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Official Move Approval IV
Going to scrap the last two and try for something else entirely


Name : Ice spear - ( 300 om ) ( Requires strength proficiency ) ( Requires Rnged proficiency )
Description : Caster manifests a spear or trident made of ice , can be thrown at opponent for damage
Description 2 : Spear is 7 feet long , can be a spear or trident form 
Range : Wielders reach + 7 feet - Maximum throw range of 35 feet
Damage : Depends on the target zone hit by the attack - Ranges from weak to possibly critical 
Can be summoned while moving
Can not be aimed while moving
Requires time to focus to summon
Moderate stamina cost 

~ attack 2 

Name : Lightning storm ( 300 om ) ( Requires ranged Proficiency ) ( Requires homing proficiency ) 
Description : A storm of lightning from the casters hands strikes at all targets close to them 
Range : Maximum of 10 feet - damage at more then 5 feet is halved
Damage : Can cause critical damage on the struck target - or can just annoy them slightly if they resist magic 
Stamina drain : High - Can exaust the caster for up to 1 hour ( real time ) 
Cast speed - Very slow - Can take a full three minutes
Immense focus needed 
Caster can not be moving while casting 

~ Attack 3

Name : LOVE LOVE SHINING VICTORY !! ( 600 om ) ( Requires ranged Proficiency ) ( Requires area attack proficiency ) < (  t1 super ) 
Description : A hilariously large ball of light cast down in the direction of casters target 
Range : From above Eda's head to target , loses effectiveness at 30+ feet 
Damage : Monstrous - this attack was meant to ko a target / targets .
Speed : Very slow due to its large size , easy to dodge 
Casting speed : Takes 3 - 5 minutes to cast , the full five for the charged version
Attack can be charged to an even larger size 
Size : 50 feet in diameter ball  - Can be charged to full time to be 75 foot ball 
The attack on impact explodes to cause weak splash damage around it
Stamina drain - Immense - This is meant for a last ditch spell when all else fails . Can exhaust the caster for up to 5 hours
As it has been 72 hours, bumping all the moves here:
http://omniverse-rpg.com/showthread.php?...2#pid80812
Attempting to split Crush into a single move. Added all stipulations from previous post. Should be fine. 

Crush - 300 OM

Trixie does not how or why she regained her extensive use of the force while in the Underverse, but she's not about to complain about it. As she progresses further in the Omniverse her body remembers more of the strength it had in the original timeline where Darth Zulenka could melt entire battalions and crush armored transports with relative ease.  Crush does just what it says, however, it's been toned down quite a bit. Trixie has the ability to target a specific part of a Primes body, an item, or a small structure and apply crushing force to it. The ability is usually initiated with a clenched fist to simulate the act of crushing the target. Crush is cast and, after a period of 4 seconds, immense crushing force is applied to the target. The drain on Crush is substantial and if used in quick succession would rapidly drain Trixie of the stamina to fight. It can certainly be done, but it's going to leave her at a disadvantage for a while.
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
Ruler of Ambrosia - Tier 2 Power-Up (1500)
Her hidden passion for her kingdom and her desire to protect those she cares about comes forth in a new form. Her hair grows to shoulder length and becomes more wavy and full. She has a pair of glowing white wings that have sprouted out her back. A jewel encrusted tiara hovers lightly over her head like a halo. Her dress becomes more fancy with ruffles and frills while her yellow scarf turns into a sash across the chest and over the shoulder. She gains elbow length yellow gloves and she has fully formed fingers in this form. She's wearing gem encrusted necklaces and bracelets. Her eyes are the same shape but the color is red, creating a mixture between her normal face and her social face, and her mouth is formed into a gentle smile.
ATK: +4
DEF: +1
SPD: +2
TEC: +3
[Image: MUsY55C.jpg][float=right][Image: sN7AejK.jpg][/float]
Amber
[spoiler]
(08-21-2016, 02:04 PM)Amber Veritz Wrote: Powered-up Form (2000)

Animal Instinct (Tier One)

Amber is a faunus. That being said she is part animal. If she let loose her animal side she is given the boost of a feral beast, a panther to be exact. Her keen sense enhance her ability to fight, not only With extreme force, but super speed to match.

ATK: 8
DEF: 2
SPD: 5
TEC: 2

Approved!
[/spoiler]

Lord Dominator
[Spoiler]
(08-21-2016, 04:23 PM)Lord Dominator Wrote: Dominator Robots

[img=300x185]http://vignette2.wikia.nocookie.net/woy/images/9/9e/S2e1_Wander_and_Sylvia_surrounded_by_Lord_Dominator's_minions.jpg/revision/latest?cb=20150709125839[/img]

Tier 1 Assist (Cost: 1000 OM)
ATK: 2
DEF: 1
SPD: 1
TEC: 1

Dominator Robots (or DomBots) are small (about three feet in height with a two foot radius spherical body), semi-intelligent autonomous drones utilised by Lord Dominator as the ground forces in her army. Each is supported by four stubby legs made of volcanium which can double as crude manipulators, and can roll up into a ball in order to bounce and smash into enemies. The 'eye' is a camera which can send recordings back to Dominator through a dataverse connection, and doubles as a magma cannon (using Dominator's magma cannon move). 

Each individual DomBot is not really a threat to even a basic soldier. This assist represents a squad of 5 DomBots working in unison. In her home, Lord Dominator used these troops by the dozen - for fairly obvious reasons - but as a distraction to support her or to project her influence where she doesn't want to be personally... they have their uses, even if they are also quite a drain on her stores of Volcanium X.

Approved!

(08-22-2016, 08:36 AM)Lord Dominator Wrote: Name: Video Link
Cost: 300 OM
Proficiencies Required: N/A

This is a link between Lord Dominator and her Dominator Robots, facilitated through dataverse devices implanted in each robot and in Dominator's 'main computer'. If Dominator is sitting at her computer, she can see, hear and issue orders to the robots as though she were standing next to them. Hooray! If she is out and about and having to use her 300G signal (essentially Omniversal Wireless) from her phone, then the feed becomes weaker and more annoying with greater probability of buffering. Within the same 'verse it isn't too bad - although there's usually a good 3-10 second lag on commands due to signal strength. If trying to use her phone across 'verses, the whole thing can become an exercise in frustration as by the time she's communicated to them, 5 minutes have gone by and everything has changed anyway.
Approved, with the stipulation that they can only be used to gather intel (basically just float around and look at things). Ordering them to attack would be a no-go unless she were there.


[/spoiler]

Jimmy
[spoiler]
(08-21-2016, 07:52 PM)Jim Raynor Wrote: Arm Mounted Shield (req. area defence) (300) - Jim carries a portable version of the metal shields that terran medics use while healing soldiers in the midst of battle. Deployable in two seconds from his left wrist in both forms, the shield covers a touch over Jim's standing height (6'2") and is wide enough to protect both Jim and another, as long as they're practically hugging him. The shield is more resilient while wearing his CMC armour as it draws from its strength, but the cut-down version is still better than nothing.

C-14 Attachment: Bayonet (req. Physical Strength) (300) - with a flick of a switch, a foot and a half long blade extends from beneath the C-14 rifle's muzzle. Generally only used in a last ditch situation, if the ranged target quickly becomes a melee one. While it can be used to cut and slash, its primary use is for stabbing.

Psi-blade (req. Physical Strength) (300) - an old holdover from his protoss buddies. Jim can activate a two foot long psi-blade from his right wrist, a flowing weapon of green energy. This can be used in and out of the CMC armour, but has more muscle behind it in the suit.

C-14 Attachment: Grenade Launcher (req. Ranged, Area Attack) (300) - the C-14 rifle comes with a small grenade launcher attached to the underside of the weapon. It fires a round a second, holding 12 rounds in all, and the CMC armour reloads the ammo in about six seconds. With an effective range of 100 metres, the grenades explode in a six foot radius. Raynor can use these outside of his suit, but the distance and firing speed are limited to how fast/far he can throw them.

Stimpack (T1 Powered-Up Form) (1000) - housed within the CMC suit is a stimpack administration system, capable of injecting a potent cocktail of drugs directly into Jim's blood. The stimpack gives Jim heightened reflexes and speed, bolstering his combat potential.

ATK: 4
DEF: 4
SPD: 4
TEC: 3

Grenade Launcher: How damaging is this? What’s the travel speed on the projectiles approximately in and out of the suit? Do they fire in an arc or are the rocket-propelled or something? What’s the thrown range? About how many of these does he keep on hand at a time, or how long does it take for him to summon up more in combat? Can these be used with other moves?

Everything else is approved!
[/spoiler]

Sombra
[spoiler]
(08-21-2016, 08:30 PM)King Sombra Wrote: Dark Magic Blast – 600 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency, Homing Proficiency)
Sombra can fire a concentrated beam of reddish-black magic from his horn. This can take the form of a single beam or appear as any other ranged weapon Sombra imagines. Sombra can put more energy into each shot - the strength of which relates directly to how physically and mentally drained he is after the attack. If he chooses to create a Dark Magic weapon, it must be roughly the size of a pistol for a weak shot, or the size of a rifle for a charged shot. These weapons and projectiles will immediately dissipate upon his breaking his concentration for any reason. The bigger the weapon the more taxing it is to create. These can also home in on an opponent when fired,  meaning they can do some serious harm because they’d track an individual for about 20 seconds.

How fast do these projectiles move and how quickly can they reverse direction?

Quote:Dark Magic Tethers  – 600 OM (Requires Debuff Proficiency, Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
In the same way that Sombra can manipulate objects in creative ways, he can also manipulate characters. Iron chains, ribbons of light, crushing snakes can all be used. In general, these tethers always accomplish the same goal: they slow a character down and they immobilize their arms. However, these shackles can be broken just like any other item: hitting, cutting and ripping free in a feat of strength are all options. Additionally, if he loses his concentration, the tethers immediately dissipate. The more energy he puts into these tethers, the harder they are to break but the more physically and mentally exhausted he becomes.


Dark Magic Grab – 300 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency, Dark Magic Tether)
When a Dark Magic Tether has successfully attached itself to an target, Sombra can then use that tether to move the target, be it Secondary or Prime. The bond can firmly grab, but not crush his opponent. The bond can move the target off of the ground and in all the cardinal directions. The Tether can be broken as usual.

Both approved.

Quote:Dark Magic Nova - 300 OM (This requires Ranged Proficiency and Debuff Proficiency  as well as Ranged Materialize,  Homing and Remote Control Proficiency and the Dark Magic Blast Move is also a requirement.)  

Dark Magic Nova creates a sphere of darkness in the air that can be controlled by King Sombra. When the orb is lifted into the air at a range of about 55 feet it will detonate and create a sort of ‘anti flash’ bang that makes people incredibly more sensitive to light and sounds around them. This takes about 7 and a half seconds for him to charge up. In short if he were to use a Flashbang with this it would be incredibly more devastating. It does pitiful damage, 30 second recharge. 

What’s the range that this covers? Can this be used while moving? Does this require concentration to charge? How draining is this on him? How long does the debuff last? Can this be used with other moves? Also, I’m not sure what exactly you mean by “using a flashbang” if that means a move you plan to buy or the item itself. You wouldn’t be able to boost the effects of the item with a move, if that’s your aim.

[/spoiler]

Ebony
[spoiler]
(08-22-2016, 05:02 PM)Ebony Wrote: Fireball (Ranged Proficiency, Buff Proficiency, Physical Strength), 600 OM

This is a basic fire element move, able of being used either for the purpose of dealing damage, or to give an elemental charge to a blade. In ranged Flavor, it is six inches in diameter, with no area of effect, nor can it be charged to be more powerful. In Buff form, it is used to heat the blade of Ebony's Katana, again, not able to be charged. It takes 6 seconds to charge, then can be fired as a non-homing shot with a range of twenty feet. It travels at about the speed of an arrow, but does only very minor damage, almost like touching a hot stove. It can be used,, in either variety, as the user is moving, though being hit will cause the user to lose focus and fail at the attack.  It can be used in either of the two ways mentioned.

Lightning Bolt (Ranged, Physical, Buff, Ranged Materialize) 600 OM

This attack is identical to the last one, except that its ranged attack is materialized as a  tiny lightning strike, not as a fired ball, again everything else is identical, and it can be used on the weapon as well, to increase damage.

Blood Rage (Tier 1 Powered-Up Form) 1000 OM

This is a tier one transformation, useable only if you or your opponent is bleeding. If so, your speed and attack increase for the duration of the technique, ,while your def and technique drop by one, as you are attacking angry and not really worrying about any damage taken  It is very tiring, and the user will likely require rest afterwards. It can be held for multiple minutes and is uninterruptable, though each consecutive minutes takes more out of you, and if you hold it for more than about three minutes, you will collapse when you release it.

ATK: 7
DEF: 0
SPD: 7
TEC: 1

Fireball: How accurate are these, generally? How draining is this to use (both forms)? Does the sword form have a duration or a number of hits?  Can the projectile be used with other moves?

Lightning Bolt: How accurate are these, generally? How draining is this to use (both forms)? Does the sword form have a duration or a number of hits? Can the projectile be used with other moves? Also, I’d ask that you write out this move similar to how you wrote out fireball. Move descriptions need to be able to stand alone in case you sell back a move at some point.

For the buff portion of both, I need to mention that the imbuing fire/lightning damage on the sword would have to be purely on the base form of the sword and not any other moves (similar to if you just bought a Fire Sword move or something). That might have been implied in the move text, but I just wanna be totally clear. We don’t allow moves that blanket over existing moves.

Blood Rage: I assume the bit about holding for longer means it’ll last longer (more posts) if you spend more SP? Just checking. If so, approved.  
[/spoiler]
Carmelita
[spoiler]
(08-22-2016, 07:27 PM)Carmelita Wrote: Firstly, thank you for approving the Dreamtime Bubble and the Plastiglex Breaching Charge.

Secondly, I apologise for the odd costing. When writing the moves up I included the cost of the requisite powers that I don't have. The second number is the actual costing.

On to the moves:

The STAPLED interacts with Carmelita's other moves in two ways. Firstly, it does electrical damage (which can sustain her shock pistol debuffs) and secondly it holds opponents in place to be hit.

The Rod of Fish and Thunder does damage in both fighting modes. The 'rod' does more damage, due to doing minor physical damage. Both of the modes should have an addendum of: "All electrical damage done by the Rod of Fish and Thunder, no matter the attack, is damage to the nervous system or equivalent. This damage is non-permanent and fades without the need for healing within an hour." The Rod itself has a ten second battery charge for its electricity. To recharge, it needs to be 'reset' for ten seconds. The 'whip' is like a fishing line, being cast out at opponents and twirled round them once they're caught (hence the title of the move).

Demolitions Firework's range could be decreased to five hundred meters, but as it stands the Demolitions Firework travels at forty meters a second (travel time for 2km is fifty seconds) and is visible due to the bright sparks and horrendous noise. At its max range, the only things that are going to be hit are buildings and immobilized foes, so 'reliably' hitting at that range is unlikely. If you think the range should still be reduced, I will do so, but I could instead add a clarification of the above.

Fireworks: Alrighty, 500 meters I can deal with at that velocity and those downsides. Approved.

STAPLED: The problem I see with this is that if you were to cage them in STAPLED and shoot them with your pistol you’d make it very hard for the average prime to muscle their way out and nigh-impossible for weaker Primes to escape, especially with the charged shot. I’d maybe consider tweaking the interaction between the pistol and STAPLED or adding a duration for STAPLED.

Rod: Sounds good, as long as you’re cool with the implications of swinging something with that much range. Approved.
[/spoiler]
Eda
[spoiler]
(08-23-2016, 12:37 PM)Eda Wrote: Going to scrap the last two and try for something else entirely


Name : Ice spear - ( 300 om ) ( Requires strength proficiency ) ( Requires Rnged proficiency )
Description : Caster manifests a spear or trident made of ice , can be thrown at opponent for damage
Description 2 : Spear is 7 feet long , can be a spear or trident form 
Range : Wielders reach + 7 feet - Maximum throw range of 35 feet
Damage : Depends on the target zone hit by the attack - Ranges from weak to possibly critical 
Can be summoned while moving
Can not be aimed while moving
Requires time to focus to summon
Moderate stamina cost 

~ attack 2 

Name : Lightning storm ( 300 om ) ( Requires ranged Proficiency ) ( Requires homing proficiency ) 
Description : A storm of lightning from the casters hands strikes at all targets close to them 
Range : Maximum of 10 feet - damage at more then 5 feet is halved
Damage : Can cause critical damage on the struck target - or can just annoy them slightly if they resist magic 
Stamina drain : High - Can exaust the caster for up to 1 hour ( real time ) 
Cast speed - Very slow - Can take a full three minutes
Immense focus needed 
Caster can not be moving while casting 

~ Attack 3

Name : LOVE LOVE SHINING VICTORY !! ( 600 om ) ( Requires ranged Proficiency ) ( Requires area attack proficiency ) < (  t1 super ) 
Description : A hilariously large ball of light cast down in the direction of casters target 
Range : From above Eda's head to target , loses effectiveness at 30+ feet 
Damage : Monstrous - this attack was meant to ko a target / targets .
Speed : Very slow due to its large size , easy to dodge 
Casting speed : Takes 3 - 5 minutes to cast , the full five for the charged version
Attack can be charged to an even larger size 
Size : 50 feet in diameter ball  - Can be charged to full time to be 75 foot ball 
The attack on impact explodes to cause weak splash damage around it
Stamina drain - Immense - This is meant for a last ditch spell when all else fails . Can exhaust the caster for up to 5 hours

Ice Spear: What’s the summoning time? Can this be used with other moves? As for damage, the amount would have to be a set value, it can’t deviate. If your opponent wanted to RP it hurting more from being hit in the neck or something that’s up to them, but it can’t suddenly do more damage.

Lightning Storm: For the damage, you’d have to choose a rough amount of damage you’d like it to do, as being resistant to magic isn’t possible in the Omniverse. Also bear in mind the more foes this hits the less damage it will do. The cast time also seems pretty long, especially with it needing such a large amount of concentration. Does it only effect people within the 10-foot range? You’ll need Area Attack for this, as well. Can it be used with other moves? You can decease the charge time to under a minute if you’d like. This kinda reads as more of a Super Attack as is, with the large energy cost, large damage, and lengthy charge time. Up to you whether you want it to be a regular or a super, though.

Shining Victory: Can you be more exact with the speed? You can decrease the charge time if you’d like, 3-5 minutes is a very long time in a fight. What do you mean by charging to an even larger size?
[/spoiler]

Trixie
[spoiler]
(08-24-2016, 08:57 PM)Trixie Wrote: Attempting to split Crush into a single move. Added all stipulations from previous post. Should be fine. 

Crush - 300 OM

Trixie does not how or why she regained her extensive use of the force while in the Underverse, but she's not about to complain about it. As she progresses further in the Omniverse her body remembers more of the strength it had in the original timeline where Darth Zulenka could melt entire battalions and crush armored transports with relative ease.  Crush does just what it says, however, it's been toned down quite a bit. Trixie has the ability to target a specific part of a Primes body, an item, or a small structure and apply crushing force to it. The ability is usually initiated with a clenched fist to simulate the act of crushing the target. Crush is cast and, after a period of 4 seconds, immense crushing force is applied to the target. The drain on Crush is substantial and if used in quick succession would rapidly drain Trixie of the stamina to fight. It can certainly be done, but it's going to leave her at a disadvantage for a while.
Approved!
[/spoiler]

Guu
[spoiler]
(08-25-2016, 08:12 PM)Guu Wrote:
Ruler of Ambrosia - Tier 2 Power-Up (1500)
Her hidden passion for her kingdom and her desire to protect those she cares about comes forth in a new form. Her hair grows to shoulder length and becomes more wavy and full. She has a pair of glowing white wings that have sprouted out her back. A jewel encrusted tiara hovers lightly over her head like a halo. Her dress becomes more fancy with ruffles and frills while her yellow scarf turns into a sash across the chest and over the shoulder. She gains elbow length yellow gloves and she has fully formed fingers in this form. She's wearing gem encrusted necklaces and bracelets. Her eyes are the same shape but the color is red, creating a mixture between her normal face and her social face, and her mouth is formed into a gentle smile.
ATK: +4
DEF: +1
SPD: +2
TEC: +3
Approved!
[/spoiler]
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

King Sombra Wrote: Wrote:Dark Magic Blast – 600 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency, Homing Proficiency)
Sombra can fire a concentrated beam of reddish-black magic from his horn. This can take the form of a single beam or appear as any other ranged weapon Sombra imagines. Sombra can put more energy into each shot - the strength of which relates directly to how physically and mentally drained he is after the attack. If he chooses to create a Dark Magic weapon, it must be roughly the size of a pistol for a weak shot, or the size of a rifle for a charged shot.

These weapons and projectiles will immediately dissipate upon his breaking his concentration for any reason. The bigger the weapon the more taxing it is to create. These can also home in on an opponent when fired,  meaning they can do some serious harm because they’d track an individual for about 20 seconds. These travel at the speeds of bullets,  and can reverse direction as fast as an arrow. 
 


Quote: Wrote:Dark Magic Nova - 300 OM (This requires Ranged Proficiency and Debuff Proficiency  as well as Ranged Materialize,  Homing and Remote Control Proficiency and the Dark Magic Blast Move is also a requirement.)  

Dark Magic Nova creates a sphere of darkness in the air that can be controlled by King Sombra. When the orb is lifted into the air at a range of about 55 feet it will detonate and create a sort of ‘anti flash’ bang that makes people incredibly more sensitive to light and sounds around them. This takes about 7 and a half seconds for him to charge up. This does pitiful damage but has a special property. When used before an explosion of light and sound, or a move that does similar this would add a "Debuff"of sorts to the move. This lasts 15 seconds. It takes 30 seconds to recharge. 
Eda Wrote: Wrote:Going to scrap the last two and try for something else entirely


Name : Ice spear - ( 300 om ) ( Requires strength proficiency ) ( Requires Rnged proficiency )
Description : Caster manifests a spear or trident made of ice , can be thrown at opponent for damage
Description 2 : Spear is 7 feet long , can be a spear or trident form 
Range : Wielders reach + 7 feet - Maximum throw range of 35 feet
Damage : Moderate 
Cast time : 30 seconds to a minute
Can be used with other Ice based attacks 
Can be summoned while moving
Can not be aimed while moving
Requires time to focus to summon
Moderate stamina cost 

~ attack 2 



~ Attack 3

Name : LOVE LOVE SHINING VICTORY !! ( 600 om ) ( Requires ranged Proficiency ) ( Requires area attack proficiency ) < (  t1 super ) 
Description : A hilariously large ball of light cast down in the direction of casters target 
Range : From above Eda's head to target , loses effectiveness at 30+ feet 
Damage : Large - this attack was meant to ko a target / targets .
Speed : Very slow - Likely would be described as a glacial speed
Casting speed : Takes roughly 2 minutes to cast 
Size : 50 feet in diameter ball  
The attack on impact explodes to cause weak splash damage around it
Stamina drain - Immense - This is meant for a last ditch spell when all else fails . Can exhaust the caster for up to 5 hours


Ice Spear: What’s the summoning time? Can this be used with other moves? As for damage, the amount would have to be a set value, it can’t deviate. If your opponent wanted to RP it hurting more from being hit in the neck or something that’s up to them, but it can’t suddenly do more damage. 

Lightning Storm: For the damage, you’d have to choose a rough amount of damage you’d like it to do, as being resistant to magic isn’t possible in the Omniverse. Also bear in mind the more foes this hits the less damage it will do. The cast time also seems pretty long, especially with it needing such a large amount of concentration. Does it only effect people within the 10-foot range? You’ll need Area Attack for this, as well. Can it be used with other moves? You can decease the charge time to under a minute if you’d like. This kinda reads as more of a Super Attack as is, with the large energy cost, large damage, and lengthy charge time. Up to you whether you want it to be a regular or a super, though.

Shining Victory: Can you be more exact with the speed? You can decrease the charge time if you’d like, 3-5 minutes is a very long time in a fight. What do you mean by charging to an even larger size? 


Fixing these now

Ice spear would be like a summon for a weapon - Taking roughly 30 seconds to a minute to summon
could be used with other ice focused moves 
I  fixed the damage to a set Moderate as well if that works

My long cast times are her drawback to her moves being powerful as they are



Scrapping lightning storm for now , needs some refining

Shining victory would have a very slow speed traveling considering its size 
As for charging to a larger size think the death ball styled attacks , how they can be tiny or massive depending on the time spent charging them 
I fixed as much as I could and dampened the charge time and damage for shining 
It should be balanced and a better description of the speed as glacial , Eda would need to use it close range for it to be effective really 

~ Ironing out one more thing , if these are still a no go I will scrap them and try once I have fixed them
(08-26-2016, 01:21 PM)Mark Wrote: Amber
[spoiler]
(08-21-2016, 02:04 PM)Amber Veritz Wrote: Powered-up Form (2000)

Animal Instinct (Tier One)

Amber is a faunus. That being said she is part animal. If she let loose her animal side she is given the boost of a feral beast, a panther to be exact. Her keen sense enhance her ability to fight, not only With extreme force, but super speed to match.

ATK: 8
DEF: 2
SPD: 5
TEC: 2

Approved!
[/spoiler]

Lord Dominator
[Spoiler]
(08-21-2016, 04:23 PM)Lord Dominator Wrote: Dominator Robots

[img=300x185]http://vignette2.wikia.nocookie.net/woy/images/9/9e/S2e1_Wander_and_Sylvia_surrounded_by_Lord_Dominator's_minions.jpg/revision/latest?cb=20150709125839[/img]

Tier 1 Assist (Cost: 1000 OM)
ATK: 2
DEF: 1
SPD: 1
TEC: 1

Dominator Robots (or DomBots) are small (about three feet in height with a two foot radius spherical body), semi-intelligent autonomous drones utilised by Lord Dominator as the ground forces in her army. Each is supported by four stubby legs made of volcanium which can double as crude manipulators, and can roll up into a ball in order to bounce and smash into enemies. The 'eye' is a camera which can send recordings back to Dominator through a dataverse connection, and doubles as a magma cannon (using Dominator's magma cannon move). 

Each individual DomBot is not really a threat to even a basic soldier. This assist represents a squad of 5 DomBots working in unison. In her home, Lord Dominator used these troops by the dozen - for fairly obvious reasons - but as a distraction to support her or to project her influence where she doesn't want to be personally... they have their uses, even if they are also quite a drain on her stores of Volcanium X.

Approved!

(08-22-2016, 08:36 AM)Lord Dominator Wrote: Name: Video Link
Cost: 300 OM
Proficiencies Required: N/A

This is a link between Lord Dominator and her Dominator Robots, facilitated through dataverse devices implanted in each robot and in Dominator's 'main computer'. If Dominator is sitting at her computer, she can see, hear and issue orders to the robots as though she were standing next to them. Hooray! If she is out and about and having to use her 300G signal (essentially Omniversal Wireless) from her phone, then the feed becomes weaker and more annoying with greater probability of buffering. Within the same 'verse it isn't too bad - although there's usually a good 3-10 second lag on commands due to signal strength. If trying to use her phone across 'verses, the whole thing can become an exercise in frustration as by the time she's communicated to them, 5 minutes have gone by and everything has changed anyway.
Approved, with the stipulation that they can only be used to gather intel (basically just float around and look at things). Ordering them to attack would be a no-go unless she were there.


[/spoiler]

Jimmy
[spoiler]
(08-21-2016, 07:52 PM)Jim Raynor Wrote: Arm Mounted Shield (req. area defence) (300) - Jim carries a portable version of the metal shields that terran medics use while healing soldiers in the midst of battle. Deployable in two seconds from his left wrist in both forms, the shield covers a touch over Jim's standing height (6'2") and is wide enough to protect both Jim and another, as long as they're practically hugging him. The shield is more resilient while wearing his CMC armour as it draws from its strength, but the cut-down version is still better than nothing.

C-14 Attachment: Bayonet (req. Physical Strength) (300) - with a flick of a switch, a foot and a half long blade extends from beneath the C-14 rifle's muzzle. Generally only used in a last ditch situation, if the ranged target quickly becomes a melee one. While it can be used to cut and slash, its primary use is for stabbing.

Psi-blade (req. Physical Strength) (300) - an old holdover from his protoss buddies. Jim can activate a two foot long psi-blade from his right wrist, a flowing weapon of green energy. This can be used in and out of the CMC armour, but has more muscle behind it in the suit.

C-14 Attachment: Grenade Launcher (req. Ranged, Area Attack) (300) - the C-14 rifle comes with a small grenade launcher attached to the underside of the weapon. It fires a round a second, holding 12 rounds in all, and the CMC armour reloads the ammo in about six seconds. With an effective range of 100 metres, the grenades explode in a six foot radius. Raynor can use these outside of his suit, but the distance and firing speed are limited to how fast/far he can throw them.

Stimpack (T1 Powered-Up Form) (1000) - housed within the CMC suit is a stimpack administration system, capable of injecting a potent cocktail of drugs directly into Jim's blood. The stimpack gives Jim heightened reflexes and speed, bolstering his combat potential.

ATK: 4
DEF: 4
SPD: 4
TEC: 3

Grenade Launcher: How damaging is this? What’s the travel speed on the projectiles approximately in and out of the suit? Do they fire in an arc or are the rocket-propelled or something? What’s the thrown range? About how many of these does he keep on hand at a time, or how long does it take for him to summon up more in combat? Can these be used with other moves?

Everything else is approved!
[/spoiler]

Sombra
[spoiler]
(08-21-2016, 08:30 PM)King Sombra Wrote: Dark Magic Blast – 600 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency, Homing Proficiency)
Sombra can fire a concentrated beam of reddish-black magic from his horn. This can take the form of a single beam or appear as any other ranged weapon Sombra imagines. Sombra can put more energy into each shot - the strength of which relates directly to how physically and mentally drained he is after the attack. If he chooses to create a Dark Magic weapon, it must be roughly the size of a pistol for a weak shot, or the size of a rifle for a charged shot. These weapons and projectiles will immediately dissipate upon his breaking his concentration for any reason. The bigger the weapon the more taxing it is to create. These can also home in on an opponent when fired,  meaning they can do some serious harm because they’d track an individual for about 20 seconds.

How fast do these projectiles move and how quickly can they reverse direction?

Quote:Dark Magic Tethers  – 600 OM (Requires Debuff Proficiency, Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
In the same way that Sombra can manipulate objects in creative ways, he can also manipulate characters. Iron chains, ribbons of light, crushing snakes can all be used. In general, these tethers always accomplish the same goal: they slow a character down and they immobilize their arms. However, these shackles can be broken just like any other item: hitting, cutting and ripping free in a feat of strength are all options. Additionally, if he loses his concentration, the tethers immediately dissipate. The more energy he puts into these tethers, the harder they are to break but the more physically and mentally exhausted he becomes.


Dark Magic Grab – 300 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency, Dark Magic Tether)
When a Dark Magic Tether has successfully attached itself to an target, Sombra can then use that tether to move the target, be it Secondary or Prime. The bond can firmly grab, but not crush his opponent. The bond can move the target off of the ground and in all the cardinal directions. The Tether can be broken as usual.

Both approved.

Quote:Dark Magic Nova - 300 OM (This requires Ranged Proficiency and Debuff Proficiency  as well as Ranged Materialize,  Homing and Remote Control Proficiency and the Dark Magic Blast Move is also a requirement.)  

Dark Magic Nova creates a sphere of darkness in the air that can be controlled by King Sombra. When the orb is lifted into the air at a range of about 55 feet it will detonate and create a sort of ‘anti flash’ bang that makes people incredibly more sensitive to light and sounds around them. This takes about 7 and a half seconds for him to charge up. In short if he were to use a Flashbang with this it would be incredibly more devastating. It does pitiful damage, 30 second recharge. 

What’s the range that this covers? Can this be used while moving? Does this require concentration to charge? How draining is this on him? How long does the debuff last? Can this be used with other moves? Also, I’m not sure what exactly you mean by “using a flashbang” if that means a move you plan to buy or the item itself. You wouldn’t be able to boost the effects of the item with a move, if that’s your aim.

[/spoiler]

Ebony
[spoiler]
(08-22-2016, 05:02 PM)Ebony Wrote: Fireball (Ranged Proficiency, Buff Proficiency, Physical Strength), 600 OM

This is a basic fire element move, able of being used either for the purpose of dealing damage, or to give an elemental charge to a blade. In ranged Flavor, it is six inches in diameter, with no area of effect, nor can it be charged to be more powerful. In Buff form, it is used to heat the blade of Ebony's Katana, again, not able to be charged. It takes 6 seconds to charge, then can be fired as a non-homing shot with a range of twenty feet. It travels at about the speed of an arrow, but does only very minor damage, almost like touching a hot stove. It can be used,, in either variety, as the user is moving, though being hit will cause the user to lose focus and fail at the attack.  It can be used in either of the two ways mentioned.

Lightning Bolt (Ranged, Physical, Buff, Ranged Materialize) 600 OM

This attack is identical to the last one, except that its ranged attack is materialized as a  tiny lightning strike, not as a fired ball, again everything else is identical, and it can be used on the weapon as well, to increase damage.

Blood Rage (Tier 1 Powered-Up Form) 1000 OM

This is a tier one transformation, useable only if you or your opponent is bleeding. If so, your speed and attack increase for the duration of the technique, ,while your def and technique drop by one, as you are attacking angry and not really worrying about any damage taken  It is very tiring, and the user will likely require rest afterwards. It can be held for multiple minutes and is uninterruptable, though each consecutive minutes takes more out of you, and if you hold it for more than about three minutes, you will collapse when you release it.

ATK: 7
DEF: 0
SPD: 7
TEC: 1

Fireball: How accurate are these, generally? How draining is this to use (both forms)? Does the sword form have a duration or a number of hits?  Can the projectile be used with other moves?

Lightning Bolt: How accurate are these, generally? How draining is this to use (both forms)? Does the sword form have a duration or a number of hits? Can the projectile be used with other moves? Also, I’d ask that you write out this move similar to how you wrote out fireball. Move descriptions need to be able to stand alone in case you sell back a move at some point.

For the buff portion of both, I need to mention that the imbuing fire/lightning damage on the sword would have to be purely on the base form of the sword and not any other moves (similar to if you just bought a Fire Sword move or something). That might have been implied in the move text, but I just wanna be totally clear. We don’t allow moves that blanket over existing moves.

Blood Rage: I assume the bit about holding for longer means it’ll last longer (more posts) if you spend more SP? Just checking. If so, approved.  
[/spoiler]
Carmelita
[spoiler]
(08-22-2016, 07:27 PM)Carmelita Wrote: Firstly, thank you for approving the Dreamtime Bubble and the Plastiglex Breaching Charge.

Secondly, I apologise for the odd costing. When writing the moves up I included the cost of the requisite powers that I don't have. The second number is the actual costing.

On to the moves:

The STAPLED interacts with Carmelita's other moves in two ways. Firstly, it does electrical damage (which can sustain her shock pistol debuffs) and secondly it holds opponents in place to be hit.

The Rod of Fish and Thunder does damage in both fighting modes. The 'rod' does more damage, due to doing minor physical damage. Both of the modes should have an addendum of: "All electrical damage done by the Rod of Fish and Thunder, no matter the attack, is damage to the nervous system or equivalent. This damage is non-permanent and fades without the need for healing within an hour." The Rod itself has a ten second battery charge for its electricity. To recharge, it needs to be 'reset' for ten seconds. The 'whip' is like a fishing line, being cast out at opponents and twirled round them once they're caught (hence the title of the move).

Demolitions Firework's range could be decreased to five hundred meters, but as it stands the Demolitions Firework travels at forty meters a second (travel time for 2km is fifty seconds) and is visible due to the bright sparks and horrendous noise. At its max range, the only things that are going to be hit are buildings and immobilized foes, so 'reliably' hitting at that range is unlikely. If you think the range should still be reduced, I will do so, but I could instead add a clarification of the above.

Fireworks: Alrighty, 500 meters I can deal with at that velocity and those downsides. Approved.

STAPLED: The problem I see with this is that if you were to cage them in STAPLED and shoot them with your pistol you’d make it very hard for the average prime to muscle their way out and nigh-impossible for weaker Primes to escape, especially with the charged shot. I’d maybe consider tweaking the interaction between the pistol and STAPLED or adding a duration for STAPLED.

Rod: Sounds good, as long as you’re cool with the implications of swinging something with that much range. Approved.
[/spoiler]
Eda
[spoiler]
(08-23-2016, 12:37 PM)Eda Wrote: Going to scrap the last two and try for something else entirely


Name : Ice spear - ( 300 om ) ( Requires strength proficiency ) ( Requires Rnged proficiency )
Description : Caster manifests a spear or trident made of ice , can be thrown at opponent for damage
Description 2 : Spear is 7 feet long , can be a spear or trident form 
Range : Wielders reach + 7 feet - Maximum throw range of 35 feet
Damage : Depends on the target zone hit by the attack - Ranges from weak to possibly critical 
Can be summoned while moving
Can not be aimed while moving
Requires time to focus to summon
Moderate stamina cost 

~ attack 2 

Name : Lightning storm ( 300 om ) ( Requires ranged Proficiency ) ( Requires homing proficiency ) 
Description : A storm of lightning from the casters hands strikes at all targets close to them 
Range : Maximum of 10 feet - damage at more then 5 feet is halved
Damage : Can cause critical damage on the struck target - or can just annoy them slightly if they resist magic 
Stamina drain : High - Can exaust the caster for up to 1 hour ( real time ) 
Cast speed - Very slow - Can take a full three minutes
Immense focus needed 
Caster can not be moving while casting 

~ Attack 3

Name : LOVE LOVE SHINING VICTORY !! ( 600 om ) ( Requires ranged Proficiency ) ( Requires area attack proficiency ) < (  t1 super ) 
Description : A hilariously large ball of light cast down in the direction of casters target 
Range : From above Eda's head to target , loses effectiveness at 30+ feet 
Damage : Monstrous - this attack was meant to ko a target / targets .
Speed : Very slow due to its large size , easy to dodge 
Casting speed : Takes 3 - 5 minutes to cast , the full five for the charged version
Attack can be charged to an even larger size 
Size : 50 feet in diameter ball  - Can be charged to full time to be 75 foot ball 
The attack on impact explodes to cause weak splash damage around it
Stamina drain - Immense - This is meant for a last ditch spell when all else fails . Can exhaust the caster for up to 5 hours

Ice Spear: What’s the summoning time? Can this be used with other moves? As for damage, the amount would have to be a set value, it can’t deviate. If your opponent wanted to RP it hurting more from being hit in the neck or something that’s up to them, but it can’t suddenly do more damage.

Lightning Storm: For the damage, you’d have to choose a rough amount of damage you’d like it to do, as being resistant to magic isn’t possible in the Omniverse. Also bear in mind the more foes this hits the less damage it will do. The cast time also seems pretty long, especially with it needing such a large amount of concentration. Does it only effect people within the 10-foot range? You’ll need Area Attack for this, as well. Can it be used with other moves? You can decease the charge time to under a minute if you’d like. This kinda reads as more of a Super Attack as is, with the large energy cost, large damage, and lengthy charge time. Up to you whether you want it to be a regular or a super, though.

Shining Victory: Can you be more exact with the speed? You can decrease the charge time if you’d like, 3-5 minutes is a very long time in a fight. What do you mean by charging to an even larger size?
[/spoiler]

Trixie
[spoiler]
(08-24-2016, 08:57 PM)Trixie Wrote: Attempting to split Crush into a single move. Added all stipulations from previous post. Should be fine. 

Crush - 300 OM

Trixie does not how or why she regained her extensive use of the force while in the Underverse, but she's not about to complain about it. As she progresses further in the Omniverse her body remembers more of the strength it had in the original timeline where Darth Zulenka could melt entire battalions and crush armored transports with relative ease.  Crush does just what it says, however, it's been toned down quite a bit. Trixie has the ability to target a specific part of a Primes body, an item, or a small structure and apply crushing force to it. The ability is usually initiated with a clenched fist to simulate the act of crushing the target. Crush is cast and, after a period of 4 seconds, immense crushing force is applied to the target. The drain on Crush is substantial and if used in quick succession would rapidly drain Trixie of the stamina to fight. It can certainly be done, but it's going to leave her at a disadvantage for a while.
Approved!
[/spoiler]

Guu
[spoiler]
(08-25-2016, 08:12 PM)Guu Wrote:
Ruler of Ambrosia - Tier 2 Power-Up (1500)
Her hidden passion for her kingdom and her desire to protect those she cares about comes forth in a new form. Her hair grows to shoulder length and becomes more wavy and full. She has a pair of glowing white wings that have sprouted out her back. A jewel encrusted tiara hovers lightly over her head like a halo. Her dress becomes more fancy with ruffles and frills while her yellow scarf turns into a sash across the chest and over the shoulder. She gains elbow length yellow gloves and she has fully formed fingers in this form. She's wearing gem encrusted necklaces and bracelets. Her eyes are the same shape but the color is red, creating a mixture between her normal face and her social face, and her mouth is formed into a gentle smile.
ATK: +4
DEF: +1
SPD: +2
TEC: +3
Approved!
[/spoiler]

Ebony Wrote: Wrote:Fireball (Ranged Proficiency, Buff Proficiency, Physical Strength), 600 OM

This is a basic fire element move, able of being used either for the purpose of dealing damage, or to give an elemental charge to a blade. In ranged Flavor, it is six inches in diameter, with no area of effect, nor can it be charged to be more powerful. In Buff form, it is used to heat the blade of Ebony's Katana, again, not able to be charged. It takes 6 seconds to charge, then can be fired as a non-homing shot with a range of twenty feet. It travels in a straight line at about the speed of an arrow, but does only very minor damage, almost like touching a hot stove. It is not very taxing,and can be fired many times in quick succession, but as such does very little damage. It can be used, in either variety, as the user is moving, though being hit will cause the user to lose focus and fail at the attack.  It can be used in either of the two ways mentioned, though in sword form, it must be re-applied after each hit.

Lightning Bolt (Ranged, Physical, Buff, ) 600 OM

This is a basic lightning element move, able of being used either for the purpose of dealing damage, or to give an elemental charge to a blade. In ranged Flavor, it is six inches in diameter, with no area of effect, nor can it be charged to be more powerful.  In Buff form, it is used to electrify the blade of Ebony's Katana, again, not able to be charged. It takes 6 seconds to charge, then can be fired as a non-homing shot with a range of twenty feet. It travels in a straight line at about the speed of an arrow, but does only very minor damage, almost like touching a hot stove. It is not very taxing,and can be fired many times in quick succession, but as such does very little damage. It can be used, in either variety, as the user is moving, though being hit will cause the user to lose focus and fail at the attack.  It can be used in either of the two ways mentioned, though in sword form, it must be re-applied after each hit.

Blood Rage (Tier 1 Powered-Up Form) 1000 OM

This is a tier one transformation, useable only if you or your opponent is bleeding. If so, your speed and attack increase for the duration of the technique, ,while your def and technique drop by one, as you are attacking angry and not really worrying about any damage taken  It is very tiring, and the user will likely require rest afterwards. It can be held for multiple minutes and is uninterruptable, though each consecutive minutes takes more out of you, and if you hold it for more than about three minutes, you will collapse when you release it.

ATK: 7
DEF: 0
SPD: 7
TEC: 1

Fireball: How accurate are these, generally? How draining is this to use (both forms)? Does the sword form have a duration or a number of hits?  Can the projectile be used with other moves? 

Lightning Bolt: How accurate are these, generally? How draining is this to use (both forms)? Does the sword form have a duration or a number of hits? Can the projectile be used with other moves? Also, I’d ask that you write out this move similar to how you wrote out fireball. Move descriptions need to be able to stand alone in case you sell back a move at some point.

For the buff portion of both, I need to mention that the imbuing fire/lightning damage on the sword would have to be purely on the base form of the sword and not any other moves (similar to if you just bought a Fire Sword move or something). That might have been implied in the move text, but I just wanna be totally clear. We don’t allow moves that blanket over existing moves.

Blood Rage: I assume the bit about holding for longer means it’ll last longer (more posts) if you spend more SP? Just checking. If so, approved.  

In answer to the question on Blood Rage, correct, and the changes that you asked to be made are in bold.
(08-21-2016, 02:05 PM)Creatia Weatherly Wrote:
(08-21-2016, 07:54 AM)Omni Wrote:
(08-20-2016, 01:21 AM)Creatia Weatherly Wrote: Sending in this move for approval in advance. Here goes nothing:

Basic Move

Soul Potion Works: Wind (Finger Applique) - Ranged Proficiency, Area Attack Proficiency

(Estimated Price: 900-1200 OM)

Two vials filled with a dark green Wind-based potion. The liquid is applied to a surface or in aerial swipes via any viable implement (a paintbrush, a finger, etc.). The strength of the potion is dependant on the implement used and overall potency. (Potency is mostly dependent on TEC: Higher the TEC, higher the potency, and about every 2-3 points or so is a new potency level.)

With Finger Applique, a finger is dipped into a vial before being brushed in midair or onto a surface. Any marks made then glow before the spell takes effect. Rune-like letters can also be written; spells take on different effects depending on how many runes are made, what they spell out, etc.

Wind Potion Effects:

Basic Blast - A fast, swirling tunnel of wind is shot towards the target, that feels like a strong squall or storm wind against the body. Gives minor knockback damage if pushed into a wall, an obstacle, the ground, etc.. Blast is at its strongest at about 10 feet before weakening to a maximum of 20 feet. One stroke is needed to perform, and it's relatively easy to aim; can be used while moving, but there is a recoil effect that also pushes the user. User also has to stay focused and not be interrupted by counterattacks mid-stroke.

Rune Phrase: "Disperse" - A large squall of wind is summoned from the runes to blow back multiple targets. Gives knockback damage if pushed into an object, the ground, a wall, etc.. Has about a 20-25 foot reach and a 10-15 foot maximum spread. Takes 3 rune letters to spell out, equivalent to 3-5 seconds. Fairly easy to aim; User has to stay stationary and focused to write out the runes.

Rune Phrase: "Slice" - Five focused and sharp crescent wind pulses are sent towards the target at the speed of an arrow for slicing damage. It's fairly difficult to aim, and can be deflected. Has a 25 foot reach. Takes 2 rune letters to spell out and a stroke to finish the spell, equivalent to 2-3 seconds. User has to stay stationary and focued to write out the runes. A 3 second delay comes after the spell is cast before she can move again.
900, or 1200 if you want to keep the variability in Disperse (I'm guessing it's so that when she powers up, the move takes a different form with a greater spread to reflect her TEC increase?). Your call. All looks good though!

You know, I didn't even think of that possibility when describing Disperse's maximum spread; I was just giving a decent estimate. Tempting, but... I edited the numbers to be a bit clearer/middle-groundish. Will the new numbers work?

Bumping this up and scratching that last edit. Now that I've had some time to think, the variability factor in regards to TEC and her Disperse move works well with what I have planned for her. The extra 300 OM is worth it, so yes, I want to keep the variability. If there's anything else I need to clarify, let me know!
Quote:[Today 08:58 AM] Creatia Weatherly : That is all I want to see in my life: dinosaurs with sniper rifles.
[Today 08:58 AM] Kalli : Creatia knows whats up
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
(08-26-2016, 01:21 PM)Mark Wrote: Carmelita
[spoiler]
(08-22-2016, 07:27 PM)Carmelita Wrote: Firstly, thank you for approving the Dreamtime Bubble and the Plastiglex Breaching Charge.

Secondly, I apologise for the odd costing. When writing the moves up I included the cost of the requisite powers that I don't have. The second number is the actual costing.

On to the moves:

The STAPLED interacts with Carmelita's other moves in two ways. Firstly, it does electrical damage (which can sustain her shock pistol debuffs) and secondly it holds opponents in place to be hit.

The Rod of Fish and Thunder does damage in both fighting modes. The 'rod' does more damage, due to doing minor physical damage. Both of the modes should have an addendum of: "All electrical damage done by the Rod of Fish and Thunder, no matter the attack, is damage to the nervous system or equivalent. This damage is non-permanent and fades without the need for healing within an hour." The Rod itself has a ten second battery charge for its electricity. To recharge, it needs to be 'reset' for ten seconds. The 'whip' is like a fishing line, being cast out at opponents and twirled round them once they're caught (hence the title of the move).

Demolitions Firework's range could be decreased to five hundred meters, but as it stands the Demolitions Firework travels at forty meters a second (travel time for 2km is fifty seconds) and is visible due to the bright sparks and horrendous noise. At its max range, the only things that are going to be hit are buildings and immobilized foes, so 'reliably' hitting at that range is unlikely. If you think the range should still be reduced, I will do so, but I could instead add a clarification of the above.

Fireworks: Alrighty, 500 meters I can deal with at that velocity and those downsides. Approved.

STAPLED: The problem I see with this is that if you were to cage them in STAPLED and shoot them with your pistol you’d make it very hard for the average prime to muscle their way out and nigh-impossible for weaker Primes to escape, especially with the charged shot. I’d maybe consider tweaking the interaction between the pistol and STAPLED or adding a duration for STAPLED.

Rod: Sounds good, as long as you’re cool with the implications of swinging something with that much range. Approved.
[/spoiler]
Thanks!
As to the STAPLED: I can see what you mean. It is her style of fighting, so I'll need to tweak it so that it's just the right side of overpowered.
Would adding a time limit of a minute of capture be too long for my Tech?
Mark Wrote:Grenade Launcher: How damaging is this? What’s the travel speed on the projectiles approximately in and out of the suit? Do they fire in an arc or are the rocket-propelled or something? What’s the thrown range? About how many of these does he keep on hand at a time, or how long does it take for him to summon up more in combat? Can these be used with other moves?

Yeah sorry, probably the only move I didn't flesh out enough.

C-14 Attachment: Grenade Launcher (req. Ranged, Area Attack) (300) - the C-14 rifle comes with a small grenade launcher attached to the underside of the weapon. It fires a round a second, holding 8 rounds in all, and the CMC armour reloads the ammo in about six seconds. Jim only carries two full clips at a time, so a maximum of 16 grenades in a single engagement. With an effective range of 100 metres, the grenades fly in an arc, requiring careful aim to hit a target, and explode in a six foot radius, strong enough to destroy concrete. The grenades travel at about half the speed of an arrow. While the bayonet can still be extended during firing, Jim cannot fire the C-14 rifle bullets at the same time.

Jim can also use grenades outside of the armour, but to a lesser extent. He keeps 6 grenades on him at any one time, and throws them manually, giving them an effective range of about 30 metres. They also follow an arc, but because they aren't propelled by a machine, they only travel as fast as Jim can throw them (ie. a strong human being).
[Image: jimsig.jpg]
Just to note, won't be buying those two previous moves (the Assist and the video camera move).

The whole point was to be able to run my own stormtrooper-esque scenes to gather intel and make stories without Dominator being physically present for an immediate beatdown. If they can't serve that purpose I'll invest OM elsewhere.
[Image: AwKNJPl.gif]

PvP FLAG: RED

Please message me before you attack my character or assault my base! Thanks!
Hard-Light Terrain
Tier 1 Super Move, Utility 600 OM

Sinestro can use his ring to change the layout of an area by overlaying walls onto the previously existing terrain. Each of these walls can be up to a maximum of 15 feet tall, and have a total length of no more than 50 feet. He may create as many walls as he chooses, so long as their combined length does not exceed 50 feet. 

These walls are not intended to stop attacks, and if attacked, the body of the wall will crumble. However, even if broken by an attack, an "underwire" of Hard-Light will remain, preventing other characters from moving through it. In this "crumbled" state, ranged attacks can be made freely through the walls, and melee attacks that don't require a lot of space to work (such as thrusting with a spear or sword). If another character uses an Attack Super Move against any segment of any of the walls, the entire Move will collapse, and all the walls will disappear entirely.
[Image: sig2.jpg]
List of moves for NPC waiting approval.

Curry hyperspace (Fodder)
Usalia usually carries around curry, hidden until she uses her ninja magic to pull it out, whether it is a single plate, or a pot to feed a party. Even in the middle of battle she is often seen pulling out Curry to eat.

Curry Spoons (Ranged Proficiency) (600)
Usalia can use her ninja magic to summon numbers of metal Spoons. While she normally uses these to eat curry, she also uses them as a weapon in combat. She tosses them one at time or can throw handfuls at a time with one or both hands. They don't cut but they can leave a bruise, especially if multiple strike.

Nails (Physical Strength) (300)
In Usalia's Rage Forms her nails are reinforced to the point of being deadly slashing weapons. She rips and tears just as any animal with claws would.

Log Substitute  (Teleport/Stealth) (300)
Usalia teleport to another location leaving a clone behind. That clone when struck or after 10 seconds transforms into a wooden log. Her ability to use this is dependent upon the Teleportation restrictions, however creating the log/clone takes a fair amount of energy by itself.

Pow Hammer (Physical Strength, Burst Movement) (600)
Usalia can use her ninja magic to summon a wooden hammer with a long slender handle and a heavy smooth wedge shaped end. She usually smacks things around with this and after a moment of gathering some her strength can strike 5 times quickly in succession.

Prinny Beam (Ranged Proficiency) (300)
Usalia jumps up into the air and lands on her Prinny assist. This causes a beam to shoot out of the Prinny's mouth. The beam is very fast and strong, but Prinny can only fire a few of them before getting exhausted. 

Prinny Ball (Physical Strength, Area Attack Proficiency) (300)
Usalia runs on top of her Prinny Assist who rolls up into a ball from the motion, charging up energy and then releasing it to quickly slam into enemies. It is strong but the charge time makes it easier to tell what she is doing.

Flatty Dance (T1 Super Move, Physical Strength, Burst Movement, Super Speed) (600)
First she positions herself above her target either by using her Prinny or jumping, then Usalia uses her speed and her power hammer in 20 quick overhead smashes with the last one charged, being the strongest.

Prinnical Meteor (T2 Super Move, Growth, Area Attack Proficiency) (800)
Usalia summons or uses her active Prinny Assist. She pulls out a long ninja scroll and summons its power with a handsign while standing on the Prinny, causing the Prinny to float up into the air and grow to 50 meteors in diameter. Then she jumps and hits the Prinny causing him to fall, crashing into her enemies and creating an explosion on impact.

Rage Blast (T2 Super Move, Area Attack Proficiency) (800)
In her higher forms Usalia has access to a giant blast of rage energy. She hold her head up to the sky and gathers a 30 foot red and black ball of pulsing energy and then sends in exploding into an enemy for massive damage. Fast, powerful, and only usable in one of her 'of Rage' forms (an RP restriction).

Whisper of Rage/Murmur of Rage (Tier 1/2 Powered Forms)
In both forms Usalia gets down on all fours, her eyes turn completely white, and she becomes much more dangerous. She is in control but this is a berserk state. Including base stat boosts..
ATK: 5/8

DEF: 4/4
SPD: 7/9
TEC: 1/1

Prinny (Tier 1 Assist)
A fat yellow Prinny that acts as Usalia's attendents. Prinny has a limited number of moves and is often used more as a vehicle than anything else.
Atk: 1
Def: 1
Spd: 2
Tec: 1
Sombra
[spoiler]
Blast: With this moving at the speed of a bullet, 20 seconds of homing it a bit much. This would allow the shot to home for ~4.5 miles. You’ll need to tone this down a bit, maybe adding a maximum range over which they can home. Also, do the charged shots home in the same way as the normal shots or are they slow/less far-reaching?

Nova: What exactly does the debuff do? Also looking for answers to these still:
Mark Wrote:What’s the range that this covers? Can this be used while moving? Does this require concentration to charge? How draining is this on him?
[/spoiler]
Eda
[spoiler]
Ice Spear: Ah, alright that’s good. If you’re wanting to be able to throw them at range you’ll need to pitch in another 300 OM, though. Approved at 600 with the throwing ability added or at 300 if you want to take one of the uses out.

Shining Victory: I understand the slowness but I was more looking for a number. Maybe 1 MPH or something? Just trying to remove any ambiguity. So 75 feet is the maximum size at the 50 foot version is just if it’s not charged to full power? Also bear in mind that with an attack this large the damage will be watered down a good deal vs. a smaller attack that hits only one thing.
[/spoiler]
Ebony:

Sorry to be a stickler, but you haven’t mentioned if the Fire and Lightning moves can be used with other moves (like can she launch fireballs and lightning bolts in tandem or is she made to one use one at a time?)

Carmelita:
[spoiler]
(08-26-2016, 04:43 PM)Carmelita Wrote:
(08-26-2016, 01:21 PM)Mark Wrote: Carmelita
(08-22-2016, 07:27 PM)Carmelita Wrote: Firstly, thank you for approving the Dreamtime Bubble and the Plastiglex Breaching Charge.

Secondly, I apologise for the odd costing. When writing the moves up I included the cost of the requisite powers that I don't have. The second number is the actual costing.

On to the moves:

The STAPLED interacts with Carmelita's other moves in two ways. Firstly, it does electrical damage (which can sustain her shock pistol debuffs) and secondly it holds opponents in place to be hit.

The Rod of Fish and Thunder does damage in both fighting modes. The 'rod' does more damage, due to doing minor physical damage. Both of the modes should have an addendum of: "All electrical damage done by the Rod of Fish and Thunder, no matter the attack, is damage to the nervous system or equivalent. This damage is non-permanent and fades without the need for healing within an hour." The Rod itself has a ten second battery charge for its electricity. To recharge, it needs to be 'reset' for ten seconds. The 'whip' is like a fishing line, being cast out at opponents and twirled round them once they're caught (hence the title of the move).

Demolitions Firework's range could be decreased to five hundred meters, but as it stands the Demolitions Firework travels at forty meters a second (travel time for 2km is fifty seconds) and is visible due to the bright sparks and horrendous noise. At its max range, the only things that are going to be hit are buildings and immobilized foes, so 'reliably' hitting at that range is unlikely. If you think the range should still be reduced, I will do so, but I could instead add a clarification of the above.

Fireworks: Alrighty, 500 meters I can deal with at that velocity and those downsides. Approved.

STAPLED: The problem I see with this is that if you were to cage them in STAPLED and shoot them with your pistol you’d make it very hard for the average prime to muscle their way out and nigh-impossible for weaker Primes to escape, especially with the charged shot. I’d maybe consider tweaking the interaction between the pistol and STAPLED or adding a duration for STAPLED.

Rod: Sounds good, as long as you’re cool with the implications of swinging something with that much range. Approved.
Thanks!
As to the STAPLED: I can see what you mean. It is her style of fighting, so I'll need to tweak it so that it's just the right side of overpowered.
Would adding a time limit of a minute of capture be too long for my Tech?

A minute would be a bit too much as the attack also damages and confines the target. You’d probably have to make it closer to maybe 20 seconds unless you have your own attacks also weaken the cage. Also, how strong exactly is the damage that the cage itself does? If that was low enough we could maybe work the duration up a touch.
[/spoiler]
Jimbo:
[spoiler]
(08-26-2016, 07:48 PM)Jim Raynor Wrote:
Mark Wrote:Grenade Launcher: How damaging is this? What’s the travel speed on the projectiles approximately in and out of the suit? Do they fire in an arc or are the rocket-propelled or something? What’s the thrown range? About how many of these does he keep on hand at a time, or how long does it take for him to summon up more in combat? Can these be used with other moves?

Yeah sorry, probably the only move I didn't flesh out enough.

C-14 Attachment: Grenade Launcher (req. Ranged, Area Attack) (300) - the C-14 rifle comes with a small grenade launcher attached to the underside of the weapon. It fires a round a second, holding 8 rounds in all, and the CMC armour reloads the ammo in about six seconds. Jim only carries two full clips at a time, so a maximum of 16 grenades in a single engagement. With an effective range of 100 metres, the grenades fly in an arc, requiring careful aim to hit a target, and explode in a six foot radius, strong enough to destroy concrete. The grenades travel at about half the speed of an arrow. While the bayonet can still be extended during firing, Jim cannot fire the C-14 rifle bullets at the same time.

Jim can also use grenades outside of the armour, but to a lesser extent. He keeps 6 grenades on him at any one time, and throws them manually, giving them an effective range of about 30 metres. They also follow an arc, but because they aren't propelled by a machine, they only travel as fast as Jim can throw them (ie. a strong human being).

Awesome. That is so very approved, good sir. Enjoy blowing shit up!
[/spoiler]

Thaal
[spoiler]
(08-28-2016, 09:57 AM)Thaal Sinestro Wrote: Hard-Light Terrain
Tier 1 Super Move, Utility 600 OM

Sinestro can use his ring to change the layout of an area by overlaying walls onto the previously existing terrain. Each of these walls can be up to a maximum of 15 feet tall, and have a total length of no more than 50 feet. He may create as many walls as he chooses, so long as their combined length does not exceed 50 feet. 

These walls are not intended to stop attacks, and if attacked, the body of the wall will crumble. However, even if broken by an attack, an "underwire" of Hard-Light will remain, preventing other characters from moving through it. In this "crumbled" state, ranged attacks can be made freely through the walls, and melee attacks that don't require a lot of space to work (such as thrusting with a spear or sword). If another character uses an Attack Super Move against any segment of any of the walls, the entire Move will collapse, and all the walls will disappear entirely.

Approved!
[/spoiler]

Desco
[spoiler]
Desco Wrote:Curry hyperspace (Fodder)
Usalia usually carries around curry, hidden until she uses her ninja magic to pull it out, whether it is a single plate, or a pot to feed a party. Even in the middle of battle she is often seen pulling out Curry to eat.

Nails (Physical Strength) (300)
In Usalia's Rage Forms her nails are reinforced to the point of being deadly slashing weapons. She rips and tears just as any animal with claws would.

Whisper of Rage/Murmur of Rage (Tier 1/2 Powered Forms)
In both forms Usalia gets down on all fours, her eyes turn completely white, and she becomes much more dangerous. She is in control but this is a berserk state. Including base stat boosts..
ATK: 5/8

DEF: 4/4
SPD: 7/9
TEC: 1/1

Prinny (Tier 1 Assist)
A fat yellow Prinny that acts as Usalia's attendents. Prinny has a limited number of moves and is often used more as a vehicle than anything else.
Atk: 1
Def: 1
Spd: 2
Tec: 1

Flatty Dance (T1 Super Move, Physical Strength, Burst Movement, Super Speed) (600)
First she positions herself above her target either by using her Prinny or jumping, then Usalia uses her speed and her power hammer in 20 quick overhead smashes with the last one charged, being the strongest.

All approved.

Quote:Curry Spoons (Ranged Proficiency) (600)
Usalia can use her ninja magic to summon numbers of metal Spoons. While she normally uses these to eat curry, she also uses them as a weapon in combat. She tosses them one at time or can throw handfuls at a time with one or both hands. They don't cut but they can leave a bruise, especially if multiple strike.

How large are these? How far can these be thrown? How long does it take and how draining is it to summon these? How many can be summoned at a time? Can these be used with other moves?

Quote:Log Substitute  (Teleport/Stealth) (300)
Usalia teleport to another location leaving a clone behind. That clone when struck or after 10 seconds transforms into a wooden log. Her ability to use this is dependent upon the Teleportation restrictions, however creating the log/clone takes a fair amount of energy by itself.

Can this be used in motion? Does it require concentration? Can this be used with other moves?

Quote:Pow Hammer (Physical Strength, Burst Movement) (600)
Usalia can use her ninja magic to summon a wooden hammer with a long slender handle and a heavy smooth wedge shaped end. She usually smacks things around with this and after a moment of gathering some her strength can strike 5 times quickly in succession.

What are the dimensions of this?

Quote:Prinny Beam (Ranged Proficiency) (300)
Usalia jumps up into the air and lands on her Prinny assist. This causes a beam to shoot out of the Prinny's mouth. The beam is very fast and strong, but Prinny can only fire a few of them before getting exhausted.

How large is the beam? What’s the cast time? How fast is very fast? What’s the range? Can this be used in motion? Does this require concentration? Can this be used with other moves?

Quote:Prinny Ball (Physical Strength, Area Attack Proficiency) (300)
Usalia runs on top of her Prinny Assist who rolls up into a ball from the motion, charging up energy and then releasing it to quickly slam into enemies. It is strong but the charge time makes it easier to tell what she is doing.

What’s the cast time? How fast does this attack move? Does this require concentration? What’s the stamina drain? Does this have a duration? Can this be used with other moves?

Quote:Prinnical Meteor (T2 Super Move, Growth, Area Attack Proficiency) (800)
Usalia summons or uses her active Prinny Assist. She pulls out a long ninja scroll and summons its power with a handsign while standing on the Prinny, causing the Prinny to float up into the air and grow to 50 meteors in diameter. Then she jumps and hits the Prinny causing him to fall, crashing into her enemies and creating an explosion on impact.

Do you mean 50 meters rather than 50 meteors? How long does this take to cast overall? How fast does this move? How much area does the explosion cover?

Quote:Rage Blast (T2 Super Move, Area Attack Proficiency) (800)
In her higher forms Usalia has access to a giant blast of rage energy. She hold her head up to the sky and gathers a 30 foot red and black ball of pulsing energy and then sends in exploding into an enemy for massive damage. Fast, powerful, and only usable in one of her 'of Rage' forms (an RP restriction).

How long does this take to cast? How fast is fast for travel speed? What’s the area of effect?
[/spoiler]
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

Dark Magic Blast – 600 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency, Homing Proficiency)
Sombra can fire a concentrated beam of reddish-black magic from his horn. This can take the form of a single beam or appear as any other ranged weapon Sombra imagines. Sombra can put more energy into each shot - the strength of which relates directly to how physically and mentally drained he is after the attack. If he chooses to create a Dark Magic weapon, it must be roughly the size of a pistol for a weak shot, or the size of a rifle for a charged shot. These weapons and projectiles will immediately dissipate upon his breaking his concentration for any reason. The bigger the weapon the more taxing it is to create. These can also home in on an opponent when fired, meaning they can do some serious harm because they’d track an individual for about 10 seconds. This has a maximum range of 2 miles from him. The charged shots are slower than the regular ones and half about the range of one mile.

Dark Magic Nova - 300 OM (This requires Ranged Proficiency and Debuff Proficiency as well as Ranged Materialize, Homing and Remote Control Proficiency and the Dark Magic Blast Move is also a requirement.)

Dark Magic Nova creates a sphere of darkness in the air that can be controlled by King Sombra. When the orb is lifted into the air at a range of about 55 feet it will detonate and create a sort of ‘anti flash’ bang that makes people incredibly more sensitive to light and sounds around them. This takes about 7 and a half seconds for him to charge up. In short if he were to use a Flashbang with this it would be incredibly more devastating. It does pitiful damage, 30 second recharge. The debuff of this move would make every step they took in sunlight deal pitiful damage to them for about 30 seconds.
(08-29-2016, 04:46 PM)Mark Wrote: Carmelita:
[spoiler]
(08-26-2016, 04:43 PM)Carmelita Wrote:
(08-26-2016, 01:21 PM)Mark Wrote: Carmelita
(08-22-2016, 07:27 PM)Carmelita Wrote: Firstly, thank you for approving the Dreamtime Bubble and the Plastiglex Breaching Charge.

Secondly, I apologise for the odd costing. When writing the moves up I included the cost of the requisite powers that I don't have. The second number is the actual costing.

On to the moves:

The STAPLED interacts with Carmelita's other moves in two ways. Firstly, it does electrical damage (which can sustain her shock pistol debuffs) and secondly it holds opponents in place to be hit.

The Rod of Fish and Thunder does damage in both fighting modes. The 'rod' does more damage, due to doing minor physical damage. Both of the modes should have an addendum of: "All electrical damage done by the Rod of Fish and Thunder, no matter the attack, is damage to the nervous system or equivalent. This damage is non-permanent and fades without the need for healing within an hour." The Rod itself has a ten second battery charge for its electricity. To recharge, it needs to be 'reset' for ten seconds. The 'whip' is like a fishing line, being cast out at opponents and twirled round them once they're caught (hence the title of the move).

Demolitions Firework's range could be decreased to five hundred meters, but as it stands the Demolitions Firework travels at forty meters a second (travel time for 2km is fifty seconds) and is visible due to the bright sparks and horrendous noise. At its max range, the only things that are going to be hit are buildings and immobilized foes, so 'reliably' hitting at that range is unlikely. If you think the range should still be reduced, I will do so, but I could instead add a clarification of the above.

Fireworks: Alrighty, 500 meters I can deal with at that velocity and those downsides. Approved.

STAPLED: The problem I see with this is that if you were to cage them in STAPLED and shoot them with your pistol you’d make it very hard for the average prime to muscle their way out and nigh-impossible for weaker Primes to escape, especially with the charged shot. I’d maybe consider tweaking the interaction between the pistol and STAPLED or adding a duration for STAPLED.

Rod: Sounds good, as long as you’re cool with the implications of swinging something with that much range. Approved.
Thanks!
As to the STAPLED: I can see what you mean. It is her style of fighting, so I'll need to tweak it so that it's just the right side of overpowered.
Would adding a time limit of a minute of capture be too long for my Tech?

A minute would be a bit too much as the attack also damages and confines the target. You’d probably have to make it closer to maybe 20 seconds unless you have your own attacks also weaken the cage. Also, how strong exactly is the damage that the cage itself does? If that was low enough we could maybe work the duration up a touch.
[/spoiler]

Okay, so 20 seconds duration and the damage is 'light' (so minor electrical burns at worst). Does this work?
(08-29-2016, 04:46 PM)Mark Wrote: Sombra
[spoiler]
Blast: With this moving at the speed of a bullet, 20 seconds of homing it a bit much. This would allow the shot to home for ~4.5 miles. You’ll need to tone this down a bit, maybe adding a maximum range over which they can home. Also, do the charged shots home in the same way as the normal shots or are they slow/less far-reaching?

Nova: What exactly does the debuff do? Also looking for answers to these still:
Mark Wrote:What’s the range that this covers? Can this be used while moving? Does this require concentration to charge? How draining is this on him?
[/spoiler]
Eda
[spoiler]
Ice Spear: Ah, alright that’s good. If you’re wanting to be able to throw them at range you’ll need to pitch in another 300 OM, though. Approved at 600 with the throwing ability added or at 300 if you want to take one of the uses out.

Shining Victory: I understand the slowness but I was more looking for a number. Maybe 1 MPH or something? Just trying to remove any ambiguity. So 75 feet is the maximum size at the 50 foot version is just if it’s not charged to full power? Also bear in mind that with an attack this large the damage will be watered down a good deal vs. a smaller attack that hits only one thing.
[/spoiler]
Ebony:

Sorry to be a stickler, but you haven’t mentioned if the Fire and Lightning moves can be used with other moves (like can she launch fireballs and lightning bolts in tandem or is she made to one use one at a time?)

Carmelita:
[spoiler]
(08-26-2016, 04:43 PM)Carmelita Wrote:
(08-26-2016, 01:21 PM)Mark Wrote: Carmelita
(08-22-2016, 07:27 PM)Carmelita Wrote: Firstly, thank you for approving the Dreamtime Bubble and the Plastiglex Breaching Charge.

Secondly, I apologise for the odd costing. When writing the moves up I included the cost of the requisite powers that I don't have. The second number is the actual costing.

On to the moves:

The STAPLED interacts with Carmelita's other moves in two ways. Firstly, it does electrical damage (which can sustain her shock pistol debuffs) and secondly it holds opponents in place to be hit.

The Rod of Fish and Thunder does damage in both fighting modes. The 'rod' does more damage, due to doing minor physical damage. Both of the modes should have an addendum of: "All electrical damage done by the Rod of Fish and Thunder, no matter the attack, is damage to the nervous system or equivalent. This damage is non-permanent and fades without the need for healing within an hour." The Rod itself has a ten second battery charge for its electricity. To recharge, it needs to be 'reset' for ten seconds. The 'whip' is like a fishing line, being cast out at opponents and twirled round them once they're caught (hence the title of the move).

Demolitions Firework's range could be decreased to five hundred meters, but as it stands the Demolitions Firework travels at forty meters a second (travel time for 2km is fifty seconds) and is visible due to the bright sparks and horrendous noise. At its max range, the only things that are going to be hit are buildings and immobilized foes, so 'reliably' hitting at that range is unlikely. If you think the range should still be reduced, I will do so, but I could instead add a clarification of the above.

Fireworks: Alrighty, 500 meters I can deal with at that velocity and those downsides. Approved.

STAPLED: The problem I see with this is that if you were to cage them in STAPLED and shoot them with your pistol you’d make it very hard for the average prime to muscle their way out and nigh-impossible for weaker Primes to escape, especially with the charged shot. I’d maybe consider tweaking the interaction between the pistol and STAPLED or adding a duration for STAPLED.

Rod: Sounds good, as long as you’re cool with the implications of swinging something with that much range. Approved.
Thanks!
As to the STAPLED: I can see what you mean. It is her style of fighting, so I'll need to tweak it so that it's just the right side of overpowered.
Would adding a time limit of a minute of capture be too long for my Tech?

A minute would be a bit too much as the attack also damages and confines the target. You’d probably have to make it closer to maybe 20 seconds unless you have your own attacks also weaken the cage. Also, how strong exactly is the damage that the cage itself does? If that was low enough we could maybe work the duration up a touch.
[/spoiler]
Jimbo:
[spoiler]
(08-26-2016, 07:48 PM)Jim Raynor Wrote:
Mark Wrote:Grenade Launcher: How damaging is this? What’s the travel speed on the projectiles approximately in and out of the suit? Do they fire in an arc or are the rocket-propelled or something? What’s the thrown range? About how many of these does he keep on hand at a time, or how long does it take for him to summon up more in combat? Can these be used with other moves?

Yeah sorry, probably the only move I didn't flesh out enough.

C-14 Attachment: Grenade Launcher (req. Ranged, Area Attack) (300) - the C-14 rifle comes with a small grenade launcher attached to the underside of the weapon. It fires a round a second, holding 8 rounds in all, and the CMC armour reloads the ammo in about six seconds. Jim only carries two full clips at a time, so a maximum of 16 grenades in a single engagement. With an effective range of 100 metres, the grenades fly in an arc, requiring careful aim to hit a target, and explode in a six foot radius, strong enough to destroy concrete. The grenades travel at about half the speed of an arrow. While the bayonet can still be extended during firing, Jim cannot fire the C-14 rifle bullets at the same time.

Jim can also use grenades outside of the armour, but to a lesser extent. He keeps 6 grenades on him at any one time, and throws them manually, giving them an effective range of about 30 metres. They also follow an arc, but because they aren't propelled by a machine, they only travel as fast as Jim can throw them (ie. a strong human being).

Awesome. That is so very approved, good sir. Enjoy blowing shit up!
[/spoiler]

Thaal
[spoiler]
(08-28-2016, 09:57 AM)Thaal Sinestro Wrote: Hard-Light Terrain
Tier 1 Super Move, Utility 600 OM

Sinestro can use his ring to change the layout of an area by overlaying walls onto the previously existing terrain. Each of these walls can be up to a maximum of 15 feet tall, and have a total length of no more than 50 feet. He may create as many walls as he chooses, so long as their combined length does not exceed 50 feet. 

These walls are not intended to stop attacks, and if attacked, the body of the wall will crumble. However, even if broken by an attack, an "underwire" of Hard-Light will remain, preventing other characters from moving through it. In this "crumbled" state, ranged attacks can be made freely through the walls, and melee attacks that don't require a lot of space to work (such as thrusting with a spear or sword). If another character uses an Attack Super Move against any segment of any of the walls, the entire Move will collapse, and all the walls will disappear entirely.

Approved!
[/spoiler]

Desco
[spoiler]
Desco Wrote:Curry hyperspace (Fodder)
Usalia usually carries around curry, hidden until she uses her ninja magic to pull it out, whether it is a single plate, or a pot to feed a party. Even in the middle of battle she is often seen pulling out Curry to eat.

Nails (Physical Strength) (300)
In Usalia's Rage Forms her nails are reinforced to the point of being deadly slashing weapons. She rips and tears just as any animal with claws would.

Whisper of Rage/Murmur of Rage (Tier 1/2 Powered Forms)
In both forms Usalia gets down on all fours, her eyes turn completely white, and she becomes much more dangerous. She is in control but this is a berserk state. Including base stat boosts..
ATK: 5/8

DEF: 4/4
SPD: 7/9
TEC: 1/1

Prinny (Tier 1 Assist)
A fat yellow Prinny that acts as Usalia's attendents. Prinny has a limited number of moves and is often used more as a vehicle than anything else.
Atk: 1
Def: 1
Spd: 2
Tec: 1

Flatty Dance (T1 Super Move, Physical Strength, Burst Movement, Super Speed) (600)
First she positions herself above her target either by using her Prinny or jumping, then Usalia uses her speed and her power hammer in 20 quick overhead smashes with the last one charged, being the strongest.

All approved.

Quote:Curry Spoons (Ranged Proficiency) (600)
Usalia can use her ninja magic to summon numbers of metal Spoons. While she normally uses these to eat curry, she also uses them as a weapon in combat. She tosses them one at time or can throw handfuls at a time with one or both hands. They don't cut but they can leave a bruise, especially if multiple strike.

How large are these? How far can these be thrown? How long does it take and how draining is it to summon these? How many can be summoned at a time? Can these be used with other moves?

Quote:Log Substitute  (Teleport/Stealth) (300)
Usalia teleport to another location leaving a clone behind. That clone when struck or after 10 seconds transforms into a wooden log. Her ability to use this is dependent upon the Teleportation restrictions, however creating the log/clone takes a fair amount of energy by itself.

Can this be used in motion? Does it require concentration? Can this be used with other moves?

Quote:Pow Hammer (Physical Strength, Burst Movement) (600)
Usalia can use her ninja magic to summon a wooden hammer with a long slender handle and a heavy smooth wedge shaped end. She usually smacks things around with this and after a moment of gathering some her strength can strike 5 times quickly in succession.

What are the dimensions of this?

Quote:Prinny Beam (Ranged Proficiency) (300)
Usalia jumps up into the air and lands on her Prinny assist. This causes a beam to shoot out of the Prinny's mouth. The beam is very fast and strong, but Prinny can only fire a few of them before getting exhausted.

How large is the beam? What’s the cast time? How fast is very fast? What’s the range? Can this be used in motion? Does this require concentration? Can this be used with other moves?

Quote:Prinny Ball (Physical Strength, Area Attack Proficiency) (300)
Usalia runs on top of her Prinny Assist who rolls up into a ball from the motion, charging up energy and then releasing it to quickly slam into enemies. It is strong but the charge time makes it easier to tell what she is doing.

What’s the cast time? How fast does this attack move? Does this require concentration? What’s the stamina drain? Does this have a duration? Can this be used with other moves?

Quote:Prinnical Meteor (T2 Super Move, Growth, Area Attack Proficiency) (800)
Usalia summons or uses her active Prinny Assist. She pulls out a long ninja scroll and summons its power with a handsign while standing on the Prinny, causing the Prinny to float up into the air and grow to 50 meteors in diameter. Then she jumps and hits the Prinny causing him to fall, crashing into her enemies and creating an explosion on impact.

Do you mean 50 meters rather than 50 meteors? How long does this take to cast overall? How fast does this move? How much area does the explosion cover?

Quote:Rage Blast (T2 Super Move, Area Attack Proficiency) (800)
In her higher forms Usalia has access to a giant blast of rage energy. She hold her head up to the sky and gathers a 30 foot red and black ball of pulsing energy and then sends in exploding into an enemy for massive damage. Fast, powerful, and only usable in one of her 'of Rage' forms (an RP restriction).

How long does this take to cast? How fast is fast for travel speed? What’s the area of effect?
[/spoiler]

I will happily take my icy spear then , I will re tool the shine ball a bit and get back to you

Need to iron out a proper lightning move for her yet , then my t1 powered up form will need some working out
(08-29-2016, 04:54 PM)King Sombra Wrote: Dark Magic Blast – 600 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency, Homing Proficiency)
Sombra can fire a concentrated beam of reddish-black magic from his horn. This can take the form of a single beam or appear as any other ranged weapon Sombra imagines. Sombra can put more energy into each shot - the strength of which relates directly to how physically and mentally drained he is after the attack. If he chooses to create a Dark Magic weapon, it must be roughly the size of a pistol for a weak shot, or the size of a rifle for a charged shot. These weapons and projectiles will immediately dissipate upon his breaking his concentration for any reason. The bigger the weapon the more taxing it is to create. These can also home in on an opponent when fired, meaning they can do some serious harm because they’d track an individual for about 10 seconds. This has a maximum range of 2 miles from him. The charged shots are slower than the regular ones and half about the range of one mile.

Dark Magic Nova - 300 OM (This requires Ranged Proficiency and Debuff Proficiency as well as Ranged Materialize, Homing and Remote Control Proficiency and the Dark Magic Blast Move is also a requirement.)

Dark Magic Nova creates a sphere of darkness in the air that can be controlled by King Sombra. When the orb is lifted into the air at a range of about 55 feet it will detonate and create a sort of ‘anti flash’ bang that makes people incredibly more sensitive to light and sounds around them. This takes about 7 and a half seconds for him to charge up. In short if he were to use a Flashbang with this it would be incredibly more devastating. It does pitiful damage, 30 second recharge. The debuff of this move would make every step they took in sunlight deal pitiful damage to them for about 30 seconds.

Blasts: 2 miles is still too far for the homing effect to cover unless you want to ramp up the energy cost or nerf the damage. If you sprayed these rapid-fire you could cause some serious mayhem as-is.

Nova: It looks like you edited an old version of the move because the Flashbang bit is back in. You've also not answered any of the questions in my quote.

(08-29-2016, 04:54 PM)Carmelita Wrote:
(08-29-2016, 04:46 PM)Mark Wrote: Carmelita:
[spoiler]
(08-26-2016, 04:43 PM)Carmelita Wrote:
(08-26-2016, 01:21 PM)Mark Wrote: Carmelita
(08-22-2016, 07:27 PM)Carmelita Wrote: Firstly, thank you for approving the Dreamtime Bubble and the Plastiglex Breaching Charge.

Secondly, I apologise for the odd costing. When writing the moves up I included the cost of the requisite powers that I don't have. The second number is the actual costing.

On to the moves:

The STAPLED interacts with Carmelita's other moves in two ways. Firstly, it does electrical damage (which can sustain her shock pistol debuffs) and secondly it holds opponents in place to be hit.

The Rod of Fish and Thunder does damage in both fighting modes. The 'rod' does more damage, due to doing minor physical damage. Both of the modes should have an addendum of: "All electrical damage done by the Rod of Fish and Thunder, no matter the attack, is damage to the nervous system or equivalent. This damage is non-permanent and fades without the need for healing within an hour." The Rod itself has a ten second battery charge for its electricity. To recharge, it needs to be 'reset' for ten seconds. The 'whip' is like a fishing line, being cast out at opponents and twirled round them once they're caught (hence the title of the move).

Demolitions Firework's range could be decreased to five hundred meters, but as it stands the Demolitions Firework travels at forty meters a second (travel time for 2km is fifty seconds) and is visible due to the bright sparks and horrendous noise. At its max range, the only things that are going to be hit are buildings and immobilized foes, so 'reliably' hitting at that range is unlikely. If you think the range should still be reduced, I will do so, but I could instead add a clarification of the above.

Fireworks: Alrighty, 500 meters I can deal with at that velocity and those downsides. Approved.

STAPLED: The problem I see with this is that if you were to cage them in STAPLED and shoot them with your pistol you’d make it very hard for the average prime to muscle their way out and nigh-impossible for weaker Primes to escape, especially with the charged shot. I’d maybe consider tweaking the interaction between the pistol and STAPLED or adding a duration for STAPLED.

Rod: Sounds good, as long as you’re cool with the implications of swinging something with that much range. Approved.
Thanks!
As to the STAPLED: I can see what you mean. It is her style of fighting, so I'll need to tweak it so that it's just the right side of overpowered.
Would adding a time limit of a minute of capture be too long for my Tech?

A minute would be a bit too much as the attack also damages and confines the target. You’d probably have to make it closer to maybe 20 seconds unless you have your own attacks also weaken the cage. Also, how strong exactly is the damage that the cage itself does? If that was low enough we could maybe work the duration up a touch.
[/spoiler]

Okay, so 20 seconds duration and the damage is 'light' (so minor electrical burns at worst). Does this work?

Looks good to me. Approved! Sorry it took so long.

Eda: Sounds good. Feel free to post it when you're ready.
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

Battle Trance (Tier One Transformation, 1000 OM)
[Image: 3980050-4085849867-db944.png]
ATK+1
DEF+0
SPED+2
TEC+2
Arrhythmic aortas are corralled into a steady beat by Okor's will, a facsimile of life flowing through his veins as he faces the foe. He moves with an alacrity previously absent in his aberrant form, an eternity of bloodshed resurfacing within his mind, ten millennia of experience making itself known as he strikes, a grin plastered across his visage as he reaps a bloody toll with his blade, moving with an assured confidence born from innumerable victories.
[Image: DarkshireDefenseBadge.png][Image: HerosGraveyardBadge.png][Image: DA15Badge.png]


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