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Official Move Approval III
Shade: Omni's still looking at these and will probably come back with some more detailed/final judgments on them later, but for the purposes of giving you feedback in a timely manner I'm gonna throw some of my thoughts at you:

Shade Wrote:
Quote:Shadow Boxing (Requires Area Attack Proficiency, Debuff Proficiency) - Tier One Super Utility - 600 OM
By tapping into the shadows of those around her, Shade can level the playing field.

Any living creature with a shadow affected by this is now physically linked to their shadow for the duration of the fight. Any damage taken by the shadow affects the shadow's owner in the same way. (Gunshot to the shadow's shoulder = Gunshot wound on the shoulder of the shadow's owner.) This affect makes it harder and more mentally taxing for one to successfully dodge or block attacks, as they now have to defend their shadow as well.

An owner's shadow resists damage as much as the owner does (Attacks on the shadow and the resulting damage is calculated as if the owner was hit directly). Limbs cannot be removed in one hit from attacks on shadows (You cannot make a clean slice through the arm of the shadow and expect the owner's arm to fall off, although the same amount of damage is taken).

Shadow Boxing is cast like this: Her host starts with their hands centered in front of their chest, palms towards each other. They move their hands down and turn them out, pushing out away from her body to the left and right. This sends a spherical wave of black energy outwards, with her as the center-point. This turns the world black, and any living thing with a shadow white, staying that way until the wave reaches it's maximum radial range of 20 meters. The hand signal takes 1 second to perform; the area of affect takes 3 seconds to reach it's max range. If user is struck down before the sphere reaches maximum range, it stops where it is, and all targets hit by it will still be affected.

"With a shadow," refers to anyone who has not had their shadow removed by Shade. All individuals affected by this will have a their shadow's color increased to pitch black, regardless of actual light levels.

//Pros: Affected individuals have the same weakness as Shade now. Affected individuals must not protect their body and shadow from attack to avoid being hurt.//
//Cons: Affects friends and foes alike. Effect is indiscriminate.//

Will making it a Tier 1 Super Utility be sufficient? I mean, it only needs to be cast at the beginning of combat anyway. Also, will it need to be upgrade to higher Tiers at any point or is Tier 1 sufficient for full effectiveness at all levels? And because it's a utility, it shouldn't be blockable right? Cause it shouldnt be, IC.

This just reads too OP for me, even for a Tier 1 Super. Maybe think about reworking it to where it only affects one opponent, and if you're gonna just leave it as a regular move, add some more downsides to it, like perhaps Shade can't personally use any other move when this is happening?

Also, any Super is negated by an opposing Super of the same or higher Tier. So somebody with a Tier 1 Defense could probably block this, barring any weird extra circumstances.

Quote:
Quote:The Black Spark (Requires Debuff Proficiency, Mimic) - 300 OM
Tapping into herself and a target's shadow, Shade can swap strength with the opponent.
Shade and her target 'swap' moves. Shade can now freely use the target's moves, and the target can use hers, but both are now unable to use their own. Shade and her target are as skilled in these new moves as if they had Mimicked them. This lasts for 10 minutes, or until Shade or her target are knocked unconscious.

The Black Spark is cast like this: Shade's host grabs both of the target's hands in hers. Black lightning chargers up in each persons right forearm for half a second, then shoots down their arm, spiraling around it, and then down the opponent's left forearm, stopping at each one's shoulder. This takes 2 seconds in total to complete. Shade must maintain a grip on the target's hands until completion or this has no effect.

Will noting that it's effects can be reverse by the target using this move against Shade be sufficient? If not, then how about reducing it to 1 Round be cast, and/or needing 1 SP pumped into it to last more that 1 Round, per Round. (Essentially not costing SP for it's initial cast or repeated casts as long as the cast is completed.

No, noting that will probably not be a sufficient downside since that's implied in the move's description, as the opponent gets all of Shade's moves. Personally I'd recommend just shortening the time (in ten minutes you could probably go through an opponent's whole roster of moves, lol, and at that point I'd argue it's variable and needs a price raise). Honestly I don't even know what you're talking about with "rounds," and you don't need any SP for Mimic unless you're Mimicing a Super.

Quote:
Quote:Shadow Jumper (Requires Basic Fusion, Symbiosis, Telepathy) - 300 OM
Shade preys on the mind of a weakened foe, convincing them to let her 'shadow' them. They let her temporarily take their body and use it as her own. When used on a weakened target with less TEC than Shade, She can convince them to fuse with her, allowing her access to their strength and remaining SP. Lasts until the both parties are to weak to continue fighting (Depletion of SP), or if they are knocked unconscious, ejecting Shade from her forced host.

So, do I need to structure it the same as Ganon's, which you approved off the bat in Move Approval II? If it needs to be a Super Move, can it be Tier 1 if structured similar to Ganon's?

Leaving this one for Omni since I'm not familiar with Ganon's move
[Image: 2agonyw.png]
Burn: Daenerys can funnel all of her body heat into the palms of her hands, causing whoever or whatever she is touching to experience the effects of being touched by something incredibly hot. She can control the temperature of her hands; at this technique's lowest, it can cause minor burns on an enemy where Dany is touching them; at its highest, it can set them aflame or melt weak steel. While this move is active, Dany herself feels incredibly cold throughout the rest of her body, causing higher susceptibility to attacks. Once she has finished this move, it takes ten seconds for her body to spread the heat out and warm back up to its proper temperature, allowing her to be in fighting shape again. (600 OM)
Burn approved at 600.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
Shade: yes look at the significant downsides on Ganon's version and how it got approved.

Shadow boxing seems fine as a Tier 1 Super in its current form.

Black Spark could be made approvable with some kind of bigger cooldown, energy drain, or an initial SP cost.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
Sea of Soul doesn't require Spiritual Attunement >.>
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
Omni Wrote:Sea of Soul doesn't require Spiritual Attunement >.>
my bad
Speed Pulse - Offensive Move
Requires Physical Attack proficiency
600 OM
Description: Barry charges his kinetic energies by circling the opponent. Roughly 30 seconds after, he can put all the kinetic energies into his fist, stop in front of the foe for a 5 second pause, then quickly force his palm into his opponent, channeling kinetic energies into them like electricity. He can alternatively charge further for up to 3 minutes. There's no benefit past there. He can't land any more hits on the opponent, and if the opponent gets close(somehow) before the attack is ready, they can get the Flash while he's distracted. He's also vulnerable during the quick pause. This is a powerful attack, if a little weak on first impact.

There we go, it varies from my old run and has a bit more weaknesses than the old Speed Pulse.
[Image: life-is-strange-ep-2-banner.png]
Flash:

He can circle them in Super Speed for 3 minutes? That's a long time for him to just be running around them. I don't think you need to charge that long.

Also, I don't think your "quick pause" needs to be five seconds, I think it can be shorter if you want.

That said, if you wanna keep those times it's approved at 600.
[Image: 2agonyw.png]
Omni Wrote:
Vincent Valentine Wrote:Sorry, I'm dumb...I'm not exactly sure what you mean by turning arc. Visually I was thinking something like this for how it homes, not like this.
Turning arc as in, can it turn on a dime, or is it like a truck? <!-- m --><a class="postlink" href="https://en.wikipedia.org/wiki/Turning_radius">https://en.wikipedia.org/wiki/Turning_radius</a><!-- m -->

Ahh, gotcha. If the target were to superspeed or teleport next to Vincent after the shot was fired, it would need about 1/2 meter turn radius to reverse direction and follow. Sorry if that sounds weird, trying my best to explain it.

I added a other few bits to make things a bit more clear. The full version would be this, pending your approval:

Moira (Homing Shot; requires Ranged Proficiency and Homing Proficiency [300 OM]): Through manipulation of his inner mana reserves, Vincent is capable of firing a blast of sapphire hued Mako-eqsue energy using Cerberus as a conduit. As the energy comes from the wielder, he is capable of making these energy blasts lock-on and home-in on a target. Shots fired in this way are a good deal less powerful and travel with a slower velocity (around the speed of an arrow) as Vincent does not need to reload nor aim his shots so long as he can keep sight of his foe. This, coupled with the brilliant blue color characteristic of Mako energy, makes the shots easier to dodge than standard bullets. Though the bolts home in on his foe, the effect is imperfect. Shots require a 1/2 meter radius to reverse direction and they do not home indefinitely, following a normal trajectory inside a distance of 3 meters. As this style of firing does not require actual ammunition and has less destructive capability than the normal firing pattern, it can be fired in a fashion similar to a semi-automatic pistol.
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Dante's Abyss '15
Participant
Vincent Valentine

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Dante's Abyss '16
Grand Champion
Nanaki/Red XIII

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(07-16-2018, 06:14 PM)Lord Zedd Wrote: I'm here to kick ass and write compelling stories with Vincent Valentine.

And baby, we're all out of Vincent Valentine.
Jeweled Truncheon (300 OM): Raal's weapon of choice, while Raal normally eschews Melee combat, he can use the weapon in close combat at need, capable of blocking and striking with lethal efficiency. the weapon itself is fourty-nine centimeters long, A weapon made of wood and gold, with a precious, rounded emerald gemstone at it's tip.
Mickey Mouse Wrote:Flash:

He can circle them in Super Speed for 3 minutes? That's a long time for him to just be running around them. I don't think you need to charge that long.

Also, I don't think your "quick pause" needs to be five seconds, I think it can be shorter if you want.

That said, if you wanna keep those times it's approved at 600.
How about, charge time reduced to a minute thirty, and the quick pause can be 3 seconds?
[Image: life-is-strange-ep-2-banner.png]
Raal: approved at 300 OM.

Flash: Cool with me.
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Claws: After being injected with dragon DNA, Daenerys' body has morphed into a sort of half-woman/half-dragon hybrid. Her hands have transformed into claws reminiscent of dragon claws, with long, sharp nails -- about an inch long -- and scales covering them from the tips of her fingers to just above the elbow. The princess can use these claws as a makeshift melee weapon; they are sharp enough to cut through most weak fabrics and make dents in wood or weak steel. If used against armor that is too hard, the nails may break, causing some pain to Daenerys. (300 OM)
Carpet Shield: One of Mickey's pals, a secondary from the Aladdin world named Magic Carpet, flies in to block an oncoming attack. Carpet can be summoned to defend either Mickey or any of his allies and usually appears rather quickly, but he is a very flimsy shield and can only block certain projectiles. Specifically, any projectiles of great magnitude or anything involving sharp edges or flames can probably easily break through Carpet. Either way, once Carpet has blocked a projectile, he must be resummoned by Mickey, which takes about five minutes of focused concentration, so it is only really rational to use this move once per fight. Also, once Carpet has been decommissioned, Mickey will not be able to use Flight until the secondary is resummoned.
[Image: 2agonyw.png]
Quote:The Black Spark (Requires Debuff Proficiency, Mimic) - 300 OM
Tapping into herself and a target's shadow, Shade can swap strength with the opponent.
Shade and her target 'swap' moves. Shade can now freely use the target's moves, and the target can use hers, but both are now unable to use their own. Shade and her target are as skilled in these new moves as if they had Mimicked them. This lasts for 3 minutes, or until Shade or her target are knocked unconscious.

The Black Spark is cast like this: Shade's host grabs both of the target's hands in hers. Black lightning chargers up in each persons right forearm for half a second, then shoots down their arm, spiraling around it, and then down the opponent's left forearm, stopping at each one's shoulder. This takes 2 seconds in total to complete. Shade must maintain a grip on the target's hands until completion or this has no effect.

How does 3 minutes sounds?

Quote:Shadow Jumper (Requires Basic Fusion, Symbiosis, Telepathy) - Tier One Super Utility - 600 OM
Shade preys on the mind of a weakened foe, convincing them to let her 'shadow' them. They let her temporarily take their body and use it as her own. She can convince them to fuse with her, allowing her access to their strength and remaining SP. All effects are applied as normal, except that Shade accumulates all damage taken by the combined form, and the fusion takes twice the SP to maintain.

How's this?
Terminator - 600 OM (Requires Ranged Proficiency)
Previously a vintage lever-action shotgun Dante obtained, he later modified this firearm for combat against demonic foes. Dante wields the weapon with one hand, firing the shotgun and then throwing it into a one-handed, 'terminator-style' reload that takes about a second in all - otherwise, Dante doesn't need to load more shells into the weapon. The shotgun is equipped to interchangeably fire either a 12-meter buckshot in a tight cone, or a 20-meter heavy slug.

Gilgamesh - 600 OM (Requires Physical Strength)
A set of gauntlets and greaves made from a living, demonic metal. This Devil Arm functions less like armor, though, and more like a bolster to his punches and kicks. These attacks are solid and heavy, but can be stiff and slow at times. The weapon is imbued with the Fire element, burning with red heat in normal attacks. A set of thrusters on each armor piece can be used to charge Dante's attacks for up to 3 seconds each, capable of delivering almighty flaming blows. Dante can summon/despawn this weapon at will with a moment's concentration, but cannot wield it in tandem with any other weapons.
Tokua Whakaaro (Requires Ranged Proficiency, Basic Telekinesis) - 300 OM

Kopaka calls upon the Kanohi Matatu, which requires 1.5 seconds, before selecting a single target and lashing out at them with a telekinetic blast in a path directly in front of him that impacts almost instantaneously. The force of the blow is usually enough to knock normal-sized opponents off their feet, though its power diminishes at the same rate over distance as his Basic Telekinesis does.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
Winds of the underworld (600 OM) (requires Ranged proficiency) (requires area effect proficiency)
Raal, using the basic principles of the Death knight magic of Whirlwind, calls upon the winds of the underworld. This creates a gust of wind 2 meters tall and wide to blow away anything in front of him, pushing away anything with physical weight or presence. Raal can use this gust of wind to blow away projectiles or other small items in front of him, as well as slow or stop an opposing prime.

If a prime has defense less than Raal's Attack stat, they will only be able to move at a fraction of their normal speed through the wind.

If a prime has defense less than half of Raal's attack stat, they will be unable to move closer to him at all, unless they get out of the wind tunnel. It would take all of their effort just to stay standing still, and any lack of grip on their part will lead them to being(relatively harmlessly) knocked over by the buffeting winds.

Raal uses up a small but accumulative amount of energy every second winds of the Underworld is channeled, and has to use the majority of his focus on channeling the attack. He has enough focus left to direct a few undead, but may not move or do any other physical or magical action until he stops casting winds of the underworld.
Dante Wrote:Terminator - 600 OM (Requires Ranged Proficiency)
Previously a vintage lever-action shotgun Dante obtained, he later modified this firearm for combat against demonic foes. Dante wields the weapon with one hand, firing the shotgun and then throwing it into a one-handed, 'terminator-style' reload that takes about a second in all - otherwise, Dante doesn't need to load more shells into the weapon. The shotgun is equipped to interchangeably fire either a 12-meter buckshot in a tight cone, or a 20-meter heavy slug.

Can you give this a little bit more downside? Maybe it's tricky to aim because you're only using one hand? Something? Right now it just seems epicly awesome all the time. Also, can it hit more than one enemy per shot, or is the "tight cone" part meant to imply that it'll only hit what you're aiming at?

Dante Wrote:Gilgamesh - 600 OM (Requires Physical Strength)
A set of gauntlets and greaves made from a living, demonic metal. This Devil Arm functions less like armor, though, and more like a bolster to his punches and kicks. These attacks are solid and heavy, but can be stiff and slow at times. The weapon is imbued with the Fire element, burning with red heat in normal attacks. A set of thrusters on each armor piece can be used to charge Dante's attacks for up to 3 seconds each, capable of delivering almighty flaming blows. Dante can summon/despawn this weapon at will with a moment's concentration, but cannot wield it in tandem with any other weapons.

Give it a few more seconds on the summoning of the weapon. Right now it sounds instantaneous.

Nealaphh Wrote:Tokua Whakaaro (Requires Ranged Proficiency, Basic Telekinesis) - 300 OM

Kopaka calls upon the Kanohi Matatu, which requires 1.5 seconds, before selecting a single target and lashing out at them with a telekinetic blast in a path directly in front of him that impacts almost instantaneously. The force of the blow is usually enough to knock normal-sized opponents off their feet, though its power diminishes at the same rate over distance as his Basic Telekinesis does.

Approved at 300 OM.

Raal Deathwind Wrote:Winds of the underworld (600 OM) (requires Ranged proficiency) (requires area effect proficiency)
Raal, using the basic principles of the Death knight magic of Whirlwind, calls upon the winds of the underworld. This creates a gust of wind 2 meters tall and wide to blow away anything in front of him, pushing away anything with physical weight or presence. Raal can use this gust of wind to blow away projectiles or other small items in front of him, as well as slow or stop an opposing prime.

If a prime has defense less than Raal's Attack stat, they will only be able to move at a fraction of their normal speed through the wind.

If a prime has defense less than half of Raal's attack stat, they will be unable to move closer to him at all, unless they get out of the wind tunnel. It would take all of their effort just to stay standing still, and any lack of grip on their part will lead them to being(relatively harmlessly) knocked over by the buffeting winds.

Raal uses up a small but accumulative amount of energy every second winds of the Underworld is channeled, and has to use the majority of his focus on channeling the attack. He has enough focus left to direct a few undead, but may not move or do any other physical or magical action until he stops casting winds of the underworld.

How long can he have this up? Is he really tired when it's over? And it summons directly in front of him, right?
[Image: 2agonyw.png]
Quote:How long can he have this up? Is he really tired when it's over? And it summons directly in front of him, right?
The Maximum amount of time Raal can maintain it is 10 seconds. he can stop at any time(or be forced to stop if something strikes him or breaks his concentration in any way) before that, however. If he keeps it on for the full 10 seconds, it will leave him pretty tired. Not enough to prevent him from doing anything else, but enough that he would be unlikely to be able to do it more than twice in a single battle. If he only uses it for small bursts it's much less draining, however.
And yes, it summons directly in front of him. The wind tunnel itself is only able to issue straight forward from his facing.


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