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Move Approval V
(06-21-2018, 05:42 AM)Trixie Wrote: Force Push - T3 Super Attack (1000) - Jedi don't roam into the realm of the Dark Side when it comes to using the force to attack and to destroy things. However, one may concentrate enough force energy into one solid push forward, powerful enough to break bones, crumple steel, or just shove someone into an object. Force Push is your basic offensive Jedi tactic. If your lightsaber isn't keeping something at bay, maybe the Force breaking some ribs will do the trick.

Requires: Adv Telekinesis (Plus Reqs for that) and Ranged Prof

Add a comment about it being restricted to telekinesis range and that it's only pushing one person or thing (and not an indiscriminate area shove - although if you add area attack as a requirement you could make it one), then you're good.

(06-21-2018, 06:49 PM)Tyson Renegade Wrote: Dark Revenant: (Tier 1 Power-Up) (1000)

In this state, Tyson is seen having a dark blue aura emitting from his body. As his muscles are a bit stronger and and his eyes are pitch black almost close to a pure evil demon. With his physical abilities being increased within this dark evil state. Tyson's voice will more demonic sounded like he possessed by a evil spirit. Almost like two people talking at once. 
Dark Revenant Power-Up
ATK: +2
DEF: +1
SPD: +1
TEC: +1

Approved.

(06-21-2018, 08:05 PM)Roger Smith Wrote: I come with more things to approve. For the powered-up form, I will be purchasing two stat increases along with it, as a sidenote.

T1 Powered-Up Form -- Big O; SHOWTIME! -- 1000 OM
[spoiler]
[Image: wWKsBsK.gif]
Roger pulls back the sleeve on his left arm, bringing up his watch and giving the command in a clear voice, "Big O! SHOWTIME!" Within just a few seconds, the ground will begin to rumble, and then from behind him the massive form of the black Megadeus, the Big O, will erupt from below the ground. Rising up to a towering height of 30 meters in height, it will lift Roger in its hand and deposit him in the cockpit. Within ten seconds after the initial command, the giant mech is ready for combat. Its sheer size and bulk lend it considerable power, in terms of both offense and defense, and Roger's skill is not diminished in the slightest while piloting it, but its sheer bulk renders it somewhat plodding and slow, and far from agile. The power granted by the megadeus is formidable, but in the Omniverse Roger can only maintain the strain of piloting it for short periods (as SP allows).

ATK: 7
DEF: 7
SPD: 0
TEC: 3[/spoiler]


T1 Super Attack: Sudden Impact -- 600 OM (Requires: Physical Strength, Ranged Proficiency, Area Attack)
[spoiler]The Big O draws back one arm, readying a punch, as one of the pistons in its elbow cocks back. The process takes three seconds, during which immense amounts of air are drawn into the megadeus's arm and pressurized. When ready, the punch is unleashed, striking with a powerful blow, but that is only the setup for the true blow: whether the punch itself connects or now, the piston in the black megadeus's arm slams home like a piledriver, discharging the pressurized air all at once in a catastrophically powerful burst, approximately five meters in diameter. The force is strongest at point-blank range, but its sheer force can reach for up to 100 meters before its power begins to fall off. If used when not piloting the Big O, the megadeus's arm will burst from below the ground to deliver the blow, and sink out of sight again afterward. The sheer power is draining, both on the Big O's own power reserves and Roger's physical integrity and stamina, limiting its use (as SP allows).[/spoiler]

T1 Super Defense: Arm Shields -- 600 OM (Requires: Area Defense)
[spoiler]The forearms of the Big O are extremely bulky, and have heavy plating on the front much like bracers. At need, they can be deployed, expanded and energized with an electric current to serve as sturdy shields, capable of covering nearly the full size of the megadeus's frame when properly deployed. It takes two seconds to deploy and brace with the shields, at which point they can be maintained for up to thirty seconds or until they have withstood tremendous punishment, up to and including the power of a T1 Super Attack before they must be withdrawn to repair themselves and cool off. When used out of the Big O, the megadeus's arm will erupt out of the ground, curling around and in front of Roger to shield him, and sink below the ground again afterward. The powerful energy currents needed to energize the shields, and to repair them afterward, are highly taxing to use, and must be used sparingly (as SP allows).[/spoiler]

All approved.
(06-20-2018, 01:41 PM)Takanomiya Hijiri Wrote:
(06-18-2018, 08:47 AM)Dane Regan Wrote:
(06-18-2018, 06:50 AM)Takanomiya Hijiri Wrote: [spoiler]
You Can’t Match My Speed I (600) [Tier One Super Defence]
(Burst Movement, Super Speed)
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 Move headed his way, even if he has only a fraction of a second left before it should strike him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it... or, alternatively, he can just use this whenever he feels like it, to show off. This tremendous boost can last no more than one second, during which time he can cover anything up to the distance he normally would be able to traverse using Super Speed for two seconds or just enough distance to get out of the way of the Super Move, whichever is furthest. Also, after this Move's effect 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)
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 Move headed his way, even if he has only a fraction of a second left before it should strike him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it... or, alternatively, he can just use this whenever he feels like it, to show off. This tremendous boost can last no more than one second, during which time he can cover anything up to the distance he normally would be able to traverse using Super Speed for two seconds or just enough distance to get out of the way of the Super Move, whichever is furthest. Also, after this Move's effect 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]

All approved.

I've bought the T1 SD now, but not the T2 yet ('cos I don't have the OM for it), so I figured I might as well ask before I do: would I be pushing my luck if I asked to upgrade the T2 so that he could run as far as he could in three seconds instead of just two (like the T1)? And, in the event that that is okay, would a T3 that let him move as far as he could in four seconds be okay?

I just ask because if it was then that'd mean that by using a T3 SD while in his T2 PUF, Hijiri would (for one, glorious second) be capable of running away faster than the speed of sound.
Which would be epic.

Somehow missed this. But, yeah, I guess you can do that, as long as it's roughly obvious what direction you're dodging/running.

Although I assumed your speed for the dodge wasn't constant, and that the numbers mentioned were an average, so a T1 could let you break the sound barrier or something by having you go faster at the start and slowing down at the end, idk. It doesn't really matter since it's a super move and the distance you travel is going to be roughly the same.
(06-18-2018, 10:50 PM)Dane Regan Wrote:
(06-14-2018, 05:44 PM)Dane Regan Wrote:
(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.

Pls notice me.

I know I can't get these until after DA, but they're still pending so...

Anyway, I have something else to add which should be simpler. I'm hoping to be able to exchange Dane's "swords" move and his shield for a 900 OM discount (think of this as a 900 OM upgrade to Dane's existing weapons - as both the swords and his shield fit under things he can use with Tavern Brawler). Think I've got all the details down and everything covered, but a lot of it is somewhat variable. Lemme know if you think I missed something.

Tavern Brawler (1800): Physical, Area Defence
[spoiler]Dane can pick up and use almost any rigid weapon or object as effectively as if it was his own from the moment it touches his hand - be it something he managed to snatch from an opponent, a weapon he picked up off the ground, something he summoned himself (following the usual summoning rules), or something more improvised (like a branch from a tree, a table leg, or even a chair). These can be a variety of shapes and sizes, varying from small (like a dagger), to medium (like a sword), to long (like a spear), or anywhere in between - but cannot be larger than 12ft. Furthermore, they can also be a variety of different widths (like shields), and thus more capable of blocking or deflecting attacks over a larger area. Each object comes with the rough benefits and drawbacks you'd expect (e.g. a smaller weapon will likely be faster but weaker, and using a large table or a door as a shield will likely slow Dane down), and Dane has to be physically strong enough to lift them and even stronger to use them well.

Dane will often carry some weapons with him to use via this move that he either summoned himself or picked up on the fly (such as normal swords and shields), but is perfectly capable of improvising. In general - even if they would usually be fragile - weapon-type objects tend not to break once in Dane's hands, however the shield-like objects do have a durability depending on Dane's DEF (and are usually able to take a few solid hits, more if he manages to tilt them to make an attack glance off). Dane can only use the basic melee property of weapons he takes (so if it usually has a fancy poison debuff, that will become ineffective). He could technically take a pistol if he wanted, but he'd only be able to punch people with it effectively (and not shoot it) - or hurl it at someone.

Lastly, Dane can throw his weapons, however, these lose momentum after travelling about 12ft and thus tend not to do damage after travelling this distance (as well as landing soon after). Should Dane ever gain ranged proficiency (maybe someone mimicking this move has it, or maybe he's fused with someone with ranged prof), then the thrown objects will not slow mid-flight. They move at about the speed you'd expect from an object of their size and mass (so a thrown beer mug would naturally travel faster than a table - and a table would take a bit longer to actually throw).

Cost breakdown:
300 - Small Weapons
300 - Medium Weapons
300 - Large Weapons
^See Thaal's hard light weapons along with some other moves out there if you need convincing. I'm using an established precedent here.
300 - Shield-like objects
300 - Variable Shield Size
300 - Throwing
=1800[/spoiler]
(06-22-2018, 09:29 AM)Dane Regan Wrote: Somehow missed this. But, yeah, I guess you can do that, as long as it's roughly obvious what direction you're dodging/running.

Although I assumed your speed for the dodge wasn't constant, and that the numbers mentioned were an average, so a T1 could let you break the sound barrier or something by having you go faster at the start and slowing down at the end, idk. It doesn't really matter since it's a super move and the distance you travel is going to be roughly the same.


Sweet.
So could I just get the T2 re-approved as this-
[spoiler]
Quote:You Can’t Match My Speed II (800) [Tier Two Super Defence]
(Burst Movement, Super Speed)
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 Move headed his way, even if he has only a fraction of a second left before it should strike him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it... or, alternatively, he can just use this whenever he feels like it, to show off. This tremendous boost can last no more than one second, during which time he can cover anything up to the distance he normally would be able to traverse using Super Speed for three seconds or just enough distance to get out of the way of the Super Move, whichever is furthest. Also, after this Move's effect 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]
-for now, and then I'll buy it once I have the OM?

I'll submit the T3 for approval once I'm actually a high enough level to be able to get T3s...
[Image: Hijiri_Name_Sig.png]
(06-22-2018, 11:56 AM)Takanomiya Hijiri Wrote: [spoiler]
You Can’t Match My Speed II (800) [Tier Two Super Defence]
(Burst Movement, Super Speed)
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 Move headed his way, even if he has only a fraction of a second left before it should strike him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it... or, alternatively, he can just use this whenever he feels like it, to show off. This tremendous boost can last no more than one second, during which time he can cover anything up to the distance he normally would be able to traverse using Super Speed for three seconds or just enough distance to get out of the way of the Super Move, whichever is furthest. Also, after this Move's effect 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]

Approved.
(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.

Leaving this for an actual Moves team staffer.

Quote:Anyway, I have something else to add which should be simpler. I'm hoping to be able to exchange Dane's "swords" move and his shield for a 900 OM discount (think of this as a 900 OM upgrade to Dane's existing weapons - as both the swords and his shield fit under things he can use with Tavern Brawler). Think I've got all the details down and everything covered, but a lot of it is somewhat variable. Lemme know if you think I missed something.

Tavern Brawler (1800): Physical, Area Defence
[spoiler]Dane can pick up and use almost any rigid weapon or object as effectively as if it was his own from the moment it touches his hand - be it something he managed to snatch from an opponent, a weapon he picked up off the ground, something he summoned himself (following the usual summoning rules), or something more improvised (like a branch from a tree, a table leg, or even a chair). These can be a variety of shapes and sizes, varying from small (like a dagger), to medium (like a sword), to long (like a spear), or anywhere in between - but cannot be larger than 12ft. Furthermore, they can also be a variety of different widths (like shields), and thus more capable of blocking or deflecting attacks over a larger area. Each object comes with the rough benefits and drawbacks you'd expect (e.g. a smaller weapon will likely be faster but weaker, and using a large table or a door as a shield will likely slow Dane down), and Dane has to be physically strong enough to lift them and even stronger to use them well.

Dane will often carry some weapons with him to use via this move that he either summoned himself or picked up on the fly (such as normal swords and shields), but is perfectly capable of improvising. In general - even if they would usually be fragile - weapon-type objects tend not to break once in Dane's hands, however the shield-like objects do have a durability depending on Dane's DEF (and are usually able to take a few solid hits, more if he manages to tilt them to make an attack glance off). Dane can only use the basic melee property of weapons he takes (so if it usually has a fancy poison debuff, that will become ineffective). He could technically take a pistol if he wanted, but he'd only be able to punch people with it effectively (and not shoot it) - or hurl it at someone.

Lastly, Dane can throw his weapons, however, these lose momentum after travelling about 12ft and thus tend not to do damage after travelling this distance (as well as landing soon after). Should Dane ever gain ranged proficiency (maybe someone mimicking this move has it, or maybe he's fused with someone with ranged prof), then the thrown objects will not slow mid-flight. They move at about the speed you'd expect from an object of their size and mass (so a thrown beer mug would naturally travel faster than a table - and a table would take a bit longer to actually throw).

Cost breakdown:
300 - Small Weapons
300 - Medium Weapons
300 - Large Weapons
^See Thaal's hard light weapons along with some other moves out there if you need convincing. I'm using an established precedent here.
300 - Shield-like objects
300 - Variable Shield Size
300 - Throwing
=1800[/spoiler]

Looks good. Approved!
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Ibis Impact – T1 Super Attack (Requires Ranged Proficiency, Super Speed, Remote Control Proficiency) – 600 OM

Either while riding his Ibis or while on foot, Drake can select one target he can see and either command or pilot his hoverbike to careen towards them. The sleek, black sky bike screeches as its engines kick into overdrive, and a flash of blue afterburner floods from its exhaust. Drake has modified the Ibis with a deployable battering ram, which slides into position moments before impact to deliver a powerful blow. Unless the target is truly massive, the Ibis will continue on its path of travel to a safe distance. The Ibis suffers no damage from this maneuver.
[Image: screen_shot_2018_02_16_at_4_33_57_pm_by_...c3dkog.png]
(06-23-2018, 12:31 AM)Drake Oneir Wrote: Ibis Impact – T1 Super Attack (Requires Ranged Proficiency, Super Speed, Remote Control Proficiency) – 600 OM

Either while riding his Ibis or while on foot, Drake can select one target he can see and either command or pilot his hoverbike to careen towards them. The sleek, black sky bike screeches as its engines kick into overdrive, and a flash of blue afterburner floods from its exhaust. Drake has modified the Ibis with a deployable battering ram, which slides into position moments before impact to deliver a powerful blow. Unless the target is truly massive, the Ibis will continue on its path of travel to a safe distance. The Ibis suffers no damage from this maneuver.

Approved.
[Image: latest?cb=20130721184013]
Copy Flower (300) [Burst Movement]
A Power Flower Wario stole from the Mario Bros. a long time ago. Wario instantly creates a very, VERY temporary copy of himself within 5 feet. This copy can use Burst Movement and then hit a single target with a basic bludgeoning attack (punch, jump on, golf club, tennis racket, etc), after which it instantly vanishes. The original Wario suffers the energy expenditure of this attack. He also suffers any damage the copy sustains. The instant the copy is damaged in any way, it vanishes. After four uses, the Copy Flower shrivels and Wario cannot use this Move until he can sit down and make a new one.

[Image: gif_by_cavenglok-dcf89fn.gif]
T1 Super Attack
Swing Bros. (600) [Physical Strength, Area Attack]
Wario creates a clone of himself. They join hands and the original starts spinning very slowly. After a brief speed-up time of two seconds, the two Warios become a terrifying cyclone of yellow and purple. Anything within 8 feet starts taking moderate damage. Wario can move at his speed, but will have difficulty changing direction. Any damage the clone Wario sustains will be carried over to the original Wario, but will not cause it to disappear. He doesn’t take damage from colliding with a target. This Move is fairly tiring, forcing him to spend SP. This doesn't count as a use of Copy Flower.
[Image: signature_wario_by_dusk_likes_hot_dogs.png]
(06-23-2018, 03:22 PM)Wario Wrote: [Image: latest?cb=20130721184013]
Copy Flower(300) [Burst Movement]
A Power Flower Wario stole from the Mario Bros. a long time ago. Wario instantly creates a very, VERY temporary copy of himself within 5 feet. This copy can use Burst Movement and then hit a single target with a basic bludgeoning attack (punch, jump on, golf club, tennis racket, etc), after which it instantly vanishes. The original Wario suffers the energy expenditure of this attack. He also suffers any damage the copy sustains. The instant the copy is damaged in any way, it vanishes. After four uses, the Copy Flower shrivels and Wario cannot use this Move until he can sit down and make a new one.

[Image: gif_by_cavenglok-dcf89fn.gif]
T1 Super Attack
Swing Bros. (600) [Physical Strength, Area Attack]
Wario creates a clone of himself. They join hands and the original starts spinning very slowly. After a brief speed-up time of two seconds, the two Warios become a terrifying cyclone of yellow and purple. Anything within 8 feet starts taking moderate damage. Wario can move at his speed, but will have difficulty changing direction. Any damage the clone Wario sustains will be carried over to the original Wario, but will not cause it to disappear. He doesn’t take damage from colliding with a target. This Move is fairly tiring, forcing him to spend SP. This doesn't count as a use of Copy Flower.

Copy Flower: This needs ranged for letting the copy run and hit someone (unless the copy can't go further than 12ft from you), and homing for auto-targeting an enemy (as you're not aiming or controlling the clone). Also, add an additional fatigue cost for the clone creation, since you're making one instantly. You're just sending them to punch someone, so it doesn't need to be much more than a minor thing.

Swing Bros: How long does this last?
I’ll add the “within 12 feet” bit. Can I say that I’m aiming Copy Flower so I don’t need to buy Homing?

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T1 Super Attack
Swing Bros. (600) [Physical Strength, Area Attack]
Wario creates a clone of himself. They join hands and the original starts spinning very slowly. After a brief speed-up time of two seconds, the two Warios become a terrifying cyclone of yellow and purple for 8 seconds. Anything within 8 feet starts taking moderate damage. Wario can move at his speed, but will have difficulty changing direction. Any damage the clone Wario sustains will be carried over to the original Wario, but will not cause it to disappear. He doesn’t take damage from colliding with a target. This Move is fairly tiring, forcing him to spend SP. This doesn't count as a use of Copy Flower.
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(06-23-2018, 05:51 PM)The Vision Wrote: I’ll add the “within 12 feet” bit. Can I say that I’m aiming Copy Flower so I don’t need to buy Homing?

[Image: gif_by_cavenglok-dcf89fn.gif]
T1 Super Attack
Swing Bros. (600) [Physical Strength, Area Attack]
Wario creates a clone of himself. They join hands and the original starts spinning very slowly. After a brief speed-up time of two seconds, the two Warios become a terrifying cyclone of yellow and purple for 8 seconds. Anything within 8 feet starts taking moderate damage. Wario can move at his speed, but will have difficulty changing direction. Any damage the clone Wario sustains will be carried over to the original Wario, but will not cause it to disappear. He doesn’t take damage from colliding with a target. This Move is fairly tiring, forcing him to spend SP. This doesn't count as a use of Copy Flower.

Copy Flower: You'll still need homing unless:
>Your clone only runs in a straight line and will just mindlessly punch the air if your target moves.
>You use ranged control to manually control the clone (i.e. concentrate on it and keep aiming it after it's fired).

Swing Bros: Approved.
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Copy Flower (300) [Burst Movement, Homing]
A Power Flower Wario stole from the Mario Bros. a long time ago. Wario instantly creates (spending minor effort) a very, VERY temporary copy of himself within 5 feet. This copy can use Burst Movement and use a basic bludgeoning attack (punch, jump on, golf club, tennis racket, etc), after which it instantly vanishes. The original Wario suffers the energy expenditure of this attack. He also suffers any damage the copy sustains. The instant the copy is damaged in any way, it vanishes. After six uses, the Copy Flower shrivels and Wario cannot use this Move until he can sit down and make a new one.

Is this okay? I’ll get homing later.
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(06-23-2018, 06:11 PM)The Vision Wrote: [Image: latest?cb=20130721184013]
Copy Flower (300) [Burst Movement, Homing]
A Power Flower Wario stole from the Mario Bros. a long time ago. Wario instantly creates (spending minor effort) a very, VERY temporary copy of himself within 5 feet. This copy can use Burst Movement and use a basic bludgeoning attack (punch, jump on, golf club, tennis racket, etc), after which it instantly vanishes. The original Wario suffers the energy expenditure of this attack. He also suffers any damage the copy sustains. The instant the copy is damaged in any way, it vanishes. After four uses, the Copy Flower shrivels and Wario cannot use this Move until he can sit down and make a new one.

Is this okay? I’ll get homing later.

You'll need a small charge time or a fatigue cost for creating the clone (it's a quick and easy way to surprise someone that's not really much more tiring than a punch and short run). Otherwise, it looks alright.
I’ll change it from “minor effort” to “some effort”.
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(06-23-2018, 06:11 PM)The Vision Wrote: [Image: latest?cb=20130721184013]
Copy Flower (300) [Burst Movement, Homing]
A Power Flower Wario stole from the Mario Bros. a long time ago. Wario instantly creates (spending some effort) a very, VERY temporary copy of himself within 5 feet. This copy can use Burst Movement and use a basic bludgeoning attack (punch, jump on, golf club, tennis racket, etc), after which it instantly vanishes. The original Wario suffers the energy expenditure of this attack. He also suffers any damage the copy sustains. The instant the copy is damaged in any way, it vanishes. After six uses, the Copy Flower shrivels and Wario cannot use this Move until he can sit down and make a new one.

Is this okay? I’ll get homing later.

Sure. This is approved, then.
Kinetic Disruption - 300OM
Requires Ranged Prof. Area of Attack, Debuff

With strong telepathic abilities, on can go beyond the ability to simply read minds. The Megitsune specializes in magics that confuse and befuddle the mind. With concentration, images can be sent other people’s minds, causing disruptive problems within an enemy’s mind.

When activated while(and only when) wearing her mask, Yukika is capable of can create certain ‘false images’ in a single enemies mind. Creating an image takes a few seconds of motionless concentration. Her ability can only extend to a single person within the range of her telepathy. Those with equal tec to her may see the ‘false image’ in a blur when within 30ft, whereas someone with half her tec wouldn’t notice it was fake until they were within arms reach. Those with double her tec may not be affected at all, if so, they will constantly see the fake image as what it is, a blur of nothing.

The limit to what Yukika can make with Disruption is nigh endless, but she is limited to a single image at a time. If she chooses to create a new image, the original she had before must be erased and redesigned. Yukika cannot change how a person sees the image, only what they see. This move isn’t heavily taxing on her, but can be if she over uses it. Moving out of range or out of sight of Yukika will cause the image to vanish, if this happens, she must recreate the image.

Calling of Kon - 300OM
Requires Ranged Prof., Buff Prof.

Yukika takes a moment of motionless concentration to summon a floating blue mote of magical flame above her. It takes about ten seconds to create, but once it is, it provides a bonus to her and her allies. The warmth of the flame invigorates her allies, giving them a small increase in speed. The range is only 30ft, so Yukika has to endeavor to stay close to her friends while it is active. Once active, it requires no concentration to maintain, but it will last only a minute. Once it disappears, it must be re-summoned again using the same method. Being hit can interrupt the casting. This spell causes some slight fatigue, but nothing that can wear her down quickly.
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(06-23-2018, 08:26 PM)Yukika Inoue Wrote: Kinetic Disruption - 300OM
Requires Ranged Prof. Area of Attack, Debuff

With strong telepathic abilities, on can go beyond the ability to simply read minds. The Megitsune specializes in magics that confuse and befuddle the mind. With concentration, images can be sent other people’s minds, causing disruptive problems within an enemy’s mind.

When activated while(and only when) wearing her mask, Yukika is capable of can create certain ‘false images’ in a single enemies mind. Creating an image takes a few seconds of motionless concentration. Her ability can only extend to a single person within the range of her telepathy. Those with equal tec to her may see the ‘false image’ in a blur when within 30ft, whereas someone with half her tec wouldn’t notice it was fake until they were within arms reach. Those with double her tec may not be affected at all, if so, they will constantly see the fake image as what it is, a blur of nothing.

The limit to what Yukika can make with Disruption is nigh endless, but she is limited to a single image at a time. If she chooses to create a new image, the original she had before must be erased and redesigned. Yukika cannot change how a person sees the image, only what they see. This move isn’t heavily taxing on her, but can be if she over uses it. Moving out of range or out of sight of Yukika will cause the image to vanish, if this happens, she must recreate the image.

Calling of Kon - 300OM
Requires Ranged Prof., Buff Prof.

Yukika takes a moment of motionless concentration to summon a floating blue mote of magical flame above her. It takes about ten seconds to create, but once it is, it provides a bonus to her and her allies. The warmth of the flame invigorates her allies, giving them a small increase in speed. The range is only 30ft, so Yukika has to endeavor to stay close to her friends while it is active. Once active, it requires no concentration to maintain, but it will last only a minute. Once it disappears, it must be re-summoned again using the same method. Being hit can interrupt the casting. This spell causes some slight fatigue, but nothing that can wear her down quickly.

Kinetic Disruption:
>This doesn't need area attack (since you're only making one person see the images).
>This needs homing, as you're not really aiming it. If you want to avoid homing, make it require eye contact to used or something.
>It's a little unclear what the images actually are or can take to form of. Can you add a description of what they can be like?

Calling of Kon: Generally a good move, but I'd clarify that the ring follows her around since I assume that's your intention but it's not obvious that it would actually do that.
InCom Automatic Slugthrower Mk II -- 300 OM (Requires: Ranged) The standard issue assault rifle for Helios Battalion under General Charlotte La Varet. Capable of rapid fire at 700 rounds per minute with sustained fire, the plasma tipped rounds travel at 2,500 feet per second. It features a 30-round magazine, takes about three seconds to reload when emptied, and a common soldier can hold up to 12 magazines at a time, depending on the gear they are wearing or if they're in full pack or not. It is accurate up to 550 meters for single targets and 740 meters for area targets. 

InCom Tactical Slug-Pistol -- 300 OM (Requires: Ranged) A standard issue Helios Battalion sidearm that uses 9 round clips to feed it. Each soldier carries four spares on top of the one loaded into the weapon. It is a semi-automatic pistol that fires as fast as the person can pull the trigger, though this sacrifices accuracy. It is accurate up to 100 meters and is not a great weapon for engaging multiple targets at once with. The rounds travel just under 2,200 feet per second and are plasma tipped. 
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
(06-24-2018, 10:08 PM)Trixie Wrote:
InCom Automatic Slugthrower Mk II -- 300 OM (Requires: Ranged) The standard issue assault rifle for Helios Battalion under General Charlotte La Varet. Capable of rapid fire at 700 rounds per minute with sustained fire, the plasma tipped rounds travel at 2,500 feet per second. It features a 30-round magazine, takes about three seconds to reload when emptied, and a common soldier can hold up to 12 magazines at a time, depending on the gear they are wearing or if they're in full pack or not. It is accurate up to 550 meters for single targets and 740 meters for area targets. 

InCom Tactical Slug-Pistol -- 300 OM (Requires: Ranged) A standard issue Helios Battalion sidearm that uses 9 round clips to feed it. Each soldier carries four spares on top of the one loaded into the weapon. It is a semi-automatic pistol that fires as fast as the person can pull the trigger, though this sacrifices accuracy. It is accurate up to 100 meters and is not a great weapon for engaging multiple targets at once with. The rounds travel just under 2,200 feet per second and are plasma tipped. 

Slugthrower - approved

Slug-pistol - How fast, on average, would this be firing if someone was firing it as fast as they could pull the trigger? how long does it take to reload?


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