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Move Approval V
Moving Hook Gauntlet to the Move Workshop thread.
Instant Augment (600)
Req; None
This Augment eliminates the Manifest (charge) time of other spells. Instead, it doubles this time and inflicts it as a Universal Cooldown. On top of the the spell's own fatigue cost, Instant Augment adds minor fatigue as well.

This is called Multi-cast (similar to Duel Casting) and must be chosen and completed simultaneously. For each spell in the Multicast, add the Charge and Fatigue costs. The Charge time is then multiplied by the number of spells in the Multi-cast plus 2.

This Augment does not require a free hand or concentration, but it comes at the cost. A large Multi-cast can leave Stein unable to produce any new move for minutes. The fatigue cost of each spell is still inflicted as well.

Some spells are incompatible with Instant Augment, such as those without a Charge Up timer. Any spells with a variable charge up timer are automatically used at their highest charge. Spells which create Constructs have those constructs appear in the appropriate Maintain slot on the body.

Notes on mechanics:
[Spoiler]
At first glance this move seems OP as fuck, and yes, it can be potentially powerful with strategy - as can any move. However, its more powerful aspect is Multicast, which bypasses the set standard and concentration. Downside is the cost is increased quadrilateral instead of doubled. An example follows;

2 Comet Shields (5 seconds each)
Back Construct (10 seconds)
Chest Construct (5 seconds)
Nondescript variable charge up (12 seconds at max charge)

Total Multicast: 37 seconds, 5 spells.
37*(5+1)= 222 seconds, or 4 minutes and 19 seconds without any moves.

This is a greater cost than simply adding double of each individual move's charge up time, which would only be 74 seconds. This has a very steep diminishing returns, and this is just time-related, Fatigue is also an issue, even if it isn't multiplied.

Smaller scale, just 2 palm shields would yield a UC of 12 seconds, either way.
[/spoiler]

Cost Breakdown:
300 - Instant
300 - Multicast.
(10-25-2017, 01:12 AM)Gunther Stein Wrote: Instant Augment (600)
Req; None
This Augment eliminates the Manifest (charge) time of other spells. Instead, it doubles this time and inflicts it as a Universal Cooldown. On top of the the spell's own fatigue cost, Instant Augment adds minor fatigue as well.

This is called Multi-cast (similar to Duel Casting) and must be chosen and completed simultaneously. For each spell in the Multicast, add the Charge and Fatigue costs. The Charge time is then multiplied by the number of spells in the Multi-cast plus 2.

This Augment does not require a free hand or concentration, but it comes at the cost. A large Multi-cast can leave Stein unable to produce any new move for minutes. The fatigue cost of each spell is still inflicted as well.

Some spells are incompatible with Instant Augment, such as those without a Charge Up timer. Any spells with a variable charge up timer are automatically used at their highest charge. Spells which create Constructs have those constructs appear in the appropriate Maintain slot on the body.

Notes on mechanics:
[Spoiler]
At first glance this move seems OP as fuck, and yes, it can be potentially powerful with strategy - as can any move. However, its more powerful aspect is Multicast, which bypasses the set standard and concentration. Downside is the cost is increased quadrilateral instead of doubled. An example follows;

2 Comet Shields (5 seconds each)
Back Construct (10 seconds)
Chest Construct (5 seconds)
Nondescript variable charge up (12 seconds at max charge)

Total Multicast: 37 seconds, 5 spells.
37*(5+1)= 222 seconds, or 4 minutes and 19 seconds without any moves.

This is a greater cost than simply adding double of each individual move's charge up time, which would only be 74 seconds. This has a very steep diminishing returns, and this is just time-related, Fatigue is also an issue, even if it isn't multiplied.

Smaller scale, just 2 palm shields would yield a UC of 12 seconds, either way.
[/spoiler]

Cost Breakdown:
300 - Instant
300 - Multicast.

You can't have a move that influences the mechanics of your other moves, similar to how you can't buy a move that adds extra damage to all of your moves or one that makes all of your missile attacks faster. You'd need to buy separate 'quick cast' versions of whichever moves you'd want to use in that way.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

(10-21-2017, 07:26 PM)The Vision Wrote: @Jade Harley:
(10-21-2017, 12:23 AM)Jade Harley Wrote:
(10-04-2017, 08:19 PM)Jade Harley Wrote: Bodily Integration (requires Ranged Proficiency, Debuff Proficiency, Phasing) – 300 OM

This gruesome move may be carried out on a single opponent within 20 ft of Jade. To perform this attack, Jade stands still and turns her full attention on an approaching attacker, both hands held loosely at her sides with the palms facing upward— she holds this position for 10 seconds. When those 10 seconds are up, Jade will abruptly raise one hand and then gesture sharply downward, sort of like dribbling a basketball. The ground directly beneath her attacker, no matter how close they are to Jade, becomes incorporeal for up to 3 seconds. In those 3 seconds, Jade’s opponent will fall through the floor and the ground will reform around them, effectively removing access to whatever is encased within the floor. It also cuts off the link between her opponent’s brain and whatever body parts have fallen through, something which triggers extreme pain and the confusing fear over essentially being brutally bisected, but not having died instantly. Jade can only maintain this for up to 15 seconds dependent upon her target's DEF and TEC or if she is interrupted/attacked during this time, after which her opponent is released and reappears with their feet on the ground, ostensibly unharmed but very much in shock.

As it takes an enormous amount of concentration for Jade to carry this out, she can do nothing else while her opponent is trapped, leaving her open to attack. It also takes a lot of effort on Jade's part, making her fatigued and slow to react for up to five minutes afterward. Other characters or allies of Jade can inflict damage that remains after the move's effect has ended. She would likely only execute this attack when under extreme duress. Flying or otherwise airborne opponents are immune, but those who are in trees or standing atop rocks can still be targeted and integrated with whatever they are in contact with.

Bump! :-)

Maybe say "Flying or otherwise airborne opponents", since I can see someone jumping really high for three seconds. Also, can a victim of this gruesome move be attacked by others while trapped in a surface? If so, do they retain that damage post-Integration?

Edited again!
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
(10-25-2017, 07:27 AM)Mark Wrote: You can't have a move that influences the mechanics of your other moves, similar to how you can't buy a move that adds extra damage to all of your moves or one that makes all of your missile attacks faster. You'd need to buy separate 'quick cast' versions of whichever moves you'd want to use in that way.

Totally understandable, this slipped my mind - but I'd like to pose an alternative. Instead of tacking this variant onto each spell in detail, can I instead make a list of each spell it applies to?

I see no downsides. The outcome is exactly the same. 300 per applicable "spell" and 300 for Multicast. Doing it this way, I can just add a list to the end of spells, whereas otherwise I'd have to put the entire block above into each move. Which I could, but I've already been told that my "spell mechanics" make a move very lengthy already, and this will not be the only Augment-type spell in Stein's arsenal.

Quote:Instant Augment (900)
Req; None
This Augment can eliminate the Manifest (charge) time of other spells. Instead, it doubles this time and inflicts it as a Universal Cooldown. On top of the the spell's own fatigue cost, Instant Augment adds minor fatigue as well.

Since there is no Manifest time or required hand, multiple spells can be cast at the same time through this method. This is called Multi-cast (similar to Duel Casting) and must be chosen and completed simultaneously. For each spell in the Multicast, add the Charge and Fatigue costs. The Charge time is then multiplied by the number of spells in the Multi-cast plus 2.

This Augment does not require a free hand or concentration, but it comes at the mentioned cost. A large Multi-cast can leave Stein unable to produce any new move for minutes. The fatigue cost of each spell is still inflicted as well. Spells which create Constructs have those constructs appear in the appropriate Maintain slot on the body.

Only certain spells can be made Instant:
  • Palm Shield
  • Comet Shield

Cost Breakdown:
300 - Instant Palm Shield
300 - Instant Comet Shield
300 - Multicast.

Note:
I've omitted the part about compatibility, because now I can simply choose which ones are compatible, again reducing the amount of text in non-relevant spells.

I'm really leaning towards this, because I have a lot more "Augments" that can use this format. Otherwise, some of Stein's more "versitile" shields will end up being walls of text. I've already been getting a few complaints (nothing really bad, just minor grievences) about having overly wordy moves due to the heavy structure I'm trying to imply on Stein's magic purely for fodder and theme.

This actually makes "standardized move modifiers" possible without clustering each individual move. Because Nealogic!
So long as you have all of the information, I don't see any issue with you separating it like that. Clownpiece did a similar thing with their Lampad's Torch move for the same reason.

As for the move itself, I'm gonna double-check with Omni first before I give an approval or not, just to be sure. He or I will get back to you ASAP.

Tearen: Also asking on your move as well. Thank you for your patience!
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

I'm soon going to be making an NPC Prime as a villain for my character to fight. His name is Steve. Before I submit a character sheet for him, though, I'd like to get his move approved:
Quote:Pile a' Guns (900)
(Ranged Proficiency, Physical Strength, Area Attack Proficiency)
Steve has a huge pile of double-barrel shotguns and ammo for them carted around by his Secondaries. For the purposes of this move, that means he'll never run out of shells and if a gun breaks he can just replace it immediately. Reloading (or replacing) a gun takes two seconds.
Steve is strong enough that he can handle the recoil of a shotgun one-handed, and as such, he can dual-wield these weapons if he wants to, though doing so imposes a significant penalty to his accuracy.
In all other respects these are normal double-barrel shotguns. All his shotguns are 12 gauge and 48” long. They can be loaded with either slug or shot rounds, and can also be used as crude clubs in melee combat if necessary. The two ammo-types are equally strong, but the slugs have greater range whilst the shot has a small AoE: the effective range of slug rounds is 90m and their speed is 540m/s, whilst shot can only go up to 45m and 340m/s. The maximum spread of shot rounds is 50".

Because this move lacks much of a drawback, they don't deal quite as much damage as one would expect from a character with as high an ATK as Steve.

Steve is going to have 5 ATK; hence being able to fire a shotgun in each hand.
[Image: Hijiri_Name_Sig.png]
(10-27-2017, 01:10 PM)Takanomiya Hijiri Wrote: I'm soon going to be making an NPC Prime as a villain for my character to fight. His name is Steve. Before I submit a character sheet for him, though, I'd like to get his move approved:
Quote:Pile a' Guns (900)
(Ranged Proficiency, Physical Strength, Area Attack Proficiency)
Steve has a huge pile of double-barrel shotguns and ammo for them carted around by his Secondaries. For the purposes of this move, that means he'll never run out of shells and if a gun breaks he can just replace it immediately. Reloading (or replacing) a gun takes two seconds.
Steve is strong enough that he can handle the recoil of a shotgun one-handed, and as such, he can dual-wield these weapons if he wants to, though doing so imposes a significant penalty to his accuracy.
In all other respects these are normal double-barrel shotguns. All his shotguns are 12 gauge and 48” long. They can be loaded with either slug or shot rounds, and can also be used as crude clubs in melee combat if necessary. The two ammo-types are equally strong, but the slugs have greater range whilst the shot has a small AoE: the effective range of slug rounds is 90m and their speed is 540m/s, whilst shot can only go up to 45m and 340m/s. The maximum spread of shot rounds is 50".

Because this move lacks much of a drawback, they don't deal quite as much damage as one would expect from a character with as high an ATK as Steve.

Steve is going to have 5 ATK; hence being able to fire a shotgun in each hand.

Approved.
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Since my Instant Augment and Hook Gauntler are being reviewed by the higher ups, thought I'd look into setting up some other means of development.

Bond of the Guardian 300
Area Defense, Ranged, Physical, Buff
To cast this spell, Stein must be in physical contact with a willing target for five seconds and maintain heavy concentration. This means he must be stationary and have at least one hand touching the target. Even minor damage can break the focus. Once cast, the target's damage from any and all sources is halved, so long as they remain within thirty meters. The duration of the spell lasts for five minutes, until Stein ends the connection, or if Stein is rendered unconscious. Stein can have up to five Bonded allies - however, he takes damage from EACH Bonded ally, making more allies exponentially more dangerous to himself.

When the Bond is complete, the any and all damage the target takes is reduced by half. The remaining half damage is instead afflicted upon Stein, as if the attack had been directed at him instead (which allows him to apply his high defense.) This damage is a direct effect, meaning he cannot block or dodge it. If both he and the bonded target are hit by an AoE, Stein takes his own damage, along with the half damage from his ally.

The Bonded Ally gains a visual effect that seems to be a suit of glass armor. This does not disrupt their movement, as it is weightless and ethereal. If the spell ends, this suit of armor shatters like glass, though it deals no damage and the shrapnel vanishes like ghostly entities.
ENERGY CANNON: MASSIVE SHOT (Level 2 Super Move, 800 OM)

Created based on when Blink used a darkchip while fighting Nebula's Forces in the Vasty Deep. Her arm is covered by her emerald, swiftly energy until it forms a heavy cannon. It is unwieldy, but durable and can be used as a relatively strong bludgeoning weapon at need. Its primary function is as a ranged weapon. By taking two seconds to brace and aim, she can unleash a burst of energy, with an effective range of 30 meters, which explodes in a 3-meter radius blast. It is fairly powerful, and the shot moves at speeds comparable to a bullet, but also quite linear and easy to predict. Unlike the original weapon which had five shots, each individual shot she takes using a large amount of energy, so she only uses one at a time.
[Image: blink2k15.png]
Lösen Incomplete (Requires Mimic) (300)
Schwi uses her analytical processing capabilities to analyze the powers and abilities of others and replicate them, either directly (magic spells are sometimes easier to just cast directly) or indirectly by the creation of tools. Her most efficient method of learning moves is to experience the move striking her at full force, while she can also learn more slowly by indirect observations for non-offensive moves. Especially powerful moves (this move excludes super moves) take more time and analysis to fully replicate their power. Very weak offensive moves would be almost unable to have an incomplete form. When her analysis is incomplete, she may yet still employ the move at the partial power she has analyzed. Correspondingly, the partial power also comes at similar partial cost. This is such that if her understanding is at 10%, she could use the same move at 10% effectiveness but also only costing her 10% of the energy or stamina to use the move.

Schwi's understanding of a move only moves forward or gets erased entirely. If she understands a move at 50% of its power and jumps to 90%, she would be unable to revert back to the 50% version of a move. To reset her knowledge of a move she would need to erase it entirely and start over taking a few seconds to do so (there would also be no guarantee an opponent would use the move she wants again which would mean she just wouldn't have it from that point). To the point, she can only hold one version of a particular move at a time with Lösen Incomplete.
Insider's Will Blaster (300, Ranged Proficiency): 

Yet another item from home, this was taken from the Insider Suit. It is the same will power based weapon that was used by the Insider Suit, back home, but more limited because of the physics of the Omniverse. It has a range of 100 feet in any direction from him, although he must turn and face an opponent. It takes him about eight seconds to charge up. During the charge up and use of this move, he cannot use other moves, unless they require his other hand, as this requires just one hand. They also can't be energy based moves, unfortunately. This is moderately draining on his stamina, and does a modest amount of damage to anyone who is struck by the will blaster, which fires an energy blast at his opponents. The beam of energy is colored green, and at present appears to be a fist that is rocketing towards the face of his opponent except made out of Green Energy. 
T1 Power Up: Vitae Enhancement (1000 OM

All vampires have the potential for superhuman physical attributes. These capabilities improve with age and with the potency of the blood. By drawing upon the power of the Vitae in his body, Harlan can increase his physical attributes by a significant factor, becoming stronger, tougher, and faster.

ATK: + 2
DEF: + 1
SPD: + 2
TEC: + 0
 “I don’t wanna be a product of my environment. I want my environment to be a product of me.”
Tier 2 Power-Up: Wolf (1500 om)
Dust goes through a painful transformation, bones snapping, cracking, and popping right out of place, bulking up and growing in various ways, before popping back in place. Short dark reddish-brown fur covers the majority of his now 8-foot werewolf body. Whatever clothing he was wearing has a chance to rip during this transformation.
-The cost for this is a simple kiss that lasts 15 seconds at least. (Has to be done before transformation.)

ATK: +2
DEF: +4
SPD: +4
TEC: +0

-

Tier 2 Power-Up: Volk (1500 om)
Dust goes through a painful transformation, bones snapping, cracking, and popping right out of place, bulking up and growing in various ways, before popping back in place. Long dark reddish-brown fur covers the majority of his now 10-foot werewolf body. Whatever clothing he was wearing tends to rip during this transformation.
-The cost for this is a passionate kiss that lasts 15 seconds at least. (Has to be done before transformation.)

ATK: +0
DEF: +5
SPD: +0
TEC: +5
[Image: k7o36mrvhfvz.gif]
"Centurion: I'll leave you to your work then Dust. Thanks for chatting!
Me: no problem. stay awesome!
Centurion: It's more of a passive ability"

Rewriting Lightning Strike + Adding on an alternate mode

OLD
[spoiler]Lightning Strike (Physical) (300) (Summer): 
By channeling the power of a lightning strike through one of his limbs, Summer can unleash an incredibly powerful strike, carrying both the speed and strength of lightning. Without any windup, he unleashes a blow towards the enemy in the form of either a kick or a punch, striking faster than the blink of an eye with a shot that, if it lands, hits with enough force to send opponents flying back a few meters. Dealing with such extreme forces comes at a cost, however. A successful punch fractures the bones in Summer’s hand, and possibly his arm as well if he’s unlucky, while a successful kick fractures, or possibly even outright breaks his leg. Though he can continue to strike even after he’s broken many bones, overdoing it with the same limb causes larger breaks, and eventually an unplanned amputation. Channeling the power takes around three seconds, which he can do while moving, but attacking or getting hit breaks his concentration, and must be used the moment it’s ready. Has a surprisingly low magic cost, leaving Summer simply winded and wounded after use.[/spoiler]

NEW
[spoiler]Lightning Strike (Physical, Ranged, Area Attack, Debuff) (600) (Summer): 
Summer channels the pure power of a lightning strike through his body, gathering up huge amounts of electrical charge with a channel he can move around during, but can’t attack, before unleashing it in one of two powerful ways.
The first way takes the form of a physical blow of some sort, whether it be a punch, kick, or even headbutt if he’s feeling particularly cheeky/suicidal. He channels the charge he’s gathered (a 3 second charge) through a single limb of his choice and unleashing a devastating blow towards the enemy, moving at the speed of lightning and hitting with such force that any enemy struck is thrown off their feet and back a fair few meters. Additionally, anyone within a meter of the strike is blinded and deafened for about a second, even Summer. Such power comes with a cost, however. A successful strike fractures, if not outright breaks the relevant limb (a punch would break his hand, a kick would break his foot/leg depending on how he hit, etc). He can continue using this move even as breaks accumulate, but if left untreated, he will lose the limb (which usually takes about 4 strikes). This version is very easy to use, his only limiting factor is the amount of damage he can take before suffering from an unplanned amputation.

In the second version, Summer channels the charge he’s gathered (a 10 second charge), through one of his arms, and unleashes a bolt of pure lightning at an enemy. It’s only accurate up to 20 meters per Summer’s TEC, any further than that and it begins to arc far too erratically to reliably hit. Any object caught in its path will stop the bolt before its intended target, but unless it’s more durable than wood, it’ll be blasted to pieces in the process. People are saved from this fate, and the bolt pierces through them instead of blasting them apart, before continuing on in the direction it was travelling. This means it can hit multiple people, and should it, the strength of the bolt is divided evenly amongst everyone. If it hits a person, then an object, the person receives full damage as normal while the object is obliterated as normal.
The bolt proper measures about an inch in diameter and strikes with an absolutely catastrophic force, hurling anyone struck clear off their feet and back a good dozen or so meters, and also inflicting them with a 5 second disorientation, and a blindness and deafness that lasts half as long. Other caught within 5 meters of the blast are also afflicted with the blindness and deafness. Due to the sheer amount of power behind this attack, it’s incredibly draining to use, and Summer often doesn’t have the energy to use it more than thrice in a fight.

Additionally, both aspects of this move inflict painful lightning burns onto the relevant limb, numbing it, damaging it, and making it more and more difficult to use. After 3 uses without proper healing, his limbs are left entirely numb and completely useless. All wounds caused by both moves can be fixed with enough healing/regen.[/spoiler]

Summer's Heat (Physical, Debuff, Area Attack) (300) (Sonny): 

[spoiler]A nonlethal, but still dangerous method of fighting that Sonny uses to wear people out. Over the course of 5 seconds, he channels the heat of summer through his body, setting a spell to maintain that power by itself, before he’s able to move around and fight once again, now with a weapon at his disposal. This spell lasts indefinitely, but he is unable to use any other attacks or moves while it's active, even Supers (though he can still power-up). Sonny’s body is infused with solar heat, and every movement is followed and surrounded by a burst of extraordinarily hot air, blowing no more than a few inches away from him and only lasting for about half a second before it mixes with the surrounding air. Each brush against him and each gust felt induces slight heatstroke in the victim, mildly sapping their energy. The strength of this move, how much energy it drains, is dependent upon his ATK and their DEF, but is always efficient. It always wears out the enemy more than him, though not always by much.[/spoiler]

T1 Powered-up Form: Solar Storm (1000): 
[spoiler]Not even the surface of the sun is safe from the wrath of storms. Summer rages with intense emotions that overwhelm the mental split, resulting in an unintentional personality merge that completely blows away Sonny's usual calm demeanor. 
ATK: 5
DEF: 5
SPD: 0
TEC: 5[/spoiler]
[Image: ZpWQiiu.gif]
Glacial Rift (300) Requires: Ebonywood Hellscythe, Area Defence, Ranged Materialise, Ranged Attack

Ebony stands still and concentrates for 5 seconds, focusing magic in the blade of her scythe while winding it up like a baseball bat. Should she lose concentration (by taking anything more than light damage, or stopping to do something else) all progress is lost. While charging, Ebony's eyes flicker to an icy blue, the air around her feels cold, and glowing white frost forms on the blade of her scythe. Once charged, Ebony swings with all her might, causing an ice-blue crescent-shaped blast of energy (quickly increasing to a size of about 4m wide, and 1m deep) to ripple through the ground towards a chosen destination within 60m of her. The energy wave damages nothing and travels at the speed of a bullet, but people near to it will feel a rush of cold air. The moment the magic is released, Ebony feels a rush of fatigue, essentially putting all moves on cooldown for a few seconds and crimpling her ability in combat for this time. 

Once it reaches its destination, a large rift of opaque ice forms over the span of about half a second, reaching a maximum height of 2m, depth of 1m, and width of 4m in a curved shape (from an ariel view, it'd resemble a similar shape to a small section of a donut). The side closer to Ebony isn't as high, starting at about 0.5m but climbing steeply up to 2m, because of this, the top of the mini-glacier is weaker. Should the wave of energy be about to pass underneath someone, it will prematurely form in front of them (unless they were airborne). If Ebony's initial swing isn't completed (due to being blocked), then the move fails but no magic is lost.

The glacial rift is generally very strong, requires no thought or concentration to maintain, and lasts until either Ebony mentally dismisses it (which will cause it to disintegrate instantaneously), it is destroyed (which often won't happen in full, as it acts like actual ice, so it's more likely for large parts to be missing), or until Ebony uses this move again. Ebony can also spend 2 seconds concentrating while in physical contact with the glacier to absorb a proportion of the energy she spent on it (depending on how damaged it is). The main purpose of this move is to provide a sturdy wall to hide behind, but, naturally, there's nothing to stop an enemy moving around it or over it.

RP Notes: Ebony is often likely to use this after casting other strong spells, or using lots of attacks with short breaks as the coolness can help her focus once the wave of fatigue has worn off.
@GUNTHER:
[spoiler]
(10-28-2017, 05:49 PM)Gunther Stein Wrote: Since my Instant Augment and Hook Gauntler are being reviewed by the higher ups, thought I'd look into setting up some other means of development.

Bond of the Guardian 300
Area Defense, Ranged, Physical, Buff
To cast this spell, Stein must be in physical contact with a willing target for five seconds and maintain heavy concentration. This means he must be stationary and have at least one hand touching the target. Even minor damage can break the focus. Once cast, the target's damage from any and all sources is halved, so long as they remain within thirty meters. The duration of the spell lasts for five minutes, until Stein ends the connection, or if Stein is rendered unconscious. Stein can have up to five Bonded allies - however, he takes damage from EACH Bonded ally, making more allies exponentially more dangerous to himself.

When the Bond is complete, the any and all damage the target takes is reduced by half. The remaining half damage is instead afflicted upon Stein, as if the attack had been directed at him instead (which allows him to apply his high defense.) This damage is a direct effect, meaning he cannot block or dodge it. If both he and the bonded target are hit by an AoE, Stein takes his own damage, along with the half damage from his ally.

The Bonded Ally gains a visual effect that seems to be a suit of glass armor. This does not disrupt their movement, as it is weightless and ethereal. If the spell ends, this suit of armor shatters like glass, though it deals no damage and the shrapnel vanishes like ghostly entities.

What happens when the five minutes are up? Do Stein's allies return to their damaged state? Because, as it is, this sounds like Healing!

EDIT: Just clarify what's going on. It's pretty unclear.[/spoiler]

@BLINK:
[spoiler]
(10-28-2017, 06:23 PM)Blink Wrote: ENERGY CANNON: MASSIVE SHOT (Level 2 Super Move, 800 OM)

Created based on when Blink used a darkchip while fighting Nebula's Forces in the Vasty Deep. Her arm is covered by her emerald, swiftly energy until it forms a heavy cannon. It is unwieldy, but durable and can be used as a relatively strong bludgeoning weapon at need. Its primary function is as a ranged weapon. By taking two seconds to brace and aim, she can unleash a burst of energy, with an effective range of 30 meters, which explodes in a 3-meter radius blast. It is fairly powerful, and the shot moves at speeds comparable to a bullet, but also quite linear and easy to predict. Unlike the original weapon which had five shots, each individual shot she takes using a large amount of energy, so she only uses one at a time.

Approved.[/spoiler]

@SCHWI DOLA:
[spoiler]
(10-29-2017, 09:32 AM)Schwi Dola Wrote: Lösen Incomplete (Requires Mimic) (300)
Schwi uses her analytical processing capabilities to analyze the powers and abilities of others and replicate them, either directly (magic spells are sometimes easier to just cast directly) or indirectly by the creation of tools. Her most efficient method of learning moves is to experience the move striking her at full force, while she can also learn more slowly by indirect observations for non-offensive moves. Especially powerful moves (this move excludes super moves) take more time and analysis to fully replicate their power. Very weak offensive moves would be almost unable to have an incomplete form. When her analysis is incomplete, she may yet still employ the move at the partial power she has analyzed. Correspondingly, the partial power also comes at similar partial cost. This is such that if her understanding is at 10%, she could use the same move at 10% effectiveness but also only costing her 10% of the energy or stamina to use the move.

Schwi's understanding of a move only moves forward or gets erased entirely. If she understands a move at 50% of its power and jumps to 90%, she would be unable to revert back to the 50% version of a move. To reset her knowledge of a move she would need to erase it entirely and start over taking a few seconds to do so (there would also be no guarantee an opponent would use the move she wants again which would mean she just wouldn't have it from that point). To the point, she can only hold one version of a particular move at a time with Lösen Incomplete.

This doesn't really seem like a move to me. The thing about the Mimic power is that your character doesn't Mimic the move's effectiveness/strength-- that all depends on stats.[/spoiler]

@ MATTHEW MCGINNIS:
[spoiler]
(10-29-2017, 10:43 PM)Matthew Mcginnis Wrote:
Insider's Will Blaster (300, Ranged Proficiency): 

Yet another item from home, this was taken from the Insider Suit. It is the same will power based weapon that was used by the Insider Suit, back home, but more limited because of the physics of the Omniverse. It has a range of 100 feet in any direction from him, although he must turn and face an opponent. It takes him about eight seconds to charge up. During the charge up and use of this move, he cannot use other moves, unless they require his other hand, as this requires just one hand. They also can't be energy based moves, unfortunately. This is moderately draining on his stamina, and does a modest amount of damage to anyone who is struck by the will blaster, which fires an energy blast at his opponents. The beam of energy is colored green, and at present appears to be a fist that is rocketing towards the face of his opponent except made out of Green Energy. 

Approved!
[/spoiler]

@MISTAH HARLAN HIGGS:
[spoiler]
(10-29-2017, 10:57 PM)Harlan Higgs Wrote: T1 Power Up: Vitae Enhancement (1000 OM

All vampires have the potential for superhuman physical attributes. These capabilities improve with age and with the potency of the blood. By drawing upon the power of the Vitae in his body, Harlan can increase his physical attributes by a significant factor, becoming stronger, tougher, and faster.

ATK: + 2
DEF: + 1
SPD: + 2
TEC: + 0

Approved![/spoiler]

@DUST:
[spoiler]
(10-30-2017, 10:03 AM)Dust Wrote: Tier 2 Power-Up: Wolf (1500 om)
Dust goes through a painful transformation, bones snapping, cracking, and popping right out of place, bulking up and growing in various ways, before popping back in place. Short dark reddish-brown fur covers the majority of his now 8-foot werewolf body. Whatever clothing he was wearing has a chance to rip during this transformation.
-The cost for this is a simple kiss that lasts 15 seconds at least. (Has to be done before transformation.)

ATK: +2
DEF: +4
SPD: +4
TEC: +0

-

Tier 2 Power-Up: Volk (1500 om)
Dust goes through a painful transformation, bones snapping, cracking, and popping right out of place, bulking up and growing in various ways, before popping back in place. Long dark reddish-brown fur covers the majority of his now 10-foot werewolf body. Whatever clothing he was wearing tends to rip during this transformation.
-The cost for this is a passionate kiss that lasts 15 seconds at least. (Has to be done before transformation.)

ATK: +0
DEF: +5
SPD: +0
TEC: +5

Both of these are approved![/spoiler]

@SUMMER:
[spoiler]
(10-30-2017, 06:43 PM)Summer Wrote: Rewriting Lightning Strike + Adding on an alternate mode

OLD
Lightning Strike (Physical) (300) (Summer): 
By channeling the power of a lightning strike through one of his limbs, Summer can unleash an incredibly powerful strike, carrying both the speed and strength of lightning. Without any windup, he unleashes a blow towards the enemy in the form of either a kick or a punch, striking faster than the blink of an eye with a shot that, if it lands, hits with enough force to send opponents flying back a few meters. Dealing with such extreme forces comes at a cost, however. A successful punch fractures the bones in Summer’s hand, and possibly his arm as well if he’s unlucky, while a successful kick fractures, or possibly even outright breaks his leg. Though he can continue to strike even after he’s broken many bones, overdoing it with the same limb causes larger breaks, and eventually an unplanned amputation. Channeling the power takes around three seconds, which he can do while moving, but attacking or getting hit breaks his concentration, and must be used the moment it’s ready. Has a surprisingly low magic cost, leaving Summer simply winded and wounded after use.

NEW
Lightning Strike (Physical, Ranged, Area Attack, Debuff) (600) (Summer): 
Summer channels the pure power of a lightning strike through his body, gathering up huge amounts of electrical charge with a channel he can move around during, but can’t attack, before unleashing it in one of two powerful ways.
The first way takes the form of a physical blow of some sort, whether it be a punch, kick, or even headbutt if he’s feeling particularly cheeky/suicidal. He channels the charge he’s gathered (a 3 second charge) through a single limb of his choice and unleashing a devastating blow towards the enemy, moving at the speed of lightning and hitting with such force that any enemy struck is thrown off their feet and back a fair few meters. Additionally, anyone within a meter of the strike is blinded and deafened for about a second, even Summer. Such power comes with a cost, however. A successful strike fractures, if not outright breaks the relevant limb (a punch would break his hand, a kick would break his foot/leg depending on how he hit, etc). He can continue using this move even as breaks accumulate, but if left untreated, he will lose the limb (which usually takes about 4 strikes). This version is very easy to use, his only limiting factor is the amount of damage he can take before suffering from an unplanned amputation.

In the second version, Summer channels the charge he’s gathered (a 10 second charge), through one of his arms, and unleashes a bolt of pure lightning at an enemy. It’s only accurate up to 20 meters per Summer’s TEC, any further than that and it begins to arc far too erratically to reliably hit. Any object caught in its path will stop the bolt before its intended target, but unless it’s more durable than wood, it’ll be blasted to pieces in the process. People are saved from this fate, and the bolt pierces through them instead of blasting them apart, before continuing on in the direction it was travelling. This means it can hit multiple people, and should it, the strength of the bolt is divided evenly amongst everyone. If it hits a person, then an object, the person receives full damage as normal while the object is obliterated as normal.
The bolt proper measures about an inch in diameter and strikes with an absolutely catastrophic force, hurling anyone struck clear off their feet and back a good dozen or so meters, and also inflicting them with a 5 second disorientation, and a blindness and deafness that lasts half as long. Other caught within 5 meters of the blast are also afflicted with the blindness and deafness. Due to the sheer amount of power behind this attack, it’s incredibly draining to use, and Summer often doesn’t have the energy to use it more than thrice in a fight.

Additionally, both aspects of this move inflict painful lightning burns onto the relevant limb, numbing it, damaging it, and making it more and more difficult to use. After 3 uses without proper healing, his limbs are left entirely numb and completely useless. All wounds caused by both moves can be fixed with enough healing/regen.

Approved!

Quote:
Summer's Heat (Physical, Debuff, Area Attack) (300) (Sonny): 

A nonlethal, but still dangerous method of fighting that Sonny uses to wear people out. Over the course of 5 seconds, he channels the heat of summer through his body, setting a spell to maintain that power by itself, before he’s able to move around and fight once again, now with a weapon at his disposal. This spell lasts indefinitely, but he is unable to use any other attacks or moves while it's active, even Supers (though he can still power-up). Sonny’s body is infused with solar heat, and every movement is followed and surrounded by a burst of extraordinarily hot air, blowing no more than a few inches away from him and only lasting for about half a second before it mixes with the surrounding air. Each brush against him and each gust felt induces slight heatstroke in the victim, mildly sapping their energy. The strength of this move, how much energy it drains, is dependent upon his ATK and their DEF, but is always efficient. It always wears out the enemy more than him, though not always by much.

Approved!

Quote:T1 Powered-up Form: Solar Storm (1000): 
Not even the surface of the sun is safe from the wrath of storms. Summer rages with intense emotions that overwhelm the mental split, resulting in an unintentional personality merge that completely blows away Sonny's usual calm demeanor. 
ATK: 5
DEF: 5
SPD: 0
TEC: 5

Approved![/spoiler]

@EBONYWOOD HELLSCYTHE:
[spoiler]
(10-30-2017, 07:30 PM)Ebonywood Hellscythe Wrote: Glacial Rift (300) Requires: Ebonywood Hellscythe, Area Defence, Ranged Materialise, Ranged Attack

Ebony stands still and concentrates for 5 seconds, focusing magic in the blade of her scythe while winding it up like a baseball bat. Should she lose concentration (by taking anything more than light damage, or stopping to do something else) all progress is lost. While charging, Ebony's eyes flicker to an icy blue, the air around her feels cold, and glowing white frost forms on the blade of her scythe. Once charged, Ebony swings with all her might, causing an ice-blue crescent-shaped blast of energy (quickly increasing to a size of about 4m wide, and 1m deep) to ripple through the ground towards a chosen destination within 60m of her. The energy wave damages nothing and travels at the speed of a bullet, but people near to it will feel a rush of cold air. The moment the magic is released, Ebony feels a rush of fatigue, essentially putting all moves on cooldown for a few seconds and crimpling her ability in combat for this time. 

Once it reaches its destination, a large rift of opaque ice forms over the span of about half a second, reaching a maximum height of 2m, depth of 1m, and width of 4m in a curved shape (from an ariel view, it'd resemble a similar shape to a small section of a donut). The side closer to Ebony isn't as high, starting at about 0.5m but climbing steeply up to 2m, because of this, the top of the mini-glacier is weaker. Should the wave of energy be about to pass underneath someone, it will prematurely form in front of them (unless they were airborne). If Ebony's initial swing isn't completed (due to being blocked), then the move fails but no magic is lost.

The glacial rift is generally very strong, requires no thought or concentration to maintain, and lasts until either Ebony mentally dismisses it (which will cause it to disintegrate instantaneously), it is destroyed (which often won't happen in full, as it acts like actual ice, so it's more likely for large parts to be missing), or until Ebony uses this move again. Ebony can also spend 2 seconds concentrating while in physical contact with the glacier to absorb a proportion of the energy she spent on it (depending on how damaged it is). The main purpose of this move is to provide a sturdy wall to hide behind, but, naturally, there's nothing to stop an enemy moving around it or over it.

RP Notes: Ebony is often likely to use this after casting other strong spells, or using lots of attacks with short breaks as the coolness can help her focus once the wave of fatigue has worn off.

Approved![/spoiler]
[Image: hnc9xy5]
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Adjustments, removes defensive move learning except on condition that it could be used offensively 

Lösen Incomplete (Requires Mimic, Insight ) (300)
Schwi uses her analytical processing capabilities to analyze the powers and abilities of others and replicate them, either directly (magic spells are sometimes easier to just cast directly) or indirectly by the creation of tools. Her most efficient method of learning moves is to experience the move striking her at full force, while she cannot learn moves that cannot hit her unless they have some inherent variation that is used offensively or supportively. From that she could then use her Insight to extrapolate the defnesive variant. Especially powerful moves (this move excludes super moves) take more time and analysis to fully replicate their power. Very weak offensive moves would be almost unable to have an incomplete form. When her analysis is incomplete, she may yet still employ the move at the partial power she has analyzed. Correspondingly, the partial power also comes at similar partial cost. This is such that if her understanding is at 10%, she could use the same move at 10% effectiveness but also only costing her 10% of the energy or stamina to use the move.

Schwi's understanding of a move only moves forward or gets erased entirely. If she understands a move at 50% of its power and jumps to 90%, she would be unable to revert back to the 50% version of a move. To reset her knowledge of a move she would need to erase it entirely and start over taking a few seconds to do so (there would also be no guarantee an opponent would use the move she wants again which would mean she just wouldn't have it from that point). To the point, she can only hold one version of a particular move at a time with Lösen Incomplete.

This move takes out consideration for relative difference in stats. Schwi finds Omniphysics a little insane but a rifle in her hands does different compared to it in someone else's hands. A super powerful regular  move used by a weaker opponent is not different to analyze from one of a much stronger opponent, however the damage she suffers trying to learn it is.
@Jade -
I'm not sure why Schwii didn't mention this themselves, but Omni has already assured them that a 'Partial Mimic' move is something that can be allowed, in this post here: http://omniverse-rpg.com/showthread.php?...#pid118332

Also, you may have misread Gunther's move? It doesn't heal, it just blocks some of the damage they take after it's been used on them... and even then, it doesn't negate it completely, only redirects it to him... it's basically just an Area Defence move with a massive drawback.
[Image: Hijiri_Name_Sig.png]
Mmm but my previous wording needed work to clarify what it's trying to do, Taka. It's all good ^^


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