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Move Approval V
Old Moves: 

[spoiler]Umbral Dagger of Ahn'Thrix (300): Whirda received the dagger of Ahn'Thrix after slaying the shade in The Pale Moors.  The dagger is roughly twelve inches long, carved from obsidian, and honed to a razor's edge.  With a thought, Whirda can command the dagger to leak a trail of opaque ash which hovers in the air, strategically obscuring vision.  Otherwise, this functions as a normal dagger.

I think this should have been 600 OM originally, although it was approved in 2015 at 300 OM.  Obviously it lacks some detail due to the standards of the time.

Umbral Knives (600) (Ranged Proficiency): After a brief moment of concentration, Whirda summons three throwing knives. Although made of shadow, the knives function as normal metal, dealing similar piercing or slashing damage depending on the nature of the throw.  While in umbral form, Whirda creates and unleashes a steady stream of knives which lasts until she cancels the spell.  While casting Improved Shadow Knives, the knives will travel along the trajectory of her outstretched hand, originating at a point just beyond her palm.  If sustained for more than ten seconds (roughly two dozen knives), Whirda will begin to experience exhaustion, reducing the accuracy of the knives and the damage they can deal (would bounce harmlessly off of sturdy targets and deal only shallow cuts to flimsy ones).[/spoiler]

New Moves: Umbral Dagger of Ahn'Thrix (600/900?) (Physical Strength, Debuff Proficiency): Whirda received the dagger of Ahn'Thrix after slaying the shade in The Pale Moors.  The dagger is roughly twelve inches long, carved from obsidian, and honed to a razor's edge.  With a thought, Whirda can command the dagger to leak a trail of opaque ash which hovers in the air, strategically obscuring vision.  Otherwise, this functions as a normal dagger.  The dagger of Ahn'Thrix is also coated in a diluted Shadechill Toxin.  When dealing piercing or slashing damage, Whirda's target is afflicted with Shadechill for 30 seconds.  The toxin functions as a minor paralytic, causing opponents to experience a chilled sensation and blurred vision, reducing their reaction time and dexterity.

Umbral Knives (900) (Ranged Proficiency, Debuff Proficiency): After a brief moment of concentration, Whirda summons three throwing knives. Although made of shadow, the knives function as normal metal, dealing similar piercing or slashing damage depending on the nature of the throw.  While in umbral form, Whirda creates and unleashes a steady stream of knives which lasts until she cancels the spell.  While casting Improved Shadow Knives, the knives will travel along the trajectory of her outstretched hand, originating at a point just beyond her palm.  If sustained for more than ten seconds (roughly two dozen knives), Whirda will begin to experience fatigue, reducing the accuracy of the knives and the damage they can deal (would bounce harmlessly off of sturdy targets and deal only shallow cuts to flimsy ones).  The knives are also coated in a diluted Shadechill Toxin.  When dealing piercing or slashing damage, Whirda's target is afflicted with Shadechill for 30 seconds.  The toxin functions as a minor paralytic, causing opponents to experience a chilled sensation and blurred vision, reducing their reaction time and dexterity.

Certainly needs some more adjustments.
T2 Super Defense: Now You See Me, Now You Don't - 800 OM
Burst Movement, Suppression, Stealth
Ash simultaneously creates a clone of herself and vanishes from sight and senses before escaping the line of fire. Meanwhile, the clone baits her opponents into fighting it. Dodging what it can until its finally hit. (T2 can take 2 normal attacks, or counter one SA T2 or lower.) The Clone lasts up to 30 seconds, until its damaged appropriately, or until Ash unstealth's - generally done by attacking. When the Clone is defeated, it lasts long enough to 'die'. This body vanishes after the 30 seconds is up. Those with TECH lower than Ash have a harder time differencing from clone and Ash and are very likely to believe they've killed her. By the time the clone is discovered Ash has another plan in action.
[Image: tumblr_maolcpnQS61qakj1do1_500.gif]

Warning: Anything that involves Ash should be rated M. Possibly higher.

Erik Vrell : Ash has a 'love' fourth dimensional shape
Erik Vrell : As in its wide and unfathomable for us mere mortals
Controlled Scatter Shot- (Preq: Scatter Shot)(Ranged Attack, Remote Control, Homing)(300)- Using the Scatter Shot move as a template, Retane has learned to become more tricky agasint his foes. Similiar to Scatter Shot, the namekian quickly charges up his attack(3 seconds) and unleashes a huge barrage(200 shots) of energy the size of basketballs from his hands, shot after shot, at his target for up to twenty seconds at a speed of 150-200mph. The orbs that connect exploding in an area up to twice the size of the orb itself , doing damage but also causing a distraction from the main point of the attack. Those that don't connect veer off to surround the target in a spherical. During this time, the namek change his direction slightly by shifting his boody, but not so much. After a few moments from ending the initial barrage, Retane forces the surrounding orbs to converge upon the target in a powerful explosion(10 ft diameter). Afterwards, it takes the namekian a few seconds to regain his composure and replenish his energy sources.

Trapped-(Preq: Controlled Scatter Shot)(Ranged Material, Remote Control, Homing) (300)- Taking CSS to an even higher level, Retane focuses on the the area around his target(30 feet in diameter). While his opponent is distracted, through conversation or other means, the Namekian creates around 200 basketball sized orbs around his foe. An additional two seconds is needed to force the orbs to converge upon their target, creating a devastating explosion upon impact.(15ft diameter) After the attack the namek is left feeling light fatigue from the focus and quick dump of energy.
[Image: hchh.png]

I refuse to lose this battle,
Let whatever come my way.
I am stronger then my rival,
No, I will not fall today...
(06-06-2018, 02:30 PM)Whirda Wrote: Old Moves: 

[spoiler]Umbral Dagger of Ahn'Thrix (300): Whirda received the dagger of Ahn'Thrix after slaying the shade in The Pale Moors.  The dagger is roughly twelve inches long, carved from obsidian, and honed to a razor's edge.  With a thought, Whirda can command the dagger to leak a trail of opaque ash which hovers in the air, strategically obscuring vision.  Otherwise, this functions as a normal dagger.

I think this should have been 600 OM originally, although it was approved in 2015 at 300 OM.  Obviously it lacks some detail due to the standards of the time.

Umbral Knives (600) (Ranged Proficiency): After a brief moment of concentration, Whirda summons three throwing knives. Although made of shadow, the knives function as normal metal, dealing similar piercing or slashing damage depending on the nature of the throw.  While in umbral form, Whirda creates and unleashes a steady stream of knives which lasts until she cancels the spell.  While casting Improved Shadow Knives, the knives will travel along the trajectory of her outstretched hand, originating at a point just beyond her palm.  If sustained for more than ten seconds (roughly two dozen knives), Whirda will begin to experience exhaustion, reducing the accuracy of the knives and the damage they can deal (would bounce harmlessly off of sturdy targets and deal only shallow cuts to flimsy ones).[/spoiler]

New Moves: Umbral Dagger of Ahn'Thrix (600/900?) (Physical Strength, Debuff Proficiency): Whirda received the dagger of Ahn'Thrix after slaying the shade in The Pale Moors.  The dagger is roughly twelve inches long, carved from obsidian, and honed to a razor's edge.  With a thought, Whirda can command the dagger to leak a trail of opaque ash which hovers in the air, strategically obscuring vision.  Otherwise, this functions as a normal dagger.  The dagger of Ahn'Thrix is also coated in a diluted Shadechill Toxin.  When dealing piercing or slashing damage, Whirda's target is afflicted with Shadechill for 30 seconds.  The toxin functions as a minor paralytic, causing opponents to experience a chilled sensation and blurred vision, reducing their reaction time and dexterity.

Umbral Knives (900) (Ranged Proficiency, Debuff Proficiency): After a brief moment of concentration, Whirda summons three throwing knives. Although made of shadow, the knives function as normal metal, dealing similar piercing or slashing damage depending on the nature of the throw.  While in umbral form, Whirda creates and unleashes a steady stream of knives which lasts until she cancels the spell.  While casting Improved Shadow Knives, the knives will travel along the trajectory of her outstretched hand, originating at a point just beyond her palm.  If sustained for more than ten seconds (roughly two dozen knives), Whirda will begin to experience fatigue, reducing the accuracy of the knives and the damage they can deal (would bounce harmlessly off of sturdy targets and deal only shallow cuts to flimsy ones).  The knives are also coated in a diluted Shadechill Toxin.  When dealing piercing or slashing damage, Whirda's target is afflicted with Shadechill for 30 seconds.  The toxin functions as a minor paralytic, causing opponents to experience a chilled sensation and blurred vision, reducing their reaction time and dexterity.

Certainly needs some more adjustments.

Umbral Dagger of Ahn'Thrix:
>This would cost 900 OM.
>This debuff needs to be a lot weaker, since it's applied to every attack. (Also, note that adding a debuff to your dagger like this will make your daggers attacks weaker)

Umbral Knives:
"While in umbral form, Whirda creates and unleashes a steady stream of knives which lasts until she cancels the spell."
>Remove this, powerups don't make your moves stronger besides giving you more stats.
"While casting Improved Shadow Knives"
>I'm confused, how does Whirda cast this? Is this like another variant or...?
>See debuff comment from before.

(06-06-2018, 02:38 PM)Retane Wrote: Controlled Scatter Shot- (Preq: Scatter Shot)(Ranged Attack, Remote Control, Homing)(300)- Using the Scatter Shot move as a template, Retane has learned to become more tricky agasint his foes. Similiar to  Scatter Shot, the namekian quickly charges up his attack(3 seconds) and unleashes a huge barrage(200 shots) of energy the size of  basketballs from his hands, shot after shot, at his target for up to twenty seconds at a speed of  150-200mph. The orbs that connect exploding  in an area up to twice the size of the orb itself , doing damage but also causing a distraction from the main point of the attack. Those that don't connect veer off to surround the target in a spherical. During this time, the namek change his  direction slightly by shifting his boody, but not so much. After a few  moments from ending the initial barrage, Retane forces the surrounding orbs to converge upon the target in a powerful explosion(10 ft diameter). Afterwards, it takes the namekian a few seconds to regain his composure and replenish his energy sources.

Trapped-(Preq: Controlled Scatter Shot)(Ranged Material, Remote Control, Homing) (300)- Taking CSS to an even higher level, Retane focuses on the the area around his target(30 feet in diameter). While his  opponent is distracted, through conversation or other means, the Namekian creates around 200 basketball sized orbs around his foe. An additional two seconds is needed to force the orbs to converge upon their target, creating a devastating explosion upon impact.(15ft diameter) After the attack the namek is  left feeling light fatigue from the focus and quick dump of energy.

Controlled Scatter Shot:
"surround the target in a spherical"
>Can the target attack and try to break these or anything like that?
"Retane forces the surrounding orbs to converge upon the target in a powerful explosion"
>Considering this is hard to dodge, only has a short charge, and lots of other shots came before this, the explosion is not going to be powerful. Maybe if you bump up the charge time at the start, make it so the original shots do negligible damage (and just distract someone), then it could be powerful. Otherwise, it's not gonna be mega strong.

Trapped:
>This won't be devastating. It's too easy to use, too hard to avoid, and has too few drawbacks. Your "charge" is also after you summon the orbs, meaning you can surround someone with them and leave little/no room for escape, and then get the attack to land easily. If you want to make it powerful, have a high fatigue cost and a good charge time before you summon the orbs. Alternatively, just say it's a painful explosion but mostly just surface damage if you don't want to change it mechanically.

(06-06-2018, 02:31 PM)Ash Wrote: T2 Super Defense: Now You See Me, Now You Don't - 800 OM
Burst Movement, Suppression, Stealth
Ash simultaneously creates a clone of herself and vanishes from sight and senses before escaping the line of fire. Meanwhile, the clone baits her opponents into fighting it. Dodging what it can until its finally hit. (T2 can take 2 normal attacks, or counter one SA T2 or lower.) The Clone lasts up to 30 seconds, until its damaged appropriately, or until Ash unstealth's - generally done by attacking. When the Clone is defeated, it lasts long enough to 'die'. This body vanishes after the 30 seconds is up. Those with TECH lower than Ash have a harder time differencing from clone and Ash and are very likely to believe they've killed her.  By the time the clone is discovered Ash has another plan in action.

Approved.
(06-06-2018, 02:54 PM)Dane Regan Wrote:
(06-06-2018, 02:30 PM)Whirda Wrote: Old Moves: 

[spoiler]Umbral Dagger of Ahn'Thrix (300): Whirda received the dagger of Ahn'Thrix after slaying the shade in The Pale Moors.  The dagger is roughly twelve inches long, carved from obsidian, and honed to a razor's edge.  With a thought, Whirda can command the dagger to leak a trail of opaque ash which hovers in the air, strategically obscuring vision.  Otherwise, this functions as a normal dagger.

I think this should have been 600 OM originally, although it was approved in 2015 at 300 OM.  Obviously it lacks some detail due to the standards of the time.

Umbral Knives (600) (Ranged Proficiency): After a brief moment of concentration, Whirda summons three throwing knives. Although made of shadow, the knives function as normal metal, dealing similar piercing or slashing damage depending on the nature of the throw.  While in umbral form, Whirda creates and unleashes a steady stream of knives which lasts until she cancels the spell.  While casting Improved Shadow Knives, the knives will travel along the trajectory of her outstretched hand, originating at a point just beyond her palm.  If sustained for more than ten seconds (roughly two dozen knives), Whirda will begin to experience exhaustion, reducing the accuracy of the knives and the damage they can deal (would bounce harmlessly off of sturdy targets and deal only shallow cuts to flimsy ones).[/spoiler]

New Moves: Umbral Dagger of Ahn'Thrix (600/900?) (Physical Strength, Debuff Proficiency): Whirda received the dagger of Ahn'Thrix after slaying the shade in The Pale Moors.  The dagger is roughly twelve inches long, carved from obsidian, and honed to a razor's edge.  With a thought, Whirda can command the dagger to leak a trail of opaque ash which hovers in the air, strategically obscuring vision.  Otherwise, this functions as a normal dagger.  The dagger of Ahn'Thrix is also coated in a diluted Shadechill Toxin.  When dealing piercing or slashing damage, Whirda's target is afflicted with Shadechill for 30 seconds.  The toxin functions as a minor paralytic, causing opponents to experience a chilled sensation and blurred vision, reducing their reaction time and dexterity.

Umbral Knives (900) (Ranged Proficiency, Debuff Proficiency): After a brief moment of concentration, Whirda summons three throwing knives. Although made of shadow, the knives function as normal metal, dealing similar piercing or slashing damage depending on the nature of the throw.  While in umbral form, Whirda creates and unleashes a steady stream of knives which lasts until she cancels the spell.  While casting Improved Shadow Knives, the knives will travel along the trajectory of her outstretched hand, originating at a point just beyond her palm.  If sustained for more than ten seconds (roughly two dozen knives), Whirda will begin to experience fatigue, reducing the accuracy of the knives and the damage they can deal (would bounce harmlessly off of sturdy targets and deal only shallow cuts to flimsy ones).  The knives are also coated in a diluted Shadechill Toxin.  When dealing piercing or slashing damage, Whirda's target is afflicted with Shadechill for 30 seconds.  The toxin functions as a minor paralytic, causing opponents to experience a chilled sensation and blurred vision, reducing their reaction time and dexterity.

Certainly needs some more adjustments.

Umbral Dagger of Ahn'Thrix:
>This would cost 900 OM.
>This debuff needs to be a lot weaker, since it's applied to every attack. (Also, note that adding a debuff to your dagger like this will make your daggers attacks weaker)

Umbral Knives:
"While in umbral form, Whirda creates and unleashes a steady stream of knives which lasts until she cancels the spell."
>Remove this, powerups don't make your moves stronger besides giving you more stats.
"While casting Improved Shadow Knives"
>I'm confused, how does Whirda cast this? Is this like another variant or...?
>See debuff comment from before.

RE: Umbral Knives, another throwback to the lax standards of 2015.  The reason it costs 600 OM is it has a different function while I'm in Umbral Form (my T1 power-up), so it was 300 OM for the knives move and 300 OM for the alternate function during the power-up.  Originally I think it was pitched as "Improved Shadow Knives" as the name.  I'll edit that so it isn't so confusing.

RE: Umbral Dagger, I don't understand why adding a debuff to the move makes dagger attacks weaker if I'm paying the full 300 OM for each function.  Do you mind explaining the logic behind that?  As for the debuff, how would I word it to be "weaker"?
@Whirda: Okay, I did a derp. If the debuff is always added to your attacks, it doesn't cost any OM (as it doesn't add any variability to your move)

Man, this move rush it getting to me.

Either way, your debuff will make your daggers weaker if it's always applied.
(06-06-2018, 03:03 PM)Dane Regan Wrote: @Whirda: Okay, I did a derp. If the debuff is always added to your attacks, it doesn't cost any OM (as it doesn't add any variability to your move)

Man, this move rush it getting to me.

Either way, your debuff will make your daggers weaker if it's always applied.

Yeah, sorry to be a pain in the ass with last minute stuff.

Do I have the option of paying the additional 300 OM to keep my dagger moves the same strength?
(06-06-2018, 02:54 PM)Dane Regan Wrote:
(06-06-2018, 02:30 PM)Whirda Wrote: Old Moves: 

[spoiler]Umbral Dagger of Ahn'Thrix (300): Whirda received the dagger of Ahn'Thrix after slaying the shade in The Pale Moors.  The dagger is roughly twelve inches long, carved from obsidian, and honed to a razor's edge.  With a thought, Whirda can command the dagger to leak a trail of opaque ash which hovers in the air, strategically obscuring vision.  Otherwise, this functions as a normal dagger.

I think this should have been 600 OM originally, although it was approved in 2015 at 300 OM.  Obviously it lacks some detail due to the standards of the time.

Umbral Knives (600) (Ranged Proficiency): After a brief moment of concentration, Whirda summons three throwing knives. Although made of shadow, the knives function as normal metal, dealing similar piercing or slashing damage depending on the nature of the throw.  While in umbral form, Whirda creates and unleashes a steady stream of knives which lasts until she cancels the spell.  While casting Improved Shadow Knives, the knives will travel along the trajectory of her outstretched hand, originating at a point just beyond her palm.  If sustained for more than ten seconds (roughly two dozen knives), Whirda will begin to experience exhaustion, reducing the accuracy of the knives and the damage they can deal (would bounce harmlessly off of sturdy targets and deal only shallow cuts to flimsy ones).[/spoiler]

New Moves: Umbral Dagger of Ahn'Thrix (600/900?) (Physical Strength, Debuff Proficiency): Whirda received the dagger of Ahn'Thrix after slaying the shade in The Pale Moors.  The dagger is roughly twelve inches long, carved from obsidian, and honed to a razor's edge.  With a thought, Whirda can command the dagger to leak a trail of opaque ash which hovers in the air, strategically obscuring vision.  Otherwise, this functions as a normal dagger.  The dagger of Ahn'Thrix is also coated in a diluted Shadechill Toxin.  When dealing piercing or slashing damage, Whirda's target is afflicted with Shadechill for 30 seconds.  The toxin functions as a minor paralytic, causing opponents to experience a chilled sensation and blurred vision, reducing their reaction time and dexterity.

Umbral Knives (900) (Ranged Proficiency, Debuff Proficiency): After a brief moment of concentration, Whirda summons three throwing knives. Although made of shadow, the knives function as normal metal, dealing similar piercing or slashing damage depending on the nature of the throw.  While in umbral form, Whirda creates and unleashes a steady stream of knives which lasts until she cancels the spell.  While casting Improved Shadow Knives, the knives will travel along the trajectory of her outstretched hand, originating at a point just beyond her palm.  If sustained for more than ten seconds (roughly two dozen knives), Whirda will begin to experience fatigue, reducing the accuracy of the knives and the damage they can deal (would bounce harmlessly off of sturdy targets and deal only shallow cuts to flimsy ones).  The knives are also coated in a diluted Shadechill Toxin.  When dealing piercing or slashing damage, Whirda's target is afflicted with Shadechill for 30 seconds.  The toxin functions as a minor paralytic, causing opponents to experience a chilled sensation and blurred vision, reducing their reaction time and dexterity.

Certainly needs some more adjustments.

Umbral Dagger of Ahn'Thrix:
>This would cost 900 OM.
>This debuff needs to be a lot weaker, since it's applied to every attack. (Also, note that adding a debuff to your dagger like this will make your daggers attacks weaker)

Umbral Knives:
"While in umbral form, Whirda creates and unleashes a steady stream of knives which lasts until she cancels the spell."
>Remove this, powerups don't make your moves stronger besides giving you more stats.
"While casting Improved Shadow Knives"
>I'm confused, how does Whirda cast this? Is this like another variant or...?
>See debuff comment from before.

(06-06-2018, 02:38 PM)Retane Wrote: Controlled Scatter Shot- (Preq: Scatter Shot)(Ranged Attack, Remote Control, Homing)(300)- Using the Scatter Shot move as a template, Retane has learned to become more tricky agasint his foes. Similiar to  Scatter Shot, the namekian quickly charges up his attack(3 seconds) and unleashes a huge barrage(200 shots) of energy the size of  basketballs from his hands, shot after shot, at his target for up to twenty seconds at a speed of  150-200mph. The orbs that connect exploding  in an area up to twice the size of the orb itself , doing damage but also causing a distraction from the main point of the attack. Those that don't connect veer off to surround the target in a spherical. During this time, the namek change his  direction slightly by shifting his boody, but not so much. After a few  moments from ending the initial barrage, Retane forces the surrounding orbs to converge upon the target in a powerful explosion(10 ft diameter). Afterwards, it takes the namekian a few seconds to regain his composure and replenish his energy sources.

Trapped-(Preq: Controlled Scatter Shot)(Ranged Material, Remote Control, Homing) (300)- Taking CSS to an even higher level, Retane focuses on the the area around his target(30 feet in diameter). While his  opponent is distracted, through conversation or other means, the Namekian creates around 200 basketball sized orbs around his foe. An additional two seconds is needed to force the orbs to converge upon their target, creating a devastating explosion upon impact.(15ft diameter) After the attack the namek is  left feeling light fatigue from the focus and quick dump of energy.

Controlled Scatter Shot:
"surround the target in a spherical"
>Can the target attack and try to break these or anything like that?
"Retane forces the surrounding orbs to converge upon the target in a powerful explosion"
>Considering this is hard to dodge, only has a short charge, and lots of other shots came before this, the explosion is not going to be powerful. Maybe if you bump up the charge time at the start, make it so the original shots do negligible damage (and just distract someone), then it could be powerful. Otherwise, it's not gonna be mega strong.

Trapped:
>This won't be devastating. It's too easy to use, too hard to avoid, and has too few drawbacks. Your "charge" is also after you summon the orbs, meaning you can surround someone with them and leave little/no room for escape, and then get the attack to land easily. If you want to make it powerful, have a high fatigue cost and a good charge time before you summon the orbs. Alternatively, just say it's a painful explosion but mostly just surface damage if you don't want to change it mechanically.

(06-06-2018, 02:31 PM)Ash Wrote: T2 Super Defense: Now You See Me, Now You Don't - 800 OM
Burst Movement, Suppression, Stealth
Ash simultaneously creates a clone of herself and vanishes from sight and senses before escaping the line of fire. Meanwhile, the clone baits her opponents into fighting it. Dodging what it can until its finally hit. (T2 can take 2 normal attacks, or counter one SA T2 or lower.) The Clone lasts up to 30 seconds, until its damaged appropriately, or until Ash unstealth's - generally done by attacking. When the Clone is defeated, it lasts long enough to 'die'. This body vanishes after the 30 seconds is up. Those with TECH lower than Ash have a harder time differencing from clone and Ash and are very likely to believe they've killed her.  By the time the clone is discovered Ash has another plan in action.

Approved.

Controlled Scatter Shot- (Preq: Scatter Shot)(Ranged Attack, Remote Control, Homing)(300)- Using the Scatter Shot move as a template, Retane has learned to become more tricky agasint his foes. Similiar to  Scatter Shot, the namekian quickly charges up his attack(5 seconds) and unleashes a huge barrage(200 shots) of energy the size of  basketballs from his hands, shot after shot, at his target for up to twenty seconds at a speed of  150-200mph. The orbs that connect exploding  in an area up to twice the size of the orb itself , doing light ddamage but are moseo to cause a distraction from the main point of the attack. Those that don't connect veer off to surround the target in a spherical area. During this time, the namek may change his direction slightly by shifting his body, but not so much. After a few  moments from ending the initial barrage, Retane forces the surrounding orbs to attempt converge upon the target in a powerful explosion(10 ft diameter). Afterwards, the namekian a suffers from moderate fatigue.

Trapped-(Preq: Controled Scatter Shot)(Ranged Material, Remote Control, Homing) (300)- Taking CSS to an even higher level, Retane focuses on the the area around his target(30 feet in diameter). While his  opponent is distracted, through conversation or other means, the Namekian takes  around 12 seconds to create around 200 basketball sized orbs around his foe. An additional two seconds is needed to force the orbs to converge upon their target, creating a devastating explosion upon impact(15ft diameter). After the attack, the namek is left feeling heavy fatigue from the focus and quick dump of energy.
[Image: hchh.png]

I refuse to lose this battle,
Let whatever come my way.
I am stronger then my rival,
No, I will not fall today...
Forge of Solus Prime(600?; Requires Mimic, Buff)

[Image: latest?cb=20131006160528]

The Forge of Solus Prime was a weapon of the Primes that could be used by Solus Prime and was, in fact, her signature relic. This allowed her to Smith fine blades like the Star Saber, armor such as the Apex Armor, and many other weapons. The Forge of Solus Prime has retained that power in the Omniverse, allowing Jack to craft weapons for others, and even transfer a copy of his moves to his allies. To do this, he takes ten seconds to quickly summon the hammer and an anvil, taking a singular weapon and setting it on the anvil before charging up with an overhead smash. This adjusts the weapon to be able to be used by a specified ally. However, this comes at a cost. When he has transferred a move, he cannot use the move for the rest of a battle, even if the move in question is not being used. This also transfers any moves that are connected to the the move he is transferring. Outside of combat the hammer can be used to create items for flavor purposes, but also to create new tools for himself, as well as new weapons. (Fodder) This move cannot be used in any form of combat - cannot be used to attack an opponent. Furthermore, he can only use the item on one move set per fight. If he tries to do more than that, the Forge shattered. The individual he transfers the moves to would only get 3 uses of each weapon / move before the weapon would fade, and he would have to re-transfer it.
(06-06-2018, 03:12 PM)Retane Wrote: Controlled Scatter Shot- (Preq: Scatter Shot)(Ranged Attack, Remote Control, Homing)(300)- Using the Scatter Shot move as a template, Retane has learned to become more tricky agasint his foes. Similiar to  Scatter Shot, the namekian quickly charges up his attack(5 seconds) and unleashes a huge barrage(200 shots) of energy the size of  basketballs from his hands, shot after shot, at his target for up to twenty seconds at a speed of  150-200mph. The orbs that connect exploding  in an area up to twice the size of the orb itself , doing light ddamage but are moseo to cause a distraction from the main point of the attack. Those that don't connect veer off to surround the target in a spherical area. During this time, the namek may change his direction slightly by shifting his body, but not so much. After a few  moments from ending the initial barrage, Retane forces the surrounding orbs to attempt converge upon the target in a powerful explosion(10 ft diameter). Afterwards, the namekian a suffers from moderate fatigue.

Trapped-(Preq: Controled Scatter Shot)(Ranged Material, Remote Control, Homing) (300)- Taking CSS to an even higher level, Retane focuses on the the area around his target(30 feet in diameter). While his  opponent is distracted, through conversation or other means, the Namekian takes  around 12 seconds to create around 200 basketball sized orbs around his foe. He can move, but not attack during this time. An additional two seconds is needed to force the orbs to converge upon their target, creating a devastating explosion upon impact(15ft diameter). After the attack, the namek is left feeling heavy fatigue from the focus and quick dump of energy.

Controlled Scatter Shot: Approved.

Trapped: Approved, with a bolded addition.
(06-06-2018, 03:05 PM)Whirda Wrote:
(06-06-2018, 03:03 PM)Dane Regan Wrote: @Whirda: Okay, I did a derp. If the debuff is always added to your attacks, it doesn't cost any OM (as it doesn't add any variability to your move)

Man, this move rush it getting to me.

Either way, your debuff will make your daggers weaker if it's always applied.

Yeah, sorry to be a pain in the ass with last minute stuff.

Do I have the option of paying the additional 300 OM to keep my dagger moves the same strength?

No. You cannot pay OM to make moves stronger. It's just that specialised moves that do less things are able to do those things better. (So a dagger with no poison can hurt better than a dagger with poison)

You could make it variable, and turn the poison on and off with a small charge (and pay 300 OM), if you wanted.
(06-06-2018, 03:25 PM)Dane Regan Wrote:
(06-06-2018, 03:05 PM)Whirda Wrote:
(06-06-2018, 03:03 PM)Dane Regan Wrote: @Whirda: Okay, I did a derp. If the debuff is always added to your attacks, it doesn't cost any OM (as it doesn't add any variability to your move)

Man, this move rush it getting to me.

Either way, your debuff will make your daggers weaker if it's always applied.

Yeah, sorry to be a pain in the ass with last minute stuff.

Do I have the option of paying the additional 300 OM to keep my dagger moves the same strength?

No. You cannot pay OM to make moves stronger. It's just that specialised moves that do less things are able to do those things better. (So a dagger with no poison can hurt better than a dagger with poison)

You could make it variable, and turn the poison on and off with a small charge (and pay 300 OM), if you wanted.

Been meaning to dual-wield again, I think I'll just get a second dagger with poison and leave the current move alone.  Best of both worlds.  And I'll forego upgrading the throwing knives entirely, those can't get much weaker without ceasing to exist lol

New Move: Shadechill Dagger (300 OM) (Physical Strength, Debuff Proficiency): This dagger is roughly twelve inches long and honed to a razor's edge.  The dagger is also coated in a diluted Shadechill Toxin. When dealing piercing or slashing damage, Whirda's target is afflicted with Shadechill for 30 seconds.  The toxin functions as a minor paralytic, causing opponents to experience a chilled sensation and blurred vision, slightly reducing their reaction time and dexterity.
(06-06-2018, 03:30 PM)Whirda Wrote: New Move: Shadechill Dagger (300 OM) (Physical Strength, Debuff Proficiency): This dagger is roughly twelve inches long and honed to a razor's edge, suitable for dealing quick light cuts.  The dagger is also coated in a diluted Shadechill Toxin. When dealing piercing or slashing damage, Whirda's target is afflicted with Shadechill for seconds.  The toxin functions as a minor paralytic, causing opponents to experience a chilled sensation and blurred vision, slightly reducing their reaction time and dexterity.

I think 30 seconds is a bit long. 5 seconds is long enough that they won't always be under the effects, but if you get close and keep dashing about in melee it will still happen often. I added in another bolded thing to make it clear that this isn't a higher damaging weapon - you can repost this and rephrase that if you want. But the above is approved.

Stronger debuffs are typically reserved for moves with charge times or fatigue costs or other drawbacks.
(06-06-2018, 03:35 PM)Dane Regan Wrote:
(06-06-2018, 03:30 PM)Whirda Wrote: New Move: Shadechill Dagger (300 OM) (Physical Strength, Debuff Proficiency): This dagger is roughly twelve inches long and honed to a razor's edge, suitable for dealing quick light cuts.  The dagger is also coated in a diluted Shadechill Toxin. When dealing piercing or slashing damage, Whirda's target is afflicted with Shadechill for seconds.  The toxin functions as a minor paralytic, causing opponents to experience a chilled sensation and blurred vision, slightly reducing their reaction time and dexterity.

I think 30 seconds is a bit long. 5 seconds is long enough that they won't always be under the effects, but if you get close and keep dashing about in melee it will still happen often. I added in another bolded thing to make it clear that this isn't a higher damaging weapon - you can repost this and rephrase that if you want. But the above is approved.

Stronger debuffs are typically reserved for moves with charge times or fatigue costs or other drawbacks.

Sold!
I got room for one more.

Tier 1 Super Utility - Danmaku: Suppressing Fire (600 OM) (requires Debuff, Ranged)

Eternity begins bombarding the target with swathes of colorful bullets. This elegant show of force is not carried out with the intent to harm, but to preoccupy the opponent with the resulting chaos of beautiful danmaku. This causes the target's TEC to drop by 2, to a minimum of 0 for a single round. This move can be negated by a T1 Super Defense or higher.
(06-06-2018, 05:31 PM)Eternity Larva Wrote: I got room for one more.

Tier 1 Super Utility - Danmaku: Suppressing Fire (600 OM) (requires Debuff, Ranged)

Eternity begins bombarding the target with swathes of colorful bullets. This elegant show of force is not carried out with the intent to harm, but to preoccupy the opponent with the resulting chaos of beautiful danmaku. This causes the target's TEC to drop by 2, to a minimum of 0 for a single round. This move can be negated by a T1 Super Defense or higher.

Approved.
I am submitting Quantum Blink for approval. It is shamelessly a teir-2 version of a move Luci already has called Hyper Blink.

Quantum Blink-Tier 2 Defensive Supermove-(800 OM) (Requirements- Superspeed, Burst Movement, Phasing)

Luci blinks her eyes. In the time it takes to finish blinking, Luci walks up to two hundred feet in any direction.

Luci is moving so fast that to her, time seems nearly frozen. However, she cannot affect the world around her. Luci cannot take any action other than walking, climbing, jumping, and other ways of moving herself. She can use no moves or attacks or powers except for Phasing. She cannot move objects other than herself and the objects she is already in possesion of at the time she starts Hyper Blink. She cannot open doors, or push a bullet out of the way, or stab someone, or even press a button. While Hyper Blink is active, Luci cannot affect the world around her.

At the end of this move, Luci is moving at her normal top Speed.

This move costs 2 SP.
(06-06-2018, 08:58 PM)Luci Wrote: I am submitting Quantum Blink for approval. It is shamelessly a teir-2 version of a move Luci already has called Hyper Blink.

Quantum Blink-Tier 2 Defensive Supermove-(800 OM) (Requirements- Superspeed, Burst Movement, Phasing)

Luci blinks her eyes. In the time it takes to finish blinking, Luci walks up to two hundred feet in any direction.

Luci is moving so fast that to her, time seems nearly frozen. However, she cannot affect the world around her. Luci cannot take any action other than walking, climbing, jumping, and other ways of moving herself. She can use no moves or attacks or powers except for Phasing. She cannot move objects other than herself and the objects she is already in possesion of at the time she starts Hyper Blink. She cannot open doors, or push a bullet out of the way, or stab someone, or even press a button. While Hyper Blink is active, Luci cannot affect the world around her.

At the end of this move, Luci is moving at her normal top Speed.

This move costs 2 SP.

I know this wasn't in your original (although it should have been - not your fault). What happens if someone uses a T3 super attack against Luci here? Because, as it's written, she could dodge anything. (Just say T3+ super attacks will still partially hit her and she can't move/react fast enough to avoid them completely - or something like that.)
(06-06-2018, 09:03 PM)Dane Regan Wrote: I know this wasn't in your original (although it should have been - not your fault). What happens if someone uses a T3 super attack against Luci here? Because, as it's written, she could dodge anything. (Just say T3+ super attacks will still partially hit her and she can't move/react fast enough to avoid them completely - or something like that.)

Quantum Blink-Tier 2 Defensive Supermove-(800 OM) (Requirements- Superspeed, Burst Movement, Phasing)

Luci blinks her eyes. In the time it takes to finish blinking, Luci walks up to two hundred feet in any direction.

Luci is moving so fast that to her, time seems nearly frozen. However, she cannot affect the world around her. Luci cannot take any action other than walking, climbing, jumping, and other ways of moving herself. She can use no moves or attacks or powers except for Phasing. She cannot move objects other than herself and the objects she is already in possesion of at the time she starts Hyper Blink. She cannot open doors, or push a bullet out of the way, or stab someone, or even press a button. While Hyper Blink is active, Luci cannot affect the world around her. Although time may appear frozen, Luci is actually just moving at very high speeds. Teir-3 Supermoves and stronger can still connect and do damage to her.

At the end of this move, Luci is moving at her normal top Speed.

This move costs 2 SP.
(06-06-2018, 09:11 PM)Luci Wrote: Quantum Blink-Tier 2 Defensive Supermove-(800 OM) (Requirements- Superspeed, Burst Movement, Phasing)

Luci blinks her eyes. In the time it takes to finish blinking, Luci walks up to two hundred feet in any direction.

Luci is moving so fast that to her, time seems nearly frozen. However, she cannot affect the world around her. Luci cannot take any action other than walking, climbing, jumping, and other ways of moving herself. She can use no moves or attacks or powers except for Phasing. She cannot move objects other than herself and the objects she is already in possesion of at the time she starts Hyper Blink. She cannot open doors, or push a bullet out of the way, or stab someone, or even press a button. While Hyper Blink is active, Luci cannot affect the world around her. Although time may appear frozen, Luci is actually just moving at very high speeds. Teir-3 Supermoves and stronger can still connect and do damage to her.

At the end of this move, Luci is moving at her normal top Speed.

This move costs 2 SP.

Approved.


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