in on itself until it's spherical. All of the projectiles glow, like bright white stars, and travel at the speed of an arrow (~150mph). All seven of these "shooting stars" zig zag quickly through the air towards her intended target. After travelling 100m (330 ft.), they disintegrate harmlessly. Ebony must be able to see and focus on her target for the period where she's swinging the scythe, and while there are multiple "stars" she can only choose one person (or object) to attack.

When travelling towards the target, the projectiles zig zag somewhat randomly through the air (always staying within about half a metre from an invisible central point), although they all head in the same rough direction of the target. Should the target move, the projectiles adjust their path, seemingly making sharp turns instantly. However, while each "star" can turn incredibly quickly, it does so with a slight delay, as if it has a small reaction time. This means that it's able to evade stationary obstructions fairly well as it heads towards Ebony's opponent, but for all of them to hit a skilled or fast target is unlikely - yet the somewhat random scattering makes it very hard to avoid all of them. The exact delay is such that when within 1.5m of the target, they are unable to zig-zag and turn in time to follow his or her movements. Should one of the "stars" miss the target (go within 1m/3ft and not hit them), they will carry on moving in a straight line until they disintegrate naturally. Each of the projectiles does weak damage by themselves, but together they're a fair fighting force.

Alternatively, if Soul Strike is active, the projectiles instead do "non-lethal" damage (as also described in the Soul Strike move). This means that the opponent feels a somewhat nullified pain from each impact of the "stars", but takes no actual damage. Instead, it affects their body as if they had taken damage in that area. That is to say, taking a lot of hits in the arm would eventually limit their arm's movements similarly to getting hit in the arm usually. However, the impact of this is never going to be quite as large as taking a normal hit. It's comparable to getting more tired. Notably, targets with survival aren't immune from this effect. The "non-lethal" damage can be healed by any move or item that normally heals or removes fatigue, otherwise, it simply remains until the target takes a short rest. Should Ebony a fight mostly using this form of "damage", it's likely the opponent would pass out, even if they don't actually have many physical wounds.

After using this, however, the staff of the scythe disintegrates into harmless flaky purple fragments and flames over the following few seconds after the blade was lost. When her scythe blade is lost, and when it's disintegrating, Ebony feels a steady loss of energy, making this attack fairly tiring in general. It is therefore unconventional to use repetitively. Ebony needs to have the scythe fully summoned to use this move, so to use it again she needs to resummon her scythe (this will take 5 seconds and is done usually, as described in the Ebonywood Hellscythe move). The steady loss of energy disrupts Ebony somewhat, so all moves and powers that require a significant amount of concentration, or have to be charged, cannot be used during these 3 seconds. This essentially means she has to wait at least 8 seconds minimum to get the scythe back after using this move.

Ebony may choose to make the "stars" appear as flaming dark purple orbs instead, this flames aren't hot and are just a cosmetic effect - they're only there to look cool. While she doesn't have to say anything while using this move, she may choose to. She could also choose to hold the scythe back longer before swinging for dramatic effect, but this has no impact on the move. Holding the scythe back doesn't require much concentration, although if Ebony takes medium damage while executing the swing she'll be unable to stay focused on her target, and thus the attack will fail. The attack will also fail if Ebony is unable to complete the swing of the scythe due to other reasons (perhaps if someone moves in and stops it). Should the attack fail, Ebony's scythe will stay summoned and undisintegrated - she will also suffer no fatigue (besides the effort taken to actually swing the scythe). This means that she could simply try to execute the move again after composing herself.

Okay, no! I'm not going to approve this move. This is just absurdly long-- almost 900 words for a 300 OM move isn't efficient, especially on a site like this. It shouldn't take more than thirty seconds to a minute for someone to determine just what, exactly, a move does, even a COMPLICATED move, and a move of this size would seriously stress out the people you write with. Surely you can simplify this somewhere and cut out all the fluff. Please, look at the Move Examples section of the rules if you need an idea of how long a 300 OM move is supposed to be.[/spoiler]


RE: Official Move Approval IV - PepsiYuuka - 09-06-2017

Changes in bold. tl;dr Increased OM for the knives, nerfed range on scythe (just because it's inconsistent with something else I wrote), and gave a draining drawback.



Knives [600 OM, Requires Physical Strength, Ranged Proficiency]

Yuriko makes it a habit to carry no less than fifty on her at all times, of varying types. You never know what you'll need them for, of course.

They're good for all the things one could possibly imagine them as being good for. Stabbing people. Slitting throats. She's even trained to throw them- though her effective range with them is only about thirty feet, her typical overhand throw isn't blindingly fast or anything, and it's not easy to aim them without concentration. In the end they're just knives- no magic or anything. More ammunition than anything.

She can wield one in each hand in hand-to-hand combat, but her throw is better with her right. So she only throws one knife at a time. It takes her two seconds or so to retrieve a new knife from her cloak after she throws one, leaving her with just the handheld knife in her left hand for that duration. Usually she'll use this time to close distance in order to strike hand-to-hand or flee if she needs to.


Scythe [300 OM, Requires Telekinesis (Ranged, Ranged Materialize, Remote Control)]

Because throwing swords is so last Tuesday.

Elly quite literally uses her Scythe as a boomerang in function. Throws it (her range is pretty good considering what the hell it is she's throwing- about 20 feet) in the general direction of an opponent, and pulls it back to herself using Telekinesis. She seems very practiced at it, and rarely messes up the catching phase even if she must drop everything to focus on recalling the weapon- but the throw sure isn't very accurate. It's meant more to corral opponents into going a specific direction than hitting them itself. And it is pretty intimidating to see a four-foot bladed object thrown your way at nearly twenty miles an hour.

Notably her scythe is bent and unwieldy at close range, and cannot be used as a melee weapon. She's gonna have to throw it if she wants to use it to any good effect. The scythe itself is supernaturally sturdy and almost impossible to break without a lot of effort. (In a phrase, it shares her defense stat.) Destroying it would also kill her instantly as her soul is inside it, so y'know. Bit important it doesn't break completely. Though her telekinesis itself is surprisingly not as physically draining as one would think, (it drains more on her concentration and mental state than physical stamina- repeated uses making her more likely to fumble intricate actions and overuse giving her migraines or tremors) her lack of real exercise winds her when actually throwing and catching the heavy metal object, and if she's not careful, she can lose her balance while doing so, especially if taking an attack at the same time.


RE: Official Move Approval IV - Trixie - 09-08-2017

13-Jzall Wrote: Wrote:Powder shot 300 OM, requires ranged proficiency and area attack proficiency: a version of the powder grenade but different enough to be a new move, 13 loads a special pellet into his gun and when it fires it lightly dusts the opponent with the fire dust which is about half the amount of the grenades. The area it reaches is around 1.5 meters squared sideways and 3 meters forward in a cone shape. It is almost impossible to miss if the enemy is close enough and the amount that they are covered by, 1/4 the amount of a powder grenade to 1/2 of a powder grenade, will depend on how far away they are. It is reasonably silent and can normally be used to burn down a wooden wall or door, this will take between 30 seconds and a minute for the door to be weak enough to kick down. It won’t deal any damage but follows the rules for 13’s powder grenade which means that any friction on the dust will cause it to burst into flames. 13 will have to exchange the entire barrel of his gun if he wants to switch the type of bullet between normal and powder which takes 5 seconds. The dust will fall off naturally after about 15 seconds without being set alight, if the dust is on fire then you will have to wait for it to burn out which takes 1 minute and 30 seconds or you can brush it off which is easier if you brush it off as soon as possible. The fire is hot enough to cause burns but the degree of the burn changes with time, at 30 seconds it will cause a 1st degree burn, at 60 a 2nd degree burn and so on.



If it's still too strong I'll change timer on the burns to 45 seconds to change the degree.

(12 minutes ago)Cirno Wrote: Wrote:Ice cubes "great crusher" (300) (requires melee proficiency)

Cirno spends ten seconds at the exhaustion of something akin to stretching (she can not move while making the ice weapon), to create a ten pound, two handed hammer. Hammer head is five inches in diameter and the staff holding the head is 3.5 feet tall and a inch in diameter. She can weld it with ease though to swing it requires both hands so she can't use most of her moves. It is strong enough to shatter a red wood in the red wood forest in two. It can take a beating though she usually drops it after a few attacks, melting quite quickly. The energy usage is roughly that of a person pushing a 100 pound boulder. She calls her hammer Hyōki or ice age.

Cocytus (300) (requires melee proficiency)

A western long sword from a time when men were knights and the round table was a reality. Cirno creates a five foot long blade in two seconds this is fairly easy on her like stretching though, she can move while making this weapon. It is made of a steel that is freezing to the touch. Her weaker weapon by a large margin. It is used mostly to cut and maim but not destroy. She can move at her top speed and its energy consumption is minor (like doing a fairly easy training exercise) but the accuracy is lower.