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Move Approval V
(06-11-2018, 11:36 AM)Mordus Wrote: Spectral Limbs (600 OM, Physical Proficiency, Ranged Proficiency, Remote Control Proficiency)
Mordus can summon another set of arms, ranging from normal sized, to as thick as trees. Summoning is instant, usually with a clap. Mordus can keep them on his person, giving him more limbs to attack with, lift, etc. Or, he can summon them as physical arms in a range of 50 feet. He can slam them into people, pick things up, etc. They work as really big (Or small) summonable arms, that don’t have to be attached to him. The only downsize, is that if they are not attached to his body, he has to stand still and control them with his normal arms, miming the movements.


Plz approve mus fite

This would cost 900 OM:
300 - Attach arms to you
300 - Make them at range
300 - Variable arm size

You'll need ranged materialise proficiency to create the arms at range.

Questions/comments/clarifications (if you answer most of these I'll try to help write up your move for you, since you're fairly new - I'm just trying to gauge your plans with this first):
>Add a charge time - even if it is small. Or give this move another drawback such as it being tiring to create the arms. I'd recommend something like having to focus and stand still for 3 seconds. (More drawbacks will give you stronger arms)
>Is there any distinction between the smaller arms and the bigger ones? Like, are the bigger ones meant to be stronger?
>Are the arms always as long as his arms?
>Did you want to be able to combo other moves with this - like using your charged punching move with the arms?
>When you summon them at range, do they float about in the air and stuff, or are the attached to an object? If they float about, how fast can they move? (As fast as Mordus can run? Slower? Faster? Etc.?)
>Lastly, you'll need to give the arms a way to break (as otherwise you could essentially get a free replacement to a missing limb). Roughly how durable did you want them?
(06-12-2018, 07:18 AM)Whirda Wrote:
(06-12-2018, 07:12 AM)Civic Wrote:
(06-07-2018, 09:56 AM)Whirda Wrote: Telescoping Bo Staff (Physical Strength) (300)
A normal bo staff crafted from tungsten carbide, rendering it extremely sturdy and resistant to scratches and damage.  While hanging from Gambit’s belt, the bo staff measures approximately one foot, but when Gambit uses it in combat it telescopes out to approximately six feet in half a second.  

*Note: Gambit cannot/would not fight with the un-telescoped version of the weapon.

Just put in a line about how fast it telescopes and that one is good to go.

Added telescoping time and a small note.

Quote:Playing Cards (Ranged Proficiency) (300)
An unassuming pack of throwing cards.  Gambit has the ability to throw these cards with deadly accuracy, making them capable of dealing minor slashing damage.  The deck contains 52 cards but miraculously, any card he throws reappears in the small leather case on his belt after about five seconds.  The cards are thrown at roughly 100MPH, and Gambit has an effective range of about 50 meters.  Gambit can throw three cards per second maximum.

I'm torn on whether there should be a maximum amount of cards he can regenerate or not, because it doesn't do a lot of damage but an infinitely refilling ammo system with no drain seems a tad too much. Maybe add in a cap of cards he can regenerate in one fight and that'd be cool (not that you'd likely hit the limit or abuse it, but moves rules and stuff).

Quote:Molecular Acceleration (Area Attack Proficiency) (600)
Gambit has the power to convert the potential energy in an object into kinetic energy, thus ‘charging’ that object with explosive results.  The time it takes to charge an object or objects depends on size, ranging from about one second for a playing card, to three seconds for his bo staff, to ten seconds at the high end for something the size of a car.  At present, this charging must take place through direct skin contact, and Gambit must focus while charging an item, able to move normally but unable to fight or use other moves or powers.  At present, Gambit cannot use this ability on organic/sentient targets such as allies or enemies.  The charge lasts fifteen seconds.  When a charged object strikes or is struck by another solid surface, it explodes with concussive force, dealing fairly weak (playing card) to moderate (bo staff) to high (maximum-sized object) damage scaling up with charge time.  This explosion does not damage the charged object.  The explosion is approximately two square yards, with most of the damage focused in the center, at the point of the blast.  

*Note: Gambit does not have to throw the object to activate the explosion; any significant impact will trigger a charged object.  

**Note: The charge time is always proportional to the item's size, i.e., Gambit cannot choose to charge a playing card for a longer period to achieve a larger explosion (yet).

Can the charge be broken if he's struck? Also I take it the Area Attack prof is needed because he might charge objects larger than 3 feet, or is it due to the concussive explosion? Also how big is this explosion?

Once the item is charged, it wouldn't lose the charge from Gambit being hit, no.  I should put a time limit on the charge duration though.  Also, if something strikes the item while Gambit is still holding it, it would explode and damage Gambit instead.  Area attack is due to the explosion but he is also capable of charging larger items with a longer focus time, so I think the proficiency covers both?

Changes in red!

@Dane, updates included above.

For the playing cards, I used the world record of ~100 MPH and increased the range, since the world record is closer to 70 yards.  Is that okay?  I assume it's fair that Gambit is as good at card throwing as the best normal human.  That being said, if the increase of 20 meters is going to significantly reduce damage, I'll revert it.  As an alternative I'd like to consider, if 52 cards is the maximum Gambit can use in a single fight (i.e., they can't reappear during combat or have a recharge time of 10 minutes for the full deck, something like that) would that increase the damage significantly?
>I consider limited ammo to be a bit like cooldowns potency-wise. If you can only use something a small handful of times, if gives it a small boost. Compared to other factors it's minor. Like, does a guy with limited ammo for each of his guns really care if he runs out of ammo on one of them if he has 20 others?
>If you want to increase damage, give it a charge-up per throw or something. Any general modifications besides that and fatigue would probably be near negligible. Unless you want to win a "my move is technically stronger" argument by having a range 1m less than someone else's otherwise identical card move, just put in the parameters you think it should have and don't stress over the rest.

Quote:Playing Cards (Ranged Proficiency) (300)
An unassuming pack of throwing cards. Gambit has the ability to throw these cards with deadly accuracy, making them capable of dealing minor slashing damage. The deck contains 52 cards but miraculously, any card he throws reappears in the small leather case on his belt after about five seconds. The cards are thrown at roughly 100MPH, and Gambit has an effective range of about 50 meters. Gambit can throw three cards per second maximum.

Approved.

Quote:Molecular Acceleration (Area Attack Proficiency) (600)
Gambit has the power to convert the potential energy in an object into kinetic energy, thus ‘charging’ that object with explosive results. The time it takes to charge an object or objects depends on size, ranging from about one second for a playing card, to three seconds for his bo staff, to ten seconds at the high end for something the size of a car. At present, this charging must take place through direct skin contact, and Gambit must focus while charging an item, able to move normally but unable to fight or use other moves or powers. At present, Gambit cannot use this ability on organic/sentient targets such as allies or enemies. The charge lasts fifteen seconds. When a charged object strikes or is struck by another solid surface, it explodes with concussive force, dealing fairly weak (playing card) to moderate (bo staff) to high (maximum-sized object) damage scaling up with charge time. This explosion does not damage the charged object. The explosion is approximately two square yards, with most of the damage focused in the center, at the point of the blast.

*Note: Gambit does not have to throw the object to activate the explosion; any significant impact will trigger a charged object.

**Note: The charge time is always proportional to the item's size, i.e., Gambit cannot choose to charge a playing card for a longer period to achieve a larger explosion (yet).

Approved.
(06-12-2018, 11:48 AM)Dane Regan Wrote: >I consider limited ammo to be a bit like cooldowns potency-wise. If you can only use something a small handful of times, if gives it a small boost. Compared to other factors it's minor. Like, does a guy with limited ammo for each of his guns really care if he runs out of ammo on one of them if he has 20 others?
>If you want to increase damage, give it a charge-up per throw or something. Any general modifications besides that and fatigue would probably be near negligible. Unless you want to win a "my move is technically stronger" argument by having a range 1m less than someone else's otherwise identical card move, just put in the parameters you think it should have and don't stress over the rest.

Quote:Playing Cards (Ranged Proficiency) (300)
An unassuming pack of throwing cards.  Gambit has the ability to throw these cards with deadly accuracy, making them capable of dealing minor slashing damage.  The deck contains 52 cards but miraculously, any card he throws reappears in the small leather case on his belt after about five seconds.  The cards are thrown at roughly 100MPH, and Gambit has an effective range of about 50 meters.  Gambit can throw three cards per second maximum.

Approved.

Quote:Molecular Acceleration (Area Attack Proficiency) (600)
Gambit has the power to convert the potential energy in an object into kinetic energy, thus ‘charging’ that object with explosive results.  The time it takes to charge an object or objects depends on size, ranging from about one second for a playing card, to three seconds for his bo staff, to ten seconds at the high end for something the size of a car.  At present, this charging must take place through direct skin contact, and Gambit must focus while charging an item, able to move normally but unable to fight or use other moves or powers.  At present, Gambit cannot use this ability on organic/sentient targets such as allies or enemies.  The charge lasts fifteen seconds.  When a charged object strikes or is struck by another solid surface, it explodes with concussive force, dealing fairly weak (playing card) to moderate (bo staff) to high (maximum-sized object) damage scaling up with charge time.  This explosion does not damage the charged object.  The explosion is approximately two square yards, with most of the damage focused in the center, at the point of the blast.  

*Note: Gambit does not have to throw the object to activate the explosion; any significant impact will trigger a charged object.  

**Note: The charge time is always proportional to the item's size, i.e., Gambit cannot choose to charge a playing card for a longer period to achieve a larger explosion (yet).

Approved.

K, keeping all three moves as-is then.  Thanks.
(06-08-2018, 08:19 AM)Jack Darby Wrote: Forge of Solus Prime(600?; Requires Mimic, Buff)

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 shatters. 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. After the 3 uses, though he must also recreate the Forge which takes about 15 seconds during which he cannot move, attack, block, dodge, or do anything else. 

You're overcomplicating this, and from what I can gather this would only cost 300 OM. The using it to replicate moves for you to buy is fodder and doesn't cost OM (as you're already spending the OM to buy the stuff).

I suggest you rewrite this since there's a lot of content that isn't strictly needed, it's way to hard to use IC for what it is (you've got a lot of charge times stacked against yourself). Either rewrite it here, or in the workshop if you're uncertain. Drawback-wise, just have Jack spend 5 seconds at an Anvil, then have him grant someone the weapon for the next minute or so at the cost of not being able to use it himself. That should be a fair baseline - you don't need all the other complications you added.
Alright, I'll take it back to the workshop.
(06-08-2018, 11:00 AM)Dane Regan Wrote: T1SU - Charm (600): Physical, Debuff, Telepathy
[spoiler]Dane speaks a few words or a sentence to someone within 12ft of him over the course of 5 seconds (or so), during which he can't attack or defend himself but can still move to dodge and pursue. This breaches their mind if they don't immediately block him out (i.e. use a super defence). For the next 40 seconds, they fall desperately in love with him and are unable to act in a way that might harm him and his friends. They probably won't suddenly throw their own allies under the bus and fight for him, but the won't assist any of his enemies or hinder his allies - they're so in love with Dane than the idea of betraying him simply doesn't register, so they'll most likely abstain from combat. Some people may choose to help him and his allies or hinder their own allies in a fight situation, although this will typically be very minor and depends on the person (OOC permission is needed for more than them using one or two minor buffs or trying to stop the fight). However, this move will also end prematurely if the person under its effects takes damage from Dane or someone else they couldn't hurt during this move, or if they witness one of those people try to hurt them.

RP Notes: For targets who can't feel "love" (e.g. robots), or for those where Dane is far out of line with their "tastes", this will simply take the form of feelings like immense respect and devotion, or just act like a strong friendship - but has the same mechanical impacts. Some targets may experience lingering effects, but most probably won't (this is writing fodder). In non-combat situations, this move may last for longer durations (such as against some NPCs or with OOC permission).[/spoiler]
T2SU - Dominate (800): Physical, Debuff, Telepathy
[spoiler]Dane presses his palm against the head of his target for 5 seconds. This can be a full hold or just a touch, but, if not blocked (with a T2 super defence or higher), a barrage of information will flow directly into their mind from Dane, forcing his will upon them for the next 40 seconds. During this time, they cannot work in a way to harm or hinder Dane or his allies, nor aid Dane's enemies. Furthermore, they experience a very strong compulsion to assist Dane. Unlike Charm, they're still somewhat lucid, so have the ability to try and resist. This varies from person to person somewhat, but as a bare minimum, they will have to attack anyone Dane designates and work to protect him. 

This won't be at full effectiveness: they could easily try to miss most strikes, opt not to use their more powerful or exerting attacks, and so on - however, their mind will always force them to attempt a method that could be lethal (so they can't "attack" someone with a feather). Setting up opportunities for Dane to attack more easily is considered to be under the lethality umbrella (as Dane attacking someone could be lethal). Even if they don't end up hurting anyone, they will hinder Dane's enemies to a good extent of their ability, such as blocking and obstructing their attacks. They still maintain a sense of self-preservation, so won't mindlessly tank attacks if they wouldn't normally, but will happily end up with some grazes.

In addition to this, they will be forced to obey any other basic order Dane gives them that doesn't directly put them in harm's way (e.g. he can ask them to drop a weapon, or try to execute a basic attack, but not to stab themselves, or get in the way of a strong enemy's attack). Dane cannot directly force them to use specific moves or powers (but could ask them to climb a wall - prompting them to use a wall climbing move), nor can he ask them to give up an item or artefact or lead them to spend sp. Lastly, this effect ends prematurely if they ever take more than a couple of moderate hits from either Dane or someone they're unable to attack. In some cases, this may have a longer duration - even spanning weeks and months, potentially even indefinitely (requires OOC permission). This is more prevalent when used against a defeated opponent or someone with a weaker mind (rp fodder).
[/spoiler]
Reposting these after some discussion in the staff forum about the appropriate duration of "stun/freeze/etc." super utilities as well as whether I can stretch "mind control" as far as I did. Haven't really changed much besides:
>adding minor quirks to the "mind control" (to stop shenanigans like stealing items and stuff - lemme know if there's another "exploit" I missed)
>changing Charm so it ends when Dane or his allies try to hurt the charmed person
>adding charge times to each of them
>adding in a bit of fluff regarding the rp side of the "love" thing
The basic consensus is that 40 seconds of bringing someone out of a fight for 1sp is fine if they can't be hurt (or it ends if they're attacked). Although technically, Charm doesn't bring someone out of a fight, it just stops them hurting Dane's team or aiding someone who wants to hurt Dane's team. I think it's fine - because it doesn't force them to fight for Dane or anything - but it has an interesting effect on a free-for-all worth considering.

Bump/reminder.
Wanting to change this:

Quote:Goliath (Tier 2 Power Up) - Jim summons a Goliath, an assault walker common to Terran forces. Standing at 12 feet tall, Jim sits in its centre and controls its actions.

to this:

Quote:Viking (Tier 2 Power Up) - Jim summons a Viking, an assault walker common to Terran forces. Standing at 12 feet tall, Jim sits in its centre and controls its actions.

They are identical in function but have a different aesthetic, and I prefer the look of the viking.

Images for comparison:

Goliath - https://vignette.wikia.nocookie.net/star...0816012020

Viking - https://zergrex.deviantart.com/art/Starc...-176488634

Also once I purchase Giant Form, I'll be increasing the size of the Viking (will do in a separate edit).
[Image: jimsig.jpg]
@Jim: As long as you don't change the stats, sure, you can do that.
Cheers, not changing stats, just appearance.
[Image: jimsig.jpg]
Phalanx Barrier (Tier 1 Super Defense) (600 OM)

Centurion brings his gauntlets together in two swift collisions, instantly activating a protective sheath around his body. The gesture must be performed to activate the Barrier. The shield is a shimmering orange layer of stabilized ionic energy, defending him against most physical and energy based attacks. The latter is more effective in damaging the Barrier. Dim hexagonal patterns reminiscent of his chest-borne sigil pulse in time with kinetic impact. In relation to its defensive capabilities, the dense barrier slows Centurion greatly and restricts his overall movement. He cannot sprint, only walk or jog, and any sort of acrobatics is almost impossible. He cannot use any other move while the energy shield is projected, and must deactivate it to perform any. He can, however, still perform basic unarmed strikes, albeit slower. The Barrier can last almost indefinitely, but it drains energy directly related to damage absorbed and time active. If the barrier is destroyed, Centurion regains his mobility, but the energy drain is instant and potent.
From Hawaii, With Love
[Image: W4PxwDv.jpg]
"Joe: You're gonna get the most dramatic entrance, dramaticc with two c's
Dust: you know what else has two C's?
Joe: What?
Dust: chicken nuggets"
(06-17-2018, 08:00 AM)Centurion Wrote: Phalanx Barrier (Tier 1 Super Defense) (600 OM)

Centurion brings his gauntlets together in two swift collisions, instantly activating a protective sheath around his body. The gesture must be performed to activate the Barrier. The shield is a shimmering orange layer of stabilized ionic energy, defending him against most physical and energy based attacks. The latter is more effective in damaging the Barrier. Dim hexagonal patterns reminiscent of his chest-borne sigil pulse in time with kinetic impact. In relation to its defensive capabilities, the dense barrier slows Centurion greatly and restricts his overall movement. He cannot sprint, only walk or jog, and any sort of acrobatics is almost impossible. He cannot use any other move while the energy shield is projected, and must deactivate it to perform any. He can, however, still perform basic unarmed strikes, albeit slower. The Barrier can last almost indefinitely, but it drains energy directly related to damage absorbed and time active. If the barrier is destroyed, Centurion regains his mobility, but the energy drain is instant and potent.

>This needs area defence proficiency since it covers your whole body.
>This cannot last indefinitely. You'll need a duration, like 30 seconds. Or "until the specific attack you're trying to block ends or breaks through". Something to stop you from camping behind this for minutes or so.
>Add in that this can block T1 super moves fully, but T2s and higher can break through.
Phalanx Barrier (Tier 1 Super Defense; Requires: Area Defense) (600 OM)

Centurion brings his gauntlets together in two swift collisions, instantly activating a protective sheath around his body. The gesture must be performed to activate the Barrier. The shield is a shimmering orange layer of stabilized ionic energy, defending him against most physical and energy based attacks. The latter is more effective in damaging the Barrier. Dim hexagonal patterns reminiscent of his chest-borne sigil pulse in time with kinetic impact. In relation to its defensive capabilities, the dense barrier slows Centurion greatly and restricts his overall movement. He cannot sprint, only walk or jog, and any sort of acrobatics is almost impossible. He cannot use any other move while the energy shield is projected, and must deactivate it to perform any. He can, however, still perform basic unarmed strikes, albeit slower. The Barrier can last up to a minute or until broken, but it drains energy directly related to damage absorbed and time active. If the barrier is destroyed, Centurion regains his mobility, but the energy drain is instant and potent. This ability is fully capable of absorbing high amounts of damage, including Tier 1 Super Attacks. However, Tier 2s and above can shatter the shield.
From Hawaii, With Love
[Image: W4PxwDv.jpg]
"Joe: You're gonna get the most dramatic entrance, dramaticc with two c's
Dust: you know what else has two C's?
Joe: What?
Dust: chicken nuggets"
(06-17-2018, 08:19 AM)Centurion Wrote: Phalanx Barrier (Tier 1 Super Defense; Requires: Area Defense) (600 OM)

Centurion brings his gauntlets together in two swift collisions, instantly activating a protective sheath around his body. The gesture must be performed to activate the Barrier. The shield is a shimmering orange layer of stabilized ionic energy, defending him against most physical and energy based attacks. The latter is more effective in damaging the Barrier. Dim hexagonal patterns reminiscent of his chest-borne sigil pulse in time with kinetic impact. In relation to its defensive capabilities, the dense barrier slows Centurion greatly and restricts his overall movement. He cannot sprint, only walk or jog, and any sort of acrobatics is almost impossible. He cannot use any other move while the energy shield is projected, and must deactivate it to perform any. He can, however, still perform basic unarmed strikes, albeit slower. The Barrier can last up to a minute or until broken, but it drains energy directly related to damage absorbed and time active. If the barrier is destroyed, Centurion regains his mobility, but the energy drain is instant and potent. This ability is fully capable of absorbing high amounts of damage, including Tier 1 Super Attacks. However, Tier 2s and above can shatter the shield.

Approved.
Forge of Solus Prime (600, Mimic, Buff, Physical Strength):

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 five 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. The hammer can also be used to physically assault his opponents by smashing it into them, or swinging it at them much like a regular hammer.
I finally decided to buy some Super Moves for Hijiri... even if they're not exactly the most flashy of Supers.


Quote:Overcharge: Graviton-Accelerated Strike I (600) [Tier One Super Attack]
(Physical Strength, ‘Personal Gravity Manipulation’ Move)
Whilst swinging any object (including Incidental Weapons and weapon-type Moves not normally useable in melee) Hijiri can overcharge his Personal Gravity Manipulation Move by spending SP, allowing him to instantaneously and effortlessly increase the weight of the item to half a tonne. Needless to say, this makes the attack much more powerful than it normally would have been.

After the attack lands (regardless of whether it is blocked or not) he can choose to reduce the object's weight to its previous value through the normal use of Personal Gravity Manipulation if he so desires, or he can leave it in its heavier state. He will generally return it to normal, though, since otherwise it would be impossible for him to lift. Also, if he ever lets go of the object, it will return to its usual weight immediately.


————


Overcharge: Graviton-Accelerated Strike II (800) [Tier Two Super Attack]
(Physical Strength, ‘Personal Gravity Manipulation’ Move)
Whilst swinging any object (including Incidental Weapons and weapon-type Moves not normally useable in melee) Hijiri can overcharge his Personal Gravity Manipulation Move by spending SP, allowing him to instantaneously and effortlessly increase the weight of the item to one tonne. Needless to say, this makes the attack much more powerful than it normally would have been.

After the attack lands (regardless of whether it is blocked or not) he can choose to reduce the object's weight to its previous value through the normal use of Personal Gravity Manipulation if he so desires, or he can leave it in its heavier state. He will generally return it to normal, though, since otherwise it would be impossible for him to lift. Also, if he ever lets go of the object, it will return to its usual weight immediately.


————


You Can’t Match My Speed I (600) [Tier One Super Defence]
(Burst Movement, Super Speed, 5+ SPD)
The other Movement Powers (Master Acrobat & Super Jumping/Flight) can also be used in conjunction with this Super Move in order to make it more effective (and/or cooler-looking), but are not actually requirements for its use.

Whenever Hijiri notices a Super Attack headed for him, even if he only has a fraction of a second left before it should hit him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it. This tremendous boost lasts only one second, but after it ends he can choose how much he slows down: he can continue moving at his fastest ordinarily possible speed (using Super Speed) if he wishes, can come to a complete stop, or anything in between.

In the case of Tier Two or higher Super Attacks, he will not manage to dodge quite quickly enough and will still take partial damage from being grazed by the attack.


————


You Can’t Match My Speed II (800) [Tier Two Super Defence]
(Burst Movement, Super Speed, 5+ SPD)
The other Movement Powers (Master Acrobat & Super Jumping/Flight) can also be used in conjunction with this Super Move in order to make it more effective (and/or cooler-looking), but are not actually requirements for its use.

Whenever Hijiri notices a Super Attack headed for him, even if he only has a fraction of a second left before it should hit him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it. This tremendous boost lasts only one second, but after it ends he can choose how much he slows down: he can continue moving at his fastest ordinarily possible speed (using Super Speed) if he wishes, can come to a complete stop, or anything in between.

In the case of Tier Three Super Attacks, he will not manage to dodge quite quickly enough and will still take partial damage from being grazed by the attack.
[Image: Hijiri_Name_Sig.png]
(06-17-2018, 01:50 PM)Jack Darby Wrote: Forge of Solus Prime (600, Mimic, Buff, Physical Strength):

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 five 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. The hammer can also be used to physically assault his opponents by smashing it into them, or swinging it at them much like a regular hammer.

>How big is the hammer?
>If you want it to last the whole fight, add a fatigue cost. Alternatively, cut down the duration to a minute or so.
>What happens if he gives someone a move that they wouldn't normally have the proficiencies/powers to use?
(06-17-2018, 02:40 PM)Takanomiya Hijiri Wrote: I finally decided to buy some Super Moves for Hijiri... even if they're not exactly the most flashy of Supers.
[spoiler]
Quote:Overcharge: Graviton-Accelerated Strike I (600) [Tier One Super Attack]
(Physical Strength, ‘Personal Gravity Manipulation’ Move)
Whilst swinging any object (including Incidental Weapons and weapon-type Moves not normally useable in melee) Hijiri can overcharge his Personal Gravity Manipulation Move by spending SP, allowing him to instantaneously and effortlessly increase the weight of the item to half a tonne. Needless to say, this makes the attack much more powerful than it normally would have been.

After the attack lands (regardless of whether it is blocked or not) he can choose to reduce the object's weight to its previous value through the normal use of Personal Gravity Manipulation if he so desires, or he can leave it in its heavier state. He will generally return it to normal, though, since otherwise it would be impossible for him to lift. Also, if he ever lets go of the object, it will return to its usual weight immediately.


————


Overcharge: Graviton-Accelerated Strike II (800) [Tier Two Super Attack]
(Physical Strength, ‘Personal Gravity Manipulation’ Move)
Whilst swinging any object (including Incidental Weapons and weapon-type Moves not normally useable in melee) Hijiri can overcharge his Personal Gravity Manipulation Move by spending SP, allowing him to instantaneously and effortlessly increase the weight of the item to one tonne. Needless to say, this makes the attack much more powerful than it normally would have been.

After the attack lands (regardless of whether it is blocked or not) he can choose to reduce the object's weight to its previous value through the normal use of Personal Gravity Manipulation if he so desires, or he can leave it in its heavier state. He will generally return it to normal, though, since otherwise it would be impossible for him to lift. Also, if he ever lets go of the object, it will return to its usual weight immediately.


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You Can’t Match My Speed I (600) [Tier One Super Defence]
(Burst Movement, Super Speed, 5+ SPD)
The other Movement Powers (Master Acrobat & Super Jumping/Flight) can also be used in conjunction with this Super Move in order to make it more effective (and/or cooler-looking), but are not actually requirements for its use.

Whenever Hijiri notices a Super Attack headed for him, even if he only has a fraction of a second left before it should hit him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it. This tremendous boost lasts only one second, but after it ends he can choose how much he slows down: he can continue moving at his fastest ordinarily possible speed (using Super Speed) if he wishes, can come to a complete stop, or anything in between.

In the case of Tier Two or higher Super Attacks, he will not manage to dodge quite quickly enough and will still take partial damage from being grazed by the attack.


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You Can’t Match My Speed II (800) [Tier Two Super Defence]
(Burst Movement, Super Speed, 5+ SPD)
The other Movement Powers (Master Acrobat & Super Jumping/Flight) can also be used in conjunction with this Super Move in order to make it more effective (and/or cooler-looking), but are not actually requirements for its use.

Whenever Hijiri notices a Super Attack headed for him, even if he only has a fraction of a second left before it should hit him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it. This tremendous boost lasts only one second, but after it ends he can choose how much he slows down: he can continue moving at his fastest ordinarily possible speed (using Super Speed) if he wishes, can come to a complete stop, or anything in between.

In the case of Tier Three Super Attacks, he will not manage to dodge quite quickly enough and will still take partial damage from being grazed by the attack.
[/spoiler]

The super attacks are approved.

For your super defences, can you add a rough distance you'd expect Hijiri to travel, since you specified it lets him go faster than usual. Super defences can be used without dodging a specific attack - so if you used this to quickly zoom away and begin an escape or something that'd be useful information. Even if your distance is more implicit like with "he can travel as far as could normally move in 2 seconds (with super speed), or just far enough to avoid a super move - whichever is furthest".

Just note that You Can’t Match My Speed doesn't technically need a SPD requirement. Someone with 0 SPD could instantly dash to avoid a super move if that was their super defence - since you're spending SP and can do cool things. Although I guess depending on how your write it a high SPD can make the utility effects more useful.
Forge of Solus Prime (600, Mimic, Buff, Physical Strength): 

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 five 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 one minute, 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. The hammer can also be used to physically assault his opponents by smashing it into them, or swinging it at them much like a regular hammer.

The hammer is oversized, being bigger than a human body. However, the hilt of the hammer will adjust so that an individual can hold it, though it may be hard to lift. In addition to that, however, there is something else. Should someone lack the required proficiencies / powers to use the move they would receive them temporarily.
@Jack:
>This doesn't need mimic, you are not mimicking stuff here - only giving away moves.
>Specify that the person who gets the move can only use it for 1 minute.
>Add an exact size for the hammer.
>I'm not going to allow you to give someone lots of powers for a whole minute without a lot more drawbacks. Say that they can only use the powers to execute the moves they received, but can't use the powers on their own.


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