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Move Approval V
(01-16-2018, 07:33 PM)Alexander Anderson Wrote: Running a couple moves through approval for a certain NPC...

Grenado (Requires: Ranged, Area Attack, Debuff) -- 1,500 OM
Crow carries a small stock of primitive explosives with him most of the time. Appearing as small, clay or metal shells about six inches in diameter, with a fuse protruding from them. At any given time, he carries one of each type available, and when it is used, it takes six seconds of uninterrupted focus — the most he can do is move about to try and dodge attacks, though any other interruption will break his focus — to summon a replacement. All four varieties have the same general usage: when the fuse is lit, there is a six second countdown before it explodes, and Crow's throwing arm can hurl it to a range of about 20 meters. Different types are as follows:
-- Shrapnel: The explosive goes off with a surprisingly powerful blast, pelting everything within a four-meter radius of the weapon itself with a devastating hail of shrapnel from the casing and shot concealed inside it. It's quite powerful, but has no other special effects tied to it.
-- Thunder: The explosive goes off with a simple detonation fueled solely by the powder contained within the shell. It does minimal damage, and only then in a small 1-meter radius around it, but all targets within a 5-meter radius will be assaulted by a violent burst of sound, which can deafen them temporarily. The effects last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.
-- Flash: The explosive goes off with a burst of blinding light, effecting all targets within a 5-meter radius of the blast. The blinding effects last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.
-- Smoke: The explosive goes off with a loud bang, and produces a thick cloud of dark, obscuring smoke. The smoke spreads out into a 4-meter radius cloud centered on the blast, and lasts for up to 15 seconds before beginning to dissipate. The smoke greatly hinders eyesight, and makes breathing difficult while within it, but has no effects if a target can get free of the smoke.
-- Toxic: The explosive goes off with a loud bang and flash of light, producing thick clouds of noxious, yellow smoke. It is caustic, and burns just to touch one's skin, causing constant, minor discomfort as long as they are within the smoke. The real effects are that it irritates the body, causing tears, coughing, dizziness and nausea (or analogous effects, for non-organic/living targets), with just one good breath. The cloud of smoke lasts for ten seconds before beginning to dissipate, and the effects of inhalation will last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.


Rifled Musket (Requires: Ranged Proficiency) -- 300 OM
A simple weapon, and Crow's primary means of long-range engagement or for a surprise sneak attack. The weapon is accurate at an extreme range, up to 300 meters, and remains deadly until up to 500. It only holds one shot, and so that one shot must be aimed carefully. Lining up a proper shot with the weapon takes no less than five seconds, during which Crow has to remain completely stationary — crouching or kneeling, if he can manage it. When fired, the rifle gives off a thunderous bang and a short-lived cloud of thick, white smoke. The single shot packs a massive punch, but when fired, reloading the weapon takes 30 seconds. In the event he gets a chance to reload, Crow does carry two extra cartridges to load the rifle, and if he should somehow manage to use all three shots, summoning another takes ten seconds.


Deadeye -- T1 Super Attack (Requires: Ranged Proficiency) -- 600 OM
Sometimes, when you need to really take down a tough foe, it's better to be lucky than good. Crow's got no shortage of both luck and skill, and this attack proves it. By taking an extra three seconds to line up a shot with his rifled musket, during which he can actually move — owing to the 'luck' part of the maneuver — Crow fires a shot as usual. It's a damn good shot; the 'one in a million' variety, hitting the opponent in just the right spot to deal a devastating injury.


Spike -- T1 Super Defense (Requires: Ranged Proficiency) -- 600 OM
Again fully exploiting his capacity to be just as lucky as he is good, Crow can use it to put a stop to an incoming attack. Drawing one of his crow feathers, he uses it in an...unorthodox way. Hurling it at his target just so, and with such speed and precision that it completely throws them off their game. Jamming a ranged weapon, making them trip for a physical attack, catching a supernatural one, etc. The exact specificity will vary, depending on the attack being countered, but the end result will always be the same.


Dead Men Tell no Tales -- T1 Power Up -- 1,000 OM
Sometimes, Crow doesn't want to leave someone around to go telling stories about running into him. Or he just wants to give someone a visit to Davy Jones' Locker. Either way, he decides to buckle down and get serious, drawing on some of his supernatural strength to augment his ferocity in combat. Visibly, there is very little change, but careful observers would notice Crow's eyes gleam silver, with an almost palpable killing intent.
ATK: +2
DEF: +0
SPD: +2
TEC: +1

All of these are approved!
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.


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Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

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