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Official Move Approval IV
Quote:If you're only planning on using this to kill off weak secondaries like faceless thugs in story events (i.e. non-competitive, non-graded stuff) and never player-controlled Primes, I'd say you wouldn't even need a move; it can just be a flashy hammer slam. Just remember that like Amaterasu said above, you can't blanket every secondary as a weakling. Those summoned by stronger primes (like Palpatine, Aragorn, etc.) would be stronger than most Primes by virtue of having a strong summoner. Even Stormtroopers (despite how most people play them) wouldn't be decimated by the attack, probably just knocked down or stunned depending on how many are in the AoE.
 
Ok, this is really frustrating me now. I want an area attack move where I slam the ground and it hurts everyone in a 10ft circle around me. I know that this is perfectly viable because on page one of this thread red hood posted the same attack with a lot less description and it got approved without question. I just want an AoE ground pound move. Maybe the problem is that I'm explaining to much.

Thunder Quake - 300 - Area Attack

Thor slams his Hammer into the ground causing lightning damage to all enemies in a 10ft circle around him based on their DEF. Works like an area effect tazer.
[Image: world-without-liam-chris-hemsworth-gifs.gif]
I never said the move isn't viable, I'm just asking for more information. Every question I've asked of you is in the first 2 or 3 posts of this topic that describe how to write a move. I can't speak to a move that I didn't approve, because obviously I wasn't involved in that decision. I'm literally just running down a checklist to make sure everything is square. The only reason I put that bit about using it on secondaries is because you said that you just wanted to use it on secondaries. That was not me in any way saying you can't have the move.

The version of the move you had was very nearly done. I just need to know if it requires concentration and if it stuns. If it doesn't require concentration, you can just say no. If it stuns, I need to know for how long and you'll need Debuff Proficiency to purchase it. If the move is weak enough and doesn't stun, you won't need to include additional stamina drain beyond what your already wrote. If it stuns for a long enough length of time though, you'll need more of a downside.

In the future if you're feeling frustrated with how to format a move, please try asking for assistance in the Workshop thread. The last thing I want to do is frustrate you.
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

Sorry about my attitude in the last post. It was not my intention to imply that you were frustrating me. I was just tired and I posted without think. Again I apologize.

Thunder Quake - 300 - (requires: Area Attack, Physical Strength)
Thor drops to one knee slamming his Hammer into the ground, sending lightning shooting out in a 10ft circle with him at its center. The attack is instantaneous, effecting characters based on their DEF in comparison to Thor's ATK. The lightning lingers for about a second, just long enough for Thor to stand up. This move pulls electricity from the air around it and thus needs to charge for a few seconds before he can use it.

Thor cannot use this attack while moving. Thor must charge the move for 2-3 seconds. Thor takes a second to regain his composure as the lightning fades and thus is vulnerable to attack during the that time. The lightning does not stun.

I changed some stuff that I thought of overnight while going over the stuff on the first page. Anything I forgot?
[Image: world-without-liam-chris-hemsworth-gifs.gif]
Tier 1 Super Move: Shield Beam - 600 OM  (Requires Area Shield Proficiency)

By using either a punch or kick, Gin shoots a beam created by his shield powers (three feet in diameter, moves at 30 feet per second {20mph}) straight at his foe. The beam is the same color as his shields, and has the shape of a shield at the end of the beam. In terms of strength, think of it as being hit by a semi that got thrown at you.
[Image: 6qbi4j.png]
"A waking dream of life and light."
(06-10-2016, 09:12 AM)Makoto Yuki Wrote: Claymore - Physical Strength - 300 OM

A two handed sword nearly one and a half meters in length. Slightly emphasizes power over speed, and can be one handed in a pinch. The weapon is summoned by Makoto from an immaterial plane of thought, and can be dismissed to and retrieved from that plane at a moment's notice.


Zio - Ranged Proficiency - 300 OM

Makoto focuses his will to create a lightning bolt in his hand, when thrown it travels faster than conventional arrows and delivers a nasty shock to opponents. Has a casting time of three seconds, and is extremely accurate only to the forty meter mark, becoming unreliable at longer distances. Can be used while moving around, but its accuracy decreases accordingly.


Dia - Healing - 300 OM

A simple recovery spell that can only heal one target at a time. Makoto focuses his mind for three seconds before enveloping himself or one ally with a wave of healing light that patches up minor injuries, and momentarily dulls the feelings of pain and fatigue. The closer a target is, the less the effort needed to heal them, to a maximum range of forty meters. Demands enough focus to cast that moving around becomes difficult.

I'm not sure if asking this is necessary or not but I'm doing it anyway just to be sure, I'd like to rewrite one of my moves from:

Omnipotent Orb - Tier 1 Super Defensive Move

A magical orb of infinite power, given to him by Elizabeth after battling and defeating her at the top level of the Monad Block, itself the most dangerous block of Tartarus. In his world, the Omnipotent Orb would nullify all physical, magical and elemental damage inflicted on him, with the only exception being damage that's divine in origin. Upon his entrance to the Omniverse however, Omni saw fit to severely limit its effectiveness. Now while it still retains its ability to nullify damage, it currently only possesses one "charge" to be used in battle, giving the user a second or two of unconditional invincibility, effectively blocking one attack of comparable power (Tier 1 Attack). While it's in use, Makoto's body is enveloped by a faint purple aura. Magical and elemental attacks disperse harmlessly upon coming in contact with this envelope, while physical ones lose all momentum and stop suddenly.

To:

Invulnerability - Tier 1 Super Defensive Move

A magical effect granted by an extremely powerful magical artifact. When activated, a purple fog surrounds the user and either nullifies any and all attacks targeting them for a period of two seconds, or serves to cancel one Super Move of the same Tier.

The effect of the move is still the same, but the description makes me less inclined to gouge out my eyes with a rusty spoon. May I?

Bumping!

EDIT: Added some important info that some moves were messing.
(06-09-2016, 09:07 PM)Remilia Scarlet Wrote: Scarlet Sign "Red the Nightless Castle" - 300 OM (Required Prof: Area of Effect) Visual (0:21-0:25)
When Remilia casts this spell cards, she begins to raise above the ground with her arms spread out parallel to the ground until she's reached about 6 feet about the ground. This leaves a second before a pillar of red energy expands out from her in a 5 foot radius around her in a 20 foot tall cylinder. Those caught in the attack are raised higher into the pillar, taking constant damage as the red magic engulfs them. At about 15 feet height four beams shoot out and extends the distance to radius of 15 feet, giving the attack its distinctive cross shape. As a spell card, Remilia needs to regain energy before she can use it again, either by fighting or with a ten second rest.

Destiny "Miserable Fate" - 300 OM (Required Prof: Ranged Attack, Homing) Visual (0:34-46)
Remilia casting this spell card all but guarantees victory. Three chains of red magic fire out form her hand and chase after their target, doing only a bit of damage with each hit but can easily chip the enemy down if they all hit. However, the wide turning of the chains mean that they are ineffective at short range and extremely fast or nimble enemies can avoid them long enough before they dissipate a few seconds later. As a spell card, Remilia needs to regain energy before she can use it again, either by fighting or with a ten second rest.

Scarlet Sign:
  • How damaging is this roughly?
  • Does this have a charge/cast time, or is it instant as soon as she decides to use it?
  • Does this require concentration to maintain?
  • Can this be used in motion?
  • How long does this last?
  • Can this be used with other moves?
  • Is there any 'long-term' drain on energy beyond the cooldown?

Miserable Fate:
  • Can you describe the size of the chains? It's hard to tell scale in the chibi-esque art style. Also, is this single-target? The animation has them flying around all over the place, so just wondering on that.
  • Is there a charge/cast time?
  • What's the travel speed?
  • What's the effective range?
  • Can this be while Remilia is moving?
  • Can this be used with other moves?
  • Is there any 'long-term' drain on energy/stamina beyond the cooldown?

(06-10-2016, 09:12 AM)Makoto Yuki Wrote: Claymore - Physical Strength - 300 OM

A two handed sword nearly one and a half meters in length. Slightly emphasizes power over speed, and can be one handed in a pinch. The weapon is summoned by Makoto from an immaterial plane of thought, and can be dismissed to and retrieved from that plane at a moment's notice.


Zio - Ranged Proficiency - 300 OM

Makoto focuses his will to create a lightning bolt in his hand, when thrown it travels faster than conventional arrows and delivers a nasty shock to opponents. Has a casting time of three seconds, and is extremely accurate only to the forty meter mark, becoming unreliable at longer distances. Can be used while moving around, but its accuracy decreases accordingly.


Dia - Healing - 300 OM

A simple recovery spell that can only heal one target at a time. Makoto focuses his mind for three seconds before enveloping himself or one ally with a wave of healing light that patches up minor injuries, and momentarily dulls the feelings of pain and fatigue. The closer a target is, the less the effort needed to heal them, to a maximum range of forty meters. Demands enough focus to cast that moving around becomes difficult.

I'm not sure if asking this is necessary or not but I'm doing it anyway just to be sure, I'd like to rewrite one of my moves from:

Omnipotent Orb - Tier 1 Super Defensive Move

A magical orb of infinite power, given to him by Elizabeth after battling and defeating her at the top level of the Monad Block, itself the most dangerous block of Tartarus. In his world, the Omnipotent Orb would nullify all physical, magical and elemental damage inflicted on him, with the only exception being damage that's divine in origin. Upon his entrance to the Omniverse however, Omni saw fit to severely limit its effectiveness. Now while it still retains its ability to nullify damage, it currently only possesses one "charge" to be used in battle, giving the user a second or two of unconditional invincibility, effectively blocking one attack of comparable power (Tier 1 Attack). While it's in use, Makoto's body is enveloped by a faint purple aura. Magical and elemental attacks disperse harmlessly upon coming in contact with this envelope, while physical ones lose all momentum and stop suddenly.

To:

Invulnerability - Tier 1 Super Defensive Move

A magical effect granted by an extremely powerful magical artifact. When activated, a purple fog surrounds the user and either nullifies any and all attacks targeting them for a period of two seconds, or serves to cancel one Super Move of the same Tier.

The effect of the move is still the same, but the description makes me less inclined to gouge out my eyes with a rusty spoon. May I?


Claymore: Approved.

Zio:
  • Can you describe the size of the lightning bolt? I know lightning doesn't really have an easily measurable form, but a rough size would be good.
  • Does this require concentration to channel the energy?
  • Does the lightning stun at all?
  • Can this be used with other moves?
  • What's the stamina drain on this?

Dia:
  • Does the target moving/remaining still effect the heal?
  • Can this be done while he's taking hits/dodging, or must he put his full concentration into it? The bit about him moving sorta alludes to this, but I want to be sure I'm understanding.
  • What's the overall drain on Makoto's energy for this?
  • Can this be used concurrently with other moves?

Good to go on the Super Move swap.

(06-11-2016, 11:50 AM)Thor Wrote: Sorry about my attitude in the last post. It was not my intention to imply that you were frustrating me. I was just tired and I posted without think. Again I apologize.  

Thunder Quake - 300 - (requires: Area Attack, Physical Strength)
Thor drops to one knee slamming his Hammer into the ground, sending lightning shooting out in a 10ft circle with him at its center. The attack is instantaneous, effecting characters based on their DEF in comparison to Thor's ATK. The lightning lingers for about a second, just long enough for Thor to stand up. This move pulls electricity from the air around it and thus needs to charge for a few seconds before he can use it.

Thor cannot use this attack while moving. Thor must charge the move for 2-3 seconds. Thor takes a second to regain his composure as the lightning fades and thus is vulnerable to attack during the that time. The lightning does not stun.

I changed some stuff that I thought of overnight while going over the stuff on the first page. Anything I forgot?

Nope. Approved.

(06-12-2016, 06:44 PM)Gin Yatreg Wrote: Tier 1 Super Move: Shield Beam - 600 OM  (Requires Area Shield Proficiency)

By using either a punch or kick, Gin shoots a beam created by his shield powers (three feet in diameter, moves at 30 feet per second {20mph}) straight at his foe. The beam is the same color as his shields, and has the shape of a shield at the end of the beam. In terms of strength, think of it as being hit by a semi that got thrown at you.

What's the cast speed? What's the range? How tiring is it for Gin to pull off (costs SP obviously, but how does Gin feel afterward)?

Also, you wouldn't need Area Shield as you're not actually blocking anything.
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

Gonna bump mine as well, as it's a few pages back now.

(05-28-2016, 04:55 AM)Vincent Valentine Wrote: Death Penalty (Tier-2 Offensive Super Move, Requires Ranged Proficiency; 800 OM)
[spoiler][Image: u8YLJkR.gif]
[Image: cerberus_death_penalty_iii_by_houssamica.jpg][/spoiler]

Utilizing the power of Chaos, Vincent is capable of summoning to his side the most powerful weapon in his arsenal: Death Penalty. The firearm takes the form of a massive penta-barreled hand cannon, measuring nearly 2.5 feet long from grip to muzzle. The body of the gun is quite ornate, complete with intricate wing-like protrusions and sharp scroll patterns. The aforementioned barrels are arranged in a cross-pattern, further emphasizing the gothic style. Initial summoning of the gun takes approximately 3 seconds, after which it can be fired normally. As he readies his strike, Vincent stops in his tracks and takes careful aim, charging vast amounts of energy into the barrel of the firearm over a span of 10 seconds. As he pulls the trigger, a massive blast of black energy tinged with white is released, forming a beam in a 2-feet-by-3-feet cross-shape that travels at the speed of an average bullet. This destructive wave travels over a distance of 10 meters, gradually losing power as it nears the end of its range. Those caught within the beam’s path take a large amount of damage, though readying this technique requires Vincent to maintain concentration, disallowing the use of other techniques and allowing him to be interrupted. Though a fairly skilled marksman, he must also remain in place while firing the technique, as the raw power of the beam makes it difficult to re-aim were it to be avoided. For this reason, Vincent opts to only use this attack on stationary targets. After unleashing the devastating strike, Death Penalty vanishes and both Chaos’ energy (SP) and his own stamina are severely drained. Vincent is left significantly fatigued for the remainder of the fight (or until he can rest and recoup SP, whatever the case may be).
[float=left][Image: G3vODOp.png]
Dante's Abyss '15
Participant
Vincent Valentine

[/float][float=right][Image: oQAQ9Jn.png]
Dante's Abyss '16
Grand Champion
Nanaki/Red XIII

[/float]
[Image: sfSJ19f.jpg]
(07-16-2018, 06:14 PM)Lord Zedd Wrote: I'm here to kick ass and write compelling stories with Vincent Valentine.

And baby, we're all out of Vincent Valentine.
Quote:Zio - Ranged Proficiency - 300 OM

A simple offensive spell that creates a two meters long lightning bolt in the caster's grasping hand. The bolt travels faster than conventional arrows and delivers a powerful shock, but is incapable of stunning. Has a casting time of three seconds, and is incredibly accurate only to the forty meter mark, becoming unreliable at longer distances. Casting the spell once requires minimal effort, but extensive use can lead to fatigue. Needs very little concentration and can be used while moving or alongside other moves.


Dia - Healing - 300 OM

A simple single target recovery spell that envelopes its target in a healing light, patching up minor injuries and momentarily dulling the feelings of pain and fatigue. The closer a target is, the less the effort needed to heal them, to a maximum range of forty meters. Can be applied to both moving and stationary targets. Has a casting time of three seconds, during which the caster can move around, but not activate other spells. The energy requirement is such that repeated castings can cause extreme exhaustion, but is tolerable when used sparingly.


How's this?
[quote pid='74268' dateline='1465918849']
Mark

(06-12-2016, 06:44 PM)Gin Yatreg Wrote: Tier 1 Super Move: Shield Beam - 600 OM  (Requires Area Shield Proficiency)

By using either a punch or kick, Gin shoots a beam created by his shield powers (three feet in diameter, moves at 30 feet per second {20mph}) straight at his foe. The beam is the same color as his shields, and has the shape of a shield at the end of the beam. In terms of strength, think of it as being hit by a semi that got thrown at you.

What's the cast speed? What's the range? How tiring is it for Gin to pull off (costs SP obviously, but how does Gin feel afterward)?

Also, you wouldn't need Area Shield as you're not actually blocking anything.

[/quote]

Do I not require any proficiency for it then?


Retry:

Tier 1 Super Move: Shield Beam - 600 OM  (Requires Area Shield Proficiency)


Description:

By using either a punch or kick, Gin shoots a beam created by his shield powers straight at his foe. 

Appearance:


  • Three feet in diameter.
  • The beam is the same color as his shields, and has the shape of a shield at the end of the beam. 

Stats:

  • Moves at 30 feet per second (20mph / 32kph).
  • In terms of strength, think of it as being hit by a semi that got thrown at you.
  • Cast Speed is FIVE seconds.
  • Range is 240ft (73 meters).
  • Gin is partially exhausted and is rendered unable to use his powers for 1 Turn.
[Image: 6qbi4j.png]
"A waking dream of life and light."
(06-14-2016, 09:15 PM)Makoto Yuki Wrote:
Quote:Zio - Ranged Proficiency - 300 OM

A simple offensive spell that creates a two meters long lightning bolt in the caster's grasping hand. The bolt travels faster than conventional arrows and delivers a powerful shock, but is incapable of stunning. Has a casting time of three seconds, and is incredibly accurate only to the forty meter mark, becoming unreliable at longer distances. Casting the spell once requires minimal effort, but extensive use can lead to fatigue. Needs very little concentration and can be used while moving or alongside other moves.


Dia - Healing - 300 OM

A simple single target recovery spell that envelopes its target in a healing light, patching up minor injuries and momentarily dulling the feelings of pain and fatigue. The closer a target is, the less the effort needed to heal them, to a maximum range of forty meters. Can be applied to both moving and stationary targets. Has a casting time of three seconds, during which the caster can move around, but not activate other spells. The energy requirement is such that repeated castings can cause extreme exhaustion, but is tolerable when used sparingly.


How's this?

Dia looks good, but if you want to heal at range you'll need Ranged Proficiency and Homing Proficiency. Also, you might already know this as it's mentioned in the description of Healing, but for full disclosure, the 'minorness' of the healing would be like closing cuts and stuff, and not actually healing HP damage. With that added, it's approved.

You'll need to rebalance Zio. As it stands it travels quite fast and deals a large amount of damage with a decently large range and minimal concentration or stamina drain. Also, what is the rough area of the 'head' of the lightning bolt? Like an arrowhead size, or something larger?

(06-14-2016, 11:42 PM)Gin Yatreg Wrote: Retry:

Tier 1 Super Move: Shield Beam - 600 OM  (Requires Area Shield Proficiency)


Description:

By using either a punch or kick, Gin shoots a beam created by his shield powers straight at his foe. 

Appearance:


  • Three feet in diameter.
  • The beam is the same color as his shields, and has the shape of a shield at the end of the beam. 

Stats:

  • Moves at 30 feet per second (20mph / 32kph).
  • In terms of strength, think of it as being hit by a semi that got thrown at you.
  • Cast Speed is FIVE seconds.
  • Range is 240ft (73 meters).
  • Gin is partially exhausted and is rendered unable to use his powers for 1 Turn.

Details look good. You'd need Ranged Proficiency rather than Shield, though. Sorry, I didn't realize that you didn't already have that. With that detail noted, it's approved.
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

Alright. Time to make some upgrades.

Gregar Buster (Requires: Ranged Proficiency) -- 600 OM
An upgrade to the standard Colonel Buster, replacing it with a large cannon that has much more destructive capacity. Its standard shots are bolts of energy, roughly a foot long and three inches across at their widest, that travel for roughly thirty meters before losing charge, and may be fired roughly once every two seconds. By taking three seconds to 'warm up', it can unleash a hailstorm of extremely rapid bursts of energy, virtually identical to the standard Colonel Buster's shots, firing 120 rounds over the space of ten seconds. Colonel must remain stationary during this rapid-fire assault. Switching to and from the Colonel Buster and Gregar Buster takes two seconds.

Gregar Saber (Requires: Physical Strength) -- 300 OM
An upgrade to the standard Colonel Saber, replacing it with a slightly larger blade, being roughly an inch wider and half a foot longer, and sporting a row of four 'teeth' on the outer edge of the blade. These teeth are capable of more easily catching an opponent's weapon in combat, aiding in defense, and the saber itself is more powerful than the standard Colonel Saber, glowing a much brighter shade of green and being incredibly hot to the touch, though it does drain energy at a constant rate to maintain its usage.

Colonel Army: Phalanx (Requires: Area Shield Proficiency) -- Tier One Super Defense -- 600 OM
Colonel gives the command of "Form up!" and several Colonel Army soldiers, sporting large energy shields, file out of his shadow, taking up defensive positions before him in a pattern three by three, raising a three meter square energy barrier capable of absorbing great amounts of damage, or nullifying a Super Attack of equivalent tier before dissipating.
"Hold on a second, I have a call..."
[Image: blog-Wesker.jpg]
"Yes, this is Wesker. Go ahead."
Quote:Zio - Ranged Proficiency - 300 OM

A simple offensive spell that creates a lightning bolt in the caster's grasping hand, measuring two meters in length and three centimeters in diameter. The bolt travels as quickly as an arrow and delivers a powerful shock, but is incapable of stunning. Has a casting time of two seconds, and is incredibly accurate only to the 15 meter mark, becoming unreliable at longer distances. Casting the spell once is mildly strenuous, and extensive use can lead to extreme fatigue. The mental effort required stops the caster from simultaneously casting other spells, but otherwise leaves them free to move around.


Dia - Healing, Ranged Proficiency, Homing Proficiency - 300 OM

A simple single target recovery spell that envelopes its target in a healing light, patching up minor injuries and momentarily dulling the feelings of pain and fatigue. The closer a target is, the less the effort needed to heal them, to a maximum range of forty meters. Can be applied to both moving and stationary targets. Has a casting time of three seconds, during which the caster can move around, but not activate other spells. The energy requirement is such that repeated castings can cause extreme exhaustion, but is tolerable when used sparingly.


Now that you've pointed it out I realize that I've basically been trying to limit Zio's OP-ness instead of actually fairly balancing it, sorry about that.

I'm also  really sorry about Dia because I decided to postpone getting the Healing Prof for later, so I'll probably not purchase it right now.  :froggonk:
(06-14-2016, 10:42 AM)Vincent Valentine Wrote: Gonna bump mine as well, as it's a few pages back now.

(05-28-2016, 04:55 AM)Vincent Valentine Wrote: Death Penalty (Tier-2 Offensive Super Move, Requires Ranged Proficiency; 800 OM)
[spoiler][Image: u8YLJkR.gif]
[Image: cerberus_death_penalty_iii_by_houssamica.jpg][/spoiler]

Utilizing the power of Chaos, Vincent is capable of summoning to his side the most powerful weapon in his arsenal: Death Penalty. The firearm takes the form of a massive penta-barreled hand cannon, measuring nearly 2.5 feet long from grip to muzzle. The body of the gun is quite ornate, complete with intricate wing-like protrusions and sharp scroll patterns. The aforementioned barrels are arranged in a cross-pattern, further emphasizing the gothic style. Initial summoning of the gun takes approximately 3 seconds, after which it can be fired normally. As he readies his strike, Vincent stops in his tracks and takes careful aim, charging vast amounts of energy into the barrel of the firearm over a span of 10 seconds. As he pulls the trigger, a massive blast of black energy tinged with white is released, forming a beam in a 2-feet-by-3-feet cross-shape that travels at the speed of an average bullet. This destructive wave travels over a distance of 10 meters, gradually losing power as it nears the end of its range. Those caught within the beam’s path take a large amount of damage, though readying this technique requires Vincent to maintain concentration, disallowing the use of other techniques and allowing him to be interrupted. Though a fairly skilled marksman, he must also remain in place while firing the technique, as the raw power of the beam makes it difficult to re-aim were it to be avoided. For this reason, Vincent opts to only use this attack on stationary targets. After unleashing the devastating strike, Death Penalty vanishes and both Chaos’ energy (SP) and his own stamina are severely drained. Vincent is left significantly fatigued for the remainder of the fight (or until he can rest and recoup SP, whatever the case may be).

[Image: 34630454.jpg]
If you see me around and you got questions, just give a shout. I'm happy to assist.

Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
(06-15-2016, 02:39 PM)Colonel Wrote: Alright. Time to make some upgrades.

Gregar Buster (Requires: Ranged Proficiency) -- 600 OM
An upgrade to the standard Colonel Buster, replacing it with a large cannon that has much more destructive capacity. Its standard shots are bolts of energy, roughly a foot long and three inches across at their widest, that travel for roughly thirty meters before losing charge, and may be fired roughly once every two seconds. By taking three seconds to 'warm up', it can unleash a hailstorm of extremely rapid bursts of energy, virtually identical to the standard Colonel Buster's shots, firing 120 rounds over the space of ten seconds. Colonel must remain stationary during this rapid-fire assault. Switching to and from the Colonel Buster and Gregar Buster takes two seconds.

Gregar Saber (Requires: Physical Strength) -- 300 OM
An upgrade to the standard Colonel Saber, replacing it with a slightly larger blade, being roughly an inch wider and half a foot longer, and sporting a row of four 'teeth' on the outer edge of the blade. These teeth are capable of more easily catching an opponent's weapon in combat, aiding in defense, and the saber itself is more powerful than the standard Colonel Saber, glowing a much brighter shade of green and being incredibly hot to the touch, though it does drain energy at a constant rate to maintain its usage.

Colonel Army: Phalanx (Requires: Area Shield Proficiency) -- Tier One Super Defense -- 600 OM
Colonel gives the command of "Form up!" and several Colonel Army soldiers, sporting large energy shields, file out of his shadow, taking up defensive positions before him in a pattern three by three, raising a three meter square energy barrier capable of absorbing great amounts of damage, or nullifying a Super Attack of equivalent tier before dissipating.

Gregar Buster: What's the travel speed on both varieties of projectile? Can the charged mode be charged or fired while moving? Does he need to concentrate hard while gathering energy? What's the stamina drain on these? Can either/or be used with other moves?

Gregar Saber: Does changing from the regular saber to this version take the same 2-second cast as it would to change the Buster mode? Does maintaining the blade require concentration as well or is it purely energy-based? Can this be used with other moves?

Phalanx: Approved.
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

Aaaah. So many obvious things I missed.

(06-15-2016, 10:12 PM)Mark Wrote: Gregar Buster: What's the travel speed on both varieties of projectile? Can the charged mode be charged or fired while moving? Does he need to concentrate hard while gathering energy? What's the stamina drain on these? Can either/or be used with other moves?

Gregar Buster (Requires: Ranged Proficiency) -- 600 OM
An upgrade to the standard Colonel Buster, replacing it with a large cannon that has much more destructive capacity. Its standard shots are bolts of energy, roughly a foot long and three inches across at their widest, moving approximately the speed of a high-velocity small-arms fire, that travel for roughly thirty meters before losing charge, and may be fired roughly once every two seconds. By taking three seconds to brace himself and 'warm up', it can unleash a hailstorm of extremely rapid bursts of energy, virtually identical to the standard Colonel Buster's shots, firing 120 rounds over the space of ten seconds. Colonel must remain stationary during both the charging and firing of this rapid-fire assault, and it does require some focus to draw in the requisite energy, making it possible to interrupt with a sufficiently strong blow or interruption to said focus. While the Gregar Buster is in effect, various techniques which rely on Colonel's buster may still be used, but not with any other functions of the upgraded buster. Switching to and from the Colonel Buster and Gregar Buster takes two seconds.


(06-15-2016, 10:12 PM)Mark Wrote: Gregar Saber: Does changing from the regular saber to this version take the same 2-second cast as it would to change the Buster mode? Does maintaining the blade require concentration as well or is it purely energy-based? Can this be used with other moves?

Gregar Saber (Requires: Physical Strength) -- 300 OM
An upgrade to the standard Colonel Saber, replacing it with a slightly larger blade, being roughly an inch wider and half a foot longer, and sporting a row of four 'teeth' on the outer edge of the blade. These teeth are capable of more easily catching an opponent's weapon in combat, aiding in defense, and the saber itself is more powerful than the standard Colonel Saber, glowing a much brighter shade of green and being incredibly hot to the touch, though it does drain energy at a constant rate to maintain its usage. Maintaining the weapon doesn't require any great effort of concentration, though it does require some effort to maintain the increased energy output, and if that focus on maintaining it is completely broken it will revert back to its standard form. Switching to and from the Gregar Saber takes roughly the same time as drawing a blade of comparable size might -- around a second. While transformed, various techniques involving the regular saber may still be used, though with a slightly increased energy cost from the overall higher energy consumption.
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Gooood gooood. Saber is approved. For the Buster, just wondering what the energy/stamina drain or number of uses is.
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(06-15-2016, 11:21 PM)Mark Wrote: Gooood gooood. Saber is approved. For the Buster, just wondering what the energy/stamina drain or number of uses is.

Ech. Keep forgetting things. The single-shot mode isn't terribly draining. Not something to go firing wildly or constantly, but not going to exhaust him after a few shots. Rapid fire option is moderately draining; not extremely so, a few uses in one fight won't leave him too drained, but definitely not something to use too frequently.
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Daniel Wrote:gonna milk the shit out of those milkies

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(06-15-2016, 03:12 PM)Makoto Yuki Wrote:
Quote:Zio - Ranged Proficiency - 300 OM

A simple offensive spell that creates a lightning bolt in the caster's grasping hand, measuring two meters in length and three centimeters in diameter. The bolt travels as quickly as an arrow and delivers a powerful shock, but is incapable of stunning. Has a casting time of two seconds, and is incredibly accurate only to the 15 meter mark, becoming unreliable at longer distances. Casting the spell once is mildly strenuous, and extensive use can lead to extreme fatigue. The mental effort required stops the caster from simultaneously casting other spells, but otherwise leaves them free to move around.


Dia - Healing, Ranged Proficiency, Homing Proficiency - 300 OM

A simple single target recovery spell that envelopes its target in a healing light, patching up minor injuries and momentarily dulling the feelings of pain and fatigue. The closer a target is, the less the effort needed to heal them, to a maximum range of forty meters. Can be applied to both moving and stationary targets. Has a casting time of three seconds, during which the caster can move around, but not activate other spells. The energy requirement is such that repeated castings can cause extreme exhaustion, but is tolerable when used sparingly.


Now that you've pointed it out I realize that I've basically been trying to limit Zio's OP-ness instead of actually fairly balancing it, sorry about that.

I'm also  really sorry about Dia because I decided to postpone getting the Healing Prof for later, so I'll probably not purchase it right now.  :froggonk:

In an effort to give Mark a bit of a break, as he's been going nuts on these move approvals, lemme take a crack at these.

Zio -- Looks mostly good now. Other details to note though that would be useful know:
-- It's accurate only out to 15 meters, but what's the limit on range? Could always get a lucky shot out of its accurate range, after all.
-- Just a curiosity: casting time of two seconds, can it be interrupted or interfered with? If someone were to say knock him flat on his ass would it mess up his focus on creating the lightning bolt?

Dia -- Alright. Looking good. Just one last thing to note here: how long does the healing effect actually last? The target is enveloped with a healing light, as you say, and the casting time is three seconds, but how long do they get the nice heal-y effect? And the second point from my query about Zio is also of note: can the casting be interrupted by a crafty/cruel opponent?
If you see me around and you got questions, just give a shout. I'm happy to assist.

Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
Quote:Zio - Ranged Proficiency - 300 OM

A simple offensive spell that creates a lightning bolt in the caster's grasping hand, measuring two meters in length and three centimeters in diameter. The bolt travels as quickly as an arrow and delivers a powerful shock, but is incapable of stunning. Has a casting time of two seconds. If the caster's focus is broken by a direct hit the casting is broken and must be started anew, significantly weak hits won't achieve this effect. The mental effort required stops the caster from simultaneously casting other spells, but otherwise leaves them free to move around. Is incredibly accurate up to 15 meters, becoming unreliable and gradually fizzling out until it dissappears completely at 20 meters. Casting the spell once is mildly strenuous, and extensive use can lead to extreme fatigue.


Dia - Healing, Ranged Proficiency, Homing Proficiency - 300 OM

A simple single target recovery spell that envelopes its target in a healing light, patching up minor injuries and momentarily dulling the feelings of pain and fatigue. The closer a target is, the less the effort needed to heal them, to a maximum range of forty meters. Can be applied to both moving and stationary targets. Has a charging time of three seconds, after which the target is healed instantly, The caster can move around while charging the spell, but not activate other spells. If the caster's focus is broken by a direct hit the casting is broken and must be started anew, significantly weak hits won't achieve this effect. The energy requirement is such that repeated castings can cause extreme exhaustion, but is tolerable when used sparingly.


I added the bit about significantly weak hits not interrupting because I didn't want it to abruptly stop everytime a piece of rubble grazed his leg or something like that. >_> I do have Survival, if that's going to help with shrugging off attacks.


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