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Energy Shield - 300 - Area Shield Proficiency
Using the same energy she uses to create portals, Blink can create a dome or wall-like shield to block incoming attacks. The strength of the shield depends on how much energy she puts into it. Blocking something small like a couple bullets it easy, but a huge energy blast will be very taxing for her and she'll have to have time to recover.
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Load-Bearing (300) (Requires Area Attack Proficiency, Survival)
This is a passive move activated on death. When Desco has sustained enough damage to die, her body starts to make small explosions and glow brightly. These explosions start to grow in side and strength quickly and shatter the ground and everything around her, causing the localized area to fall apart, range based on her Prime level (100 feet radius per level). This is a purely RP fodder ability that cannot actually kill/damage other Primes or otherwise affect PvP interactions unless they choose to. Her Artifacts drop from her as she starts exploding.
Upgrading Hellfire Strike:
Ganondorf's quintessential ability, a Hellfire Strike wreaths a portion of his body in dark energy, which the Gerudo can use to enhance the power of his attacks. A Hellfire Strike can be used via any portion of Ganon's body which would possibly be used to strike a foe, though Ganondorf prefers to use it via his fists. This Move actually encompasses two variations of the Hellfire Strike. The first is the standard version, a quick yet powerful blow which drains the King's energy reserves at approximately double the rate of a normal attack. The second is far more powerful, but also has more risk involved. To use Hellfire Strike's full potential, Ganondorf needs to charge the attack for about 10 seconds. During this time, he cannot move, nor can he defend himself. After the charging period, the Demon Lord unleashes a devastating blow to his opponent. A fully charged Hellfire Strike is approximately ten times more powerful than its uncharged form, yet drains a similar amount of energy. If an opponent attempts to move out of range before Ganondorf has managed to fully charge this attack, he may release it early. However, doing so reduces the damage of the attack by a margin equal to the time he wasn't able to empower it.
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Jak Mar Wrote:Dark Jak- Tier One Powerup- 1000 OM (Natural Claws, Physical Strength, Master Acrobat, Requires Dark Eco, Ranged Proficiency and Area Attack Proficiency.)
This powerup allows Jak to change to his alternative form, a dark beast with a hunger for blood etc, he also uses his claws to scratch his enemies but also he uses dark eco while in this form. His strength grows while in this form while used for offensive.
ATK: +2
DEF: +1
SPD: +2
TEC: N/A
Dark Jak claws (Natural part of Dark Jak, Requires Dark eco, Scratch)
Dark Jak can use his claws to spout dark eco out of his claws, and scratch them as well.
Dark Jak: Power-Ups don't require any prerequisite Proficiencies, Powers or Moves. They can utilize everything your base form has at their disposal. Of course, you may roleplay them having to meet certain conditions in order to transform, that's good and well. Regardless, Approved, 1000 OM.
Dark Jak Claws: Needs better description.
Blink Wrote:Energy Shield - 300 - Area Shield Proficiency
Using the same energy she uses to create portals, Blink can create a dome or wall-like shield to block incoming attacks. The strength of the shield depends on how much energy she puts into it. Blocking something small like a couple bullets it easy, but a huge energy blast will be very taxing for her and she'll have to have time to recover.
Approved at 300 OM!
Desco Wrote:Load-Bearing (300) (Requires Area Attack Proficiency, Survival)
This is a passive move activated on death. When Desco has sustained enough damage to die, her body starts to make small explosions and glow brightly. These explosions start to grow in side and strength quickly and shatter the ground and everything around her, causing the localized area to fall apart, range based on her Prime level (100 feet radius per level). This is a purely RP fodder ability that cannot actually kill/damage other Primes or otherwise affect PvP interactions unless they choose to. Her Artifacts drop from her as she starts exploding.
Actually it's been decreed that RP fodder moves no longer cost OM. However, I would tone this down since it seems like you're affecting a large scope of the battlefield. I mean, you're setting off mass explosions and forging upheavals in the ground. Hard to believe that doesn't affect anyone in the vicinity.
Ganondorf Wrote:Upgrading Hellfire Strike:
Ganondorf's quintessential ability, a Hellfire Strike wreaths a portion of his body in dark energy, which the Gerudo can use to enhance the power of his attacks. A Hellfire Strike can be used via any portion of Ganon's body which would possibly be used to strike a foe, though Ganondorf prefers to use it via his fists. This Move actually encompasses two variations of the Hellfire Strike. The first is the standard version, a quick yet powerful blow which drains the King's energy reserves at approximately double the rate of a normal attack. The second is far more powerful, but also has more risk involved. To use Hellfire Strike's full potential, Ganondorf needs to charge the attack for about 10 seconds. During this time, he cannot move, nor can he defend himself. After the charging period, the Demon Lord unleashes a devastating blow to his opponent. A fully charged Hellfire Strike is approximately ten times more powerful than its uncharged form, yet drains a similar amount of energy. If an opponent attempts to move out of range before Ganondorf has managed to fully charge this attack, he may release it early. However, doing so reduces the damage of the attack by a margin equal to the time he wasn't able to empower it.
Approved at 600 OM. Ergo, tack on +300 OM to your current Hellfire Strike.
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Its supposed to be going out with a bang, and it doesn't hurt anyone for that reason. How do you suggest I modify it?
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Maybe just flashes of mass light explosions instead of terrain-altering explosions? Some cracks and splintering of the vicinity is a-okay too. Just not like, tearing the whole environment asunder.
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But its supposed to be violent, I'm trying to have her do what Final Bosses do here and damage the area on their death possibly causing its collapse from said damage  . Would a smaller radius work?
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Tier 1 Super Move - Centrifugal Force (800 OM - Requires Physical Strength)
Lubbock weaves his wires into a 2.5 m long battle axe that he proceeds to spin in rapid circles above his head before bringing it crashing down into the ground and anything in the way. However, the axe takes around three seconds to form and five seconds of charging.
![[Image: pI1klOP.jpg]](http://i.imgur.com/pI1klOP.jpg)
Quote:There is no way to train your heart to be invulnerable.
- Lubbock, Akame ga Kill
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Desco Wrote:But its supposed to be violent, I'm trying to have her do what Final Bosses do here and damage the area on their death possibly causing its collapse from said damage . Would a smaller radius work?
You could just scrap the "RP fodder-only" aspect and make this an actual damaging move for 300 OM. You could keep the original description too.
Lubbock Wrote:Tier 1 Super Move - Centrifugal Force (800 OM - Requires Physical Strength)
Lubbock weaves his wires into a 2.5 m long battle axe that he proceeds to spin in rapid circles above his head before bringing it crashing down into the ground and anything in the way. However, the axe takes around three seconds to form and five seconds of charging.
Approved at 800 OM.
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Alright then! Minor change, culminates into one final blast.
Load-Bearing (300) (Requires Area Attack Proficiency, Survival)
This is a passive move activated on death. When Desco has sustained enough damage to die, her body starts to make small explosions and glow brightly. These explosions start to grow in size and strength quickly culminating into one final blast and shatter the ground and everything around her, causing the localized area to fall apart, range based on her Prime level (100 feet radius per level). Her Artifacts drop from her as she starts exploding.
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Toybox Girl Wrote:Alright then!
Load-Bearing (300) (Requires Area Attack Proficiency, Survival)
This is a passive move activated on death. When Desco has sustained enough damage to die, her body starts to make small explosions and glow brightly. These explosions start to grow in side and strength quickly and shatter the ground and everything around her, causing the localized area to fall apart, range based on her Prime level (50 feet diameter per level).
I made a slight nerf by changing "radius" to "diameter" and 100 to 50. Approved this way at 300 OM.
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Load-Bearing (300) (Requires Area Attack Proficiency, Survival)
This is a passive move activated on death. When Desco has sustained enough damage to die, her body starts to make small explosions and glow brightly. These explosions start to grow in size and strength quickly, culminating into one slow moving final blast and shatter the ground and everything around her, causing the localized area to fall apart, range based on her Prime level (50 feet diameter per level). Her Artifacts drop from her as she starts exploding.
I added a minor change to culminates into one slow moving final blast.
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Toybox Girl Wrote:Load-Bearing (300) (Requires Area Attack Proficiency, Survival)
This is a passive move activated on death. When Desco has sustained enough damage to die, her body starts to make small explosions and glow brightly. These explosions start to grow in size and strength quickly, culminating into one slow moving final blast and shatter the ground and everything around her, causing the localized area to fall apart, range based on her Prime level (50 feet diameter per level). Her Artifacts drop from her as she starts exploding.
I added a minor change to culminates into one slow moving final blast.
Guuuuud. :guu: Approved!
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Shell Spin (requires Physical Strength/Ranged Proficiency) - One of the default attacks for Ludwig is the ability to retreat into his spiny shell that will speedily ram into an opponent. The time that it takes Ludwig is immediate, requiring for those to take quick action. In this melee-based attack, Ludwig has direct control of where he goes, however the real threat is his speed combined with strength that would be essentially be enough to possibly knockback weaker opponents if they are ill-prepared to handle the tough nature of Ludwig's spiny blue shell.
Flame Breath (requires Ranged Proficiency) - Ludwig breathes in, building up the flames within him, and breathes out a round of three to four fireballs. The only risk is that during and after buildup, he will be left vulnerable for an attack but will lose no defense.
The time that it takes Ludwig is slower than the first attack as it takes time to buildup his flames, ranged at three to five seconds, at the most. As for the nature of the projectile flames, they are quick, medium sized and are relevantly strong but not as large and brutal as Bowser's flames are. Ludwig is able to aim at opponents precisely unless they are quick-moving, noting that will be the case that the Koopa won't be able to concentrate, easy for him to lose his flame or otherwise. His flames, much to Bowser's, launches out in a narrow but direct straight path and for those in the way, direct hits with the flame will possibly result in a small burn infliction to the other opponent.
Homing Spell (requires Ranged/Homing Proficiency) - Using his scepter, Ludwig fires off a single, simple blast of magical energy that homes into an opponent. The speed of the attack would be about two to three seconds to formulate after several seconds of aiming and concentration as he channels his magical prowess through his scepter. In other terms, the form of the spell is a small blue flare that would follow in after the opponent to no end (unless it gets hit with a solid object which immediately dissipates the spell).
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Ludwig von Koopa Wrote:Shell Spin (requires Physical Strength/Ranged Proficiency) - One of the default attacks for Ludwig is the ability to retreat into his spiny shell that will speedily ram into an opponent. The time that it takes Ludwig is immediate, requiring for those to take quick action. In this melee-based attack, Ludwig has direct control of where he goes, however the real threat is his speed combined with strength that would be essentially be enough to possibly knockback weaker opponents if they are ill-prepared to handle the tough nature of Ludwig's spiny blue shell.
Flame Breath (requires Ranged Proficiency) - Ludwig breathes in, building up the flames within him, and breathes out a round of three to four fireballs. The only risk is that during and after buildup, he will be left vulnerable for an attack but will lose no defense.
The time that it takes Ludwig is slower than the first attack as it takes time to buildup his flames, ranged at three to five seconds, at the most. As for the nature of the projectile flames, they are quick, medium sized and are relevantly strong but not as large and brutal as Bowser's flames are. Ludwig is able to aim at opponents precisely unless they are quick-moving, noting that will be the case that the Koopa won't be able to concentrate, easy for him to lose his flame or otherwise. His flames, much to Bowser's, launches out in a narrow but direct straight path and for those in the way, direct hits with the flame will possibly result in a small burn infliction to the other opponent.
Homing Spell (requires Ranged/Homing Proficiency) - Using his scepter, Ludwig fires off a single, simple blast of magical energy that homes into an opponent. The speed of the attack would be about two to three seconds to formulate after several seconds of aiming and concentration as he channels his magical prowess through his scepter. In other terms, the form of the spell is a small blue flare that would follow in after the opponent to no end (unless it gets hit with a solid object which immediately dissipates the spell).
Shell Spin: Approved at 300 OM. Keep in mind Ludwig can move no faster than his SPD stat allows.
Flame Breathe: Must decide on a concrete number of fireballs otherwise it'll be variable and cost 600 OM. Also, afflicting the enemy with a lasting harmful burn will require the Debuff Proficiency
Homing Spell: Approved at 300 OM.
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I'll just go with three fireballs for Ludwig for his Flame Breathe move and when I get Debuff (which will be an upgrade for later, not now since I have to watch my OM), I'll add in the burn aftereffect in a better version.
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Mkay, Flame Breathe approved at 300 OM! Just make sure to add those changes to your description.
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Retane doesn't always carry the following items. But there are there.......
Cards of Destiny(Ranged prof)- Retane once used the Cards in Dante's Abyss '06. He has seen them and remembers how to use them. They are best used on quiet missions . He carries them in a small object on his wrist that holds the deck of cards. They are sharp and pretty much used like the ninja use shuriken. (300 OM I assume?)
Scythe of the Reaper(Ranged and Physical)- Retane remembers the scythe. It is a transformable. It looks like your standard scythe a Grim Reaper would hold, but in a matter of seconds it can transform into a chained sickle with the range of up to a super jump. The chain looks as if it is shorter but has unique powers that can triple in length. (Dual use? IDK JUDGE?)
Glaive of Dante- It's a standard weapon. It's the pole ax from Dante 2015. It has a curved blade and a shraded end and hook on the backside.(300 OM?)
I refuse to lose this battle,
Let whatever come my way.
I am stronger then my rival,
No, I will not fall today...
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Some more to be approved for later purchasing.
Death Dream (300 OM) Telepathy
As a person is about to die, Guu can inject a vision of her choosing into the brain of the dying person, making it the last thing they see before they go. To the target, it feels real; much like a dream. It’s up to the opponent if their character believes the vision to be true or sees through it.
Limitations: Can only be used on someone currently dying as most of the living have the mental fortitude to resist higher forms of telepathy even if unknowingly. The only times this can be used is at the end of a battle after Guu has won and chosen to kill her opponent, or on a dying ally. This move is entirely RP Fodder.
Power Neutralizing Web (300 OM) Debuff
A pink sticky net that, when holding a prime inside, will neutralize their powers, moves, and even decreases stats to next to niltch
Limitations: This is exclusively a finishing move. Can only be used when Guu has won a fight and chose to capture the opponent for either a bounty or her own imprisonment. Net will only hold power over the prime for 3 OOC days before their abilities come back on their own and the prime could escape.
Shake of Friendship (300 OM) Buff
When Guu chooses to spare an opponent, she could shake their hand, causing an odd feeling in both parties. Both Guu and her opponent will have a spring in their step, a song in their heart, and an overall feeling of warmth for 3 OOC days (or more if the player decides to keep it for longer.)
Limitations: Can only be used if Guu has won a battle and chose to spare her opponent’s life. Doesn’t matter if the opponent is conscious or unconscious when she shakes their hand, though they may not feel the effects until they wake up.
![[Image: MUsY55C.jpg]](http://i.imgur.com/MUsY55C.jpg) [float=right] ![[Image: sN7AejK.jpg]](http://i.imgur.com/sN7AejK.jpg) [/float]
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Retane Wrote:Retane doesn't always carry the following items. But there are there.......
Cards of Destiny(Ranged prof)- Retane once used the Cards in Dante's Abyss '06. He has seen them and remembers how to use them. They are best used on quiet missions . He carries them in a small object on his wrist that holds the deck of cards. They are sharp and pretty much used like the ninja use shuriken. (300 OM I assume?)
Scythe of the Reaper(Ranged and Physical)- Retane remembers the scythe. It is a transformable. It looks like your standard scythe a Grim Reaper would hold, but in a matter of seconds it can transform into a chained sickle with the range of up to a super jump. The chain looks as if it is shorter but has unique powers that can triple in length. (Dual use? IDK JUDGE?)
Glaive of Dante- It's a standard weapon. It's the pole ax from Dante 2015. It has a curved blade and a shraded end and hook on the backside.(300 OM?)
Cards of Destiny: Approved at 300 OM.
Scythe of the Reaper: Approved at 600 OM due to dual functions.
Glaive of Dante: Approved, 300 OM.
Guu Wrote:Some more to be approved for later purchasing.
Death Dream (300 OM) Telepathy
As a person is about to die, Guu can inject a vision of her choosing into the brain of the dying person, making it the last thing they see before they go. To the target, it feels real; much like a dream. It’s up to the opponent if their character believes the vision to be true or sees through it.
Limitations: Can only be used on someone currently dying as most of the living have the mental fortitude to resist higher forms of telepathy even if unknowingly. The only times this can be used is at the end of a battle after Guu has won and chosen to kill her opponent, or on a dying ally. This move is entirely RP Fodder.
Power Neutralizing Web (300 OM) Debuff
A pink sticky net that, when holding a prime inside, will neutralize their powers, moves, and even decreases stats to next to niltch
Limitations: This is exclusively a finishing move. Can only be used when Guu has won a fight and chose to capture the opponent for either a bounty or her own imprisonment. Net will only hold power over the prime for 3 OOC days before their abilities come back on their own and the prime could escape.
Shake of Friendship (300 OM) Buff
When Guu chooses to spare an opponent, she could shake their hand, causing an odd feeling in both parties. Both Guu and her opponent will have a spring in their step, a song in their heart, and an overall feeling of warmth for 3 OOC days (or more if the player decides to keep it for longer.)
Limitations: Can only be used if Guu has won a battle and chose to spare her opponent’s life. Doesn’t matter if the opponent is conscious or unconscious when she shakes their hand, though they may not feel the effects until they wake up.
Death Dream: Approved at 0 OM (They no longer cost OM)
Power Neutralizing Web: I'd add the caveat that Primes of equal or greater Level will be unaffected by this. Also, so long as it's only useable once the match concludes and Guu is declared the victor, approved at 300 OM.
Shake of Friendship: Approved at 300 OM.
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