The following warnings occurred:
Warning [2] Undefined array key "suspendposting" - Line: 1231 - File: showthread.php PHP 8.3.31 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/showthread.php 1231 errorHandler->error_callback




Thread Rating:
  • 6 Vote(s) - 4.33 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Official Move Approval IV
@ Gildarts:
[spoiler]
(08-07-2017, 05:36 PM)Gildarts Wrote: Taking Up the Gauntlet 300 Non variable (ranged proficiency, homing prof., remote control?)

As though Gildarts were a cyborg, this is a ranged punch, using his magic, he can take off his hollow steel limb and launch it directly at a foe or target. Because it is a “part” of his body and harbors his magic, he is able to control where it goes, and he wants it, most likely, to drill right into an enemy’s face.

When the fist has collided with their face, the fist will not immediately stop, it will continue its “rocketed” magic force for ten seconds.

This sniping move takes gildarts twenty seconds to charge, he must be stationary, and while he is using this move, he cannot use any other moves. He is also losing an arm, so to speak #sacrifice. Will it cost an arm and a leg?

It can be used once per battle.

What is the maximum range of this move? What kind of damage is it likely to cause? (medium damage, low damage, what?)

Quote:Graveless Gravity (debuff utility move, ranged prof, remote control probably too, area attack)

Enemies are suspended 10 feet in the air as though walking on an invisible plateau of gravity (it is transparent like a pane of glass) and cannot touch or reach for the ground for twenty straight seconds. If there are branches or trees around, they could attempt to lift themselves closer to the ground. The affected area of this move is about the distance from third base to home plate, when someone dashes beyond those “invisible” limits they will fall back to the ground.

Whilst in the “air” the gravity is double to slow the enemy down.

When Gildarts casts this move on ONE ENEMY only. This can be used once per battle. Gildarts must remain stationary, and cannot cast any other spells until the enemy is released from this one.

Okay, I'm confused. Is this a Super Move? It's certainly too powerful for a regular move! And why haven't you listed the price or SP cost? I suggest you read the rules on moves again and pay special attention to the examples, so you'll know how to write them.

Can it be used on one enemy only or multiple enemies? The information you've provided in the move is conflicting on that. Your description of the distance is also not specific enough-- what is the EXACT reach of this move's affected area, in feet?

Quote:Dragon’s Breath, of Death (area attack, physical, ranged proficiency) 600 OM Variable

Blue fire surges in bursts from out of Gildarts’ inorganic fist (or if he is using an assist, it comes from the dragon’s mouth) and the fire’s flames can either come in short bursts (in assist to his fists, which would be a pretty scalding punch) or one long “flamethrower-esque” stream of flame that can extend as far as seven or eight feet across. It is still one stream, so it cannot hit multiple targets at one time.

The drawbacks of this are there is a charge time of three seconds for the burst flame punch and five seconds before he can use the flamethrower engulfing stream of blue fire move. He does not need to be stationary to charge this move.

Approved!

Quote:The Chilling Requires Time manipulation (ranged proficiency, area attack, buff proficiency, remote control/homing?) 300

Time stills and the air grows crisp. Sharp and frozen without the charging taste of sun. This move is used in a battle with multiple foes, and with multiple allies. Gildarts attempts to make his allies more speedy by buffing them with gravity magic while simultaneously slowing down the enemies on the battlefield in a ten foot sector.

In order to perform this move, Gildarts must close his eyes and meditate like a monk. He must focus on his surroundings and hear the clamour of battle, seeing it with his ears. Suddenly, there is silence as the move is cast. His allies are elevated, their perhaps heavy armor does not feel quite so heavy, their moves are swifter. The enemy on the other hand, is slowed. Not significantly, but for the amount that his allies have sped up, the enemies have slowed down, almost like an exchange made in time. A trade. While focusing, Gildarts has his eyes closed. Like a true wizard of DND his power is focused on his allies completely, leaving him completely susceptible.

The charge up time for this move will be 20 seconds. The move lasts 25 seconds.

Okay, so! You don't have Time Manipulation listed in your roster, so you can't have this move; your roster is probably out-of-date, so update it before trying to buy anything else or get stuff approved. Also, since this move accomplishes two things (buffing allies and debuffing enemies), it would be 600 OM.

Quote:Too Slow. Grave Mistake. 300 (ranged proficiency, remote control proficiency, homing proficiency I am guessing)

The maximum range of this move is five feet away. Gildarts is in close ranged combat with someone, they’re exchanging punches. A stationary Gildarts blocks his enemy’s last move and focuses to slow down the time around his enemy, specifically their oncoming attack, whether that be a kick or a fist or a sword. The momentum is stickily slow, snagging on time and cutting through it as slow as molasses. The opponent’s mind is still fully fluent, however, they can’t seem to send the signal to their arms to move or realign their aim. Gildarts uses this slowed moment to charge a move, take advantage of his own movements freedom, turn the tables of battle, or probably the best option of dodging.

-Drawbacks Gildarts can use this once per round. Gildarts would get tired if he used this repeatedly. Gildarts is stationary. Gildarts must focus and can only block while charging this move. This move would make their weapon or attack “stickily slow” for only five to seven seconds. It does not stop their weapon entirely, but merely slows the momentum. When the move is applied, Gildarts is able to cast another move, he cannot cast two moves/spells at the same time.

As far as I am aware, Gildarts does not have the Time Manipulation power, or at least it isn't listed in his Roster. This move isn't possible at the moment without that power. If he DOES actually have that power, update your dang Roster!!!!!![/spoiler]

@ King Ghidorah:
[spoiler]
(08-08-2017, 05:13 PM)King Ghidorah Wrote: Further moves for Isolda the under-construction-NPC. 

Ire - Tier 1 Power Up - (1000 OM)
Isolda van Harnburg isn't prone to tantrums - but the ghosts that fuel her psychic powers have a mind of their own. Anything exceeding the most trivial of annoyances causes her potency to rise - and makes her dangerous to be around.  

Fluff: When this power-up is active, Isolda is surrounded by minor, malicious poltergeist activity. 

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


Be gone:  Requires Ranged proficiency, Telekinesis - Tier 1 Superattack - (600 OM)
If Isolda decides she wants someone out of her face, she lets them know it - "Be gone". A tiny blue ember of force flashes between her and a target she an see within ten meters. Upon contact the target is propelled backwards at a slight downward angle - and a tremendous rate of speed. This results in a vicious impact with the ground, as though the target had been shot out of a black-powder cannon, sending them rolling and bouncing for several dozens of meters. Only those possessing a potency fit to match her own (T1 Superdefense/superattack) can hope to resist. 

Indignant Cataclysm: Requires Area Attack Proficiency, Ranged Proficiency, Telekinesis - Tier 2 Superattack - (800 OM)
By focusing her frustration on whatever might be bothering her most at the moment, Isolda can wreak remarkable havoc. This attack effects an area fifteen meters in diameter, and happens in three stages. First, the ground within the affected area is sundered and bursts upward in a cloud of debris about five meters high, ranging in size from boulders to fine sand, creating a hole about three meters deep and wrong-footing anybody who might happen to be standing in the area. Second, the debris begins to swirl rapidly colliding with other detritus and battering anything caught within the area of affect. This stage lasts for four seconds. Finally, the entire mess explodes with horrible force.


Such Insolence: Tier 1 Superdefense, requires Telekinesis - (600 OM)
With a dismissive wave of her hand, Isolda either banishes or deflects an incoming attack, snuffing it out with the psychic heft of her contempt (neutralizes Tier 1 Superattacks or less)

All of these are approved![/spoiler]

@ Moon Knight:
[spoiler]
(08-09-2017, 08:55 AM)Moon Knight Wrote: Requires Physical Proficiency 

Cost: 600 OM

Truncheons/Nunchucks

In Moon Knight's vast array of weapons, the Fist of Khonshu carries his signature two white truncheons that are about 12 inches in length and an inch in diameter, which also turn into nunchucks. Both truncheons are metal stick-like weapons which are used to jab, strike, bludgeon targets. The nunchuck part of the two truncheons are two white sticks connected at one end by a short cable rope. The truncheons themselves extend to give the nunchuck form 12 inches with each two cable connected sticks and are still one inch in diameter. The nunchucks are able to strike, sweep, and smack targets. One of the truncheons has has also already served as Moon Knight's grapnel gun. It takes Moon Knight about a second to pull out both batons and use them, also the it takes a second to active the nunchuck form and use them. Both the Truncheons and its nunchuck for deal medium damage to targets and are both close ranged weapons. 

Approved!

Quote:Tier One Super Move: 600 OM

Requires Ranged Proficiency 

Lunar Eclipse 

Reaching into his utility belt Moon Knight grabs all of his crescent darts and throws them all out. The sharp silver/adamantium darts are thrown out around him from every side. Any of the crescents that hit the living target cut into and stick on to them dealing a good number of damage while the other darts bounce and ricochet off of any wall or ground surface for at least 10 seconds. If they do not hit the target within the 10 seconds, the darts lose their momentum and stick to any surface they've hit.

Approved![/spoiler]

@ Shinmen Takezō:
[spoiler]
(08-09-2017, 09:05 PM)Shinmen Takezō Wrote: Alternate Form: 2000 OM
Drunken Fist


Takezo is a lightweight when it comes to alcohol. By drinking from the wine gourd hanging from his belt, he will swiftly become intoxicated. During this state, Takezo's personality shifts away from the confrontationalism and rigid outlook to a looser and more "with the flow" mindset. In battle, this translates to a lower offensive power, but a greater defense. His drunken sway makes him unpredictable, and his fuzzy mind becomes dulled and more difficult to read, increasing his Technique dramatically. Sadly, this same sway reduces his overall speed. It can be hard to run straight when you stumble everywhere.

During his intoxication, Takezo will not unsheath his sword. Doing so would be shameful to his honor as a Swordsman. All Sword-style moves (such as Katana techniques) are disabled while Drunken Fist form is in effect.

ATK: 1
DEF: 4
SPD: 1
TEC: 6

LOL. Approved!

Quote:T1 Power  Up: [---]
Drunken Fist: Drink Like a Demon

Note: This Power Up is identical in stats to his current T1 Power Up. This is an approval of alternate fodder to be used specifically with the Alternate Form "Drunken Fist."

When Takezo drinks beyond his usual limits his balance becomes atrotious, with every step an act of catching himself by taking another, faster step. His strikes become heavier, lacking the control to properly measure his strength. It is exceedingly awkward to try and fight the drunken Takezo, who still absorbs damage like a meat shield. If one can even land a blow on this weaving, wobbling drunkard.

ATK: 1 (2)
DEF: 0 (4)
SPD: 2 (3)
TEC: 2 (8)

Approved-- no need to purchase this in your log, just add this to your Roster wherever your moves are listed, preferably as a note below the original T1 Power Up.

Quote:Wine Gourd [300]
Requires: Ranged, Physical, Debuff

This is Takezo's choice of weapon (other than his own body.) He uses the Wine Gourd to strike distant foes, before yanking it back with the cord tied around his left wrist.

The gourd initially dangles from his waist and can be brought to his lips for a quick drink without detaching its cord. However, to unwind the cord to use as a weapon (usually when drunk) takes five seconds to untie the knot and unwrap it from his body. If interrupted in the first four seconds, the knot is not untied. Interruption at the last second has the Gourd falling through the floor.

The cord of the Wine Gourd is five foot long, but when the gourd is thrown, the cord can reach up to thirty feet. How does this happen? Drunk logic and Omniphysics.

The gourd deals very low damage, being light and thrown with only a small force (so he does not outright shatter it.) However, it can be thrown, then quickly yanked back to throw it again.

This is a weirdly adorable move. Approved![/spoiler]

@ 13-Jzall:
[spoiler]
(08-10-2017, 04:35 AM)13-Jzall Wrote: Tier one supermove (attack): godbreaker ammo 300 OM

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.

The price for a T1 Super Move is 600 OM, plus the 1 SP cost! Please add those into your description and resubmit the move.[/spoiler]
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.


Messages In This Thread
Official Move Approval IV - by Omni - 07-13-2015, 02:17 PM
Official Move Approval IV - by Omni - 08-30-2015, 06:24 PM
Moves PSA - by Omni - 10-30-2015, 05:59 PM

Forum Jump:


Users browsing this thread: 1 Guest(s)