Thread Rating:
  • 6 Vote(s) - 3.67 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Move Approval V
Quote:Lanor: (1500 OM) [Requires Physical Strength, Healing, Buff]
[spoiler]Is a 4’7”ft long, 5 inch width, double edged broad sword that has a stainless steel look to it with a brown handle and cross-guard, being balanced in speed and weight.

Mend: After a five second channel time the blade can be toggled too close small wounds of any living things it slices, leaving non painful glowing gashes that mend small cuts on the body and vanish after contact with the blade has ended. For large wounds he would need to deliver one strong slash or stab after a three second wind-up, which makes the wound stop bleeding, closing it and ensuring it doesn't again unless another wound is made along the same location. This doesn't heal the wounds sustained but more so mitigates bleeding out from them and minor pain as well. After another five second channel it may return to a normal blade, the blade cannot damage or harm any organic targets while charged and it behaves normally to metal contact.

Alleviate: Touching the face of his sword while staying still he can hold it there for over five seconds before pulling it away and touching someone, leaving a glowing paw print on them after two seconds of contact, which can be done while in motion. The mark effectively turns pain into rapture as any damage they are suffering is still present, but the feeling of discomfort is reduced to being very minor to just being numb to it for the duration. The mark lasts for around a minute and can be applied and maintained so long as it’s himself, or an ally that stays with in thirty meters of him. He can hold the power for up to ten seconds before it needs to be administered or else he loses it entirely and suffers some energy loss. After applying it once he needs to wait more than a minute to apply it again on someone once the duration is over.

Cure: If he chooses he may also aim to stab someone with his blade and keep it inside of them for up to five seconds, for which he can move but if he dose the sword must stay in contact with the target and in his hands. The weapon would soon pull out any foreign agents inside of the body, that includes poisons, viruses, and parasites then either destroy or cure the illness as a mark is left in its place. The mark lessons the effect of the same poison for up to thirty seconds, but is dependant on the attackers TEC Vs his own DEF. If the attackers TEC is less than half Ricters DEF then target is immune to the same poison, if its even to his DEF and its half as effective, and if its more than double his own DEF just negates the mark entirely. This requires some energy on his own part to do, minor but repeated uses can lead to being fatigued and has a thirty second cool down before it can be reapplied after the mark vanishes. This can't heal those afflicted by super debuff moves.[/spoiler]

Ah okay, I may have to do a rain check on that move, though I have another move to post up in the mean time since the other one costs a bit for me. If its alright for me to post something else up to be reviewed that is.

Lanor: (1800) [Requires Physical Strength, Healing, Buff]

Sharpen: After charging for twelve seconds he can tap someone with his blade or touch them personally and they will be have a dazzling glow around their body which only they would notice. Being filled with energy their very next attack would hit as hard as if they charged up a ten second attack themselves. However it drains some of his own energy and what ever attack they make seems to add to the power of their attack but only once and only for the move they use right after he passes on the energy. He can only use this skill every minute in battle lest he risks offering too much of his energy and growing fatigued, and the energy can be held for over eight seconds before it needs to be given or used before it vanishes completely. He needs some focus for this and can only defend himself while channeling, being unable to do attacks in the mean time.
Ricter CasengerPurchases LogATK: 1 • DEF: 7 • SPD: 3 • TEC: 3
@Ricter: Can you clarify whether this is only powering their next attack, or if it can also reduce the charge times of their moves by 10 seconds. Also, can he move or do anything else while charging?
Lanor: (1800) [Requires Physical Strength, Healing, Buff]

Sharpen: After charging for twelve seconds he can tap someone with his blade or touch them personally and they will be have a dazzling glow around their body which only they would notice. Being filled with energy their very next attack would hit as hard as if they charged up a ten second attack themselves and used it, over all empowering their attack to hit harder but not reducing the time in which they cast their very next move. However it drains some of his own energy and what ever attack they make seems to add to the power of their attack but only once and only for the move they use right after he passes on the energy. He can only use this skill every minute in battle lest he risks offering too much of his energy and growing fatigued, and the energy can be held for over eight seconds before it needs to be given or used before it vanishes completely. He needs some focus for this and can only defend himself while channeling, being unable to do attacks in the mean time, he can move around freely while using this but artful evades are out of the question.
Ricter CasengerPurchases LogATK: 1 • DEF: 7 • SPD: 3 • TEC: 3
(06-04-2018, 11:45 AM)Ricter Wrote: Lanor: (1800) [Requires Physical Strength, Healing, Buff]

Sharpen: After charging for twelve seconds he can tap someone with his blade or touch them personally and they will be have a dazzling glow around their body which only they would notice. Being filled with energy their very next attack would hit as hard as if they charged up a ten second attack themselves and used it, over all empowering their attack to hit harder but not reducing the time in which they cast their very next move. However it drains some of his own energy and what ever attack they make seems to add to the power of their attack but only once and only for the move they use right after he passes on the energy. He can only use this skill every minute in battle lest he risks offering too much of his energy and growing fatigued, and the energy can be held for over eight seconds before it needs to be given or used before it vanishes completely. He needs some focus for this and can only defend himself while channeling, being unable to do attacks in the mean time, he can move around freely while using this but artful evades are out of the question.

Approved.
(06-04-2018, 02:42 AM)Dane Regan Wrote: @Demetri: I guess I wasn't being clear, sorry.

What I was trying to say was that you could upgrade the maximum range/length of your tendrils (mentioned in the first paragraph) from 10m to 15m if you wanted.

Anyway, the pillar bit looks fine. Just put everything all together and throw back in the maximum time for keeping someone pinned (which seems to have been lost in edits), then I think it'll mostly be good for approval. (And, as I noted earlier, you can change the 10m in the first paragraph to 15m, if you want)

Lastly, in the first paragraph, I think you should spell out that dispelling the tendrils lets you reclaim them. Because "dispell" sorta sounds more like destroying them, imo. "but to dispel two traps that each take three, it takes six seconds" and shouldn't this be nine seconds? 3 seconds per tendril and 3 tendrils, 3*3 = 9.

The key phrasing below is with entities, though a trap consists of three tendrils, it can be dispelled as one, in three seconds. If they were all seperate, it would take nine, as it is three seconds per entity. I rephrased some of the earlier wording to match up correctly. If they are destroyed it works per tendril, however, so still 15 seconds to regen a full trap.

Maximum time added.

Again thanks for having the patience to go over all of this with me lol a lot of work to respec a character once i get the chaos emerald. Want to make sure I have most of my stuff prepared and this was one of the moves that I think was gonna cost the most time.

Shadow Tendrils(2700; Requires Ranged, Ranged Materialize, Remote Control, Debuff, Area Attack, Area Shield, Master Acrobat)
[spoiler]Demetri's most used form of magic, a set of ten enchanted rings which each allows him to control a shadow tendril. These tendrils can combine to make more advanced and powerful moves. When tendrils are destroyed, they take five seconds to regenerate and be used again, each one adding the time consecutively. This means that if five tendrils are destroyed, it takes twenty-five seconds for Demetri to fully recover them, which one being regenerated every five of those seconds. Active tendril entities can be dispelled for reuse with three seconds of concentration, though Demetri does not have to stand still. If they are fully beyond 15 meters of Demetri, they automatically are dispelled. This effect is only compounded by the number of separate entities that Demetri has summoned. For example, to dispell ten active default tendrils, it takes thirty seconds, but to dispel two traps that each originally took three, being six total, it takes six seconds. Demetri can choose to dispel one or more entities at once in this way. Tendrils and their entities can be remotely summoned but require Demetri to be standing still and have more concentration than usual, as well as awareness of the area. He cannot summon them to places he cannot see or sense. 

The default form of these tendrils is a stretchy substance as thick as a wrist that has tar-like appendages that stick to whatever they touch, causing strain between the two points and can be summoned near instantaneously. They are very elastic, can be directed in a straight line to a point at up to 60mph but hardly reaches even half that speed if being maneuvered, and at full strength have the durability of quarter-inch wire rope. Demetri uses finger motions to control these tendrils and can use this move to attach to foes and objects up to 15 meters away, including high points of interest for aiding both horizontal and vertical movement. However, past five meters their durability decreases, as would a rubber band when stretched too far. This means that grabbing something at his maximum reach would cause the most pull, but a single weak attack would destroy it instantly. Meanwhile, a good second or two of decent damage would be needed in order to destroy the tendril when in its comfortable range. Demetri is able to control all ten of his tendrils like this at once, but each active one compounds the mental strain and focuses he must use in order to fully control them. Using all of them like this will quickly exhaust him, but using one or two at a time can be kept up almost indefinitely. Once the appendage has successfully hit its target, the affected area will spread a few inches in diameter to solidify its hold over a few seconds. If Demetri has a tendril to spare, he can use it to attach two objects to each other and separate it from himself.  Remote summoning these does no greatly increase stamina cost.

Using at least two tendrils, Demetri can make a more offensive weapon, hardening the tips of the tendril to a single point. One second is needed per tendril fused, requiring at least two seconds to begin using this move. This counts to a maximum of five per hand and greatly increases the damage of the tendrils as well as the stamina drain. This form of the tendrils is half as fast as its default form. Even with just using two, Demetri must concentrate more than usual, as it requires more precise movements. The focused point goes from as thick as a wrist to a nail point on the last ten centimeters of the hardened tendrils and can maneuver only up to five meters from Demetri. Demetri can add more tendrils to power the move even after the initial summoning, but it requires twice as much time to add each tendril. The base two tendrils needed for this move have the tenacity of quarter-inch wire rope, but their strength gradually doubles once all five are combined. Remote summoning these require immense concentration and stamina. Demetri scrunches his fingers together to control this move, each finger representing the tendril that is able to be added to the move.

A trap can also be fashioned by charging three shadow tendrils for three seconds. This costs some initial stamina but has no upkeep cost besides the allocated tendrils. The area affected can be any shape but can only take up 15 square meters, causing it to become shadowed. Cautious and clever opponents may be able to spot the difference, but often times it can be missed it in the heat of the moment. The first enemy to cross this area activates the trap, causing the shadow to snap to its target, snagging whatever limb or limbs that came in contact. Over the next three seconds, the tar-like substance spreads across most of the body, heavily restricting movement. Once this is done, the substance hardens, making it harder to break out of, but weaker to damage from outside forces. Those with physical strength and higher attack can usually break out within one or two seconds, but weaker primes and secondaries that don't have either will have to take about eight seconds to fully break the mold on their own. Most fall in-between these two. A few medium attacks from an outside force will easily break the mold. Demetri will spread out three fingers over towards the area he wishes to create the trap. Remote summoning this does not greatly increase stamina cost.

A shield can be quickly fashioned in emergency situations if Demetri feels the need to block a devastating attack. To do so, Demetri must completely stop in place and cross his arms, using four tendrils on one hand to summon a gelatin-like barrier in front of him in a half second. This shield is one meter wide by two meters tall with a completely black opacity and can block a large amount of damage. They are stationary and cannot be moved until dispelled. The stamina needed to create this is enough to make Demetri catch his breath for a moment but costs nothing to maintain.

Demetri can fashion all five of his tendrils on hand for very brute force application. It takes three seconds to fully summon a pillar-like form of his shadow magic, in which Demetri opens his hand before making a completely clenched fist. These meter wide monstrosities take great effort and focus to maintain, and Demetri cannot use his full speed when using at least one shadow pillar. They are summoned from one location within 15 meters and sprout out from there to a maximum of 5 meters at about 30mph. These pillars are quite heavy and can push even those with stronger defenses. Once a pillar hits a target, it can pin it to the wall it there is anything behind it, otherwise, it simply pushes or knocks back its victim. Demetri can focus his concentration and hold his target in place. If Demetri chooses not to pin his opponent he can take two seconds to cause the pillar to dissipate and be summoned again, up to ten times before complete exhaustion. He attacks by clenching his fists and swinging in the same motion that the pillars will form and attack from, and opens his hand to dissipate them before clenching them for another attack. While pinning opponents, Demetri must remain stationary and is unable to attack and can only pin someone for up to ten seconds before being too tired to hold them down any longer.
All warfare is based on deception.
[Image: YhlX1uk.gif]  [Image: biuvYus.gif]  [Image: 291ztlc.png]  [Image: NGVMDdY.gif] [Image: VKKZgMO.gif]
(06-04-2018, 11:49 AM)Demetri Malius Wrote: Shadow Tendrils(2700; Requires Ranged, Ranged Materialize, Remote Control, Debuff, Area Attack, Area Shield, Master Acrobat)
[spoiler]Demetri's most used form of magic, a set of ten enchanted rings which each allows him to control a shadow tendril. These tendrils can combine to make more advanced and powerful moves. When tendrils are destroyed, they take five seconds to regenerate and be used again, each one adding the time consecutively. This means that if five tendrils are destroyed, it takes twenty-five seconds for Demetri to fully recover them, which one being regenerated every five of those seconds. Active tendril entities can be dispelled for reuse with three seconds of concentration, though Demetri does not have to stand still. If they are fully beyond 15 meters of Demetri, they automatically are dispelled. This effect is only compounded by the number of separate entities that Demetri has summoned. For example, to dispell ten active default tendrils, it takes thirty seconds, but to dispel two traps that each originally took three, being six total, it takes six seconds. Demetri can choose to dispel one or more entities at once in this way. Tendrils and their entities can be remotely summoned but require Demetri to be standing still and have more concentration than usual, as well as awareness of the area. He cannot summon them to places he cannot see or sense. 

The default form of these tendrils is a stretchy substance as thick as a wrist that has tar-like appendages that stick to whatever they touch, causing strain between the two points and can be summoned near instantaneously. They are very elastic, can be directed in a straight line to a point at up to 60mph but hardly reaches even half that speed if being maneuvered, and at full strength have the durability of quarter-inch wire rope. Demetri uses finger motions to control these tendrils and can use this move to attach to foes and objects up to 15 meters away, including high points of interest for aiding both horizontal and vertical movement. However, past five meters their durability decreases, as would a rubber band when stretched too far. This means that grabbing something at his maximum reach would cause the most pull, but a single weak attack would destroy it instantly. Meanwhile, a good second or two of decent damage would be needed in order to destroy the tendril when in its comfortable range. Demetri is able to control all ten of his tendrils like this at once, but each active one compounds the mental strain and focuses he must use in order to fully control them. Using all of them like this will quickly exhaust him, but using one or two at a time can be kept up almost indefinitely. Once the appendage has successfully hit its target, the affected area will spread a few inches in diameter to solidify its hold over a few seconds. If Demetri has a tendril to spare, he can use it to attach two objects to each other and separate it from himself.  Remote summoning these does no greatly increase stamina cost.

Using at least two tendrils, Demetri can make a more offensive weapon, hardening the tips of the tendril to a single point. One second is needed per tendril fused, requiring at least two seconds to begin using this move. This counts to a maximum of five per hand and greatly increases the damage of the tendrils as well as the stamina drain. This form of the tendrils is half as fast as its default form. Even with just using two, Demetri must concentrate more than usual, as it requires more precise movements. The focused point goes from as thick as a wrist to a nail point on the last ten centimeters of the hardened tendrils and can maneuver only up to five meters from Demetri. Demetri can add more tendrils to power the move even after the initial summoning, but it requires twice as much time to add each tendril. The base two tendrils needed for this move have the tenacity of quarter-inch wire rope, but their strength gradually doubles once all five are combined. Remote summoning these require immense concentration and stamina. Demetri scrunches his fingers together to control this move, each finger representing the tendril that is able to be added to the move.

A trap can also be fashioned by charging three shadow tendrils for three seconds. This costs some initial stamina but has no upkeep cost besides the allocated tendrils. The area affected can be any shape but can only take up 15 square meters, causing it to become shadowed. Cautious and clever opponents may be able to spot the difference, but often times it can be missed it in the heat of the moment. The first enemy to cross this area activates the trap, causing the shadow to snap to its target, snagging whatever limb or limbs that came in contact. Over the next three seconds, the tar-like substance spreads across most of the body, heavily restricting movement. Once this is done, the substance hardens, making it harder to break out of, but weaker to damage from outside forces. Those with physical strength and higher attack can usually break out within one or two seconds, but weaker primes and secondaries that don't have either will have to take about eight seconds to fully break the mold on their own. Most fall in-between these two. A few medium attacks from an outside force will easily break the mold. Demetri will spread out three fingers over towards the area he wishes to create the trap. Remote summoning this does not greatly increase stamina cost.

A shield can be quickly fashioned in emergency situations if Demetri feels the need to block a devastating attack. To do so, Demetri must completely stop in place and cross his arms, using four tendrils on one hand to summon a gelatin-like barrier in front of him in a half second. This shield is one meter wide by two meters tall with a completely black opacity and can block a large amount of damage. They are stationary and cannot be moved until dispelled. The stamina needed to create this is enough to make Demetri catch his breath for a moment but costs nothing to maintain.

Demetri can fashion all five of his tendrils on hand for very brute force application. It takes three seconds to fully summon a pillar-like form of his shadow magic, in which Demetri opens his hand before making a completely clenched fist. These meter wide monstrosities take great effort and focus to maintain, and Demetri cannot use his full speed when using at least one shadow pillar. They are summoned from one location within 15 meters and sprout out from there to a maximum of 5 meters at about 30mph. These pillars are quite heavy and can push even those with stronger defenses. Once a pillar hits a target, it can pin it to the wall it there is anything behind it, otherwise, it simply pushes or knocks back its victim. Demetri can focus his concentration and hold his target in place. If Demetri chooses not to pin his opponent he can take two seconds to cause the pillar to dissipate and be summoned again, up to ten times before complete exhaustion. He attacks by clenching his fists and swinging in the same motion that the pillars will form and attack from, and opens his hand to dissipate them before clenching them for another attack. While pinning opponents, Demetri must remain stationary and is unable to attack and can only pin someone for up to ten seconds before being too tired to hold them down any longer.[/spoiler]

Approved.
Bio (??? om) Ranged proficiency / Debuff Proficiency

Shantotto channels for one second while able to defend herself with her stardust rod, before launching a ball of green and black liquid at her target, the ball is roughly 4 inches in diameter and continues to swirl around. It travels faster than an arrow but slower than a bullet at roughly 200m per second with a range of 75 feet.

This ball splatters on impact coating any surface or person struck by it with a corrosive compound that eats away at whatever it hits, dealing a small amount of damage over time and slowing them, but also makes the target more susceptible to magic based attacks, making the next non Bio spell that deals damage to the target deal 10% more damage. The corrosive effect and debuff last for 15 seconds and the timer is refreshed with each hit.

This attack takes a small amount of stamina to cast and can be cast quickly up to 5 times to stack up the effect up to 5 times. However the stamina cost is increased exponentially for each use of the spell, In addition if all 5 shots are used up Shantotto has to wait ten minutes before being able to use the attack again.
(06-04-2018, 12:42 PM)Shantotto Wrote: Bio (??? om) Ranged proficiency / Debuff Proficiency
[spoiler]Shantotto channels for one second while able to defend herself with her stardust rod, before launching a ball of green and black liquid at her target, the ball is roughly 4 inches in diameter and continues to swirl around. It travels faster than an arrow but slower than a bullet at roughly 200m per second with a range of 75 feet.

This ball splatters on impact coating any surface or person struck by it with a corrosive compound that eats away at whatever it hits, dealing a small amount of damage over time and slowing them, but also makes the target more susceptible to magic based attacks, making the next non Bio spell that deals damage to the target deal 10% more damage. The corrosive effect and debuff last for 15 seconds and the timer is refreshed with each hit.

This attack takes a small amount of stamina to cast and can be cast quickly up to 5 times to stack up the effect up to 5 times. However the stamina cost is increased exponentially for each use of the spell, In addition if all 5 shots are used up Shantotto has to wait ten minutes before being able to use the attack again.[/spoiler]

Part of this doesn't make sense, as you say it eats away at the area hit - why would it slow them completely and make all attacks do more damage? And not just ones targetted at that area? (As well as only slowing down movements from that part of their body)

This would cost 600 OM (for the stacking to increase the debuff strength).

50% damage against someone for 15 seconds is a lot. Even if you've got to charge for 5 seconds total. Especially since they'll also be a lot slower and thus easier to hit as well.

I'm pretty sure you're misusing the word "exponentially", but, anyway, give a more specific cumulative fatigue cost for using it 5 times.
Bio (600 om) Ranged proficiency / Debuff Proficiency

Shantotto channels for one second while able to defend herself with her stardust rod, before launching a ball of green and black liquid at her target, the ball is roughly 4 inches in diameter and continues to swirl around. It travels faster than an arrow but slower than a bullet at roughly 200m per second.

This ball splatters on impact coating any surface (ground, building or so on) or person struck by it with a corrosive compound that eats away at anything or anyone hit by it, dealing a small amount of damage over time and slowing the affected limbs or body parts, but also makes the target more susceptible to magic based attacks by acting as a magical conductor, making the next non Bio spell that deals damage to the target deal 10% more damage. The corrosive effect and debuff last for 15 seconds and the timer is refreshed with each hit.

This attack takes a small amount of stamina to cast and can be cast quickly up to 5 times to stack up the effect up to 5 times. However the stamina cost is increased exponentially for each use of the spell, In addition if all 5 shots are used up Shantotto has to wait ten minutes before being able to use the attack again.

Stamina run down:
The first use of the spell is the same as jogging 15 meters
The Second use is like jogging 30 meters (totaling 45m jog)
The third use is like a 60 meter jog (105m total)
Fourth is 120m jog (325m)
And last use is 240m jog
Using all five of the attacks becomes tiring.



hopefully this is more clear
@Shantotto:
>Still doesn't really make sense why damage to any part of their body does more damage, and not just to where they were hit by the spell.
>50% damage against someone for 15 seconds is a lot. Even if you've got to charge for 5 seconds total. 
>Most people can jog a few kilometres at least before actually becoming "tired". Also, huh, props to you for getting exponential right. But, I'm going to say no to your fatigue table. You don't need a formula for fatigue cost. Just say the first usage is mildly tiring, and using all 5 builds up to be very tiring, leaving Shantotto out of breath (or something like that).
>Having a table like that also doesn't make sense without you clarifying when the use fatigue resets.
>Sidenote: "magical damage" is a personal choice, this move would not vary in strength or require more drawbacks if you had it amplify all damage (besides this move).
The first of these is just a reskin of the typical "1sp to put someone out of the fight for 40 seconds", except they fall in love with Dane as a "flavour" aspect.

The second is similar to the first but closer to actual mind control (but is still limited). I figure it's probably fine due to the limited duration (Omni's ruling was that mind control shouldn't really last longer than a post - 40 seconds fits into that imo).

T1SU - Charm (600): Physical, Debuff, Telepathy
[spoiler]Dane speaks a few words or a sentence to someone within 12ft of him, breaching 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.

RP Notes: 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. This can be a full hold or just a tap, but, if not blocked swiftly (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 that umbrella (as Dane attacking someone could be lethal). Even if they don't end up hurting anyone, they will hinder Dane's enemies to nearly the best 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). Lastly, this effect ends prematurely if they ever take more than a couple of moderate hits from either Dane or one of his allies (someone they're not allowed to attack). In some cases, this may have a longer duration - even spanning weeks and months in some cases, 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]
600 OM: Parasol (Requires Physical Strength, Area Defense) - Yuuka's parasol, in addition to being able to fire bullets for her other moves, can feasibly be used as a bludgeoning weapon as well. While not supernaturally sturdy, it is a fair bit moreso than your average parasol only used for blocking the sun. Think something similar to a golf club in sturdiness, like it was made to take abuse. It's about two and a half feet long, pale pink in color, and far more effective at hitting people when closed than open. Usually she uses it in a blunt force trauma way, but technically she could also impale someone with the metal tip of it if she used enough force. Both of these damage methods feel equivalent to what they logically should feel like as being smacked or stabbed by a hard metal pole, taking into account the user's attack and target's defense.

Since she always has it in hand, her windup time before using it simply depends on her reaction time to what's going on around her. (So, not exactly lightning quick.) Naturally, it's a bit heavier than most parasols, but Yuuka herself doesn't even seem to notice this. She can get a bit winded after repeated use of it. However, Yuuka also gets winded walking at anything faster than three miles an hour, so this isn't exactly surprising and owes more to her low endurance than the attack itself.

When it is opened, it is magically reinforced to be able to serve as a shield as well. It's about 5 feet in diameter and obviously, convex. Due to its shape it tends to naturally deflect things off at an angle as opposed to being good at blocking them head on. After all, it is lightweight and not the sturdiest material even when reinforced, prone to tearing and needing repair between fights if it absorbs too much damage. Because of its deflection property it is highly impractical to use while in motion, as more often than not that just results in attacks being deflected into Yuuka's face or kneecaps because the positioning wasn't quite right. It takes as much time to open as one would expect it would take an old lady (sans dementia) to open an umbrella, so like 3-5 seconds depending on if she's distracted or not. She cannot attack while the umbrella is open and serving as a shield, as it requires both of her hands and concentration to keep up the magical reinforcement.



Additions in bold.
[Image: QlU6gj3.png]
Yuuka Kazami Wrote:Do you think Yuuka *aims* the Master Spark? No. She decides which half of the world she wants to fuck.
(06-04-2018, 05:58 PM)Yuuka Kazami Wrote: [spoiler]600 OM: Parasol (Requires Physical Strength, Area Defense) - Yuuka's parasol, in addition to being able to fire bullets for her other moves, can feasibly be used as a bludgeoning weapon as well. While not supernaturally sturdy, it is a fair bit moreso than your average parasol only used for blocking the sun. Think something similar to a golf club in sturdiness, like it was made to take abuse. It's about two and a half feet long, pale pink in color, and far more effective at hitting people when closed than open. Usually she uses it in a blunt force trauma way, but technically she could also impale someone with the metal tip of it if she used enough force. Both of these damage methods feel equivalent to what they logically should feel like as being smacked or stabbed by a hard metal pole, taking into account the user's attack and target's defense.

Since she always has it in hand, her windup time before using it simply depends on her reaction time to what's going on around her. (So, not exactly lightning quick.) Naturally, it's a bit heavier than most parasols, but Yuuka herself doesn't even seem to notice this. She can get a bit winded after repeated use of it. However, Yuuka also gets winded walking at anything faster than three miles an hour, so this isn't exactly surprising and owes more to her low endurance than the attack itself.

When it is opened, it is magically reinforced to be able to serve as a shield as well. It's about 5 feet in diameter and obviously, convex. Due to its shape it tends to naturally deflect things off at an angle as opposed to being good at blocking them head on. After all, it is lightweight and not the sturdiest material even when reinforced, prone to tearing and needing repair between fights if it absorbs too much damage. Because of its deflection property it is highly impractical to use while in motion, as more often than not that just results in attacks being deflected into Yuuka's face or kneecaps because the positioning wasn't quite right. It takes as much time to open as one would expect it would take an old lady (sans dementia) to open an umbrella, so like 3-5 seconds depending on if she's distracted or not. She cannot attack while the umbrella is open and serving as a shield, as it requires both of her hands and concentration to keep up the magical reinforcement.
[/spoiler]

Approved.
Unstable Emerald Construct Fist (300, Physical Strength): 
 
By means of the ring he wears he is capable of using the fist in close range combat. The Fist will be used by him to deliver an upper cut to an opponent. This takes him 5 seconds to charge up. Once he has charged, and used this move however,  Jack is unable to use the Oan Power ring for 25 seconds, forcing him to rely on other moves. This is very taxing on his stamina because he gives the fist the durability, and strength of a block of iron. In addition the Unstable Energy Construct Fist must be used within 10 seconds of the initial charge, or he will risk breaking the Oan Power Ring - forcing him to spend time repairing the ring in combat, time that he would not have.

The Emerald Fist Constructs are double the size of his own fists, and appear over them. While charging this, he cannot do anything else, but charge this. He must remain stationary, and tank any hits that come his way. His body cannot so much as twitch, and he cannot talk. He cannot even blink when this is being charged. After the charge of the move, he cannot use other moves that involve the Oan Power Ring until the move itself is spent, and the cool down of all the Oan Power Ring moves have been met. 

Two fists appear, one per hand.  These can be used as much as he wants for 10 seconds. 
(06-04-2018, 06:17 PM)Jack Darby Wrote: Unstable Emerald Construct Fist (300, Physical Strength): 
 
By means of the ring he wears he is capable of using the fist in close range combat. The Fist will be used by him to deliver an upper cut to an opponent. This takes him 5 seconds to charge up. Once he has charged, and used this move however,  Jack is unable to use the Oan Power ring for 25 seconds, forcing him to rely on other moves. This is very taxing on his stamina because he gives the fist the durability, and strength of a block of iron.

The Emerald Fist Constructs are double the size of his own fists, and appear over them. While charging this, he cannot do anything else, but charge this. He must remain stationary, and tank any hits that come his way. His body cannot so much as twitch, and he cannot talk. He cannot even blink when this is being charged. After the charge of the move, he cannot use other moves that involve the Oan Power Ring until the move itself is spent, and the cool down of all the Oan Power Ring moves have been met. 

Two fists appear, one per hand.  These can be used as much as he wants for 10 seconds. 

"In addition the Unstable Energy Construct Fist must be used within 10 seconds of the initial charge, or he will risk breaking the Oan Power Ring - forcing him to spend time repairing the ring in combat, time that he would not have."
I removed this line, since it doesn't really make sense given how you can use them as much as you want for the 10 seconds.

Anyway, the above move quoted is approved.
Natural Claws (300, Requires Dark Jak Tier I and Tier 2)- Dark Jak's claws, while as long as a dagger length, can tear through steel armor or so. It can also cause paralysis in certain body parts if people get too close to dark jak while in this form.

Wings of Mar- (300, Requires Flight and Light Jak Tier 1 and Tier 2) Big translucent angel wings used by Light Jak to fly distances.
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)

(06-04-2018, 06:24 PM)Jak Mar Wrote: Natural Claws (300, Requires Dark Jak Tier I and Tier 2)- Dark Jak's claws, while as long as a dagger length, can tear through steel armor or so. It can also cause paralysis in certain body parts if people get too close to dark jak while in this form.

Wings of Mar- (300, Requires Flight and Light Jak Tier 1 and Tier 2) Big translucent angel wings used by Light Jak to fly distances.

Natural Claws: Please take this to the move workshop. If you really need it for DA, shoot me a PM or something, but this needs quite a bit of work.

Wings of Mar: This is fodder, and should just be included in the power up description. Unless you want to hit people with them or blow people about with them, then it'll need moves.
Lampad's Torch - Vanish (Ranged, Area Attack, Buff, Stealth, Telepathy) (+300): Since Clownpiece's stealth is more tricking people into thinking she's a hallucination rather than outright going invisible, it's a simple matter for her to bestow stealth upon allies as well. Simply change up the person thought to be a hallucination and voile. Of course, being stealth, it still requires that the person she chooses to stealth be out of sight of any enemies (though allies are fair game). Additionally, she's only capable of rendering stealth onto one person at a time. Trying to stealth anyone else breaks the stealth for the first person (though Clownpiece and her assists can be stealthed as normal). This person must be within 20 meters of her for it to work, and both of them must remain still for 3 seconds while she concentrates. Once placed under Clownpiece's spell, this person can move around and do everything as normal, just with everyone thinking they're a hallucination. They're still beholden to all the rules of stealth, however, so attacking causes it to flicker, taking any amount of damage breaks it, and so on. While not energy intensive in the least, capable of being used to her heart's content, this ability is still quite limited. This is due to the fact that only one person can be buffed by this move at a time, and that both Clownpiece and her ally are rarely going to get the time they need to hide away.
It should be noted that Clownpiece can use this on her own assists without much of the downsides (since technically they should be able to stealth on their own anyway). All it takes is a sweep of her torch, and an assist of hers within range is rendered stealthed immediately. Though they must still be hidden from enemies for this to work, obviously.
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
For an NPC I would like to attempt to approve

Angelic Scythe (300) (Requires Physical Strength) - A large black Scythe that glows black with its murderous energy. It has a 6 foot handle with a 5 foot curved blade. Jibril focuses and materializes this weapon in her hands over 2 seconds. Made of pure spiritual energy, the Scythe will disappear shortly after if she drops it. If Jibril beheads a Prime with this scythe, its energy will cause the head to stay in this world after the Prime dies so that Jibril may collect it.

Spatial Rend (300) (Requires Physical Strength, Teleport) - Using Angelic Scythe, Jibril pours magical power into it for 10 seconds deepening its black aura while simultaneously preparing the energy for teleport. She then charges at her target (running or flying) with scythe raised and teleports near her target slashing with a slash that cleaves space itself, visually ripping and distorting the space the scythe cuts.  A powerful attack with a significant energy cost, however the energy gathered will dissipate after 30 seconds if she is unable to attempt the strike. Still usable if Teleportation is locked although she will not be able to use the teleport in this move.

Murderous Aura (300) (Requires Debuff Prociency, Area Attack, Telepathy) - This is a mostly passive aura effect radiating 200 feet that Jibril has turned on while she focuses on harming or killing someone although she can voluntarily force it not to activate. It consumes a minimal amount of magic while active. Jibril physically radiates her intent and love to kill others causing others to feel her desire to kill them. Anyone who isn't the target of her hostile desires can feel the effect and strength of her aura although also get the feeling that it isn't directly at them. The aura will directed invoke fear in her targets (not bystanders) but only those with less than half of her TEC. After recovering from the fear (solely at the writer's discretion of how long this effect takes), they will not be affected again unless Jibril's TEC increases. The aura pauses if Jibril is significantly distracted from her target, such as being blasted by a strong attack or if she focuses solely on a different target.

Compress (0) - Jibril can focus her spirits to compress space around an object to be stored in her bosom. Costs a fair amount of magical power to achieve, takes several seconds for 3x3 foot cubes and longer for larger objects, cannot be used on living objects, and is not useful in combat.

Holy Ray (600) - Jibril collects black/purple magical power in part of or all of her hand and fires it in a straight line at the speed of an bullet. She charges this attack up to 5 seconds putting more power into it creating a blast that can vary from a pin size to a fist sized energy blast. The weakest is negligible but a full charge is a strong punch.

Quick Shift (600/800) (Requires Foresight, Teleport) - Foreseeing a serious attack, Jibril forces her body to shift, teleporting anywhere within her teleportation range to avoid an attack. (Both T1 and T2 versions)

Inverted Shift (800) (Requires Ranged Materialize, Ranged Proficiency, Area Attack, Teleport) - Jibril gathers a huge amount of spirits from the environment around her and her own body. She holds out her hand and focuses them on a single opponent in a few moments within the range of her teleport. To those that can see the flow of magic/spirits, her spirits almost instantaneously move to her target and once all gathered shatter the space her opponent occupies. For a few moments the space twists, bends, and breaks under the immense pressure of her spirits.


Focus (Tier 1 Powered Form) - Jibril loses her more jovial nature and focuses seriously on killing her enemy.
Atk: 4
Def: 4 (+2 from base stat upgrades)
Spd: 4
Tec: 5
(06-04-2018, 04:23 PM)Dane Regan Wrote: The first of these is just a reskin of the typical "1sp to put someone out of the fight for 40 seconds", except they fall in love with Dane as a "flavour" aspect.

The second is similar to the first but closer to actual mind control (but is still limited). I figure it's probably fine due to the limited duration (Omni's ruling was that mind control shouldn't really last longer than a post - 40 seconds fits into that imo).

T1SU - Charm (600): Physical, Debuff, Telepathy
[spoiler]Dane speaks a few words or a sentence to someone within 12ft of him, breaching 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.

RP Notes: 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. This can be a full hold or just a tap, but, if not blocked swiftly (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 that umbrella (as Dane attacking someone could be lethal). Even if they don't end up hurting anyone, they will hinder Dane's enemies to nearly the best 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). Lastly, this effect ends prematurely if they ever take more than a couple of moderate hits from either Dane or one of his allies (someone they're not allowed to attack). In some cases, this may have a longer duration - even spanning weeks and months in some cases, 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]

I'm going to deny these as they are right now. There was a conversation in the Staff Room about these sorts of moves and I'm going, partly, by that, but I can't see these moves doing any more than 'You can't attack Dane for this long'. how you want to fluff that is up to you (Though I’m going to say that you’ll need OOC permission for the whole falling in love fluff thing).

Balance wise, and I’m referring to Pennywise’s deadlights move here, they aren’t balanced at all.

Deadlights is a T1 and lasts 40 seconds (Which I'm not sure about, I'd support this duration being lowered). But has a 10 second lead up, which leaves Pennywise open to attack. Deadlights also stops the person it is used on from being hurt by anyone until the duration is over. And that's just for a T1.

As for Duration of these moves, I'd give the T1 a 15 second duration, and the T2 a 25 second duration (Going off of 1v1 situations, you could potentially take someone out of a fight just with the T1 as it is now. Not about that).

You'll have to change both of these moves so that people affected by this move will not be able to attack Dane, and that's it. Otherwise it's basically 'I can't do anything for 1 third of my portion of this fight', and that's a hard no from me.

As for the second move, Dane being able to order people to do extra things, this is 100% an OOC permission thing. I'll let you do the whole mind control to not attack me thing, but if you want to do more than that, get OOC permission.


Forum Jump:


Users browsing this thread: 3 Guest(s)