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Move Approval V
(05-24-2018, 03:55 PM)Victor Wolfe Wrote: Artful Dodger( tier 1 super defence, requires master acrobat, burst movement, basic super jumping) (600 OM)

when in danger Victor can leap with a short burst of movement in any direction to allow himself to escape the threat of attack unless, from a tier 2 or higher, this will cause him to react too slowly, and only mitigate some of the damage. His acrobatic skills allow him to always land on balance. 

Bold are the changes, this ok?

Yup. You're good. Approved.
The True Self - T1 Powered Up Form - 1000 OM

ATK: 5
DEF: 3
SPD: 5
TEC: 3

Makoto's shadow self, an embodiment of his repressed negative qualities, momentarily rises to the surface out of self-preservation. Physical changes are limited to his irises turning a bright gold and his expression freezing on a slightly unhinged grin. He becomes more aggressive and reckless while in this form, mostly rushing straight into battle. His increased strength better allows him to wield his heavy armaments with one hand while he uses the other to slap your shit.

(Note: I have an extra stat point unlocked.)
(05-24-2018, 05:32 PM)Makoto Yuki Wrote: The True Self - T1 Powered Up Form - 1000 OM

ATK: 5
DEF: 3
SPD: 5
TEC: 3

Makoto's shadow self, an embodiment of his repressed negative qualities, momentarily rises to the surface out of self-preservation. Physical changes are limited to his irises turning a bright gold and his expression freezing on a slightly unhinged grin. He becomes more aggressive and reckless while in this form, mostly rushing straight into battle. His increased strength better allows him to wield his heavy armaments with one hand while he uses the other to slap your shit.

(Note: I have an extra stat point unlocked.)

Approved.

Just note that, even with the strength boost, if one of your weapons/moves outright says it can only be used with two hands then you'll still need to hold it with two hands. (e.g. a move that's just "two handed sword" could technically be used with one hand, it'd just be unwieldy normally, but a move that says "a big gun that he has to hold with two hands" would always need to be held with both hands for you to use it)
Lanor: (1200 OM) [Requires Physical Strength, Healing, Buff]

Is a 4’7”ft long, 5 inch width, double edged broad sword that has a stainless steel look to it with a brown handle and cross-guard, being balanced in speed and weight. After a five second channel time the blade can be toggled too close small wounds of any living things it slices, leaving non painful glowing gashes that mend small cuts on the body and vanish after contact with the blade has ended. For large wounds he would need to deliver one strong slash or stab after a three second wind-up, which makes the wound stop bleeding, closing it and ensuring it doesn't again unless another wound is made along the same location. This doesn't heal the wounds sustained but more so mitigates bleeding out from them and minor pain as well. After another five second channel it may return to a normal blade, the blade cannot damage or harm any organic targets while charged and it behaves normally to metal contact.

Touching the face of his sword he can hold it there for over five seconds before pulling it away and touching someone, leaving a glowing paw print on them after two seconds of contact. The mark effectively turns pain into rapture as any damage they are suffering is still present, but the feeling of discomfort is reduced to being very minor to just being numb to it for the duration. The mark lasts for around thirty seconds and can be applied and maintained so long as it’s himself, or an ally stays with in five feet of him in this variation, which ends immediately if they leave past this range. He can hold the power for up to ten seconds before it needs to be administered or else he loses it entirely and suffers some energy loss, if a hostile debuff is targeting the person applied with this the mark will vanish once the period of the debuff runs its course. After applying it once he needs to wait more than a minute to apply it again on someone.
Ricter CasengerPurchases LogATK: 1 • DEF: 7 • SPD: 3 • TEC: 3
(05-24-2018, 05:50 PM)Ricter Wrote: Lanor: (1200 OM) [Requires Physical Strength, Healing, Buff]

Is a 4’7”ft long, 5 inch width, double edged broad sword that has a stainless steel look to it with a brown handle and cross-guard, being balanced in speed and weight. After a five second channel time the blade can be toggled too close small wounds of any living things it slices, leaving non painful glowing gashes that mend small cuts on the body and vanish after contact with the blade has ended. For large wounds he would need to deliver one strong slash or stab after a three second wind-up, which makes the wound stop bleeding, closing it and ensuring it doesn't again unless another wound is made along the same location. This doesn't heal the wounds sustained but more so mitigates bleeding out from them and minor pain as well. After another five second channel it may return to a normal blade, the blade cannot damage or harm any organic targets while charged and it behaves normally to metal contact.

Touching the face of his sword he can hold it there for over five seconds before pulling it away and touching someone, leaving a glowing paw print on them after two seconds of contact. The mark effectively turns pain into rapture as any damage they are suffering is still present, but the feeling of discomfort is reduced to being very minor to just being numb to it for the duration. The mark lasts for around thirty seconds and can be applied and maintained so long as it’s himself, or an ally stays with in five feet of him in this variation, which ends immediately if they leave past this range. He can hold the power for up to ten seconds before it needs to be administered or else he loses it entirely and suffers some energy loss, if a hostile debuff is targeting the person applied with this the mark will vanish once the period of the debuff runs its course. After applying it once he needs to wait more than a minute to apply it again on someone.

>Can he do this while moving? Like, does he have to concentrate or anything, or does he literally just need to touch his sword?

"if a hostile debuff is targeting the person applied with this the mark will vanish once the period of the debuff runs its course"
>'debuff' is kinda vague. Some debuffs slow people. Others set them on fire or freeze them in ice. So it's illogical for most normal moves to interact with them. I'd remove this part.

"which ends immediately if they leave past this range"
>You can remove this, if you want. I don't see why your buff would need to end if they move away from you. I'd let it last the full duration every time. Or maybe increase the cap to like 30m. You only need ranged prof to apply buffs at distance. You don't need it to maintain them far away if you still have to touch someone to activate it - if that was your concern.

>Your new addition has too many drawbacks, I think. I'd allow you to up the duration to about a minute, or let them be able to shrug off their wounds (like moving an arm that had been stabbed more fluidly, or not caring as much about a punctured lung) - basically like a limited version of the survival power. Alternatively, you could just cut the charge time down to like 3 seconds or something, and have it be applied to someone more quickly.
>Yeah the range thing was a part of my concern when I thought about it, didn't know if I needed range for it in order to do that.

>I didn't' know I could apply something similar to the survival power, or at least a minor version of it, with out having it. I'll probably think about it next time for a possible improve ment, thanks for the information btw. ^.^

Lanor: (1200 OM) [Requires Physical Strength, Healing, Buff]

Is a 4’7”ft long, 5 inch width, double edged broad sword that has a stainless steel look to it with a brown handle and cross-guard, being balanced in speed and weight. After a five second channel time the blade can be toggled too close small wounds of any living things it slices, leaving non painful glowing gashes that mend small cuts on the body and vanish after contact with the blade has ended. For large wounds he would need to deliver one strong slash or stab after a three second wind-up, which makes the wound stop bleeding, closing it and ensuring it doesn't again unless another wound is made along the same location. This doesn't heal the wounds sustained but more so mitigates bleeding out from them and minor pain as well. After another five second channel it may return to a normal blade, the blade cannot damage or harm any organic targets while charged and it behaves normally to metal contact.

Touching the face of his sword while staying still he can hold it there for over three seconds before pulling it away and touching someone, leaving a glowing paw print on them instantly on contact, which can be done while in motion. The mark effectively turns pain into rapture as any damage they are suffering is still present, but the feeling of discomfort is reduced to being very minor to just being numb to it for the duration. The mark lasts for around a minute and can be applied and maintained so long as it’s himself, or an ally that stays with in thirty meters of him. He can hold the power for up to ten seconds before it needs to be administered or else he loses it entirely and suffers some energy loss. After applying it once he needs to wait more than a minute to apply it again on someone once the duration is over.
Ricter CasengerPurchases LogATK: 1 • DEF: 7 • SPD: 3 • TEC: 3
(05-24-2018, 06:48 PM)Ricter Wrote: Lanor: (1200 OM) [Requires Physical Strength, Healing, Buff]

Is a 4’7”ft long, 5 inch width, double edged broad sword that has a stainless steel look to it with a brown handle and cross-guard, being balanced in speed and weight. After a five second channel time the blade can be toggled too close small wounds of any living things it slices, leaving non painful glowing gashes that mend small cuts on the body and vanish after contact with the blade has ended. For large wounds he would need to deliver one strong slash or stab after a three second wind-up, which makes the wound stop bleeding, closing it and ensuring it doesn't again unless another wound is made along the same location. This doesn't heal the wounds sustained but more so mitigates bleeding out from them and minor pain as well. After another five second channel it may return to a normal blade, the blade cannot damage or harm any organic targets while charged and it behaves normally to metal contact.

Touching the face of his sword while staying still he can hold it there for over three seconds before pulling it away and touching someone, leaving a glowing paw print on them instantly on contact, which can be done while in motion. The mark effectively turns pain into rapture as any damage they are suffering is still present, but the feeling of discomfort is reduced to being very minor to just being numb to it for the duration. The mark lasts for around a minute and can be applied and maintained so long as it’s himself, or an ally that stays with in thirty meters of him. He can hold the power for up to ten seconds before it needs to be administered or else he loses it entirely and suffers some energy loss. After applying it once he needs to wait more than a minute to apply it again on someone once the duration is over.

Yeah. Normally you do need a power to give someone a buff that replicates it. Survival is sorta an exception to that. Not completely. Like, you can't just give someone survival without having survival yourself. But you could give them a buff that lets them ignore their wounds for a short time (which is basically the same thing - just not sustained).

Also, when I said you could increase the duration or lower the charge time, I meant to do one or the other. Not both (i.e. either cut down the time to 30 seconds or bring the charge and execution times back).
>Oh okay I get it, so it would still fall under my healing power rather than the survival power.

Lanor: (1200 OM) [Requires Physical Strength, Healing, Buff]

Is a 4’7”ft long, 5 inch width, double edged broad sword that has a stainless steel look to it with a brown handle and cross-guard, being balanced in speed and weight. After a five second channel time the blade can be toggled too close small wounds of any living things it slices, leaving non painful glowing gashes that mend small cuts on the body and vanish after contact with the blade has ended. For large wounds he would need to deliver one strong slash or stab after a three second wind-up, which makes the wound stop bleeding, closing it and ensuring it doesn't again unless another wound is made along the same location. This doesn't heal the wounds sustained but more so mitigates bleeding out from them and minor pain as well. After another five second channel it may return to a normal blade, the blade cannot damage or harm any organic targets while charged and it behaves normally to metal contact.

Touching the face of his sword while staying still he can hold it there for over five seconds before pulling it away and touching someone, leaving a glowing paw print on them after two seconds of contact, which can be done while in motion. The mark effectively turns pain into rapture as any damage they are suffering is still present, but the feeling of discomfort is reduced to being very minor to just being numb to it for the duration. The mark lasts for around a minute and can be applied and maintained so long as it’s himself, or an ally that stays with in thirty meters of him. He can hold the power for up to ten seconds before it needs to be administered or else he loses it entirely and suffers some energy loss. After applying it once he needs to wait more than a minute to apply it again on someone once the duration is over.
Ricter CasengerPurchases LogATK: 1 • DEF: 7 • SPD: 3 • TEC: 3
(05-24-2018, 07:04 PM)Ricter Wrote: >Oh okay I get it, so it would still fall under my healing power rather than the survival power.

Lanor: (1200 OM) [Requires Physical Strength, Healing, Buff]

Is a 4’7”ft long, 5 inch width, double edged broad sword that has a stainless steel look to it with a brown handle and cross-guard, being balanced in speed and weight. After a five second channel time the blade can be toggled too close small wounds of any living things it slices, leaving non painful glowing gashes that mend small cuts on the body and vanish after contact with the blade has ended. For large wounds he would need to deliver one strong slash or stab after a three second wind-up, which makes the wound stop bleeding, closing it and ensuring it doesn't again unless another wound is made along the same location. This doesn't heal the wounds sustained but more so mitigates bleeding out from them and minor pain as well. After another five second channel it may return to a normal blade, the blade cannot damage or harm any organic targets while charged and it behaves normally to metal contact.

Touching the face of his sword while staying still he can hold it there for over five seconds before pulling it away and touching someone, leaving a glowing paw print on them after two seconds of contact, which can be done while in motion. The mark effectively turns pain into rapture as any damage they are suffering is still present, but the feeling of discomfort is reduced to being very minor to just being numb to it for the duration. The mark lasts for around a minute and can be applied and maintained so long as it’s himself, or an ally that stays with in thirty meters of him. He can hold the power for up to ten seconds before it needs to be administered or else he loses it entirely and suffers some energy loss. After applying it once he needs to wait more than a minute to apply it again on someone once the duration is over.

Approved.
Tier 1 Super Defense: Ha! You suck! (600 OM)
Wait... did... did you seriously just miss me? How the fuck did you miss me!? You are hilariously inept!
Jack's opponent rolls a natural one, somehow missing HJ in spite of all the odds. Jack spends the next few seconds laughing at the loser.
[Image: Jacksig.png]
(05-24-2018, 08:56 PM)Handsome Jack Wrote: Tier 1 Super Defense: Ha! You suck! (600 OM)
Wait... did... did you seriously just miss me? How the fuck did you miss me!? You are hilariously inept!
Jack's opponent rolls a natural one, somehow missing HJ in spite of all the odds. Jack spends the next few seconds laughing at the loser.

Stick in the obligatory mention that it's only good for T1 superattacks and below and you're golden.
Smouldering Gaze (Tier 2 Utility, 800 OM, Debuff Proficiency, Ranged Proficiency): Vic looks upon his opponent with a gaze so filled with sinful intent that it can literally melt armour and weaken the defences of his opponents. This debuff causes defence to drop by four points total. Multiple people can be targeted, up to four total, in which case each person will receive a -1 to DEF. When split between multiple people the debuff amount will increase from -1 DEF with the longer the gaze is held. This debuff can be distributed as evenly or unevenly as Victor decides as long as debuffing does not cause someone to have negative DEF and the total DEF debuffed does not exceed four.

This can be blocked by tier two super defences, as shields or getting out of the way of the look quick enough will allow the targets to resist his piercing eyes.
[Image: LMLzBQ4.gif][Image: psgGbSy.png]                                                                                                                                [Image: 2lvxt0w.gif]
(05-25-2018, 03:16 PM)Victor Wolfe Wrote: Smouldering Gaze (Tier 2 Utility, 800 OM, Debuff Proficiency, Ranged Proficiency): Vic looks upon his opponent with a gaze so filled with sinful intent that it can literally melt armour and weaken the defences of his opponents. This debuff causes defence to drop by four points total. Multiple people can be targeted, up to four total, in which case each person will receive a -1 to DEF. When split between multiple people the debuff amount will increase from -1 DEF with the longer the gaze is held. This debuff can be distributed as evenly or unevenly as Victor decides as long as debuffing does not cause someone to have negative DEF and the total DEF debuffed does not exceed four.

This can be blocked by tier two super defences, as shields or getting out of the way of the look quick enough will allow the targets to resist his piercing eyes.

You're missing out how long it lasts.

With 2sp, you can lower someone's DEF by 4 points for 1 round. (Or split those between multiple people, either way, it's 4 stats per round for 2sp - super debuffs don't last forever)
(05-25-2018, 03:20 PM)Dane Regan Wrote:
(05-25-2018, 03:16 PM)Victor Wolfe Wrote: Smouldering Gaze (Tier 2 Utility, 800 OM, Debuff Proficiency, Ranged Proficiency): Vic looks upon his opponent with a gaze so filled with sinful intent that it can literally melt armour and weaken the defences of his opponents. This debuff causes defence to drop by four points total. Multiple people can be targeted, up to four total, in which case each person will receive a -1 to DEF. When split between multiple people the debuff amount will increase from -1 DEF with the longer the gaze is held. This debuff can be distributed as evenly or unevenly as Victor decides as long as debuffing does not cause someone to have negative DEF and the total DEF debuffed does not exceed four.

This can be blocked by tier two super defences, as shields or getting out of the way of the look quick enough will allow the targets to resist his piercing eyes.

You're missing out how long it lasts.

With 2sp, you can lower someone's DEF by 4 points for 1 round. (Or split those between multiple people)
Knew I was forgetting something, thanks Dane

Smouldering Gaze (Tier 2 Utility, 800 OM, Debuff Proficiency, Ranged Proficiency): Vic looks upon his opponent with a gaze so filled with sinful intent that it can literally melt armour and weaken the defences of his opponents. This debuff causes defence to drop by four points total. Multiple people can be targeted, up to four total, in which case each person will receive a -1 to DEF. When split between multiple people the debuff amount will increase from -1 DEF with the longer the gaze is held. This debuff can be distributed as evenly or unevenly as Victor decides as long as debuffing does not cause someone to have negative DEF and the total DEF debuffed does not exceed four. This debuff lasts for one round of combat when it hits.

This can be blocked by tier two super defences, as shields or getting out of the way of the look quick enough will allow the targets to resist his piercing eyes.

All good?
[Image: LMLzBQ4.gif][Image: psgGbSy.png]                                                                                                                                [Image: 2lvxt0w.gif]
(05-25-2018, 03:22 PM)Victor Wolfe Wrote: Smouldering Gaze (Tier 2 Utility, 800 OM, Debuff Proficiency, Ranged Proficiency): Vic looks upon his opponent with a gaze so filled with sinful intent that it can literally melt armour and weaken the defences of his opponents. This debuff causes defence to drop by four points total. Multiple people can be targeted, up to four total, in which case each person will receive a -1 to DEF. When split between multiple people the debuff amount will increase from -1 DEF with the longer the gaze is held. This debuff can be distributed as evenly or unevenly as Victor decides as long as debuffing does not cause someone to have negative DEF and the total DEF debuffed does not exceed four. This debuff lasts for one round of combat when it hits.

This can be blocked by tier two super defences, as shields or getting out of the way of the look quick enough will allow the targets to resist his piercing eyes.

Approved.
Chakra Walking 

Cost: 300 Om
Requires: Physical Strength
Through passive manipulation of chakra within the body, the user is able to attach or anchor themselves to surfaces as if they were normal ground such as walls, ceilings and water without suffering any loss of ability. The technique is basic enough where it costs only a small amount to activate, an even smaller amount to uphold indefinitely, and requires no concentration to perform while still allowing them to perform other chakra intensive techniques.
Dante's Abyss 2015
   GRAND CHAMPION   
[Image: Sasuke_DA_zpsb4vizgxd.png]                  
Mark Twain Wrote:"The difference between the right word and the almost right word is the difference between lightning and a lightning bug."
(05-25-2018, 09:58 PM)Sasuke Uchiha Wrote: Chakra Walking 

Cost: 300 Om
Requires: Physical Strength
Through passive manipulation of chakra within the body, the user is able to attach or anchor themselves to surfaces as if they were normal ground such as walls, ceilings and water without suffering any loss of ability. The technique is basic enough where it costs only a small amount and requires no concentration to perform while still allowing them to perform other chakra intensive techniques.

When you say it costs a small amount of energy, is that to attach yourself, or is it continuous over time?

Also, attaching/anchoring yourself makes it sound like you're stuck there, but I'm pretty sure you probably plan to use this for running on walls/water/things.
Fixed, by way of edit, per your counsel.
Dante's Abyss 2015
   GRAND CHAMPION   
[Image: Sasuke_DA_zpsb4vizgxd.png]                  
Mark Twain Wrote:"The difference between the right word and the almost right word is the difference between lightning and a lightning bug."
(05-25-2018, 09:58 PM)Sasuke Uchiha Wrote: Chakra Walking 

Cost: 300 Om
Requires: Physical Strength
Through passive manipulation of chakra within the body, the user is able to attach or anchor themselves to surfaces as if they were normal ground such as walls, ceilings and water without suffering any loss of ability. The technique is basic enough where it costs only a small amount to activate, an even smaller amount to uphold indefinitely, and requires no concentration to perform while still allowing them to perform other chakra intensive techniques.

Sure thing, approved.
(05-20-2018, 01:50 PM)Ebonywood Hellscythe Wrote: Making some small edits here. I increased the range, removed the debuff, and increased the general flame strength a bit. Changed the description for the defensive part (basically does the same thing - incinerates weak attacks, weakens stronger ones). Changes in bold.

Old: T2SU - Undying Pheonix (800) Requires: Physical, Debuff, Area Defense, Area Attack
[spoiler]
Ebony focuses, channelling her mana for 5 seconds. Once she starts charging, she can't stop, move, or use any other moves, powers, or attacks. During this time, the air around Ebony begins to heat up painfully. After the charging period, dark purple flames violently erupt from her, setting her on fire for 1 round of combat. These reach out around 1ft from her body and will burn anyone who touches them. If someone remains in direct contact with the fire for longer than a second, the flames spread to them doing continued damage to the burning area for the following three seconds at half strength. Also, should anyone touch the fire on someone else for longer than a second, it spreads to them for three seconds (again, at half the potency as before). And so on. The fire could spread to the same person twice, should they touch their burning shoulder with their hand for a second, for example. Flames at one-eighth strength cannot set anything else on fire and are easy to pat out (so can be easily removed before the 3 seconds are up).

Anyone within 5ft of Ebony also slowly suffers due to the proximity to the heat, and while this move is active, Ebony can only move at half speed. While Ebony will never take damage due to her own flames, this move may leave her feeling dizzy. Also, combustible objects ignited by this can still burn her. Lastly, in addition to damaging near people and objects, the flames also incinerate and weaken projectile attacks (and partially nullify over ranged moves and spells), meaning weaker bullets will have a very reduced effect on her, and stronger ranged attacks will simply be weakened a little bit (based on Ebony's ATK against theirs). While active, Ebony cannot travel faster than half speed or use Immortal Flames. She cannot end this move prematurely but may choose to prolong it by spending an additional 2 SP per round. Using Undying Pheonix is very tiring, and it can take Ebony some time to recover after its use, so she can barely move or attack for 10 seconds afterwards, and once she gets over that she'll still be very tired.

The primary reason this move is so tiring and mana intensive is due to the duration, rather than the potency of its effects. The flames tend to do moderate damage while very close, and only lighter damage when further away (or when passed on). They won't melt steel or anything like that (unless Ebony receives a large increase to her ATK stat). But, naturally, if staying too close it will build up over time.[/spoiler]
New: T2SU - Undying Pheonix (800) Requires: Physical, Area Defense, Area Attack
[spoiler]Ebony focuses, channelling her mana for 5 seconds. Once she starts charging, she can't stop, move, or use any other moves, powers, or attacks. During this time, the air around Ebony begins to heat up painfully. After the charging period, dark purple flames violently erupt from her, setting her on fire for 1 round of combat. These reach out up to 2ft from her body, but anyone within 10ft of Ebony also slowly suffers due to the proximity to the heat - although even outside this range, the fire still feels uncomfortably hot. While Ebony will never take damage due to her own flames, this move may leave her feeling dizzy. Combustible objects ignited by this may still burn her, if not completely destroyed first. Ebony usually has enough passive control over her fire to prevent it from igniting the floor beneath her, but it may still leave scorch marks.

In addition to damaging near people and objects, the flames also weaken or block attacks passing directly through them by incinerating them. This effect will be non-existent to a normal sword (unless it's very weak), and primarily affects ranged attacks. As a result, weaker bullets and projectiles will rarely reach Ebony's skin before being destroyed unless many are fired at roughly the same point (when some will break through). Meanwhile, stronger ranged attacks will simply be weakened a little bit. Anything that can reasonably be burnt or damaged by her magic (including energy attacks, and even water or something that isn't typically "flammable") will be. So, for example, if someone poured acid on Ebony while this move was active, even if it managed to stick to her skin, her fire would continue to work to damage it causing it to be destroyed before it would normally expire. The effectiveness of this "defensive" aspect is based on Ebony's ATK verses the strength (or durability) of the attacks passing through her flames.

While active, Ebony cannot travel faster than half speed or use Immortal Flames. She cannot end this move prematurely but may choose to prolong it by spending an additional 2 SP per round. Using Undying Pheonix is very tiring, and it can take Ebony some time to recover after its use, so she can barely move or attack for 10 seconds afterwards, and once she gets over that she'll still be very tired. The primary reason this move is so tiring and mana intensive is due to the duration, rather than the potency of its effects. Assuming someone's DEF is equal to her ATK, the flames tend to do moderate damage while very close, and only lighter damage when further away. They won't melt steel without prolonged contact or anything like that (unless Ebony receives a large increase to her ATK stat). But, naturally, if staying too close it will quickly build up over time.[/spoiler]

Bumping this and upgrading Ebony's scythe (now costs 300 OM more), namely so she can do cool spinny shiz with it. It's basically a way to let her roll the scythe over the back of her hand or around her body more fluidly. Like what Maka and Soul can do in Soul Eater - sorta. If that parallel helps.

Ebonywood Hellscythe (900) Requires: Telekinesis, Physical Strength, Ranged Proficiency, Area Attack
[spoiler]Ebonywood Hellscythe's scythe is an ebonywood hellscythe. The pole is 5.2ft/1.6m long and made of dark black ebony. It's smooth to touch and feels slightly warm. Attached to the top is a curved silver blade that's 3inches/7.6cm tall where it joins the pole and about 1cm wide. The blade extends 3ft/0.9m from the staff (but is actually longer than that due to the curve) where it slowly gets narrower and shorter until it eventually reaches a fine point. While made of wood and silver, the scythe is incredibly durable and resilient, so even the narrower points of the blade will require very considerable stress to break. Small chips off the wood or metal repair near-instantly in a burst of harmless purple flame, so the blade will never dull - with one exception: Ebony's own scythe cannot cut her. It acts as if it's completely blunt when touching her skin. While using her scythe, Ebony's eyes glow red.

Carrying a scythe that's as tall as you everywhere can get very tiring. Even if it's super cool and Ebony is much stronger than her appearance would suggest. If the scythe is ever more than 5m/16ft from Ebony it disappears. When this happens, parts of the scythe fall off rapidly as small dark, glowing, purple flecks that dissolve into the air. If Ebony maintains a line of sight with her scythe then she can choose to prevent this effect. Also, Ebony can say a quick 2-second enchantment to cause the disappearing effect on purpose. To regain the scythe, Ebony has to stand still and focus. Over the first 3 seconds she chants and spreads out her hands, this causes the staff to form from glowing dark purple magic. Them she chants for 2 more seconds and spins the staff. When this happens one of the ends glows purple and the blade forms off it. This is not a draining process. If the scythe is used to attack with before fully forming, it will shatter and dissolve into the air.

Ebony usually attacks with her scythe spinning the sharp edge of the blade towards her opponent, or by using the ebony staff to attempt to pummel them. She needs to use both hands to use the scythe effectively. It may be held in one hand, but only attacking with one will make it much more unwieldy than it already is. When attacked with, the scythe blade leaves a trail of harmless deep purple flames. These dissipate quickly. Ebony may use her telekinesis on her own weapon, allowing her to roll it over the back of her hand or spin it around her body. Regardless of how it moves, part of the scythe staff always remains within a few inches of Ebony's body and must return close to her hands within about a second at most. She can twirl it no faster than she could usually swing it, but the lack of hands required allows her to maintain a higher swing speed for longer durations. This is more for swiftly repositioning her weapon than attacking or blocking with it, as when not held it's susceptible to being knocked out of her magical grip (based on her ATK and the strength of the push) and its attacks carry less force. This is no more tiring than swinging the weapon normally but does require more concentration. Taking damage won't cause her to drop it, but while using her scythe like this she's solely limited to focusing on normal combat manoeuvres (e.g. attacks, blocks, dodges).

Her scythe is not limited to melee attacks alone. She can also project her slashes through the air, causing a thin crescent-shaped wave to head in a straight line from her scythe blade, travelling at the speed of an arrow. To do this, she just has to swing her scythe as normal (i.e. not telekinetically) and focus on the attack. So she can move but she can't concentrate on any other moves at the same time. If anything hits the scythe while she's trying to use this attack, it fails, so this is much easier to do outside of melee range. The wave is just over 4ft long and crescent-shaped. Being hit by it feels the same as actually being hit by her scythe (so any modifications to her scythe blade, such as Soul Strike, will be compatible with this). Using this is more tiring than attacking with her scythe normally.[/spoiler]
I also have some moves and two PUFs for an NPC. It does technically take me over the cap, but pls be merciful move gods (or take them a few at a time, etc.). Most should be fairly straightforward.

Cocytus (300) Requires: Physical Strength
[spoiler]When composed, Edelith solely uses her sword. She holds it with one hand, makes quick deft strikes, and moves her body the bare minimum amount, doing no more than shuffling where possible. The sword, Cocytus, is about 1.2m long (including the handle). The grip is made of a thick nigh-unbreakable wood which quickly shifts into dull dark magical ice further down the blade. The main edge of the weapon is sharp, while the back is blunt and the sides are smooth. Besides the handle, the majority of the sword is cold. Not cool enough to freeze anything, but wounds caused by it will often feel numb.[/spoiler]
Mantle (300) Requires: Physical Strength
[spoiler]Edelith's primary weapon when things "go to shit", or when she really wants to fuck someone up. By channelling energy over 2 seconds, during which she cannot use Cocytus or sword arm but may otherwise act as she pleases, molten rock shoots out of her palm, covering her sword. This turns what was previously a light weapon into a solid 1.2m hot rocky bar with a big double-sided hammerhead at the end. The hammerhead extends about 15cm away from the staff both ways, and is just as thick, dealing strong concussive blows with its square face. It leaves small singes on any that touch it and more potent burns on those who remain in contact for longer periods. Every part of the hammer is hot, but Edelith can touch it safely. Even when she's fully capable of holding the heavy weapon in one hand, but will usually opt to use both. She prioritises strong sweeping blows - so what if they can dodge? She'll hit eventually. By winding up the hammer for about a second and hitting something, she can cause the hot rock to shatter, revealing Cocytus underneath in perfect condition.[/spoiler]
Lithosphere (1200) Requires: Integration, Physical Strength, Area Attack
[spoiler]Edelith's body is naturally hot. Her blood feels much warmer than usual and looks almost like lava, and her skin is almost burning to touch. Due to this being a passive effect, it's fairly weak under normal conditions: touching her will only deliver a painful stick and burns will only be caused by prolonged physical contact. However, should someone draw her ire, she can channel all this heat into a specific area of her body - such as an arm, shoulder, or leg, drastically increasing the heat enough for it to do damage. The smaller the area, the more potent the heat is, but the area has to be palm-sized or larger, and leg sized or smaller to deal damage. This takes about a second of concentration to initiate and constant focus to maintain, preventing her from executing anything out of the realm of normal weapon attacks, blocks, and dodges. While active, she can split her focus to other activities this move allows at the cost of lowered combat ability, but nothing else. The heat doesn't extend past her skin meaning she will still need to touch someone to harm them, but anyone near to her will still feel the warmth. The heat is strong enough that it can be felt through both her clothes and any integrated materials at full strength. Taking damage won't cause her focus to drop, and once she chooses to end this, the heat will redistribute itself over the next second. She can't focus the heat again until after it's redistributed. Due to the heat continuously damaging those who touch it, if given enough time she can melt her way through most obstacles.

Furthermore, regardless of where Edelith is, she always has a supply of rock stored within her magic she can tap into and absorb, regardless of the situation. This comes with all the usual benefits and drawbacks of the integration power. But, to access it, Edelith has to stand still and concentrate completely, as well as expend a small amount of energy. This takes up to 5 seconds, depending on how much she absorbs. Taking damage will not interrupt this, however, but creating matter is a bit more difficult than utilising existing materials.

Lastly, should someone really draw her ire, Edelith can channel even more energy out from under her skin. This takes about 2 seconds of concentration to reach full force (Edelith can move, attack, and dodge as normal - just not focus on other techniques), and due to the effort required she can only maintain this for 15 seconds at most before she's left completely breathless. Wherever her heat previously resided, it is automatically redistributed throughout her body at such a temperature that anyone within 5ft of her will suffer. This does high damage up close - particularly to those touching her - and lower damage to those further away. While there aren't any actual flames, lava or magma might appear to bubble under the surface of any integrated rock, and she's surrounded with a heat haze. Edelith will typically pair the non-passive variants of this move with her integration and her powered-up forms, and often opt to use her hammer in unison. Edelith cannot be harmed by her own heat.

300 - Base/Passive (general hot skin), highly similar to Ebony's Immortal Flames move and Enel's lightning body. It does do damage, but only a small amount and only if someone touches her.
300 - Concentrate to focus the heat in an area.
300 - Unlimited rock supply for integration at the cost of more concentration and time to tap in to.
300 - Increasing the heat strength[/spoiler]
Fissure (300) Requires: Ranged, Area Attack
[spoiler]After channelling energy for 8 seconds, during which she can take damage but cannot move or do any else, Edelith swings straight down with her hammer straight down into the ground. The force from the blow tends to push past all blocks, but successfully stopping it will prevent this attack. If the hammer hits the floor, it sends out a loud focused shockwave straight forwards towards her target. The wave is 3m wide and comes in two parts - both start at the same time but have different speeds:
>The first travels at 6km/s through the ground, reaches 100m, and tends to do no more than shake and stagger anyone standing on an affected surface, likely preventing them from evading the second wave (including trees or platforms above the shockwave). Rivers, steep trenches deeper than 3m, and other gaps will block this - but it can travel through any solid terrain (including both sand and indestructible things such as the Nexus floor), and follows the curve of the land while passing under walls and barriers.
>The second passes through the air just above the initial wave, reaching about 3m high, moving at the speed of sound in air (343m/s - about bullet speed). While it can reach the full 100m, and follows the general curves of the land, it can be blocked by strong physical obstacles, and weakened by partial obstructions (such as a tree only blocking part of its path), but tends to smash through most barriers unless there are multiple in its way. It's very powerful and hits all in its way with a crushing wave of force. This travels through those affected somewhat, and tends to feel like being hit by a truck or large hammer. Even more armoured opponents will be knocked off their feet by the blow. Often it will leave cracks and tears throughout any rigid landscape it passes over, with hot (non-damaging) steam rising from the fissures.
Those not in the direct path of the shockwave will still feel the vibrations under their feet, followed by a loud crack. Due to the straightforward and brutish method used to execute this attack, it doesn't tend to fatigue Edelith more than a normal hammer swing but does leave her out of breath for a few seconds afterwards.
[/spoiler]
(doesn't need ranged materialise since 5ft > 1.5m, and lava only spawns within 1.5m of Edelith due to the 3m diameter)
Cataclysm (300) Requires: Ranged, Area Attack
[spoiler]
After channelling energy for 5 seconds, during which she can take damage but cannot move or do any else, Edelith thrusts her weapon (or just her fist) straight up into the sky and mentally thinks of her attack's destination. The instant she finishes the action, bubbling lava rockets out from the ground around her and shoots upwards at the speed of a bullet. The lava is hot, and the eruption has a diameter of 3m. The burst lasts for 1 second, and once in the air the lava arcs towards Edelith's target, following the path of a semi-circle (rather than a parabola). This causes it to hit her target from above (unless they're above her). The lava cannot travel any further than 100m, so can be targetted at anything within about 32m of Edelith (assuming they're level with her). While technically lava, it varies in strength based on Edelith's ATK, so will often be weaker (but something even stronger) than the real thing. The lava tends to spread and spray a couple of metres from the impact site, but cools down to solid rock within a few seconds at most. This attack doesn't have much of an energy cost, so if left alone Edelith will happily use it multiple times in a row before needing to take a breather. Edelith cannot be harmed by her own lava, and is forced to stand completely still while lava is being generated.
[/spoiler]
(10 base stats + 4 stat increase + 5 PU stats + 1 PU boost = 20 stats)
T1 PUF - Outer Core (1000) Requires: Integration
[spoiler]When the need calls or her fiery emotions fall out of control, Edelith can encase her entire body and weapon in a moving mass of hot steaming rock, with the notable glow of lava bubbling under the surface. This, despite being hot, won't do any damage unless paired with her Lithosphere move. Regardless, standing near to her is still incredibly uncomfortable. Edelith is forced to move much more slowly in exchange for the armour and power the magma shell provides. Her rocky shell is covered with cracks, allowing precision weapons to still have a shot at her - but even her skin underneath is incredibly hard. Furthermore, the constantly shifting nature of the rock can make it increasingly hard. Should someone succeed in breaking the rock with a blunt weapon or explosive, it will general reform within a few seconds at most. The molten armour tends to cushion blows, preventing Edelith from being pushed back or for a powerful strike to damage her through her provisional armour. In addition to empowered abilities, her sword - Cocytus - is also engulfed with rock and magma (see Mantle). Edelith will always try to combine this powered-up form with her integration power (by absorbing rock into her skin).

ATK: 7
DEF: 10
SPD: 0
TEC: 3[/spoiler]
(10 base stats + 4 stat increase + 10 PU stats + 2 from PU boost = 26 stats)
T2 PUF - Inner Core (1500) Requires: Integration
[spoiler]Edelith taps into an increased reserve of power, causing even small flames to flicker out through the cracks of her rocky armour (these just feel hot, but do no damage unless paired with Lithosphere). Due to the anger burning through her veins, her movements are even rougher - but have much, much, more power behind them. Outside of those minor changes, Edelith's Inner Core is otherwise identical to Outer Core outside of stats.

ATK: 11
DEF: 13
SPD: 0
TEC: 2[/spoiler]


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