08-11-2017, 04:31 PM
@ 13-Jzall:
[spoiler]
Approved![/spoiler]
@ Amber Veritz:
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What is the range of the nunchucks, how are they generally used by this character?[/spoiler]
@ King Ghidorah:
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This needs some stronger drawbacks (or, like, any drawbacks at all)! I'd recommend a larger charge time if you want it to be at musket level.
Approved.
Approved![/spoiler]
[spoiler]
(08-11-2017, 06:11 AM)13-Jzall Wrote: Tier one supermove (attack): godbreaker ammo, 600 OM and 1 SP to use
13 gets out a specialized clip that has been filled with warp enchanted ammo, It is a single bullet that won't have a fixed shape until fired. 13 must remove the clip that is in his rifle or take a bullet out of his revolver to be able to load it in. When it is loaded the bullet starts humming in a low tone which enemies will be able to hear up to 25 meters away. When it is shot it will normally take the shape of a rifle bullet, the warp energies inside of it will make it able to pierce any magical shields and the living metal it is made from will be able to take down any physical ones.
Approved![/spoiler]
@ Amber Veritz:
[spoiler]
(08-11-2017, 12:46 PM)Amber Veritz Wrote: Move for an NPC character
Ruyi-Bang and Jingu-Bang (Requires Physical Strength and Ranged Proficiency) (900)
The weapon of Sun Wukong and easily recognizable as Shotgun Nunchucks. This weapon is first seen as a simple quarterstaff type of melee weapon, which later is shown to also be a pair of nunchucks that can shoot shotgun shells from both sides. In its Quaterstaff form, the shotgun cannot be used. The quarterstaff form is roughly 4' 6in long. The shotguns are used in 'lever-action mode' which requires the user to pull back the level on the bottom of the gun to fire a shot, then pull it forward to ready the next, making the use of bashing and blasting extremely easy on Ruyi and Jingu Bang. The range of the shotgun is fairly short, having effective spray at about 30ft. Each shotgun(four in total if you lost count) can hold six bullets, which need to be reloaded individually when emptied. This can take up to ten seconds without complication. If used in constant succession the damage can be devastating, but it is generally only good for a one time use given the reload takes too much time during a fight.
What is the range of the nunchucks, how are they generally used by this character?[/spoiler]
@ King Ghidorah:
[spoiler]
(08-11-2017, 01:10 PM)King Ghidorah Wrote: Last part of this NPC movelist - promise.
Shatter: Requires ranged attack proficiency, 4+ ATK (300 OM)
This is Isolda's go-to attack. By pointing - with either a single finger or her entire hand, the effect is the same either way - she can unleash a piercing bolt of faintly sepia-toned glowing supernatural force, roughly the size of a golf-ball. The move takes one second to charge, during which time the projectile grows from a pinprick to its full size, hovering at the end of her finger or within the palm of her hand, before flying in a straight line in the direction she's pointed it, traveling at the speed of a low-calibre bullet for up to one hundred meters. The bolt strikes with force similar to that of a real-world musket (or a superior firearm - ATK score). This attack isn't very draining to perform in and of itself, but due to some quirk of her power's esoteric nature, she can only use it eight times per encounter. Shatter can be used while moving, although Isolda's aim suffers for it, and cannot be used with other moves.
This needs some stronger drawbacks (or, like, any drawbacks at all)! I'd recommend a larger charge time if you want it to be at musket level.
Quote:Ethereal Discontinuity: Requires Telekinesis, area defense proficiency (300 OM)
If Isolda needs to protect herself, she holds out one of her hands and, taking a single second to focus, generates a ghostly shield. This barrier takes the form of a curved glasslike plane of sepia-toned haze, covering an irregular area roughly 1.5 meters square, and is capable of stopping or deflecting either four attacks with power (ATK plus considerations for opposing attack's charge time and such) equal to Isolda's DEF score, eight attacks with power less than her DEF score but greater than half of her DEF, or twelve attacks from a source whose power is less than half her DEF. If the ethereal discontinuity is struck by a source that exceeds her ability to defend by less than 50%, the barrier will evaporate but the attack will be neutralized. If the attack is stronger still, it will pass through unhindered, destroying the barrier in a crackle of green light and mildew-scented haze. This barrier is mildly tiring to create, like running a 100 meter dash, cannot be moved once it's been created, and Isolda has to focus on it to maintain it. She can travel while creating and maintaining this barrier, but cannot use other moves.
Fluff: Things viewed through the haze of Isolda's shield always look subtly wrong - generally shabbier in small ways, with few exceptions.
Approved.
Quote:Rage of the Forgotten: Tier 2 power-up - 1500 OM
By actively calling upon the ghosts she carries, drawing out their anger with her own, Isolda can drastically increase her potency.
Fluff: When Isolda uses this power-up, she's surrounded by strange shadows and flickering transparent faces. Whatever locale she happens to be fighting in will also take on a subtly more sinister aspect (though this change is purely cosmetic).
ATK: +5
DEF: +2
SPD: +2
TEC:+1
Approved![/spoiler]
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