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Move Approval V
(03-04-2018, 04:32 PM)Ebonywood Hellscythe Wrote: I'm trying to make a more lengthy version of Immortal Flames here, similar to the dark chip Kuzuru used at the start of Ashen DD. This isn't meant to be a super attack. It's meant to be a "Ebony sets on fire for a while so I would advise not poking her". Nor does it really target anyone. And since the continued damage it does is normal move strength, I don't think I need any comments about blocking it with super defences.

If there's anything I need to do to make this work, lemme know.

T2SU - Undying Pheonix (800) Requires: Physical, Debuff, Area Defense, Area Attack

Ebony focuses, channelling her mana for 5 seconds. Once she starts charging, she can't stop, move, or use any other moves, powers, or attacks. During this time, the air around Ebony begins to heat up painfully. After the charging period, dark purple flames violently erupt from her, setting her on fire for 1 round of combat. These reach out around 1ft from her body and will burn anyone who touches them. If someone remains in direct contact with the fire for longer than a second, the flames spread to them doing continued damage to the burning area for the following three seconds at half strength. Also, should anyone touch the fire on someone else for longer than a second, it spreads to them for three seconds (again, at half the potency as before). And so on. The fire could spread to the same person twice, should they touch their burning shoulder with their hand for a second, for example. Flames at one-eighth strength cannot set anything else on fire and are easy to pat out (so can be easily removed before the 3 seconds are up).

Anyone within 5ft of Ebony also slowly suffers due to the proximity to the heat, and while this move is active, Ebony can only move at half speed. While Ebony will never take damage due to her own flames, this move may leave her feeling dizzy. Also, combustible objects ignited by this can still burn her. Lastly, in addition to damaging near people and objects, the flames also incinerate and weaken projectile attacks (and partially nullify over ranged moves and spells), meaning weaker bullets will have a very reduced effect on her, and stronger ranged attacks will simply be weakened a little bit (based on Ebony's ATK against theirs). While active, Ebony cannot travel faster than half speed or use Immortal Flames. She cannot end this move prematurely but may choose to prolong it by spending an additional 2 SP per round. Using Undying Pheonix is very tiring, and it can take Ebony some time to recover after its use, so she can barely move or attack for 10 seconds afterwards, and once she gets over that she'll still be very tired.

The primary reason this move is so tiring and mana intensive is due to the duration, rather than the potency of its effects. The flames tend to do moderate damage while very close, and only lighter damage when further away (or when passed on). They won't melt steel or anything like that (unless Ebony receives a large increase to her ATK stat). But, naturally, if staying too close it will build up over time.


(needs area attack since 'just over 3ft')

Crescent Wave (300) Requires: Ebonywood Hellscythe, Ranged Attack, Area Attack

By channelling additional magic into her scythe, Ebony can project her slashes through the air, causing a thin crescent-shaped wave to head in a straight line from her scythe blade, travelling at the speed of an arrow. To do this, she just has to swing her scythe as normal and focus on the attack. So she can move but she can't concentrate on any other moves at the same time. If anything hits the scythe while she's trying to use this move, it fails, so this attack should purely be used outside of melee range. The wave is just over 3ft long (a bit longer than the blade of her scythe), and being hit by it feels the same as actually being hit by her scythe - so should the state of her scythe blade ever change, that will be passed onto these attacks. Using Crescent Wave is more tiring than attacking with her scythe normally.

Approved.

(03-05-2018, 12:33 PM)Shang Tsung Wrote: Crane Style (2000 OM) - Alternate Form [No physical change or difference]
ATK: 2
DEF: 2
SPD: 2
TEC: 6

Approved. 

(03-05-2018, 10:27 PM)Rafael Esquivel Wrote: The Narwhal Song (Telepathy, Debuff, Ranged Proficiency 600 OM.) 

The Narwhal Song is something that Rafael remembered from his world, and considered annoying. When you combine that with Unicron's power of telepathy, and his annoyance at being in the Omniverse at general, it's become a new attack of theirs. It takes roughly 4 seconds, but as long as their TEC is superior to that of their opponent, what Rafael can do is FLOOD the world of an opponent with nothing but Narwhals singing that song, and driving the opponent up the wall, to the point where they'd be unable to focus on anything else for about 15 seconds, and be begging for it to stop. There is more to the attack than that, though. For you see, Unicron does not just loathe being in the Omniverse, he's quite angry. This is reflected by the Narwhals attacking the individuals. However, this is a telepathic assault, with a unique caveat. If the opponent flinches, they receive the damage they would if, if it had been an actual attack.

I'm actually not so sure that this move fits the tone of the RPG. It even seems a bit fourth wall breaky or cracky given the infamous nature of the song. I'll bring it up with other staff! Thank you for being so patient.
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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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