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03-14-2018, 11:21 AM
(This post was last modified: 03-14-2018, 11:22 AM by Schwi Dola.)
(03-14-2018, 10:51 AM)Jade Harley Wrote: (03-08-2018, 05:37 AM)Schwi Dola Wrote: Overboost Mimic (Tier 2 Super Move) (Requires Mimic)
Schwi focuses on processing for 15 seconds unable to attack or defend. In doing so she increases the power of a move she has mimicked into a Tier 2 Super Move. She cannot Overboost moves that require buff or debuff proficiency, and the move retains the standard mimic penalty (less skilled use). Moves that already have an area of effect will have the area boosted by 50% (dealing less damage as area moves normally do with the same drawbacks as lower area moves). Permanent moves are limited to a single use of it as the super move, such as summoned weapons. Schwi then uses this new super move included in the cost of this move, and can thereafter repeat use of the new super move until forgotten as with normal mimic moves.
Approved unless stated otherwise by Omni. Note the SP and OM cost on your roster.
SP Cost? The intention with the description is that it costs 2 SP to perform that includes a single use of the new super move. It was suggested to me in the workshop. (My original version was a 1 SP cost Tier 1 that upgraded a move to Tier 2. Instead this move has a 15 second unable to act drawback that could cause her serious harm and includes a single use of the new move at 2 total cost.). Significant SP would would naturally make this move always detrimental to use in PvP  . Though it will be fun.
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Quake: (300OM) Ranged materialize/ Debuff proficiency/ Area of effect Proficiency.
Shantotto channels for 5 seconds, during this time she can move around at a walk and defend herself, as well as cast a secondary spell if it requires little focus (5 second charge or less) allowing Shantotto to chain spells. After 5 seconds of focus Shantotto devastates the ground below the target in a 7 foot wide area, the ground is turned into an unstable mess of rotating stones that damage the legs of the target slowly over time for 15 seconds during which the target’s legs are shaken up and therefore slower to react, the ground is reformed into columns of shattered stone pillars. This spell does lower damage than her other spells but also takes less energy to use. This attack hits friend or foe in the area, but can not hit flying targets.
This spell has a range of 60 feet.
Burst (600 OM) Ranged materialize/ Debuff proficiency.
Shantotto channels for 10 seconds where she is unable to move or defend herself for the first 5 seconds, after the initial 5 seconds Shantotto can defend herself with her stardust rod. After channeling Shantotto calls forth three lightning bolts that strike down from above the target.
This attack does a great deal of damage. But requires great deal of stamina to cast (like running a 100m dash), If the target is under the effect of the “Wet” Debuff (from spell: Flood) this attack stuns the target for 2 seconds and deals extra damage.
This spell has a range of 60 feet.
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(03-14-2018, 11:21 AM)Schwi Dola Wrote: SP Cost? The intention with the description is that it costs 2 SP to perform that includes a single use of the new super move. It was suggested to me in the workshop. (My original version was a 1 SP cost Tier 1 that upgraded a move to Tier 2. Instead this move has a 15 second unable to act drawback that could cause her serious harm and includes a single use of the new move at 2 total cost.). Significant SP would would naturally make this move always detrimental to use in PvP . Though it will be fun.
Yeah, this was approved with a total sp cost of 2. Since you're using the T2 super move you created. You don't need to use any more sp than that. (And it would cost 800 OM to buy, obviously)
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Please let Jade clarify, re-approve, or deny as she sees fit Dane.
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(I'll probably rename this one later, but thinking of a name for something that shoots swords is hard)
Yo Dawg I Heard You Like Swords (300) Requires: Aetherblades, Ranged, Ranged Materialise
For four seconds of stationary charge, during which Viola has limited control over her swords but can't concentrate on any other moves or powers, Viola can cause all of her Aetherblades to shoot a new sword of the exact same size and appearance (~3ft blade) that travels in the direction they're pointing. These new swords travel at the speed of an arrow (~150mph or ~67m/s) and carry a lot of momentum behind them. After being fired, they disintegrate into bluish-violet polygons 5 seconds later (regardless of whether they hit something or not). Each sword does moderate damage, so when put together this can be very strong. This move can be fairly tiring if used too often so Viola is unlikely to use it repetitively. Her swords glow during the charge period - bright enough to illuminate a dark room yet dim enough to look at. After shooting these swords, Viola's Aetherblades remain intact and she can continue to control and use them as usual.
(Delays damage)
Cradle of Time (300) Requires: [i]Time Manipulation, Buff, Ranged, Homing[/i]
By warping the progression of time and splitting cause and effect, Viola can delay the impact of attacks made against her and others. Whenever she or someone else is hit by an attack, she can choose to expend a small amount of fatigue to delay it - allowing an opportunity to get away from potential further harm before taking any deliberating effects. This will initially make it appear like the attack did nothing, and the target won't even stagger or feel any pain - although they will after this move ends. Viola can use this move multiple times at once, and it requires very little concentration (but with multiple uses at once this adds up), however for every attack she delays, Viola suffers a constant strain of fatigue depending on the number and strength of the attacks. This would be almost nothing for a small scratch, but for more cuts or stronger attacks, this quickly adds up. Typically, multiple strong attacks can usually be delayed for up to 5 seconds if she's not doing much else, potentially longer if she pushed herself. This move cannot delay the effects of super moves. Lastly, Viola can use this to delay the impact of non-damaging moves, such as debuffs (where the potency of which determines how hard they are to delay).
Each use of this move is individual, so Viola could stagger it and choose to allow each attack to take effect one after another rather than all at once. Notably, the target of this move does not need to be willing, so she could also use it offensively by delaying damage against an opponent to a more opportune time - and make them feel the impact of multiple smaller hits all at once. Viola has to choose to use this move the moment an attack lands, so some combat awareness is needed to use it on an ally.
(Turns near-misses into weak hits)
En Passant (300) Requires: Time Manipulation, Ranged, Ranged Control, Homing
By expending a small amount of energy, Viola can distort attacks through time. Whenever she (or an ally) attacks the positions an opponent was, she can send the attacks backwards in time and then map the damaging effects onto the present, essentially meaning she and her allies can still hit someone who barely avoided their attacks (so if they'd been a fraction of a second faster it would have hit). However, in doing this, the damage is notably weakened. While this isn't particularly tiring, if used for every quick attack the fatigue will add up quickly. En Passant requires no focus, but the decision to execute the move must be done the moment an attack misses. This doesn't work if someone blocked the attack - only if they avoided it (and that it would have hit if they hadn't dodged).
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A while back there used to be a Coruscant quest where two people were fused together, but had half the stats or something like that. I want to replicate that with a normal move. Would this be possible?
Eclipse (300) Requires: Fusion - Basic, Buff
After touching a willing ally with Fusion and maintaining physical contact for 3 seconds, during which both Ebony and her friend must concentrate and cannot attack, they both fuse together in a low-power state. They get all the benefits of a usual fusion (such as shared moves and powers, shared SP pool) but their new total stats are halved (including powerups). While in this state, damage is split between both of them equally, and either Ebony or her ally can instantly choose to spend SP to turn this into a proper fusion (following the usual usage costs).
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(03-14-2018, 11:21 AM)Schwi Dola Wrote: (03-14-2018, 10:51 AM)Jade Harley Wrote: (03-08-2018, 05:37 AM)Schwi Dola Wrote: Overboost Mimic (Tier 2 Super Move) (Requires Mimic)
Schwi focuses on processing for 15 seconds unable to attack or defend. In doing so she increases the power of a move she has mimicked into a Tier 2 Super Move. She cannot Overboost moves that require buff or debuff proficiency, and the move retains the standard mimic penalty (less skilled use). Moves that already have an area of effect will have the area boosted by 50% (dealing less damage as area moves normally do with the same drawbacks as lower area moves). Permanent moves are limited to a single use of it as the super move, such as summoned weapons. Schwi then uses this new super move included in the cost of this move, and can thereafter repeat use of the new super move until forgotten as with normal mimic moves.
Approved unless stated otherwise by Omni. Note the SP and OM cost on your roster.
SP Cost? The intention with the description is that it costs 2 SP to perform that includes a single use of the new super move. It was suggested to me in the workshop. (My original version was a 1 SP cost Tier 1 that upgraded a move to Tier 2. Instead this move has a 15 second unable to act drawback that could cause her serious harm and includes a single use of the new move at 2 total cost.). Significant SP would would naturally make this move always detrimental to use in PvP . Though it will be fun.
Uh........ What I meant was just to include the SP cost and OM cost beside the move's name when you add the full description to your roster, so you won't forget it. I personally always include the SP cost, but I guess just the OM cost would be fine.
Like this:
Quote:[BLAH BLAH MOVE NAME] (Tier 2 Super Move) – 2 SP – 800 OM
Sorry if that was..... confusing?
(03-14-2018, 11:30 AM)Shantotto Wrote: Quake: (300 OM) Ranged materialize/ Debuff proficiency/ Area of effect Proficiency.
Shantotto channels for 5 seconds, during this time she can move around at a walk and defend herself, as well as cast a secondary spell if it requires little focus (5 second charge or less) allowing Shantotto to chain spells. After 5 seconds of focus Shantotto devastates the ground below the target in a 7 foot wide area, the ground is turned into an unstable mess of rotating stones that damage the legs of the target slowly over time for 15 seconds during which the target’s legs are shaken up and therefore slower to react, the ground is reformed into columns of shattered stone pillars. This spell does lower damage than her other spells but also takes less energy to use. This attack hits friend or foe in the area, but can not hit flying targets.
This spell has a range of 60 feet.
Burst (600 OM) Ranged materialize/ Debuff proficiency.
Shantotto channels for 10 seconds where she is unable to move or defend herself for the first 5 seconds, after the initial 5 seconds Shantotto can defend herself with her stardust rod. After channeling Shantotto calls forth three lightning bolts that strike down from above the target.
This attack does a great deal of damage. But requires great deal of stamina to cast (like running a 100m dash), If the target is under the effect of the “Wet” Debuff (from spell: Flood) this attack stuns the target for 2 seconds and deals extra damage.
This spell has a range of 60 feet.
Approved.
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
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Thanks Jade, I guess it's how my move is unusual in function and when you say list the SP cost there is a presumption that the SP cost of a super move can vary by something other than the tier.
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Flare (600 OM) Ranged Materialize proficiency, Area of effect proficiency, Debuff proficiency.
Shantotto Roots herself for 4 seconds where she is forced to focus and is unable to move or block. after which flames erupt blanketing an ten foot wide circle with scorching fire. Anything caught in the flames takes significant damage and can be set on fire if they are in a weakened state from already having taken damage, This spell is Very tiring to Shantotto and requires rest after use leaving her vulnerable to counter attack. The flames of this attack last for 5 seconds.
This spell can not be cast twice as part of a "Chainspell" (see t1 Super Utility)
This spell has a range of 65 feet.
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The Narwhal Song (Telepathy, Debuff, Ranged Proficiency 600 OM.)
The Narwhal Song is something that Rafael remembered from his world, and considered annoying. When you combine that with Unicron's power of telepathy, and his annoyance at being in the Omniverse at general, it's become a new attack of theirs. It takes roughly 4 seconds, but as long as their TEC is superior to that of their opponent, what Rafael can do is FLOOD the world of an opponent with nothing but Narwhals singing that song, and driving the opponent up the wall, to the point where they'd be unable to focus on anything else for about 15 seconds, and be begging for it to stop. There is more to the attack than that, though. For you see, Unicron does not just loathe being in the Omniverse, he's quite angry. This is reflected by the Narwhals attacking the individuals. However, this is a telepathic assault, with a unique caveat. If the opponent flinches, they receive the damage they would if, if it had been an actual attack. This has a range of 100 feet from him in any direction. After this move is shattered through either time passing, or an immensely strong will power, Unicron is rendered helpless for twelve seconds. During those twelve seconds he cannot move, attack, defend or do much of anything, including project or talk. In short, he would be completely at the mercy of his opponent.
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@Shantotto:
[spoiler]
(03-15-2018, 03:12 PM)Shantotto Wrote: Flare (600 OM) Ranged Materialize proficiency, Area of effect proficiency, Debuff proficiency.
Shantotto Roots herself for 4 seconds where she is forced to focus and is unable to move or block. after which flames erupt blanketing an ten foot wide circle with scorching fire. Anything caught in the flames takes significant damage and can be set on fire if they are in a weakened state from already having taken damage, This spell is Very tiring to Shantotto and requires rest after use leaving her vulnerable to counter attack. The flames of this attack last for 5 seconds.
This spell can not be cast twice as part of a "Chainspell" (see t1 Super Utility)
This spell has a range of 65 feet.
I'm not completely sure what you mean by "and can be set on fire if they are in a weakened state from already having taken damage". Are you intending from people hit by this spell who have already taken damage from something else to suffer a damage over time fire effect? Or is the "weakened state" a debuff from one of your other moves? Or...? Because at the moment it just looks like free extra damage.
Also, when you say "The flames of this attack last for 5 seconds" is that the damage over time thing where people are set on fire, or the duration for how long flames erupt from the ground?
Lastly, how high to the flames travel? Just a couple of metres into the air? Or is this a big pillar of fire? (If you're aiming for it to be really high, I'd add a speed as well for how fast it travels up, but if it's like, 12ft or something you don't really need to bother).
Advice: Save yourself the 300 OM and remove the "and can be set on fire" part. Someone hit by a fire spell is probably going to get a little bit singed anyway.
[/spoiler]
@Rafael Esquivel:
[spoiler]
(03-15-2018, 04:52 PM)Rafael Esquivel Wrote: The Narwhal Song (Telepathy, Debuff, Ranged Proficiency 600 OM.)
The Narwhal Song is something that Rafael remembered from his world, and considered annoying. When you combine that with Unicron's power of telepathy, and his annoyance at being in the Omniverse at general, it's become a new attack of theirs. It takes roughly 4 seconds, but as long as their TEC is superior to that of their opponent, what Rafael can do is FLOOD the world of an opponent with nothing but Narwhals singing that song, and driving the opponent up the wall, to the point where they'd be unable to focus on anything else for about 15 seconds, and be begging for it to stop. There is more to the attack than that, though. For you see, Unicron does not just loathe being in the Omniverse, he's quite angry. This is reflected by the Narwhals attacking the individuals. However, this is a telepathic assault, with a unique caveat. If the opponent flinches, they receive the damage they would if, if it had been an actual attack. This has a range of 100 feet from him in any direction. After this move is shattered through either time passing, or an immensely strong will power, Unicron is rendered helpless for twelve seconds. During those twelve seconds he cannot move, attack, defend or do much of anything, including project or talk. In short, he would be completely at the mercy of his opponent.
>Can Raf move while charging this?
>Roughly how much damage are you expecting the Narwhals to do? Just a little bit?
>What happens if your target attacks a Narwhal? Does it disappear, only to be replaced by another? Or do attacks just phase through them (since they're not real)?
>I would highly recommend that you reduce the 12 second period at the end. Have it be only a few seconds or so.
"but as long as their TEC is superior to that of their opponent"
>I would advise you to remove this part, and instead write a comment later saying something along the lines of "opponents with a TEC higher than Raf's are less susceptible to the move and aren't as distracted by the song"[/spoiler]
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Spartan Xiphos 300 OM (Physical Proficiency):
This is the Spartan's secondary weapon after his renowned spear has become useless in close combat. The Xiphos is a shortsword that has a leaf-shaped blade and is about a foot in length. The blade is made out of bronze and is double-edged.
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(03-16-2018, 01:59 PM)Atelos Wrote: [spoiler]Spartan Xiphos 300 OM (Physical Proficiency):
This is the Spartan's secondary weapon after his renowned spear has become useless in close combat. The Xiphos is a shortsword that has a leaf-shaped blade and is about a foot in length. The blade is made out of bronze and is double-edged.
[/spoiler]
Approved.
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Spider Silk (Physical Strength, Debuff) (300):
Kumoko can produce a centimeter-thick rope of sticky silk from her abdomen at a rate of one meter per second. The stickiness will not affect Kumoko herself, and so she can safely manipulate the threads to her heart's content, attaching them to people, objects, or themselves.
Anyone or anything that touches the webbing will that the silk sticks to them very firmly, with a grip equivalent to Kumoko's own ATK + TEC. Thus, if someone gets themselves wrapped up in it, they'll have a much easier time breaking free (whether by tearing the strands or by tearing them off of themselves) if their ATK + TEC is greater than hers. Those without Physical Strength have a disadvantage when trying to break free. When it comes to things that can cut it, it's as durable as normal rope. Anything that could cut a rope can cut the silk, though since it's sticky, failing to sever it in one swing leaves the weapon stuck, and it again comes down to normal struggling to break it free.
Kumoko’s body can produce a theoretically inexhaustible supply of silk, but the act of doing so is slightly draining and requires most of her concentration, preventing her from using other moves that require concentration, though she can still move as normal, allowing her to connect it from place to place easier if constructing a web or something. Since she can only spin 1 meter of silk per second, she can't actually construct a full-on spider web in a fight unless someone leaves her alone for minutes.
OOC Note: Basically 300 OM so she can... summon a sticky rope. She can't construct elaborate webs mid-fight, and tying up struggling people is waaaaay too difficult.
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I'm rewriting Dane's Mass Teleport based on Blink's portals, since like, I added some unnecessary drawbacks. In short: I removed the fatigue applied to other people brought with him. Removed the limit on people he can bring (but it's either everyone he's touching or no one). And it no longer requires people to touch him for the charge period, just at the end.
Blinks move:
[spoiler]
Portals (300 OM)
Blink is a Master Teleporter, and as such can teleport up to 80 meters away. She does this by using a green energy from her hands that can create these openings to a new place. She can also directly put a portal on herself to teleport instantly, though it always leaves a small green 'rift' where she 'ported. The rifts last only a few seconds, long enough for someone to follow. Blink can also just teleport on her own, but she always comes out of a portal, even if she didn't enter one to begin with. This is basically like putting a portal literally on herself. It still leaves a green rift.[/spoiler]
My revised move:
Mass Teleport (300): Teleportation
Whenever Dane teleports, he can choose to bring anyone touching him with him. The charge time remains the same, and from Dane's perspective, it's like teleporting normally. However, anyone brought with him will be dizzy and disorientated afterwards if they don't have the power themselves (or mimic) - this is easy to recover from, it just feels like they were spun around in a circle.
I'm also rewriting Dane's muffle, so I can use it in combat and while attacking. And also because it looked way too complicated and intensive just for a move that makes him walk quietly.
Muffle (300): Stealth, Suppression
By concentrating for 3 seconds, during which Dane can move but can't attack, he channels his magic to silence all sound stemming from within 0.5m/1.6ft of him. Similar to stealth, it will remain active until Dane wills it to stop, or Dane takes damage. This can be used in conjunction with the stealth power to become both invisible and produce no sounds (although in a desert, for example, tracks will still be visible). A very loud sound (i.e. a grenade exploding near him, or someone firing a gun close by) will also break the spell, leading to him having to cast it again. Primes with both enhanced senses and a TEC higher than Dane's will be able to hear (or sense) the muffled sounds regardless. As someone's TEC increases above Dane's the sound slowly becomes more audible to them until their TEC becomes double Dane's where they'll be able to completely ignore muffle and hear suppressed sounds as usual. Dane can hear all the sounds as usual.
Bump/reminder on these (because I buried them), but consider them to be on the backburner since they go over my cap and I won't need my Viola moves for a bit:
[spoiler]
(03-14-2018, 12:55 PM)Viola Wrote: (I'll probably rename this one later, but thinking of a name for something that shoots swords is hard)
Yo Dawg I Heard You Like Swords (300) Requires: Aetherblades, Ranged, Ranged Materialise
For four seconds of stationary charge, during which Viola has limited control over her swords but can't concentrate on any other moves or powers, Viola can cause all of her Aetherblades to shoot a new sword of the exact same size and appearance (~3ft blade) that travels in the direction they're pointing. These new swords travel at the speed of an arrow (~150mph or ~67m/s) and carry a lot of momentum behind them. After being fired, they disintegrate into bluish-violet polygons 5 seconds later (regardless of whether they hit something or not). Each sword does moderate damage, so when put together this can be very strong. This move can be fairly tiring if used too often so Viola is unlikely to use it repetitively. Her swords glow during the charge period - bright enough to illuminate a dark room yet dim enough to look at. After shooting these swords, Viola's Aetherblades remain intact and she can continue to control and use them as usual.
(Delays damage)
Cradle of Time (300) Requires: [i]Time Manipulation, Buff, Ranged, Homing[/i]
By warping the progression of time and splitting cause and effect, Viola can delay the impact of attacks made against her and others. Whenever she or someone else is hit by an attack, she can choose to expend a small amount of fatigue to delay it - allowing an opportunity to get away from potential further harm before taking any deliberating effects. This will initially make it appear like the attack did nothing, and the target won't even stagger or feel any pain - although they will after this move ends. Viola can use this move multiple times at once, and it requires very little concentration (but with multiple uses at once this adds up), however for every attack she delays, Viola suffers a constant strain of fatigue depending on the number and strength of the attacks. This would be almost nothing for a small scratch, but for more cuts or stronger attacks, this quickly adds up. Typically, multiple strong attacks can usually be delayed for up to 5 seconds if she's not doing much else, potentially longer if she pushed herself. This move cannot delay the effects of super moves. Lastly, Viola can use this to delay the impact of non-damaging moves, such as debuffs (where the potency of which determines how hard they are to delay).
Each use of this move is individual, so Viola could stagger it and choose to allow each attack to take effect one after another rather than all at once. Notably, the target of this move does not need to be willing, so she could also use it offensively by delaying damage against an opponent to a more opportune time - and make them feel the impact of multiple smaller hits all at once. Viola has to choose to use this move the moment an attack lands, so some combat awareness is needed to use it on an ally.
(Turns near-misses into weak hits)
En Passant (300) Requires: Time Manipulation, Ranged, Ranged Control, Homing
By expending a small amount of energy, Viola can distort attacks through time. Whenever she (or an ally) attacks the positions an opponent was, she can send the attacks backwards in time and then map the damaging effects onto the present, essentially meaning she and her allies can still hit someone who barely avoided their attacks (so if they'd been a fraction of a second faster it would have hit). However, in doing this, the damage is notably weakened. While this isn't particularly tiring, if used for every quick attack the fatigue will add up quickly. En Passant requires no focus, but the decision to execute the move must be done the moment an attack misses. This doesn't work if someone blocked the attack - only if they avoided it (and that it would have hit if they hadn't dodged).
(03-14-2018, 05:38 PM)Ebonywood Hellscythe Wrote: A while back there used to be a Coruscant quest where two people were fused together, but had half the stats or something like that. I want to replicate that with a normal move. Would this be possible?
Eclipse (300) Requires: Fusion - Basic, Buff
After touching a willing ally with Fusion and maintaining physical contact for 3 seconds, during which both Ebony and her friend must concentrate and cannot attack, they both fuse together in a low-power state. They get all the benefits of a usual fusion (such as shared moves and powers, shared SP pool) but their new total stats are halved (including powerups). While in this state, damage is split between both of them equally, and either Ebony or her ally can instantly choose to spend SP to turn this into a proper fusion (following the usual usage costs). [/spoiler]
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(03-17-2018, 05:42 PM)Kumoko Wrote: [spoiler]Spider Silk (Physical Strength, Debuff) (300):
Kumoko can produce a centimeter-thick rope of sticky silk from her abdomen at a rate of one meter per second. The stickiness will not affect Kumoko herself, and so she can safely manipulate the threads to her heart's content, attaching them to people, objects, or themselves.
Anyone or anything that touches the webbing will that the silk sticks to them very firmly, with a grip equivalent to Kumoko's own ATK + TEC. Thus, if someone gets themselves wrapped up in it, they'll have a much easier time breaking free (whether by tearing the strands or by tearing them off of themselves) if their ATK + TEC is greater than hers. Those without Physical Strength have a disadvantage when trying to break free. When it comes to things that can cut it, it's as durable as normal rope. Anything that could cut a rope can cut the silk, though since it's sticky, failing to sever it in one swing leaves the weapon stuck, and it again comes down to normal struggling to break it free.
Kumoko’s body can produce a theoretically inexhaustible supply of silk, but the act of doing so is slightly draining and requires most of her concentration, preventing her from using other moves that require concentration, though she can still move as normal, allowing her to connect it from place to place easier if constructing a web or something. Since she can only spin 1 meter of silk per second, she can't actually construct a full-on spider web in a fight unless someone leaves her alone for minutes.
OOC Note: Basically 300 OM so she can... summon a sticky rope. She can't construct elaborate webs mid-fight, and tying up struggling people is waaaaay too difficult.[/spoiler]
Approved. Just know if you wanna make a lasso or chuck a net at someone, you'll need other moves (and ranged prof). But since the webs take ages to set up so can't be made in combat, you're cool.
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03-18-2018, 01:12 PM
(This post was last modified: 03-18-2018, 01:34 PM by Takanomiya Hijiri.)
I'd like to get this approved:
Quote:Original Form [Tier Two Powered-Up Form] (1500)
Stats: 4/4/9/3
[spoiler]![[Image: Hijiri_HFsmall.png]](https://image.ibb.co/bCRwqH/Hijiri_HFsmall.png)
(See his Tier One Power-Up for more images of the clothing)[/spoiler]
In a bright flash of white light, which lasts half a second, Hijiri enters his Heavenly Form; replacing his shirt and jacket with a long black coat with slits over the shoulders, his shoes with a pair of white boots, and giving him a pair of fingerless gloves. His trousers become slightly looser and less formal, but don't change all that much. Also, a faintly glowing purple gem forms on his chest, a pair of small, dark grey wings appear on his head, and he also grows a rabbit-like tail... though this last part is covered by his clothes.
And I'd like to make some small edits to a few existing moves and my T1 Power-Up:
Previous:
Quote:Battle Rabbit Form [Tier 1 Power-Up] (1000)
Stats: +2 /+2 /+1 /+0
[spoiler]![[Image: tumblr_static_tumblr_static_56pfg3fjw680...gg_640.png]](https://static.tumblr.com/5e2a7d12c708bc161cb9ca89d408f5c9/ix2ajiv/bOnnqra58/tumblr_static_tumblr_static_56pfg3fjw680o44ws00wwo0gg_640.png)
![[Image: tumblr_nqp6i1eCWe1un83yro2_r1_500.png]](https://68.media.tumblr.com/7e2a08785a1c71a6fd47383413324063/tumblr_nqp6i1eCWe1un83yro2_r1_500.png)
[/spoiler]
In a bright flash of white light, Hijiri enters his 'true' form; replacing his shirt and jacket with a long black coat with slits over the shoulders, his shoes with a pair of white boots, and giving him a pair of fingerless gloves. His trousers become slightly looser and less formal, but don't change all that much. Also, a faintly glowing purple gem forms on his chest, a pair of white rabbit ears appear on his head, and he also grows a rabbit-like tail... though this last part is covered by his clothes.
Updated:
Quote:True Form [Tier One Powered-Up Form] (1000)
Stats: 4/4/4/3
[spoiler]![[Image: tumblr_static_tumblr_static_56pfg3fjw680...gg_640.png]](https://static.tumblr.com/5e2a7d12c708bc161cb9ca89d408f5c9/ix2ajiv/bOnnqra58/tumblr_static_tumblr_static_56pfg3fjw680o44ws00wwo0gg_640.png)
![[Image: tumblr_nqp6i1eCWe1un83yro2_r1_500.png]](https://68.media.tumblr.com/7e2a08785a1c71a6fd47383413324063/tumblr_nqp6i1eCWe1un83yro2_r1_500.png)
[/spoiler]
In a bright flash of white light, which lasts half a second, Hijiri enters his Battle Rabbit Form; replacing his shirt and jacket with a long black coat with slits over the shoulders, his shoes with a pair of white boots, and giving him a pair of fingerless gloves. His trousers become slightly looser and less formal, but don't change all that much. Also, a faintly glowing purple gem forms on his chest, a pair of white rabbit ears appear on his head, and he also grows a rabbit-like tail... though this last part is covered by his clothes.
I'm changing the name to better match that of his Tier Two Power-Up, and hoping to be able to change it to a Powered-Up Form for the same reason (the total value for each stat doesn't change). Also, adding a clarification on how long the flash of light lasts, since I missed that when first getting it approved.
Previous:
Quote:Rabbit Coat of Identity Concealment (0)
[spoiler]
[/spoiler]
Hijiri's current outfit is a disguise which includes bandages on his face and a long coat with bunny ears. Unlike his normal clothes, these two items were designed specifically to not be switched out when he uses a Power-Up, meaning that his disguise will not be ruined by doing so.
Updated:
Quote:Rabbit Coat of Identity Concealment (0)
[spoiler]
[/spoiler]
A disguise which includes bandages on his face and a long coat with bunny ears. Unlike his normal clothes, these two items were designed specifically to not be switched out when he uses a Power-Up, meaning that if he does so whilst wearing these, his disguise will not be ruined.
This is no longer Hijiri's current outfit... but I figure I may as well keep it since it already got approved: this one is just a minor change in wording.
Previous:
Quote:Hijiri's Katana (300)
(Physical Strength)
[spoiler] [/spoiler]
It's just an ordinary katana. Fairly light compared to other types of swords, with a slightly curved blade, only one side of which has an edge. The pommel & guard are gold-coloured and the grip is dark purple & red. The hilt is long enough that it can be gripped with both hands if necessary. Also, it comes with a dark purple scabbard. The katana's total length is 96cm; the blade is 72cm & the hilt 24cm.
Updated:
Quote:Heavenly Weapon: Katana (300)
(Physical Strength)
[spoiler] [/spoiler]
Like all katana, Hijiri's is fairly light compared to other types of sword and its blade has only one edge. The pommel & guard are gold and the grip is dark purple & red. The katana's total length is 96cm; the blade is 72cm & the hilt 24cm. Also, it comes with a dark purple scabbard.
Rather than carrying it around with him everywhere he goes, Hijiri can summon and un-summon his blade at will. It appears/disappears in a bright flash of white light, which lasts half a second. Having the sword appear does not tire him at all, or require any concentration. When summoned, the sword always arrives sheathed within its scabbard.
Previous:
Quote:Desert Eagle Mark XIX (300)
(Ranged Proficiency)
[Spoiler] [/spoiler]
This Mark XIX .50 AE Desert Eagle is a gas-operated semi-automatic pistol with a 6" barrel (total length: 10.75"), a gold finish and a clip size of 7 rounds. This gun is much more powerful than most firearms would be in the hands of someone with Hijiri's ATK, however in addition to requiring a couple seconds to reload between clips, it also has a very powerful recoil, so firing frequently will quickly tire him and will even start to strain his muscles after the first few shots. Also, the recoil will throw off his aim whenever it is fired, making it more difficult to land further shots for each consecutive shot fired without pause.
Updated:
Quote:Heavenly Weapon: Desert Eagle (300)
(Ranged Proficiency)
[Spoiler] [/spoiler]
This Mark XIX .50 AE Desert Eagle is a gas-operated semi-automatic pistol with a 6" barrel (total length: 10.75"), a gold finish and a clip size of 7 rounds. This gun is much more powerful than most firearms would be in the hands of someone with Hijiri's ATK, however in addition to requiring a couple seconds to reload between clips, it also has a very powerful recoil, so firing frequently will quickly tire him and will even start to strain his muscles after the first few shots. Also, the recoil will throw off his aim whenever it is fired, making it more difficult to land further shots for each consecutive shot fired without pause.
Rather than carrying it around with him everywhere he goes, Hijiri can summon and un-summon his handgun at will. It appears/disappears in a bright flash of white light, which lasts half a second. Having the pistol appear does not tire him at all, or require any concentration.
The changes to the sword and gun don't really make the moves any more powerful, since they aren't actually any faster to pull out, the reasons I'm making these two edits are just because:
a) It looks cooler to have stuff appear out of thin air.
b) I'm kinda dumb and keep forgetting to say that he has his stuff with him when I'm writing... I don't wanna pick a fight with someone only to suddenly realise that Hijiri left his weapons back home. :wat:
As for the names of those moves, I changed them to better fit the manga (they use the term 'Heavenly Weapon' occasionally).
Posts: 126
Threads: 5
Joined: Apr 2017
@Takanomiya Hijiri:
All Approved.
Posts: 62
Threads: 6
Joined: Sep 2017
Reputation:
0
I just realised I need to make another change to his gun, since I forgot to take account of the fact that he won't have to carry spare ammo around everywhere.
Previous:
Quote:Heavenly Weapon: Desert Eagle (300)
(Ranged Proficiency)
[spoiler] [/spoiler]
This Mark XIX .50 AE Desert Eagle is a gas-operated semi-automatic pistol with a 6" barrel (total length: 10.75"), a gold finish and a clip size of 7 rounds. This gun is much more powerful than most firearms would be in the hands of someone with Hijiri's ATK, however in addition to requiring a couple seconds to reload between clips, it also has a very powerful recoil, so firing frequently will quickly tire him and will even start to strain his muscles after the first few shots. Also, the recoil will throw off his aim whenever it is fired, making it more difficult to land further shots for each consecutive shot fired without pause.
Rather than carrying it around with him everywhere he goes, Hijiri can summon and un-summon his handgun at will. It appears/disappears in a bright flash of white light, which lasts half a second. Having the pistol appear does not tire him at all, or require any concentration.
Updated:
Quote:Heavenly Weapon: Desert Eagle (300)
(Ranged Proficiency)
[spoiler] [/spoiler]
This Mark XIX .50 AE Desert Eagle is a gas-operated semi-automatic pistol with a 6" barrel (total length: 10.75"), a gold finish and a clip size of 7 rounds. This gun is much more powerful than most firearms would be in the hands of someone with Hijiri's ATK, however in addition to requiring a couple seconds to reload between clips, it also has a very powerful recoil, so firing frequently will quickly tire him and will even start to strain his muscles after the first few shots. Also, the recoil will throw off his aim whenever it is fired, making it more difficult to land further shots for each consecutive shot fired without pause.
Rather than carrying it around with him everywhere he goes, Hijiri can summon and un-summon his handgun at will. It appears/disappears in a bright flash of white light, which lasts half a second. Having the pistol appear does not tire him at all, or require any concentration. Summoning extra ammunition clips works in exactly the same way as summoning the gun itself, and after creating the ammo, he must still take the time to manually reload it. Un-summoning and re-summoning the Desert Eagle will not replenish spent ammo.
Posts: 126
Threads: 5
Joined: Apr 2017
@Takanomiya Hijiri:
Approved.
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