| The following warnings occurred: | |||||||||||||||
Warning [2] Undefined property: MyLanguage::$archive_pages - Line: 2 - File: printthread.php(287) : eval()'d code PHP 8.3.30 (Linux)
|
![]() |
|
Approved Move Archive (2013 - May 2015) - 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: Approved Move Archive (2013 - May 2015) (/showthread.php?tid=307) |
Approved Move Archive (2013 - May 2015) - Omni - 08-22-2013 Need a move approved? We've got the ... glaives you crave? Just post your damn moves. When writing more unusual moves, try to be as descriptive as possible. How is the move performed? What does it look like? How does it feel to get hit with it? This helps a lot when you're roleplaying someone else's character and moves. See the following checklist from the Moves Rules for ideas of what you'll need to include in the description. Quote:-How powerful is it? Does it have a wide area of effect, or multiple projectiles? How big is the weapon? What size are the projectiles? The most moves you can get approved in advance is 5. This is so people don't just dump huge piles of moves to get priced and fixed up, creating lots of work for staff. If you want to get more moves approved, purchase some of the ones you already got approved. Staff may approve extra stuff for you, but have the right to refuse until you purchase moves. Re: Move Approval - PepsiWhirda - 08-28-2013 Dual Kukri (300): Traditional utility knives, both about twenty inches, with inwardly curved blades designed to turn away enemy weapons and deal shallow, agile attacks. Cyclonic Prison (300): Whirda strikes the target with her kukris, summoning a cyclone of buffeting winds around them, preventing them from moving for a few seconds. This move does no damage and is primarily used to facilitate positioning or escape. Requires disable proficiency. Gust (300): Whirda strikes the target with a kukri, summoning a gust of wind. If used on an ally, the gust can propel them quickly forward or knock them to safety. If used on an enemy, the gust can knock them in target direction if they are light, or hold them back momentarily if they are heavy. Requires disable proficiency. Both air moves require disable proficiency and deal no inherent damage. I'm not sure if I'd need to pay OM for both blades separately - they're quite small and defensive. Re: Move Approval - Proto Man - 09-01-2013 I designed a set of moves based on, you guessed it, the Mega Man 3 Robot Masters because a.) I wanted to and b.) I felt it would be a nice exercise in creating/writing moves. DLWN Series - As part of Wily's combat upgrades, Proto Man was able to download data on the other Robot Masters and replicate the effects of their moves, much like his 'brother' Mega Man. Given Proto Man's unique CPU, he quickly developed a way to edit the coding to suit his purposes. When he uses these moves, the color of his armor and body suit change, which is reflected in each moves title. Unless otherwise stated, the strength of each attack is comparable to an uncharged burst for the Proto Buster. Needle Cannon (orange/gray) - Proto Man fires needle-shaped missiles roughly 1 meter long designed to penetrate through weak materials or embed themselves into denser materials, providing the acrobatic robot with points to use for maneuvering around the terrain. Given the size and somewhat sluggish speed of the projectile, it would be extremely inefficient to use it in combat against other Primes, unless to throw them off guard or use them to maneuver. (300 OM) Magnet Missile - (red/gray) A magnetized missile that is designed to pin targets, hopefully to metal surfaces. Given their nature, the missiles redirect toward metal surfaces, so if Proto Man were fighting in a wooden house with a metal floor, the Magnet Missile would fire straight and then arch to the floor. This can be useful or a downright headache. Otherwise, they just fire where they are aimed. They pin the target (or adhere to surfaces for only a few seconds before they lose their charge (Disable Proficiency - 300 OM) Gemini Laser - (Sky Blue/White) A condensed beam of energy that can bounce off flat surfaces several times before dissipating, although each bounce decreases the power of the beam. Proto Man can’t control the beam literally, but he is an android with an idea of how geometry works. (300 OM) Hard Knuckle - (Dark Blue/White) A melee attack that replaces the Proto Buster with a giant fist that explodes upon impact. While the Hard Knuckle is active, Proto Man sacrifices his usual agility and maneuverability. (300 OM) Shadow Blade (Light Purple/Pink) The Proto Buster fires shurikens at a rate comparable with an automatic rifle. The onslaught can hurt, but it will also drain Proto Man’s energy cells at an astonishing rate if he just tries to paint a room with shurikens (300 OM) Search Snake (Green/White) Proto Man fires off small (the size of a large rat) snakes that home in on their intended targets and then explode. These targets have to have been visually acknowledged by Proto Man within the last ten seconds or so. Proto Man can fire two Search Snakes without causing a drain on his processor. (Homing Proficiency - 300 OM) Spark Shock (Bright Orange/White) Proto Man fires a burst of crackling energy (note: it's just sparkly energy, I'm not going for electricity) that can stun a target for a few seconds or short circuit electrical systems (Disable Proficiency - 300 OM) Top Spin (Gray/Pink) Proto Man spins like a top, knocking away weaker projectiles. He can end this with a single, powerful kick. (600 OM) Re: Move Approval - Nanoha Takamachi - 09-02-2013 Divine Buster moves! All moves have the capacity to work with the cartridge system, once it has been restored to Raising Heart, and will be updated later (probably at a higher cost) to reflect this. Divine Buster Extended (Buster Mode and up, only) (600OM Requires Ranged Proficiency) This is the extended range version of Divine Buster, with ranged increased to approximately 1-5 kilometres. Base charge time is increased to 12 seconds, with an additional second for every 500 additional metres fired. Otherwise, the spell is identical to regular Divine Busters, but with additional mana needed for the added range. Divine Buster Full Power (Buster mode and up, only) (300OM Requires Ranged and Wide Area Proficiencies) This is the Area Bombardment-type version of Divine Buster, transforming the spell effect from a single cylindrical beam into a wide-area cone-shaped blast. This version of the spell has a cast time of 15 seconds The range, effectiveness and accuracy of the spell are identical to the regular Divine Buster, except the blast now encompasses an area over two hundred metres in diameter. The beam's damage is indiscriminate and explosive, and will damage anything within the blast that is unable to protect itself. This version of the spell requires significantly more mana than the straight beam versions. Re: Move Approval - Ganondorf - 09-05-2013 Warlock Punch: A combination of his standard close-quarters attack and his Dark Energy Blast, the Warlock Punch is simply a stronger version of a normal blow. In addition to effectively doubling the strength of his attack, this move also allows Ganondorf to bypass defenses which are only effective against either physical attacks, or energy based ones. Though the move is labeled as a punch, Ganondorf can channel his dark power through his feet, knees, or any other part of his body that could be used to strike an opponent. Of course, this move comes at a cost. Every use of this move drains over twice the energy of either a normal blow or an energy blast. (300 OM) Surprise Blast: (Ranged Proficiency, Lock-On Proficiency) This move looks much like Ganondorf's standard Dark Energy Blast. It takes a clever eye to notice the three slightly darker patches swirling within the already dark purple energy. The primary difference between this attack and his usual attack comes to light if this attack is blocked, or deflected. Upon this happening, the energy blast explodes into three separate and smaller blasts which immediately home in on the person who blocked the attack. This move takes roughly twice the energy of Ganon's standard energy blast, however, so he uses it sparingly. (300 OM) Re: Move Approval - Omni - 09-06-2013 Nanoha Takamachi Wrote:Due to the recent changes, and the alterations I am having to do to my roster, I need some moves and move changes priced and approved.600 OM due to the two forms of the attack. Quote:Protection:300 OM. Nanoha Takamachi Wrote:and I forgot these:300 OM. Shoot. Shoot. Shoot Quote:Variable Barret:300 OM. Shoot Re: Move Approval - Omni - 09-06-2013 Just posting these for posterity. Block Beam A beam that summons large, heavy cubes roughly five feet in diameter. Block Beam was designed as a tactical upgrade to allow Aran to create her own cover during a firefight, as well as a physical obstacle to an opponent attempting to close a distance. It takes just over six seconds to create a block and a small portion of power from Samus’s suit. Samus can create a block in any location in her line of sight within thirty metres, which she does by pointing to the target location and maintaining the beam until the block has fully materialised, at which point it drops to the ground. The beam itself is green and emits a distinctive hum while it materialises the block. The blocks are too heavy to be thrown, but can be fairly easily pushed by Samus due to her augmented strength. A minor detail is that the outward colour and texture of the blocks can be changed. 300 OM Persistent Beam ('Buzz Beam') A persistent beam of energy roughly one meter in length. It is a quick to activate, toggle-able setting on Samus’s arm cannon. In many ways it is closer to a chainsaw than it is a sword, as the beam’s energy will ‘buzz’ upon contact with a target, though it cannot cut through most other weapons excepting those not designed for melee combat. It takes a small portion of energy to maintain. The main downside is that it cannot be used at the same time as other beam weapons. 300 OM Re: Move Approval - Omni - 09-06-2013 Nanoha Takamachi Wrote:Area Search300 OM Quote:Wide Area Search300 OM Re: Move Approval - Nanoha Takamachi - 09-06-2013 Forgot to do this: Divine Buster (Sealing and Buster Modes and up) One of Nanoha's two signature offensive moves, Divine Buster is a Bombardment-type spell, designed for medium to long range attacks. Originally designed as an energy beam used to seal Lost Logia, Nanoha later developed the spell into a powerful beam attack. As such, it is one of her only advanced offensive spells available in Sealing Mode, one of Raising Heart's forms that has been deemed redundant and thus rarely used, in addition to all advanced Device Modes. The spell itself can only be cast while stationary and requires manual aiming up until the beam is released. The spell requires approximately 10 seconds of charge time, has an effective range of 200 metres, a beam diameter of six feet and fires a straight beam unaffected by gravitational forces that will affect all targets within the radius of the beam. The destructive power of Divine Buster is incredible, but only direct hits will deal full damage. Direct hits result in an explosive magical effect of about five metres, that will cause destruction to nearby structures, equipment, and other creatures caught in the blast, though at significantly less strength than the beam itself. Divine Buster has a firing time of approximately three seconds, and at maximum range the beam will disperse fully after five seconds. During that time, Divine Buster is capable of breaking through shields, barriers and the like, but the destructive power of the beam will be dramatically reduced. The spell itself is moderately draining, but requires all of Nanoha and Raising Heart's concentration to cast, although existing spells that do not require their attention will persist. (300 OM, Requires Wide Proficiency) Re: Move Approval - Omni - 09-07-2013 Link Wrote:Skyward Strike - (600, requires Ranged) - Link raises the Master Sword to the sky, and in a few seconds, a charge of energy births within the blade. Link can then slice any direction he wants to lease the bolt. The attack can be charged for up to 10 seconds to increase the power.Yep, 600. Quote:Hero's Bow - (300, requires Ranged) - A Hylian bow and arrow set.300 OM. Quote:Fire Arrows - (300, requires Ranged) - Allows Link to ignite the tip of his arrows, which explode in a small radius (whatever the max radius is without Wide Proficiency) of flame.3 feet roughly. 300 OM. Quote:Ice Arrows - (requires Ranged, Debilitate) - Allows Link to enchant the tip of his arrows with ice magic, doing extra damage than a normal arrow and either/or:600 (two modes). Slowing/freezing effect dependent on stats differences. Quote:Clawshot - (300, ranged) - A handheld device that fires a retractable claw. It can be used to grab an object far away or latch onto a surface and pull Link to it. (Would it cost more to have two Clawshots?)You can make it dual clawshots if you like, I won't charge extra. 300 OM. Quote:Wind Waker (600, ranged) - A mystic baton that can command the direction and strength of the winds. By waving it in a particular pattern, Link can summon powerful, but short gusts or long and steady, but weak breezes.600 OM. Quote:Nayru's Love (2000 (Tier 4 Super Move), wide) - Link uses the diamond shaped artifact to summon a protective barrier around his entire body which is capable of protecting Link from any attack. However, it can only absorb one attack before shattering, and the barrier cannot be sustained for long.Yep! Joker Wrote:Here is Level 1 for reference:300 OM. Re: Move Approval - Omni - 09-08-2013 Yeah, I will charge differently for daggers, knives, longswords, greatswords etc. Ganondorf Wrote:Also, for the future:It can only be used against a defeated player (as mentioned) and costs 4 SP for the first post (so it's Tier 2, Utility-type). It'll cost an additional 2 SP per post after that, same as a Tier 2 Transformation. You also can't use any other Transformations of your own while you're 'possessing' the target, so it's essentially like just adding your base stats to theirs (you could also opt to do it the other way, with only using your own Transformations and not theirs, but you need to pick one or the other). Re: Move Approval - Magus - 09-09-2013 (300 OM) Miasma: (Wide Proficiency, Debilitate Proficiency) In an effort to play to his strengths, Magus can tap into his power in order to manifest a thick, magical haze with several unique and dangerous properties. First, the haze is so thick it obscures the battlefield, making it almost impossible to see more than a few feet in any direction, but it doesn't appear to impede Magus in any way. Second, the haze is pervasive. It starts off as just minor aches and a slight feeling of exhaustion, as if the victim's simply gone too long without sleep. But the longer one spends in the Miasma, the worse the feeling gets, until quick movements or physical and mental exertion become significant chores. The aches begin to feel steadily worse, and the victim starts to feel horribly, horribly ill. The effect doesn't cause any actual damage, but the sluggish, weak feeling can definitely be a hindrance in combat. Again, this effect seems lost on Magus, who can stand at the epicenter of the haze and experience nothing. The haze extends in a roughly circular radius around Magus, but appears to come from nowhere as it is manifested. It can extend to a maximum of roughly 100 feet, and is dark, inky black, with tinges of purple and blue. Casting the spell itself does not involve any gestures or verbal commands and takes approximately ten seconds to complete, but the haze itself takes roughly a minute to completely coalesce. Magus must constantly channel some effort into maintaining the Miasma, and over extended periods this may prove to be draining. Significant injury or surprise may break his concentration and diffuse the magic's effects. Duskstrike (Ranged Proficiency): By either waving his hand or raising it against an opponent, Magus manifest and propel a ball of shadow energy which explodes on contact. The burst is not particularly powerful, but it can be amplified if Magus takes the time to draw more energy into it (up to roughly 30 seconds). (600 OM) Re: Move Approval - Nanoha Takamachi - 09-22-2013 Axel Fin. (Fluff) Nanoha's automated flight spell, Axel Fin causes small iridescent wings to sprout from her boots and enables her flight capabilities as an aerial combat mage. While Raising Heart typically maintains the spell itself, Nanoha does need to initiate the spell cast itself, and it has a exceptionally minor drain on her mana. Nanoha's base flight speed is not especially fast, but her manoeuvrability in the air is noticeably better than when grounded. Flash Move: (300 OM) Using a charge of mana channelled through Axel Fin to form a localised burst of speed, Nanoha is able to swiftly react and dramatically increase her flight speed and manoeuvrability for a very brief moment. The mana drain is moderate, but repeated use will increase the drain exponentially. Raising Heart is able to load Flash Move as an Auto-Guard spell, but the agility of the move is typically lower due to the impulsive nature of auto-guard. Flash Move is specifically designed for use while flying, and is thus unable to be used on foot. Ability to dodge dependent on TEC. (Requires Flight, Burst Movement) Mana Thrusters: (Fluff) By funnelling her mana into Axel Fin, Nanoha is able to increase her flight speed to exceptionally fast speeds. With Mana Thrusters active, Nanoha is unable to cast additional spells (Auto-Guard spells excluded), and her aerial agility is little to none. While gradual turns or altitude changes are possible, sharp turns or evasive manurers are impractical while Mana Thrusters are active. While this does allow her to move at great speed while flying, the nature of the mana drain and concentration required makes the spell unusable in combat, and the spell is typically only used for travel purposes. (Requires Flight, Super Speed) Re: Move Approval - Nanoha Takamachi - 10-03-2013 Barrier Burst: (300 OM) Interacting with an existing Barrier defence spell (such as Protection) Barrier Burst allows Nanoha to detonate the mana used to form the Barrier spell into an explosive blast that repels or deflects a single (or multiple instantaneous) attacks. By causing a localised explosion out from the Barrier, the magical and concussive force is capable of blowing away both physical projectiles, melee attackers and magical projectiles that are in direct contact with the Barrier itself. As the majority of Nanoha's Barrier spells are used at close range to herself, she is also knocked away by the blast (but, being instigated at her own timing, Nanoha is often quick to recover). Reactor Purge: (300 OM) Similar in theory to a modern tank's reactive armour, Reactor Purge is a last-ditch defensive ability used by Nanoha to erupt the mana used to sustain her Barrier Jacket. Reactor Purge is capable of absorbing or deflecting a single attack against her, but will leave her incredibly vulnerable without her most important defensive measure until she is able to spend the time, mana and concentration to rebuild the Barrier Jacket. Re: Move Approval - Nanoha Takamachi - 10-03-2013 Wide Area Protection: (300 OM) Functionally identical to Protection, this version of the spell is intended for group shielding or barrage defence. It has the same defensive strength, cast time and increased effectiveness against projectile-type attacks as Protection, but covers an area roughly 6 meters across- enough to envelop 5 closely clustered people. The spell uses a sudden influx of mana to manifest, but Nanoha is able to channel more mana into the spell to allow it to persist. This can be very draining, and the drain increases exponentially over time. While channelling, Nanoha must focus and is unable to cast other spells or move. Re: Move Approval - PepsiWhirda - 10-04-2013 A little long-term ground work, but I want to get it approved now so I know what's up. This is how Whirda will develop over the next couple weeks. This is in the order I'll be buying them. Alternate Form: The Shade (2000 OM) Whirda gradually takes on the properties of the shade because she can't find a healer in time to stave off the infection. Her skin grows gray and lifeless, eyes flecked with yellow, hair darkens to black, etc... Because of this, she gains an alternate form with the stats ATK: 0, DEF: 4, SPD: 3, TEC: 3. While in shade form, she can't access her gust and cyclonic prison (and any future non-shade moves I might buy), and her atrophied muscles greatly reduce the efficacy of physical attacks. Switching forms would take a moment of concentration. Shadowstep (Fluff/Teleport Power) Whirda can step to any visible shadow within ten meters. Using this too many times in quick succession will sap her shadow energy and force her to revert to human form while it recharges (if this happens during a fight, I figure she's locked out of shadow form for the rest of the fight, so she has to use it sparingly). Shadow Clone (600) Whirda creates an identical clone of herself at target shadowy location within ten meters. The clone will try to attack a target she designates when it's created, but its attacks do minimal. Any time something strikes one of its limbs with an ATK stat of 2 or higher, the limb shreds into shadow and dissipates. Even headless, the clone can continue to attack, but any solid strike to the torso destroys it. Combined with Shadowstep, Whirda can trade places with her clone at will. Making too many clones in a short period will drain Whirda's shadow energy significantly. Clone Bind (300) Whirda's clone takes the place of the target's shadow, and after a moment explodes into shadow bindings. The bindings wrap tightly around the target, restricting his movement. Targets with a higher ATK skill can break out of the bindings more quickly. Requires Debilitate Proficiency. (Not sure if this would require Remote Control Proficiency, seems like it might.) Ensconced In Shadow (Stealth Power) After a few seconds of concentration in a shadowy spot, Whirda wraps herself in concealing shadow and becomes invisible to observers. She can move in this state, but careful inspection will reveal her. Re: Move Approval - Proto Man - 10-15-2013 Proto Buster (Assault Mode) - Rapid-fire mode on the Proto Buster. The size and shape of the gun arm remain the same. The size of the shells remain the same, but because the rate of fire is more like a traditional assault rifle, the damage per pellet/burst is smaller. This mode is great for when Proto Man has to get a lot of 'bullets' in the air (like when he's dealing with a lot of weaker opponents rather than a few on his level). Proto Man loses the ability to charge shots while in this mode. [300 OM] Re: Move Approval - Samus Aran - 01-29-2014 Tier 1 Offensive Super Move - Missile Storm - 600 OM The definition of overkill, Missile Storm is exactly what it sounds like. Samus's shoulder pads fold open to reveal two launchers packed to the brim with mini-missiles that, after a short delay, rocket towards a desired location. While the missiles do not have lock-on, accuracy is not necessary as the salvo has a radius large enough to catch any foe in the chain-explosions. Upgrading my Power Beam move. Addition is marked in bold. Power Beam The default setting for Samus's arm cannon, this shoots spherical bolts of energy roughly as fast as a pistol. What makes it special is that it can be charged up. While charging, Samus can move but cannot shoot. It takes five seconds to fully charge the beam. A fully-charged power beam will fire a ball of energy that explodes upon impact. The beam can also be 'quickcharged' which reduces the charge time to about a second and a half, but doing so rapidly drains the suit's energy. - 300 OM for addition, now 900 OM total I want this too. Kinetic Discharge (Screw Attack) - 300 OM An upgrade that allows Samus to discharge her charged-up energy not just through her gun, but through physical contact, almost like a controlled static shock. Just like a charged shot from her arm cannon, it takes five seconds to charge. All it takes then is for Samus to touch an opponent with any part of her suit and the energy will be transferred, producing an explosion at the point of connection. Gatling Beam - 600 OM A powerful alternate fire mode for Samus's arm cannon where three 'wings' roughly the length of the arm cannon itself extend from the barrel and fold outwards. These wings 'spin' and fire energy bullets in concert with the main cannon, allowing for a rapid-fire 'gatling' mode with a wider area of effect than Samus's usual Power Beam. While the overall damage output is higher than standard Power Beam shots, its power is less concentrated, and there is a hefty recoil which makes it difficult to aim while moving. By planting her feet and bracing her gun arm with her left arm, Samus can increase the power output even further to a destructive hail - it takes a moment to 'spin up' and 'spin down' from this mode, and is so powerful that it slowly pushes the hunter backwards when maintained. Re: Move Approval - Proto Man - 01-29-2014 Finish Buster - Tier 1 Offensive Super Move - Proto Man plants himself and super charges the Proto Buster. The result is a massive burst of energy several fold larger than even a charged blast with the normal Buster Cannon. Due to the obvious drain on his system (SP), he can't perform this too often lest he drain his fuel cells. (600 OM) Desperation Shield - Tier 1 Defensive Super Move - Proto Man may be designed to favor offense over defense, but this does not mean that experience has taught him nothing. Just like he can charge his arm cannon, he is able to create a 'charged' version of his shield. The resulting bulwark can absorb all but the most powerful of enemy attacks, but it requires a large drain on his system (SP) and dissipates after absorbing the impact. (600 OM) Re: Move Approval - Harry Dresden - 02-09-2014 Soulfire Forzare (300): By infusing his force of will with a bit of his soul from around the area of his right hand, Harry creates a spectral hand made of the cold-burning Soulfire, the power of creation he's been able to tap into since loss of his Hellfire. The hand is approximately the size of Harry's torso, and Harry can utilize the construct to grasp an opponent and attempt to hold them in place. However, Soulfire is dangerous to utilize for extended periods, and Harry can only maintain this particular construct for about a minute at a time, though it uses so little Soulfire that he is able to activate it again within another minute of waiting. He cannot cast other spells while maintaining the Soulfire construct, and the hand itself does no damage; Soulfire is the power of creation, not destruction. |