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Move Approval V
(04-24-2018, 06:31 PM)Cell Wrote: Death Saucer/Kienzan (Ranged) (300) - Cell lifts an open palm upward and creates a spinning disc of magenta energy with a deep red core (Death Saucer) or a yellow spinning disc with serrated edges (Kienzan) with a 75cm diameter, taking about two seconds where he must remain still (though it can be summoned while falling) and he cannot perform any other attacks; taking damage will interrupt the charge. The edge of the disc is sharp and acts like a moving buzzsaw (the damage/severity of the cut depending on Cell's ATK stat to his target's durability/DEF stat for a Prime). Cell throws the disc, where it travels at the speed of an arrow and moves in a straight line. (The attack is the same; Kienzan and Death Saucer are the same basic attack but with a different aesthetic).

Taiyoken (Solar Flare) (Area Attack, Debuff) (300) - Cell spreads his fingers and raises his hands to either side of his face. After three seconds, Cell yells the attack's name (Taiyoken!) and a blaring white light engulfs the area around him for 100 metres, where Cell is the centre point (ie. 50 metres in all directions from Cell's position). Anyone in the vicinity is blinded by the light, causing moderate eye discomfort. This attack even works for those who might close their eyes if they know what's coming. The blinding effects last for ten seconds. Cell can only perform this once during a battle.

Death Saucer/Kienzan - Approved.
Taiyoken - Is this blocked by walls and other physical obstructions? Or does the light completely fill every space in the area? I'll leave the final ruling to another staffer's judgement since I don't want to nerf down your move if it doesn't need it. But 3 seconds to blind everyone in a 100m diameter sphere for 10 seconds is pretty strong.
Got an assist and a couple of moves for Ebony as well as one thing for Viola.

A bunch of skeletons:

T1 Assist - Undying Loyalty (1000) Requires: Survival, Hivemind
[spoiler]Ebony clicks her fingers, instantly summoning a big black book with a white skull drawn on the front. Or she just pulls it out of her bag or cloak if she already has it in hand. After holding it out in front of her, she opens it to a seemingly random page in the middle and blows dust off the pages before turning the pages to face her target. A dark black portal appears and four bone-white skeletons walk out, all wielding a replica of one of Ebony's weapons (namely her scythe). They all sit at about 6 ft tall and are capable of using all her moves and powers - albeit at a lessened effectiveness.

The core difference between these skeletons and what one might expect from a usual summon is that they don't always obey Ebony during combat. They act in a way they think is strategically best for her and will throw themselves in the way of attacks made against her without hesitation. Outside of this, they do have a sense of self-preservation - they like being summoned and being of use to her, and they don't know when she'll utilise them again. So if there's another way to keep her safe, they'll act on that instead.

As Ebony summons multiple entities here, rather than just one, they're all naturally weaker. Their bones don't tend to shatter easily, but a very strong punch could fracture and knock their head off, or break a joint completely. They're more likely to be knocked apart rather than shattered (although it's definitely possible with a strong move). The skeletons are able to continue fighting until they're literally dust or their magical binding runs out - and can still move any body part not connected to their body. That said, taking out that part of their body will cause them to collapse. They also don't need their heads to see, but their vision is foggy without one. Regardless, their sight range is always limited to where they would be looking if they had a head attached to their body. Furthermore, they will always try to use Ebony's Immortal Form move to pull themselves together and remain intact where possible.

The skeletons can talk, and display a variety of personalities. There are more than four of them in the book, but Ebony can currently only summon than many at once. As a side note, I'd imagine someone with telepathy might be able to hear chatter resonating from the book. Or even talk to the skeletons. Ebony can "talk" to the book with physical contact.

General notes: Don't be afraid to smash the skeletons up a bit. Just leave me with some left until the end of their summon period if I bring them out for the whole round, and remember that they can try and pull themselves together. Also, they can use and attack with Ebony's spells too. Not all of them will mob their foes, some may choose to charge spells, so ignoring them might not be a good idea. Attacking Ebony won't have all of them try and stop you, just one or two of the closest ones. Unless Ebony is being attacked by multiple people or a really strong foe, or a strong attack Ebony can't fully block herself, the rest of the skeletons will continue on the offensive.

ATK: 2
DEF: 0
SPD: 1
TEC: 2[/spoiler]
Trying out something here. Having Eb use telekinesis to try and hold herself together (and also for her skeletons):

Immortal Form (300) Requires: Telekinesis, Hive Mind, Survival
[spoiler]Ebony's magic connects and protects every part of her body, ensuring that she's always functional up until the moment she dies. Should flesh or bone ever be severed, her magic simply holds it in place exactly where it was, causing it to act almost normally. So, if someone tries to chop off her hand, with a small amount of energy her body will keep it in place as if it's attached to her arm by a magnet. There will still be a large cut, she'll still take the damage, and the wound won't heal, but she'll still be left with a semi-functional limb. If someone were to hit the severed hand away from her, providing it is in range of her telekinesis she can pick it up with her magic and reattach it to the magical energy. This allows her to appear near-unkillable by conventional slashing weapons, although once she takes enough damage to die, she'll fall to pieces. 

Furthermore, while the drain might be small for a chopped off finger, it increases drastically the more parts of her body she's trying to hold in place - although she'll usually be dead before that gets too severe. Naturally, this can't help her if a body part is actually destroyed, but it effectively abates some of the negative consequences of having a limb severed. That said, a chopped off arm still won't be connected to her, so without healing it will die as usual. Lastly, limbs held and used in this way are more sluggish. Ebony's skeletons (see Undying Loyalty) make full use of this ability.[/spoiler]
Using telekinesis to slam and hold part of someone to the ground:

Telekinetic Singularity (300) Telekinesis, Ranged, Debuff
[spoiler]Ebony builds up her magic over the course of 10 seconds, during which she can move and make basic weapon attacks and blocks with limited concentration (it's comparable to trying to a different task with each arm). Taking moderate damage or more disrupts her concentration. Once charged, she points a finger gun at her target (or does any other reasonable gesture), sending a bullet-fast fist-sized bolt of blue magic towards her target. She can choose to delay shooting it for the same focus requirements as the charge period. If it hits, the spell focusses a large amount of telekinetic energy in the target area - be it someone's arm and shoulder, most of their leg, or part of their torso. This presses down with a large amount of force, usually making the body part slam down into the ground. This serves three main purposes: nearly immobilising her opponent, pulling a flying enemy out of the sky, and potentially doing moderate crushing damage to the target area (initially when it hits the ground and also continued gradually throughout the duration of this move). 

This is very tiring for Ebony to use, but operates in a 'fire and forget' fashion, lasting for 15 seconds. She experiences the energy drain the moment this move is used. A strong opponent (one with an ATK approaching double or higher than Ebony's and with physical strength) would be able to stand up after accommodating for the force, although it would likely be painful and require a great deal of effort. Weaker foes would still be able to roll or drag themselves along the ground unless their ATK and DEF are fairly low. Furthermore, if the bolt hits an object instead of a person (like a sword or shield) that will also be pushed down, so will be near impossible to use.[/spoiler]
Pulling attacks towards Viola's swords.

Lightning Rod (300) Requires: Aetherblades, Foresight, Ranged Control
[spoiler]By holding two of her Aetherblades in an X for half a second while concentrating and standing still, Viola can draw ranged attacks towards the blades, causing them to glow. This isn't very tiring, but as long as Viola keeps diverting all/most of her focus towards the two swords, she can maintain this move. Any ranged attack that Viola can see or sense passing through a 90 degree wide and 15m long cone in front of the swords is directed towards the interception of her blades (although Viola can choose to allow an exception on a case by case basis - e.g. for an ally's move or one not aimed at her). Once it hits, all of its strength is dissipated throughout the swords, so if it would usually explode on impact it no longer does so and the explosion energy goes to damaging the blades. This move does, however, weaken the swords. The concentration enhances her sword's durability a bit, but depending on the strength of attacks they can still be broken. If an attack manages to break both of her swords, it will keep moving afterwards but at a reduced strength (although with Viola's more durable swords this is unlikely unless they take a very strong hit), or explode outwards at reduced strength (if it would normally do that instead). Ranged attacks requiring ranged control and constant concentration are largely unaffected by this move, as long as they're being actively controlled. Due to the concentration required and the directional nature of this move, Viola is left open to flanking attacks.[/spoiler]
(04-24-2018, 07:07 PM)Dane Regan Wrote:
(04-24-2018, 06:31 PM)Cell Wrote: Death Saucer/Kienzan (Ranged) (300) - Cell lifts an open palm upward and creates a spinning disc of magenta energy with a deep red core (Death Saucer) or a yellow spinning disc with serrated edges (Kienzan) with a 75cm diameter, taking about two seconds where he must remain still (though it can be summoned while falling) and he cannot perform any other attacks; taking damage will interrupt the charge. The edge of the disc is sharp and acts like a moving buzzsaw (the damage/severity of the cut depending on Cell's ATK stat to his target's durability/DEF stat for a Prime). Cell throws the disc, where it travels at the speed of an arrow and moves in a straight line. (The attack is the same; Kienzan and Death Saucer are the same basic attack but with a different aesthetic).

Taiyoken (Solar Flare) (Area Attack, Debuff) (300) - Cell spreads his fingers and raises his hands to either side of his face. After three seconds, Cell yells the attack's name (Taiyoken!) and a blaring white light engulfs the area around him for 100 metres, where Cell is the centre point (ie. 50 metres in all directions from Cell's position). Anyone in the vicinity is blinded by the light, causing moderate eye discomfort. This attack even works for those who might close their eyes if they know what's coming. The blinding effects last for ten seconds. Cell can only perform this once during a battle.

Taiyoken - Is this blocked by walls and other physical obstructions? Or does the light completely fill every space in the area? I'll leave the final ruling to another staffer's judgement since I don't want to nerf down your move if it doesn't need it. But 3 seconds to blind everyone in a 100m diameter sphere for 10 seconds is pretty strong.

Taiyoken can be blocked by physical objects but the light is still incredibly bright around it so it wouldn't make much of a difference. What if I changed the duration to five seconds with some minor blurring of the eyes (more rp fodder) for a few more seconds?
[Image: gdc0h.gif]
I want to make an astehtic change to this super. Let me know if it's okay.

Tier 1 Offensive -Enuma Elish
Gilgamesh uses his most sacred weapon Ea and he brings his weapon back to channel his most powerful attack. The sections of the sword begin to rotate rapidly and the runes begin to emanate a bright red light that spirals around the weapon. After a few seconds he cries "Enuma Elish" and a bright red beam of pure energy flies out in a path before him.

Changed to

Tier 1 Offensive- Opening the Gates (Requires Ranged, Ranged Materialized)

Gilgamesh is very irritated at all of the mongrels who oppose them and decides that their deaths would please him. Gilgamesh in his fury opens his arsenal even wider, having close to fifty weapons peak out of his golden gates. With a sharp jolt, they will point at the target of his wrath before he fires them in a blind torrent. Not nearly all of the weapons will hit their mark, but Gilgamesh makes sure to send enough that the target is hurt.
[Image: GilgameshDAsig_zpsecqjfngm.png][Image: NB_BadgeRight.png][Image: RhzfCY6.gif] - Credit to Ezzy
Aaaand a few last ones. One straightforward and 2 that are definitely... iffy, and don't know if they'd work or not.

Whirlwind of Bills (Area Attack, Debuff) (300):
Jo’on throws money at her enemy! No, really. After digging through her godly aura for 3 seconds, she wrenches thousands of dollars worth of paper bills free from the confines of her golden flames and throws them forward with so much strength that they're whipped up into a powerful twister, measuring up to 3 meters tall and 1 meter wide, which flies forward about 10 meters. This whirlwind rages for 2 seconds, holding enough force within it to throw any poor sap caught within it off their feet and spin them around. While it doesn't do any damage outright, it leaves enemies dizzy and easier to punch for about 2 seconds after the winds fade away, and an enemy that's too busy spinning around is an enemy that she doesn't have to worry about being attacked by. Of course, throwing things as light as bills as hard as she does hurts. While it only wears her out marginally, it does put a strain on her arm, and overuse will lead to her throwing out her arm/wrenching her shoulder eventually. Technically, she could do this without literally throwing money away, but where's the fun in that? She has more than enough cash to spare anyway so why not?

And the two wonky ones

Repossession (Physical Strength, Debuff) (300):
A much nicer word than ‘stealing.’ Sometimes something other than bling or cash catches Jo’on’s eye. Perhaps it’s a fancy weapon or an expensive device. Whatever it is, Jo’on wants it. So she takes it. After charging all of her godly aura for 8 seconds (a charge that requires all of her concentration, but can move around during), she unleashes a devastating, golden-wrapped punch right towards her enemy, with the intention of knocking them out of their senses for just a few seconds. If she successfully hits, her enemy is stunned for just long enough that she can take that shiny thing that caught her eye without having to fight over it. She can only take one thing, and it can’t be an artefact or consumable. Only item/weapon moves - things that she could feasibly take off their person - can be repossessed. Once she has it, she simply... stashes it away, somewhere. She can’t use it herself so that’s all she can really do. If it’s small enough that she can shove it into her purse, that’s where it goes. Or maybe she squirrels it away in her godly aura for retrieval later. Either way, it’s gone. Very gone. Her ability to make people lose their assets makes it so that things that would allow someone to wrest control of it back from Jo’on (such as dissolving the weapon, resummoning it, grabbing it with telekinesis, etc.) just... don’t work. For all intents and purposes, she owns it now. However, they can still make a new one much, much faster than if they had to form a completely new one out of Omnilium. 15 seconds of concentration is all it takes to get a replacement, but Jo’on still keeps the one she “repossessed.” Of course, they could also just hit her really hard and knock it out of her aura, if that's where she stored it (following the rules of her Pestilence God's Aura, all it takes is a hit strong enough to knock her off her feet). Or just beat her and force her to give it back. The combined wear of both charging up that powerful, stunning punch and repossessing the item so that it’s irretrievable means that she can’t use this move more than once in a fight. It’s just too draining.
Of course, should she win a fight, she could just take the things anyway (and could even take things that she couldn't feasibly mug them for), but that's not nearly as fun. She enjoys being hated by people, so taking something of theirs mid-battle is right up her alley. 

T2 Super Utility: Possession Stripping "Slave Robber" (Physical, Debuff, Fusion, Symbiosis) (800):
Having decided that she's had enough of people getting along and being allies, Jo'on decides to steal herself an ally of her own. Using the tricks she learned from the Perfect Possession incident, she simply hurls herself at a fusion and rips one of the participating members right out of it, before forcefully fusing with them. They must have fusion for this work, so she can't steal the partner of someone with Symbiosis, she can only steal the one with Fusion and Symbiosis. Being as this is Perfect Possession, the person she steals acts entirely to her will for one post, preventing them from fighting the fusion from the inside. This move can be blocked by Super Defenses of the same level or higher, and Jo'on also must pay the fusion cost for it, making it cost 1 extra SP. Additionally, she cannot use her foe's SP/HP (in the case of lifeburn) to power any moves or abilities, nor can she use any consumables or artefacts. She also takes all the damage the fusion takes, her slave taking no damage during this time.
Though it's not strictly 'stealing' herself a partner, she can also use this move to forcefully fuse with someone after she's defeated them in battle. Which she usually does to make them spend all their (IC) money on extravagant things. That she then takes.
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
(04-24-2018, 08:38 PM)Cell Wrote: [spoiler]
(04-24-2018, 07:07 PM)Dane Regan Wrote:
(04-24-2018, 06:31 PM)Cell Wrote: Taiyoken (Solar Flare) (Area Attack, Debuff) (300) - Cell spreads his fingers and raises his hands to either side of his face. After three seconds, Cell yells the attack's name (Taiyoken!) and a blaring white light engulfs the area around him for 100 metres, where Cell is the centre point (ie. 50 metres in all directions from Cell's position). Anyone in the vicinity is blinded by the light, causing moderate eye discomfort. This attack even works for those who might close their eyes if they know what's coming. The blinding effects last for ten seconds. Cell can only perform this once during a battle.

Taiyoken - Is this blocked by walls and other physical obstructions? Or does the light completely fill every space in the area? I'll leave the final ruling to another staffer's judgement since I don't want to nerf down your move if it doesn't need it. But 3 seconds to blind everyone in a 100m diameter sphere for 10 seconds is pretty strong.

Taiyoken can be blocked by physical objects but the light is still incredibly bright around it so it wouldn't make much of a difference. What if I changed the duration to five seconds with some minor blurring of the eyes (more rp fodder) for a few more seconds?[/spoiler]

Only blinding people for 5 seconds should work, but I think there should be a notable fatigue cost here. Heck, if it was really tiring, you could probably get it for your original time. "Once Per Fight" isn't a super strong drawback (since there's nothing stopping someone from getting a lot of strong single-use moves). But it being really tiring is. Anyway, if you're only using it once per fight, a fatigue cost shouldn't be a problem. Also, one extra question, can Cell move while charging?

(04-24-2018, 09:48 PM)Gilgamesh Wrote: [spoiler]I want to make an astehtic change to this super. Let me know if it's okay.

Tier 1 Offensive -Enuma Elish
Gilgamesh uses his most sacred weapon Ea and he brings his weapon back to channel his most powerful attack. The sections of the sword begin to rotate rapidly and the runes begin to emanate a bright red light that spirals around the weapon. After a few seconds he cries "Enuma Elish" and a bright red beam of pure energy flies out in a path before him.

Changed to

Tier 1 Offensive- Opening the Gates (Requires Ranged, Ranged Materialized)

Gilgamesh is very irritated at all of the mongrels who oppose them and decides that their deaths would please him. Gilgamesh in his fury opens his arsenal even wider, having close to fifty weapons peak out of his golden gates. With a sharp jolt, they will point at the target of his wrath before he fires them in a blind torrent. Not nearly all of the weapons will hit their mark, but Gilgamesh makes sure to send enough that the target is hurt.[/spoiler]

50 swords is quite a lot for a T1. I'd tone that down if I were you. Also, what sort of speed do they fly at? Arrow speed?

(04-25-2018, 08:32 PM)Clownpiece Wrote: [spoiler]Aaaand a few last ones. One straightforward and 2 that are definitely... iffy, and don't know if they'd work or not.

Whirlwind of Bills (Area Attack, Debuff) (300):
Jo’on throws money at her enemy! No, really. After digging through her godly aura for 3 seconds, she wrenches thousands of dollars worth of paper bills free from the confines of her golden flames and throws them forward with so much strength that they're whipped up into a powerful twister, measuring up to 3 meters tall and 1 meter wide, which flies forward about 10 meters. This whirlwind rages for 2 seconds, holding enough force within it to throw any poor sap caught within it off their feet and spin them around. While it doesn't do any damage outright, it leaves enemies dizzy and easier to punch for about 2 seconds after the winds fade away, and an enemy that's too busy spinning around is an enemy that she doesn't have to worry about being attacked by. Of course, throwing things as light as bills as hard as she does hurts. While it only wears her out marginally, it does put a strain on her arm, and overuse will lead to her throwing out her arm/wrenching her shoulder eventually. Technically, she could do this without literally throwing money away, but where's the fun in that? She has more than enough cash to spare anyway so why not?

And the two wonky ones

Repossession (Physical Strength, Debuff) (300):
A much nicer word than ‘stealing.’ Sometimes something other than bling or cash catches Jo’on’s eye. Perhaps it’s a fancy weapon or an expensive device. Whatever it is, Jo’on wants it. So she takes it. After charging all of her godly aura for 8 seconds (a charge that requires all of her concentration, but can move around during), she unleashes a devastating, golden-wrapped punch right towards her enemy, with the intention of knocking them out of their senses for just a few seconds. If she successfully hits, her enemy is stunned for just long enough that she can take that shiny thing that caught her eye without having to fight over it. She can only take one thing, and it can’t be an artefact or consumable. Only item/weapon moves - things that she could feasibly take off their person - can be repossessed. Once she has it, she simply... stashes it away, somewhere. She can’t use it herself so that’s all she can really do. If it’s small enough that she can shove it into her purse, that’s where it goes. Or maybe she squirrels it away in her godly aura for retrieval later. Either way, it’s gone. Very gone. Her ability to make people lose their assets makes it so that things that would allow someone to wrest control of it back from Jo’on (such as dissolving the weapon, resummoning it, grabbing it with telekinesis, etc.) just... don’t work. For all intents and purposes, she owns it now. However, they can still make a new one much, much faster than if they had to form a completely new one out of Omnilium. 15 seconds of concentration is all it takes to get a replacement, but Jo’on still keeps the one she “repossessed.” Of course, they could also just hit her really hard and knock it out of her aura, if that's where she stored it (following the rules of her Pestilence God's Aura, all it takes is a hit strong enough to knock her off her feet). Or just beat her and force her to give it back. The combined wear of both charging up that powerful, stunning punch and repossessing the item so that it’s irretrievable means that she can’t use this move more than once in a fight. It’s just too draining.
Of course, should she win a fight, she could just take the things anyway (and could even take things that she couldn't feasibly mug them for), but that's not nearly as fun. She enjoys being hated by people, so taking something of theirs mid-battle is right up her alley. 

T2 Super Utility: Possession Stripping "Slave Robber" (Physical, Debuff, Fusion, Symbiosis) (800):
Having decided that she's had enough of people getting along and being allies, Jo'on decides to steal herself an ally of her own. Using the tricks she learned from the Perfect Possession incident, she simply hurls herself at a fusion and rips one of the participating members right out of it, before forcefully fusing with them. They must have fusion for this work, so she can't steal the partner of someone with Symbiosis, she can only steal the one with Fusion and Symbiosis. Being as this is Perfect Possession, the person she steals acts entirely to her will for one post, preventing them from fighting the fusion from the inside. This move can be blocked by Super Defenses of the same level or higher, and Jo'on also must pay the fusion cost for it, making it cost 1 extra SP. Additionally, she cannot use her foe's SP/HP (in the case of lifeburn) to power any moves or abilities, nor can she use any consumables or artefacts. She also takes all the damage the fusion takes, her slave taking no damage during this time.
Though it's not strictly 'stealing' herself a partner, she can also use this move to forcefully fuse with someone after she's defeated them in battle. Which she usually does to make them spend all their (IC) money on extravagant things. That she then takes.[/spoiler]

Whirlwind of Bills: Can she move while digging through her godly aura? Or does she have to stand still? Or can she only move at half speed? (Also, list Ranged Prof too, since you missed it out at the top)

I'll leave Repossession and your T2 Utility for a higher up. (Although you'll need to be patient, it might take a while.)
Whirlwind of Bills (Ranged, Area Attack, Debuff) (300):
Jo’on throws money at her enemy! No, really. After standing still and digging through her godly aura for 3 seconds, she wrenches thousands of dollars worth of paper bills free from the confines of her golden flames and throws them forward with so much strength that they're whipped up into a powerful twister, measuring up to 3 meters tall and 1 meter wide, which flies forward about 10 meters. This whirlwind rages for 2 seconds, holding enough force within it to throw any poor sap caught within it off their feet and spin them around. While it doesn't do any damage outright, it leaves enemies dizzy and easier to punch for about 2 seconds after the winds fade away, and an enemy that's too busy spinning around is an enemy that she doesn't have to worry about being attacked by. Of course, throwing things as light as bills as hard as she does hurts. While it only wears her out marginally, it does put a strain on her arm, and overuse will lead to her throwing out her arm/wrenching her shoulder eventually. Technically, she could do this without literally throwing money away, but where's the fun in that? She has more than enough cash to spare anyway so why not?

Edits in Bold
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
(04-26-2018, 04:19 PM)Clownpiece Wrote: [spoiler]Whirlwind of Bills (Ranged, Area Attack, Debuff) (300):
Jo’on throws money at her enemy! No, really. After standing still and digging through her godly aura for 3 seconds, she wrenches thousands of dollars worth of paper bills free from the confines of her golden flames and throws them forward with so much strength that they're whipped up into a powerful twister, measuring up to 3 meters tall and 1 meter wide, which flies forward about 10 meters. This whirlwind rages for 2 seconds, holding enough force within it to throw any poor sap caught within it off their feet and spin them around. While it doesn't do any damage outright, it leaves enemies dizzy and easier to punch for about 2 seconds after the winds fade away, and an enemy that's too busy spinning around is an enemy that she doesn't have to worry about being attacked by. Of course, throwing things as light as bills as hard as she does hurts. While it only wears her out marginally, it does put a strain on her arm, and overuse will lead to her throwing out her arm/wrenching her shoulder eventually. Technically, she could do this without literally throwing money away, but where's the fun in that? She has more than enough cash to spare anyway so why not?

Edits in Bold[/spoiler]

Approved.
If i reduced taiyokens effective range to 50 metres instead of 100 and only for those in front of him, would that stop the need for fatigue?
[Image: gdc0h.gif]
(04-26-2018, 04:12 PM)Dane Regan Wrote:
(04-24-2018, 08:38 PM)Cell Wrote: [spoiler]
(04-24-2018, 07:07 PM)Dane Regan Wrote:
(04-24-2018, 06:31 PM)Cell Wrote: Taiyoken (Solar Flare) (Area Attack, Debuff) (300) - Cell spreads his fingers and raises his hands to either side of his face. After three seconds, Cell yells the attack's name (Taiyoken!) and a blaring white light engulfs the area around him for 100 metres, where Cell is the centre point (ie. 50 metres in all directions from Cell's position). Anyone in the vicinity is blinded by the light, causing moderate eye discomfort. This attack even works for those who might close their eyes if they know what's coming. The blinding effects last for ten seconds. Cell can only perform this once during a battle.

Taiyoken - Is this blocked by walls and other physical obstructions? Or does the light completely fill every space in the area? I'll leave the final ruling to another staffer's judgement since I don't want to nerf down your move if it doesn't need it. But 3 seconds to blind everyone in a 100m diameter sphere for 10 seconds is pretty strong.

Taiyoken can be blocked by physical objects but the light is still incredibly bright around it so it wouldn't make much of a difference. What if I changed the duration to five seconds with some minor blurring of the eyes (more rp fodder) for a few more seconds?[/spoiler]

Only blinding people for 5 seconds should work, but I think there should be a notable fatigue cost here. Heck, if it was really tiring, you could probably get it for your original time. "Once Per Fight" isn't a super strong drawback (since there's nothing stopping someone from getting a lot of strong single-use moves). But it being really tiring is. Anyway, if you're only using it once per fight, a fatigue cost shouldn't be a problem. Also, one extra question, can Cell move while charging?

(04-24-2018, 09:48 PM)Gilgamesh Wrote: [spoiler]I want to make an astehtic change to this super. Let me know if it's okay.

Tier 1 Offensive -Enuma Elish
Gilgamesh uses his most sacred weapon Ea and he brings his weapon back to channel his most powerful attack. The sections of the sword begin to rotate rapidly and the runes begin to emanate a bright red light that spirals around the weapon. After a few seconds he cries "Enuma Elish" and a bright red beam of pure energy flies out in a path before him.

Changed to

Tier 1 Offensive- Opening the Gates (Requires Ranged, Ranged Materialized)

Gilgamesh is very irritated at all of the mongrels who oppose them and decides that their deaths would please him. Gilgamesh in his fury opens his arsenal even wider, having close to fifty weapons peak out of his golden gates. With a sharp jolt, they will point at the target of his wrath before he fires them in a blind torrent. Not nearly all of the weapons will hit their mark, but Gilgamesh makes sure to send enough that the target is hurt.[/spoiler]

50 swords is quite a lot for a T1. I'd tone that down if I were you. Also, what sort of speed do they fly at? Arrow speed?

(04-25-2018, 08:32 PM)Clownpiece Wrote: [spoiler]Aaaand a few last ones. One straightforward and 2 that are definitely... iffy, and don't know if they'd work or not.

Whirlwind of Bills (Area Attack, Debuff) (300):
Jo’on throws money at her enemy! No, really. After digging through her godly aura for 3 seconds, she wrenches thousands of dollars worth of paper bills free from the confines of her golden flames and throws them forward with so much strength that they're whipped up into a powerful twister, measuring up to 3 meters tall and 1 meter wide, which flies forward about 10 meters. This whirlwind rages for 2 seconds, holding enough force within it to throw any poor sap caught within it off their feet and spin them around. While it doesn't do any damage outright, it leaves enemies dizzy and easier to punch for about 2 seconds after the winds fade away, and an enemy that's too busy spinning around is an enemy that she doesn't have to worry about being attacked by. Of course, throwing things as light as bills as hard as she does hurts. While it only wears her out marginally, it does put a strain on her arm, and overuse will lead to her throwing out her arm/wrenching her shoulder eventually. Technically, she could do this without literally throwing money away, but where's the fun in that? She has more than enough cash to spare anyway so why not?

And the two wonky ones

Repossession (Physical Strength, Debuff) (300):
A much nicer word than ‘stealing.’ Sometimes something other than bling or cash catches Jo’on’s eye. Perhaps it’s a fancy weapon or an expensive device. Whatever it is, Jo’on wants it. So she takes it. After charging all of her godly aura for 8 seconds (a charge that requires all of her concentration, but can move around during), she unleashes a devastating, golden-wrapped punch right towards her enemy, with the intention of knocking them out of their senses for just a few seconds. If she successfully hits, her enemy is stunned for just long enough that she can take that shiny thing that caught her eye without having to fight over it. She can only take one thing, and it can’t be an artefact or consumable. Only item/weapon moves - things that she could feasibly take off their person - can be repossessed. Once she has it, she simply... stashes it away, somewhere. She can’t use it herself so that’s all she can really do. If it’s small enough that she can shove it into her purse, that’s where it goes. Or maybe she squirrels it away in her godly aura for retrieval later. Either way, it’s gone. Very gone. Her ability to make people lose their assets makes it so that things that would allow someone to wrest control of it back from Jo’on (such as dissolving the weapon, resummoning it, grabbing it with telekinesis, etc.) just... don’t work. For all intents and purposes, she owns it now. However, they can still make a new one much, much faster than if they had to form a completely new one out of Omnilium. 15 seconds of concentration is all it takes to get a replacement, but Jo’on still keeps the one she “repossessed.” Of course, they could also just hit her really hard and knock it out of her aura, if that's where she stored it (following the rules of her Pestilence God's Aura, all it takes is a hit strong enough to knock her off her feet). Or just beat her and force her to give it back. The combined wear of both charging up that powerful, stunning punch and repossessing the item so that it’s irretrievable means that she can’t use this move more than once in a fight. It’s just too draining.
Of course, should she win a fight, she could just take the things anyway (and could even take things that she couldn't feasibly mug them for), but that's not nearly as fun. She enjoys being hated by people, so taking something of theirs mid-battle is right up her alley. 

T2 Super Utility: Possession Stripping "Slave Robber" (Physical, Debuff, Fusion, Symbiosis) (800):
Having decided that she's had enough of people getting along and being allies, Jo'on decides to steal herself an ally of her own. Using the tricks she learned from the Perfect Possession incident, she simply hurls herself at a fusion and rips one of the participating members right out of it, before forcefully fusing with them. They must have fusion for this work, so she can't steal the partner of someone with Symbiosis, she can only steal the one with Fusion and Symbiosis. Being as this is Perfect Possession, the person she steals acts entirely to her will for one post, preventing them from fighting the fusion from the inside. This move can be blocked by Super Defenses of the same level or higher, and Jo'on also must pay the fusion cost for it, making it cost 1 extra SP. Additionally, she cannot use her foe's SP/HP (in the case of lifeburn) to power any moves or abilities, nor can she use any consumables or artefacts. She also takes all the damage the fusion takes, her slave taking no damage during this time.
Though it's not strictly 'stealing' herself a partner, she can also use this move to forcefully fuse with someone after she's defeated them in battle. Which she usually does to make them spend all their (IC) money on extravagant things. That she then takes.[/spoiler]

Whirlwind of Bills: Can she move while digging through her godly aura? Or does she have to stand still? Or can she only move at half speed? (Also, list Ranged Prof too, since you missed it out at the top)

I'll leave Repossession and your T2 Utility for a higher up. (Although you'll need to be patient, it might take a while.)



So I wasn't tryign to send a full 50 swords at a peerson. I was mostly doing the amount for showing offness and flavor but only a few of the swords would hit and that's what would do the damage. My current regular move lets me send 20 with bad accuracy so I wans't sure of a good translation.

Tier 1 Offensive- Opening the Gates (Requires Ranged, Ranged Materialized)

Gilgamesh is very irritated at all of the mongrels who oppose them and decides that their deaths would please him. Gilgamesh in his fury opens his arsenal even wider, having close to fifty weapons peak out of his golden gates. With a sharp jolt, they will point at the target of his wrath before he fires them in a blind torrent. Not nearly all of the weapons will hit their mark, but Gilgamesh makes sure to send enough that the target is hurt. The swords fly out about as fast as arrows.
[Image: GilgameshDAsig_zpsecqjfngm.png][Image: NB_BadgeRight.png][Image: RhzfCY6.gif] - Credit to Ezzy
Stardust rod (300 om): Shantotto’s personal mage staff, this two foot long weapon is nearly the same size as the mage who wields it. This weapon serves as a conduit to channel her spells.

It is best described as a polished wooden staff with gold embellishment holding a large opal like crystal focus on the tip held in place by more gold.

Summoning the stardust rod takes only the blink of an eye, shantotto can keep the weapon on her back at all times to reduce the need to summon it. The rod itself is a fragile tool and can break if struck hard.
The stardust rod is capable of being used to create pulses of dark magic to divert incoming attacks, The burst acts as a reactive force to the incoming strike countering it with a similar counter directional force to divert it away. Doing so requires enough time for Shantotto to react and a 1/4th second to focus. As well as a small amount of her stamina however constantly using this to redirect incoming blows can quickly tire her out.

Blows that manage to strike the Stardust rod will often shatter its focus (the crystal orb on the tip, and heavy strikes risk breaking the rod entirely. Forcing her to resummon it should it be broken.)
Weapons of War (300) - Requires Physical Strength, Buff Proficiency

[spoiler] Using the same black iron that comprises his natural weaponry Kuzuru is able to forge more conventional weapons for his allies. Kuzuru extends his hand and over the course of five seconds a sword made from black iron worms its way free from beneath the skin on his palm. The sword's blade can range from 35 to 40 inches long with a hilt ranging from 8 to 10 inches long; whatever is most comfortable for the sword's eventual wielder. Its shape is reminiscent to that of a standard European longsword with a straight double-edged blade made from black metal. Kuzuru can create up to ten of these weapons. Kuzuru will not use these blades himself as he finds them unwieldly compared to his natural weapons, he will however give them to an ally in need. As long as the weapon stays within 50 feet of Kuzuru it will not degrade, however should it leave this radius it will eventually crumble to dust after an hour has passed. [/spoiler]
[Image: ZzG0TJ9.png]    

[Image: AshenBladeBadge.png]
Flames of Azzinoth (Tier 1 Assist) (1000) - from his demon forged blades, Illidan can summon a fiery elemental to do his bidding. Standing at four inches tall, the Flames of Azzinoth is a muscular, humanoid demon shaped within felfire and completely subservient to the wielder of the warglaives. The FoA can perform the same attacks as Illidan.

ATK: 2
DEF: 1
SPD: 1
TEC: 1

[Image: Flame_of_Azzinoth_TCG.png]

Fel Sphere (Ranged, Area Attack) (300) - Illidan charges fel energies in his body for three seconds, unable to move or attack, and then throws his arms wide. The gathered magic expands as a dome from Illidan's body, its size starting at Illidan's dimensions. It grows in all directions until it has travelled five metres from Illidan's body. The strength of the magic blast is strongest right beside the demon hunter and weakens until it only knocks someone backwards at its end. This attack is great for dealing with a large group of weak enemies.

Illusion (Telepathy, Ranged Materialise) (300) - Illidan gathers power for three seconds, then reaches out with his hand. An image of a terrifying demon suddenly rising up from the ground appears right before the target, breaking their focus from Illidan for three seconds. Stormrage uses this technique generally as a distraction so he can escape.
[Image: illidansig2.jpg]
Illusion: Chains of justice 300 OM (Debuff and homing prof) - two blue energy coated metal chains appear from below ground. Both of which focus the same single target and fly towards it in an attempt to chain the target. Once successful they pin the target to the ground. When a target is pinned down the chains will disappear 5 seconds after succeeding their goal. A target with high strength may be able to break the chains. They have a reach of 30 meter and fly at a speed equal to Kanda’s current spd stat. The chains will not damage the target, merely incapacitate them.

Utility Super move. (Debuff and time manipulation) Sphere of judgement 800 OM: With Kanda at the centre he emits a dark blue sphere to all directions. When Kanda moves, the sphere moves with him. Inside this sphere the innocence energy manipulates the laws of physics. Items, weapons, people, projectiles that are caught in the sphere are all slowed down. Depending on the range of the sphere it will decrease the spd of the objects / persons.
15 meters: -1 spd
10 meters: -2 spd
5 meters: -3 spd
2 meter:-4 spd
Kanda is able to increase or decrease the radius.

1SP per turn


Tier 2 assist: Illusion: Clone 1500 OM : Kanda’s tattoo shines bright with energy, Emerging from within the exorcist a clone appears. At first he appears to consist out of nothing but pure innocence energy, but after 20 seconds you can’t see a difference between them. It doesn’t speak, it instinctively knows how and what to attack. The clone is more durable than the original, though it doesn’t hit as hard. The innocence physically links them, if one receives a wound, so does the other. If the clone would take fatal damage the link is immediately broken in order to protect the exorcist. This link makes it near impossible to determine who is the real Kanda.

ATK:1
DEF:3
SPD:4
TEC:4

2sp per turn

illusion: Deathwind(300 OM) : when double illusion sword is active Kanda spins his energy sword. He is then able to throw it and guide it through the air by the energy link between his original sword Mugen and the energy sword. The maximal reach of the energy link is 15 meters. As long as the blade is in the air it keeps spinning. The damage it causes is equal to the normal sword damage it would do if it was normally wielded. Kanda’s speed is lowered slightly while using this move, this move is more difficult to control as apposed to normal dual wield.
[Image: giphy.gif]
You're naive. We're destroyers, not saviors. - Yu Kanda
Move Approval for Tia Dalma, my NPC submission.

Zombie Companion (300 OM): Calling upon her latent necromantic powers, after a few minutes of concentration Tia Dalma can raise a human or animal (within 20 yards) from the dead to serve as her companion.  In combat, the mindless companion will attack the closest target mindlessly in defense of its master, and cannot wield weapons or armor, performing only biting attacks and clumsy punches.  (This zombie does not cause those it bites to become zombies.)  Outside of combat, the zombie is a faithful servant used to perform menial tasks and act as a sentry to protect Tia Dalma's island haven in the Vasty Deep.  (Not sure if this should cost 600 OM for the out of combat capability.)  Much like a regular zombie, removing or bludgeoning the head will neutralize it, but it will persist through the loss of limbs or wounds that would otherwise be fatal.

Past and Future (600 OM): By concentrating briefly on a willing host, Tia Dalma can see their past and/or future (Insight/Foresight Powers) in great detail, often discerning details of which the host itself is unaware.  In combat or against an unwilling host, this move functions exactly like the Insight power's description and pits Tia Dalma's TEC against the enemy.

Fair Winds and Following Seas (900 OM): The Sea Goddess has an innate control over the weather while near water, able to conjure or quell wind, waves, and dangerous storm clouds to aid allies or impede and attack enemies after several seconds of concentration (Ranged Proficiency, Area Attack Proficiency, Area Defense Proficiency, Debuff Proficiency[?]).  In combat, Tia Dalma can conjure a strong gust of wind capable of toppling large enemies over and throwing medium and small enemies several feet.  Similarly, Tia Dalma can conjure ten-foot (is this appropriate?) waves to batter large enemies and sweep medium and small enemies several feet along the ground.  Finally, Tia Dalma can conjure a rippling storm cloud that unleashes several indiscriminate bolts of lightning, harming both friends and foes caught in their path.

Cure (300 OM): By concentrating for a few minutes to several days (depending on the severity of the affliction) on an ally, Tia Dalma can remove deadly toxins and diseases from her target. (Sadly, Whirda's contagion is too sophisticated for such a simple fix.)  This move cannot cure martial wounds, but can cure everything from the common cold to the venom of a deadly serpent to the most dangerous diseases.

Voodoo Doll (300 OM): After several seconds of concentration, Tia Dalma tethers the soul of an enemy to one of several tiny voodoo dolls she carries in a pouch on her belt (Debuff Proficiency, Remote Control Proficiency[?]).  While weak, non-Prime enemies are tethered, Tia Dalma can manipulate the doll, causing her enemy to mirror any movements the doll makes.  Poking the doll with needles will cause sharp pain in the affected area but does not deal lasting damage or create open wounds.  Against enemy Primes this move functions similarly but its effectiveness depends on the enemy's TEC.

Healing Stream (300 OM): Tia Dalma conjures a constant stream of healing energy for as long as she concentrates on an ally (Healing Power, Ranged Proficiency).

Calypso's Maelstrom (Tier 1 Offensive Super Move, 600 OM): Tia Dalma conjures a massive maelstrom thirty feet across, quite similar to a condensed hurricane.  Enemies near the maelstrom will be sucked in by its powerful winds and tossed like a ragdoll while skeins of rippling electricity shock and burn them and freezing rain pelts them.  The maelstrom lasts just twenty to thirty seconds unless there is a water source to sustain it, whereupon it lasts up to a few minutes.
Tier 1 Super Utility: Acid Pain
[Image: Relic.png]
After years of dedicated research, Jack has discovered the means to create Eridium Relics of his own design. Acid Pain is one such Relic. When activated, it bestows an Acid element to all of Jack's basic weaponry (standard Moves which deal damage). This Acid element provides no benefit when used against an opponent's actual body, but munitions with an Acid coating deal approximately twice as much damage to the environment and to protection barriers (standard "shield" type Moves, but not Super Defenses or Utilities). It takes roughly one second to activate the Relic and it lasts for a short duration (approximately 1 round), though Jack can maintain the effect by continuing to power the Relic (spend SP).
[Image: Jacksig.png]
M2 Flamethrower, Tier 1 Super Move (600):
[Image: M2a12.jpg]
A flamethrower that Jacket has had experience with back in the war on Hawaii. It weighs 43 pounds while empty but with a full tank, the weight goes up to 68 pounds. The feed system carries two gallons of napalm/gasoline in the tank. There are straps on the backside of the tank so this weapon is able to be carried around like a backpack. A makeshift gun sprayer is connected to a hose that leads to the tank allowing a flow of the fuel. The effective firing range is at 65 1⁄2 feet but the maximum range is up to 132 feet. No iron sights come with this tool of war since it is spray and pray time when the trigger is pulled. A stream of napalm mixed with gasoline sprays out sort of like a fire hose is with water but spreads toward the end of its reach Both hands are required to operate by holding the two grips. Anything that isn't fireproof will catch on fire once firepower of this weapon makes contact with the surface. The time for this weapon to deplete the fuel is a minute if the usage is in an unceasing way. Jacket does have the ability to preserve fuel if he wants to change position or be smart about how much he uses this flamethrower. Whoever is touched by the fire but avoids being sprayed repeatedly will have an after effect of them burning for a duration of a round. Full damage is dealt by the target if he or she is constantly being torched but the after effect is half of that damage. Once the round is up, they will be distinguished but still damaged. Once Jacket uses all the fuel up, the flamethrower will disappear into omnilium thus the move is over.

Tier 2 Power Up (1500):
Graham Mask
[Image: 480?cb=20150311042604]
ATK: +3
DEF: +2
SPD: +3
TEC: +2
[Image: 67857178B013071EE183FE5B7C3D87F4438C6BB8]
[Image: westside.png] 
Pending:
>Handsome Jack's Acid Pain Super Utility.
>Clownpiece's Repossession and T2 Utility.
>(My) Ebony's moves.



Cell:
[spoiler]
(04-26-2018, 05:40 PM)Cell Wrote: If i reduced taiyokens effective range to 50 metres instead of 100 and only for those in front of him, would that stop the need for fatigue?

I mean, you're still blinding a lot of people just for 3 seconds of charging up. You should really have some fatigue. It doesn't have to completely debilitate you or anything.[/spoiler]
Gilgamesh:
[spoiler]
(04-26-2018, 06:39 PM)Gilgamesh Wrote: So I wasn't tryign to send a full 50 swords at a peerson. I was mostly doing the amount for showing offness and flavor but only a few of the swords would hit and that's what would do the damage. My current regular move lets me send 20 with bad accuracy so I wans't sure of a good translation.

Tier 1 Offensive- Opening the Gates (Requires Ranged, Ranged Materialized)

Gilgamesh is very irritated at all of the mongrels who oppose them and decides that their deaths would please him. Gilgamesh in his fury opens his arsenal even wider, having close to fifty weapons peak out of his golden gates. With a sharp jolt, they will point at the target of his wrath before he fires them in a blind torrent. Not nearly all of the weapons will hit their mark, but Gilgamesh makes sure to send enough that the target is hurt. The swords fly out about as fast as arrows.

Approved.[/spoiler]
Shantotto:
[spoiler]
(04-26-2018, 07:13 PM)Shantotto Wrote: Stardust rod (300 om): Shantotto’s personal mage staff, this two foot long weapon is nearly the same size as the mage who wields it. This weapon serves as a conduit to channel her spells.

It is best described as a polished wooden staff with gold embellishment holding a large opal like crystal focus on the tip held in place by more gold.

Summoning the stardust rod takes only the blink of an eye, shantotto can keep the weapon on her back at all times to reduce the need to summon it. The rod itself is a fragile tool and can break if struck hard.
The stardust rod is capable of being used to create pulses of dark magic to divert incoming attacks, The burst acts as a reactive force to the incoming strike countering it with a similar counter directional force to divert it away. Doing so requires enough time for Shantotto to react and a 1/4th second to focus. As well as a small amount of her stamina however constantly using this to redirect incoming blows can quickly tire her out.

Blows that manage to strike the Stardust rod will often shatter its focus (the crystal orb on the tip, and heavy strikes risk breaking the rod entirely. Forcing her to resummon it should it be broken.)

>Add the proficiencies you need.
>State that this can't be used for melee attacks (like hitting people), or for physically blocking a sword swing - just to make it obvious. Otherwise, it'll need physical strength and 300 more OM.
>How strong is the redirect?
>The rod's durability isn't a drawback since you can resummon it instantly with no fatigue.[/spoiler]
Kuzuru:
[spoiler]
(04-26-2018, 07:37 PM)Kuzuru Wrote: Weapons of War (300) - Requires Physical Strength, Buff Proficiency

Using the same black iron that comprises his natural weaponry Kuzuru is able to forge more conventional weapons for his allies. Kuzuru extends his hand and over the course of five seconds a sword made from black iron worms its way free from beneath the skin on his palm. The sword's blade can range from 35 to 40 inches long with a hilt ranging from 8 to 10 inches long; whatever is most comfortable for the sword's eventual wielder. Its shape is reminiscent to that of a standard European longsword with a straight double-edged blade made from black metal. Kuzuru can create up to ten of these weapons. Kuzuru will not use these blades himself as he finds them unwieldly compared to his natural weapons, he will however give them to an ally in need. As long as the weapon stays within 50 feet of Kuzuru it will not degrade, however should it leave this radius it will eventually crumble to dust after an hour has passed.

Approved.[/spoiler]
Illidan Stormrage:
[spoiler]
(04-27-2018, 08:34 AM)Illidan Stormrage Wrote: Flames of Azzinoth (Tier 1 Assist) (1000) - from his demon forged blades, Illidan can summon a fiery elemental to do his bidding. Standing at four inches tall, the Flames of Azzinoth is a muscular, humanoid demon shaped within felfire and completely subservient to the wielder of the warglaives. The FoA can perform the same attacks as Illidan.

ATK: 2
DEF: 1
SPD: 1
TEC: 1

[Image: Flame_of_Azzinoth_TCG.png]

Fel Sphere (Ranged, Area Attack) (300) - Illidan charges fel energies in his body for three seconds, unable to move or attack, and then throws his arms wide. The gathered magic expands as a dome from Illidan's body, its size starting at Illidan's dimensions. It grows in all directions until it has travelled five metres from Illidan's body. The strength of the magic blast is strongest right beside the demon hunter and weakens until it only knocks someone backwards at its end. This attack is great for dealing with a large group of weak enemies.

Illusion (Telepathy, Ranged Materialise) (300) - Illidan gathers power for three seconds, then reaches out with his hand. An image of a terrifying demon suddenly rising up from the ground appears right before the target, breaking their focus from Illidan for three seconds. Stormrage uses this technique generally as a distraction so he can escape.

Flames of Azzinoth: My understanding is that the minimum size is 3 inches tall and wide. As in, you can't be thinner than 3 inches. So, you'd have a fairly fat demon here (4 inches tall, 3 inches wide). If that fits what you want, then sure: approved.

Fel Sphere: Approved.

Illusion: Can you give a rough size of the demon. Also, add ranged prof as a requirement.[/spoiler]
Yu Kanda:
[spoiler]
(04-27-2018, 10:45 AM)Yu Kanda Wrote: Illusion: Chains of justice 300 OM (Debuff and homing prof) - two blue energy coated metal chains appear from below ground. Both of which focus the same single target and fly towards it in an attempt to chain the target. Once successful they pin the target to the ground. When a target is pinned down the chains will disappear 5 seconds after succeeding their goal. A target with high strength may be able to break the chains. They have a reach of 30 meter and fly at a speed equal to Kanda’s current spd stat. The chains will not damage the target, merely incapacitate them.

Utility Super move. (Debuff and time manipulation) Sphere of judgement 800 OM: With Kanda at the centre he emits a dark blue sphere to all directions. When Kanda moves, the sphere moves with him. Inside this sphere the innocence energy manipulates the laws of physics. Items, weapons, people, projectiles that are caught in the sphere are all slowed down. Depending on the range of the sphere it will decrease the spd of the objects / persons.
15 meters: -1 spd
10 meters: -2 spd
5 meters: -3 spd
2 meter:-4 spd
Kanda is able to increase or decrease the radius.

1SP per turn


Tier 2 assist: Illusion: Clone 1500 OM : Kanda’s tattoo shines bright with energy, Emerging from within the exorcist a clone appears. At first he appears to consist out of nothing but pure innocence energy, but after 20 seconds you can’t see a difference between them. It doesn’t speak, it instinctively knows how and what to attack. The clone is more durable than the original, though it doesn’t hit as hard. The innocence physically links them, if one receives a wound, so does the other. If the clone would take fatal damage the link is immediately broken in order to protect the exorcist. This link makes it near impossible to determine who is the real Kanda.

ATK:1
DEF:3
SPD:4
TEC:4

2sp per turn

illusion: Deathwind(300 OM) : when double illusion sword is active Kanda spins his energy sword. He is then able to throw it and guide it through the air by the energy link between his original sword Mugen and the energy sword. The maximal reach of the energy link is 15 meters. As long as the blade is in the air it keeps spinning. The damage it causes is equal to the normal sword damage it would do if it was normally wielded. Kanda’s speed is lowered slightly while using this move, this move is more difficult to control as apposed to normal dual wield.

Illusion: Chains of justice:
>You need a drawback here. Like fatigue or a charge time.
>How strong are the chains? Is it the target's ATK against yours? (Assuming they have physical strength)
>Add ranged proficiency as a requirement.

Sphere of judgement:
>This needs ranged prof.
>With a T2 debuff, you can only lower a total of 8 stat points for one post (for 2sp), or 4 stat points for a round (also for 2sp). And it needs to be blockable by a super defence. 
>So, sorry. This won't work. You could try to make a general utility that just slows stuff down near you for a full round instead, but if you want to change stats you'll need to follow the normal rules.
>This is a T2, so write 2sp per round rather than 1sp per post.

Illusion: Clone: You can have a clone, but I'm going to say that you'll need to get a move if you want to link damage. Since assists are just statted entities with all your moves and powers and profs - they can't do extra stuff unless you buy that as well.

illusion: Deathwind:
>I know this is an extension of another move, but how big is the sword?
>Also, add the proficiencies you think you need.
>How fast does the sword move/spin?[/spoiler]
Whirda:
[spoiler]
(04-27-2018, 12:44 PM)Whirda Wrote: Move Approval for Tia Dalma, my NPC submission.

Zombie Companion (300 OM): Calling upon her latent necromantic powers, after a few minutes of concentration Tia Dalma can raise a human or animal (within 20 yards) from the dead to serve as her companion.  In combat, the mindless companion will attack the closest target mindlessly in defense of its master, and cannot wield weapons or armor, performing only biting attacks and clumsy punches.  (This zombie does not cause those it bites to become zombies.)  Outside of combat, the zombie is a faithful servant used to perform menial tasks and act as a sentry to protect Tia Dalma's island haven in the Vasty Deep.  (Not sure if this should cost 600 OM for the out of combat capability.)  Much like a regular zombie, removing or bludgeoning the head will neutralize it, but it will persist through the loss of limbs or wounds that would otherwise be fatal.

Past and Future (600 OM): By concentrating briefly on a willing host, Tia Dalma can see their past and/or future (Insight/Foresight Powers) in great detail, often discerning details of which the host itself is unaware.  In combat or against an unwilling host, this move functions exactly like the Insight power's description and pits Tia Dalma's TEC against the enemy.

Fair Winds and Following Seas (900 OM): The Sea Goddess has an innate control over the weather while near water, able to conjure or quell wind, waves, and dangerous storm clouds to aid allies or impede and attack enemies after several seconds of concentration (Ranged Proficiency, Area Attack Proficiency, Area Defense Proficiency, Debuff Proficiency[?]).  In combat, Tia Dalma can conjure a strong gust of wind capable of toppling large enemies over and throwing medium and small enemies several feet.  Similarly, Tia Dalma can conjure ten-foot (is this appropriate?) waves to batter large enemies and sweep medium and small enemies several feet along the ground.  Finally, Tia Dalma can conjure a rippling storm cloud that unleashes several indiscriminate bolts of lightning, harming both friends and foes caught in their path.

Cure (300 OM): By concentrating for a few minutes to several days (depending on the severity of the affliction) on an ally, Tia Dalma can remove deadly toxins and diseases from her target. (Sadly, Whirda's contagion is too sophisticated for such a simple fix.)  This move cannot cure martial wounds, but can cure everything from the common cold to the venom of a deadly serpent to the most dangerous diseases.

Voodoo Doll (300 OM): After several seconds of concentration, Tia Dalma tethers the soul of an enemy to one of several tiny voodoo dolls she carries in a pouch on her belt (Debuff Proficiency, Remote Control Proficiency[?]).  While weak, non-Prime enemies are tethered, Tia Dalma can manipulate the doll, causing her enemy to mirror any movements the doll makes.  Poking the doll with needles will cause sharp pain in the affected area but does not deal lasting damage or create open wounds.  Against enemy Primes this move functions similarly but its effectiveness depends on the enemy's TEC.

Healing Stream (300 OM): Tia Dalma conjures a constant stream of healing energy for as long as she concentrates on an ally (Healing Power, Ranged Proficiency).

Calypso's Maelstrom (Tier 1 Offensive Super Move, 600 OM): Tia Dalma conjures a massive maelstrom thirty feet across, quite similar to a condensed hurricane.  Enemies near the maelstrom will be sucked in by its powerful winds and tossed like a ragdoll while skeins of rippling electricity shock and burn them and freezing rain pelts them.  The maelstrom lasts just twenty to thirty seconds unless there is a water source to sustain it, whereupon it lasts up to a few minutes.

I don't know if we used to do this while you were around before, but currently, it's convention to add the proficiencies required at the top of the move.

Zombie Companion:
>I'd assume this needs homing, since the zombie automatically attacks someone. And ranged prof.
>How long does it take to resurrect the zombie?
>You'll need ranged control and 300 more OM if you want to use the zombie to manipulate stuff at range.

Past and Future:
>Against someone who's willing, since this is an NPC, you can probably just have it as a fodder move. But any future info would just be very vague and not give info like, "you'll fight someone who has a spell that does X" as a cheesy way to get info about a future opponent. Foresight usually only extends for a few seconds at most, so if you want to do anything more it's going to be vague and foddery (without some big drawbacks).
>Insight isn't TEC vs TEC, so the difficulty description doesn't really make sense.

Fair Winds and Following Seas:
>If you want to summon some winds or waves out of combat for weaker utility purposes, you can have that as fodder (but you can't use the wind to make a vehicle travel faster than 80mph or something).
>You'll need to describe the winds, waves, and lightning in more detail. Stuff like time constraints and the like. It might be worth brushing over the checklist in the rules or the top post in this thread and looking over some newer move examples.

Cure:
>If you want to cure an illness not caused by a move, you can have that as fodder move (for free).
>If you want to cure an illness or toxin-based debuff from an opponent, you'll need healing and some drawbacks and time constraints.

Voodoo Doll:
>How long is several seconds? Use a specific number.
>This will need some drawbacks against primes. And a limited usage time.
>You'll need telekinesis (force them to move) or telepathy (command them to move) to make this work.
>This would cost 600 OM. 300 - forcing them to move. 300 - damage.

Healing Stream:
>Applying your healing power at range? Sure. But add a note to this saying that you can only do this for normal healing. You can't spend SP to heal them more - that would require a super move.

Calypso's Maelstrom:
>This should last the same duration every time. You can't get a climate-based advantage. (Although you can get a climate based disadvantage if you choose - but it will be purely detrimental)
>Does this do damage? If not, it's a super utility.
>I can't approve super utilities, so you'll have to wait for a higher up on this one.[/spoiler]
Handsome Jack:
[spoiler]
(04-27-2018, 08:36 PM)Handsome Jack Wrote: Tier 1 Super Utility: Acid Pain
[Image: Relic.png]
After years of dedicated research, Jack has discovered the means to create Eridium Relics of his own design. Acid Pain is one such Relic. When activated, it bestows an Acid element to all of Jack's basic weaponry (standard Moves which deal damage). This Acid element provides no benefit when used against an opponent's actual body, but munitions with an Acid coating deal approximately twice as much damage to the environment and to protection barriers (standard "shield" type Moves, but not Super Defenses or Utilities). It takes roughly one second to activate the Relic and it lasts for a short duration (approximately 1 round), though Jack can maintain the effect by continuing to power the Relic (spend SP).
[/spoiler]
Sorry bro. I can't approve this. You'll have to wait for a senior staffer.

Jacket:
[spoiler]
(04-28-2018, 09:01 PM)Jacket Wrote: M2 Flamethrower, Tier 1 Super Move (600):
[Image: M2a12.jpg]
A flamethrower that Jacket has had experience with back in the war on Hawaii. It weighs 43 pounds while empty but with a full tank, the weight goes up to 68 pounds. The feed system carries two gallons of napalm/gasoline in the tank. There are straps on the backside of the tank so this weapon is able to be carried around like a backpack. A makeshift gun sprayer is connected to a hose that leads to the tank allowing a flow of the fuel. The effective firing range is at 65 1⁄2 feet but the maximum range is up to 132 feet. No iron sights come with this tool of war since it is spray and pray time when the trigger is pulled. A stream of napalm mixed with gasoline sprays out sort of like a fire hose is with water but spreads toward the end of its reach Both hands are required to operate by holding the two grips. Anything that isn't fireproof will catch on fire once firepower of this weapon makes contact with the surface. The time for this weapon to deplete the fuel is a minute if the usage is in an unceasing way. Jacket does have the ability to preserve fuel if he wants to change position or be smart about how much he uses this flamethrower. Whoever is touched by the fire but avoids being sprayed repeatedly will have an after effect of them burning for a duration of a round. Full damage is dealt by the target if he or she is constantly being torched but the after effect is half of that damage. Once the round is up, they will be distinguished but still damaged. Once Jacket uses all the fuel up, the flamethrower will disappear into omnilium thus the move is over.

Tier 2 Power Up (1500):
Graham Mask
[Image: 480?cb=20150311042604]
ATK: +3
DEF: +2
SPD: +3
TEC: +2

M2 Flamethrower: You can't have a super attack that lasts for a minute, unless you meant for this to be some utility move thing? This reads more like a normal weapon rather than a special move. Also, add the proficiencies you think you need.

Tier 2 Power Up: Approved. (I assume he puts on the mask?)[/spoiler]
OK I might rework it to a Super Utility.

Taiyoken (Solar Flare) (Tier 1 Super Utility) (Area Attack, Debuff) (600) - Cell spreads his fingers and raises his hands to either side of his face. After three seconds, Cell yells the attack's name (Taiyoken!) and a blaring white light engulfs the area around him for 100 metres, where Cell is the centre point (ie. 50 metres in all directions from Cell's position). Anyone in the vicinity is blinded by the light, causing moderate eye discomfort. This attack even works for those who might close their eyes if they know what's coming. The blinding effects last for ten seconds. Cell uses this as a means to escape a fight.

This way the attack costs me SP to use.
[Image: gdc0h.gif]
Flames of Azzinoth - sorry, meant to say four feet, not inches. Sometimes mix them up if I don't pay attention.

Illusion (Telepathy, Ranged, Ranged Materialise) (300) - Illidan gathers power for three seconds, then reaches out with his hand. An image of a terrifying demon suddenly rising up from the ground appears right before the target, breaking their focus from Illidan for three seconds. The demon looks different from person to person; its appearance is based on something the target finds confronting or scary. However they tend to be around six or seven feet tall and muscular. Stormrage uses this technique generally as a distraction so he can escape.
[Image: illidansig2.jpg]


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