Thread Rating:
  • 6 Vote(s) - 3.67 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Move Approval V
Moves not responded to yet:
>Witch Bolt and Eclipse in my post with Eb. Here: http://omniverse-rpg.com/showthread.php?...#pid129162
>Clownpiece's T1SU - Reality Break. (See below)
>If your move isn't listed here, please bump it - I somehow missed it.



(04-14-2018, 03:11 PM)Clownpiece Wrote: Oni’s Breath (Ranged, Area Attack) (300): 
[spoiler]It’s said that the demons of hell drink so much that their breath itself is capable of igniting with the smallest spark, and this is certainly a weapon that evokes that image. Oni’s Breath is a 12-gauge pump-action shotgun custom-made by/for Clownpiece, painted in a star-spangled pattern just as ostentatious as her own outfit. Rather than the usual slug or buckshot that comes with most shotguns, this weapon takes after a round known as the “Dragon’s Breath,” and instead of cartridges, is powered by Clownpiece’s own magic. With a pull of the trigger, a brilliant display of pyrotechnics erupts from the barrel of the gun, with fire, brimstone, and a beautiful barrage of miniature, magical stars shining in reds, whites, and blues slamming forward roughly 60 meters in an instant, in a dazzling blast about 1 meter wide. As with most things she can't carry, Clownpiece is capable of magicking this weapon away and back, disappearing and reappearing it about as fast as if she was stowing it away/retrieving it from a bag. Should she lose it for whatever reason, she's capable of making it reappear in her hands with a similar amount of concentration.
The strength of Oni’s Breath doesn’t lie in piercing bullets, but rather in the heat of the fiery blast that it unleashes. The hellfire spat out by this weapon burns far hotter than any ordinary flamethrower, and though it only lasts for a moment, it’s usually more than enough to set whatever it hits on fire, even with just one shot (though as it’s powered by Clownpiece’s magic, it has functionally infinite shots). Strangely enough, despite not using actual ammo, she still has to pump it between shots, which takes about 1 second. The recoil on this weapon is also immense, far more than what Clownpiece’s small body can handle. She must be properly braced to shoot it, else she’ll hurt herself with the recoil, and even then the sheer strength of it throws her back a meter or so. Given that she can fly, that doesn’t hinder her too much, but it does make it difficult to shoot it as fast as is theoretically possible. Trying to contain such awesome power also wears on her a bit, and relying too heavily on the gun strains her arms/shoulder and makes her sore.
Gun Reference: https://i.imgur.com/jq0kM4c.jpg
Shot Reference: https://i.imgur.com/sRzv5z2.jpg[/spoiler]

T1 Super Utility: Reality Break (Lampad's Torch, Stealth, Suppression, Telepathy) (600):
[spoiler]It's all in your head. Clownpiece unleashes the full potential of her delusion-inducing torch and shrouds herself in an aura of reality-altering imperceptions. For 1 round, she becomes permanently stealthed in her own special way, becoming perceivable only as a figment of everyone's delusions. People will see her flitting about, attacking, and doing everything that she normally does, but they will only see her as a vivid hallucination. That's not an enemy, that's my mind playing tricks on me. While they still know that Clownpiece herself is flying about, and will still search for and try to attack her, their minds can't make the connection that the 'hallucination' is her.
Unlike her normal stealth, however, this one cannot be broken. Attacks don't cause the stealth to flicker (though she can still use her torch moves as normal, and even if she lands a hit, her enemies' minds just can't make the connection that the 'hallucination' caused it), and even being hit won't break it. Enemies who see her attacked will see the attack pass right through her as though she wasn't even there. Though that's all a hallucination, she's hit as normal, they just perceive it wrong. Essentially, once all the delusional flair is stripped away, this move is just a perma-stealth, and follows all the normal rules of one. Once the move ends, the unbreakable stealth bit is removed and she's left in normal stealth.[/spoiler]

Oni’s Breath: Approved.

Reality Break: So, basically perma-stealth for a round, for 1sp? I'll leave this for a senior staffer.



(04-14-2018, 07:04 PM)Claptrap Wrote: [spoiler]
(04-14-2018, 12:22 PM)The Vision Wrote:
(04-13-2018, 09:09 PM)Claptrap Wrote: Updating these moves to have more than 12 ft range.

Hyperion Pistol (Requires Ranged Proficiency) (300): A simple semi-automatic pistol with a yellow and black colour scheme. The pistol can shoot 16 rounds at two rounds a second, each doing moderate damage, before needing to be reloaded, which takes two seconds. The pistol is initially quite inaccurate, but gets more accurate with each shot, reaching its maximum accuracy after four shots. The accuracy resets after either two seconds of not firing or after reloading. The pistol is accurate up to 25 metres at its normal accuracy, and 100 metres at its maximum accuracy. It takes a second to both summon and desummon the pistol.

I feel that four seconds is too long for the accuracy reset, and 100 meters is long. I also want to ask what the fire rate is?

Quote:Hyperion Shotgun (Requires Ranged Proficiency) (300): A shotgun with a yellow and black colour scheme. The shotgun can fire six times before having to reload, and a shot can be fired once every second. Each shot has a moderate amount of recoil. Reloading takes two seconds. A single shot shoots a mass of pellets in a spread reaching 20 metres in front of Claptrap. These pellets begin to lose momentum after they reach 5 metres, doing reduced damage, and drop off completely at 20 metres, making this the maximum range. While an individual pellet does low damage, a single shot has a high amount of pellets, adding up to a pretty solid amount of damage. Spread on the pellets is quite high initially, but gets tighter with every shot, maxing out at two shots. The pellets spread to around two and a half feet at maximum range at normal accuracy, and one foot at maximum accuracy. The accuracy resets after either two seconds of not firing or after reloading. Summoning and desummoning the gun takes a second each.

What's the range of the shotgun distance-wise?
[/spoiler]Changes added in bold. Ranges adjusted according to advice from Dane.

Both approved.
[spoiler]I told CT a 100m range is fine. Since it's somewhat standard-ish pistol accuracy (and ties in nicely with the enhanced senses max range, which may be relevant to some). Although he could have made it accurate up to like 2000m if he wanted. It'd just do less damage and he'd never land the long shots without like, 20 TEC or something stupid. Just because a weapon can theoretically shoot far targets accurately doesn't mean it can be utilised without the TEC - hence, high accuracy at further ranges aren't a problem, although it would make the weapon a bit weaker. There's also the issue of somehow being able to see a target at 2000m. So, yeah. No problemo here.[/spoiler]


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

Forum Jump:


Users browsing this thread: 5 Guest(s)