Thread Rating:
  • 6 Vote(s) - 3.67 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Move Approval V
(02-12-2018, 04:15 PM)The Humble Sage Wrote: Here's a reworked version of hoisted sails, to emphasize that it is a push, not a levitate, along with a new move. Thanks in advance for your time!

Failed Magician: Hoisted Sails (requires Remote Control Proficiency) (600 OM)

An offensive spell designed to expose concealed enemies to archer fire during a siege. A battle-mage extends a hand, the finger tips glowing a pale violet, and pushes an opponent ten feet off of the ground, temporarily repelling them from the surface they were standing on. The usage of this spell requires a battle-mage to remain stationary and focused on the target, to maximum range of 50 feet and anything that interrupts their concentration would similarly break the spell.
The Sage’s ability to use this spell is limited, and he cannot hold an opponent stationary in the air. Instead, the Sage can lift an enemy off the ground by lowering his own hand a proportional amount, at which point they fall as normal. Moving his hand down a foot would allow the sage to lift an opponent two feet from the ground, meaning that swiping down with his arm would likely lift a foe about 6 feet into the air.
The motion is relative to the distance the Sage’s hand travels rather than relative to the Sage’s body, so if circumstances allowed the Sage’s hand to move farther he could theoretically lift a foe up to a maximum of 10 feet.
This spell is quite draining on the Sage’s manapool, the lesser use taking about half of his mana to activate, up to completely draining his manapool with the more powerful activation.


Quieted Soul Ripples (requires TEC 5+, Suppression, Area Attack Proficiency, Debuff Proficiency) (300 OM)

This technique is one that the Sage has learned on his own during his travels as an artifact collector. By focusing his concentration on maintaining as little impact as possible on his surroundings, the Sage can cause opponents to simply “miss” him, when they are not paying active attention. This perception filtering effect in no way prevents an opponent from seeing or noticing the Sage, but in situations where other things are vying for a person’s attention, they may well regard the Sage’s presence (and indeed existance) as unimportant, or they may fail to notice him when scanning a room for example.
Maintaining this technique requires the Sage to focus, and although he can move and even still fight while keeping it in effect, such actions are extremely tiring, and he cannot perform any action that would require his undivided attention without ceasing this technique.

Both approved.

(02-13-2018, 01:01 AM)Skeletor Wrote: Grasping claws (ranged materialize, remote control, debuff) (600 OM)

Skeletor uses his fell magic to create a hand or hands out of a nearby material, be they branches of a tree morphing into hands, or simply grasping fingers reaching out of a nearby wall or floor.
Skeletor has two methods of using this move. By creating hands from the floor around a target, Skeletor can grab their ankles, limiting an opponent’s mobility by holding their legs in place. This can be done in only a few seconds, and Skeletor can potentially catch up to three enemies with this move, although they must be clumped together for this to be possible.
Alternatively, Skeletor can manifest a single larger hand, that seeks to grab the target, pinning their arms to their sides and lifting them off of the ground. This move is significantly more tiring for Skeletor to use, and can only target one person. Chances are a target with their wits about them could see this attack coming however, as it is a much slower version.
Both the ankle grab and the pinning grab will have a varying difficulty for the target(s) to escape. When the spell is being actively cast, and the hands are seeking to grab the target, they require the most of Skeletor’s attention and are the most vulnerable to being destroyed. While the claws are trying to grab the target, any well-placed attack should be able to shatter them, regardless of the material the hand has been formed out of. After grabbing their target, the hands start to revert back towards their base state, taking less of Skeletor’s focus and becoming more structurally similar to the initial material, as if someone had simply shaped whatever the hand was made of into that shape. It will cease to move with the target as it reverts, the ankle graspers holding an opponent’s shins about six inches from the ground, while the pinning claw seeks to hold the foe’s chest and arms, and hold them approximately 4 feet in the air (though this will obviously subject to the circumstances of the terrain itself.) at this point the claws no longer exhibit any signs of motion and Skeletor no longer need take any notice of maintaining the spell at all.

Force field(area defense proficiency) (900 OM)

Skeletor materializes a sickly yellow energy, that he can use to protect himself from danger. With only his hands, Skeletor can create a shield about four feet in diameter, which although initially centered around his hand, will keep its orientation and relative distance to him as he turns or moves. This shield will disappear after taking any sort of noticeable hit, but requires relatively little energy from Skeletor, being more of the “fire and forget” variety of shielding.
With access to his Havoc Staff, Skeletor is able to channel his magic into much more comprehensive defense. Skeletor can emit a dome of protective energy up to 8 yards in diameter, allowing him to shield both himself and others, though a larger shield will be less powerful a defense. This shield can withstand more significant impacts, but requires Skeletor’s complete focus, and will drain his energy more rapidly as it takes strikes. The forcefield is better suited for defusing impacts then it is at stopping sharp attacks, and strong enough versions of such attacks could quite possibly bypass the shield. Its suitability for impact protection does come with one advantage, Skeletor can create a small spherical shield about five feet in diameter, which can be useful for cushioning an impact if the Warlock finds himself airborne.
Maintaining either the dome or the spherical versions of this spell will become exponentially more draining on Skeletor, and it is highly unlikely that he could maintain the shield far beyond ten seconds.

All approved!

(02-13-2018, 01:35 AM)Éowyn Wrote: T1 powered-up form: Rider of Rohan (1000 OM)

Mounted upon her noble steed Windfola, Eowyn is an even more dangerous combatant, with the strength and speed to decimate a foe taken unawares. She has somewhat fewer tactical options while mounted, but the power of a mounted rider more than makes up for this fault.

ATK: 5
DEF: 3
SPD: 5
TEQ: 2


Hooves of the Mark (requires Rider of Rohan to be active, physical proficiency (300 OM)

The true terror of a mounted warrior comes not only from the added height and momentum it lends to the rider’s attacks, but from the powerful beast upon which they ride. Windfola is capable of delivering sharp kicks and riding down foes with a terrifying power and ease, and will complement Eowyn’s own plans quite well, allowing her to focus on her own attacks.

Approved!

(02-13-2018, 06:17 AM)Touko Fukawa Wrote: Stun Gun [300 OM, Requires Debuff Proficiency]

Zippity zap.

It's... remarkably powerful, as they go. Though not powerful enough to kill anyone, especially not in one hit, it does the job it was created for- stunning. On the average human, such as herself, it can rather easily knock them out and make them lose consciousness (or at least awareness) completely for ~10 seconds... though as the opponent's DEF increases, the effect decreases, as one would expect. And, as it approaches her TEC, the amount of time the target is stunned decreases- so at a DEF above her TEC, becomes less "incapacitating" and more "slightly startling and disorienting".

It doesn't usually leave any damage deeper than surface-level burns where the electricity from the gun first struck. And as it is a traditional gun and not a taser, she needs to touch her target with the end of it for it to work, or at least touch something they're holding. In addition, prolonged use drains the battery on it quickly, making it effective only once or twice in a fight before she has to replace the batteries out of combat.

Approved.
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.


Messages In This Thread
Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

Forum Jump:


Users browsing this thread: 3 Guest(s)