04-28-2018, 10:07 PM
(This post was last modified: 04-29-2018, 01:15 AM by Dane Regan.)
Pending:
>Handsome Jack's Acid Pain Super Utility.
>Clownpiece's Repossession and T2 Utility.
>(My) Ebony's moves.
Cell:
[spoiler]
I mean, you're still blinding a lot of people just for 3 seconds of charging up. You should really have some fatigue. It doesn't have to completely debilitate you or anything.[/spoiler]
Gilgamesh:
[spoiler]
Approved.[/spoiler]
Shantotto:
[spoiler]
>Add the proficiencies you need.
>State that this can't be used for melee attacks (like hitting people), or for physically blocking a sword swing - just to make it obvious. Otherwise, it'll need physical strength and 300 more OM.
>How strong is the redirect?
>The rod's durability isn't a drawback since you can resummon it instantly with no fatigue.[/spoiler]
Kuzuru:
[spoiler]
Approved.[/spoiler]
Illidan Stormrage:
[spoiler]
Flames of Azzinoth: My understanding is that the minimum size is 3 inches tall and wide. As in, you can't be thinner than 3 inches. So, you'd have a fairly fat demon here (4 inches tall, 3 inches wide). If that fits what you want, then sure: approved.
Fel Sphere: Approved.
Illusion: Can you give a rough size of the demon. Also, add ranged prof as a requirement.[/spoiler]
Yu Kanda:
[spoiler]
Illusion: Chains of justice:
>You need a drawback here. Like fatigue or a charge time.
>How strong are the chains? Is it the target's ATK against yours? (Assuming they have physical strength)
>Add ranged proficiency as a requirement.
Sphere of judgement:
>This needs ranged prof.
>With a T2 debuff, you can only lower a total of 8 stat points for one post (for 2sp), or 4 stat points for a round (also for 2sp). And it needs to be blockable by a super defence.
>So, sorry. This won't work. You could try to make a general utility that just slows stuff down near you for a full round instead, but if you want to change stats you'll need to follow the normal rules.
>This is a T2, so write 2sp per round rather than 1sp per post.
Illusion: Clone: You can have a clone, but I'm going to say that you'll need to get a move if you want to link damage. Since assists are just statted entities with all your moves and powers and profs - they can't do extra stuff unless you buy that as well.
illusion: Deathwind:
>I know this is an extension of another move, but how big is the sword?
>Also, add the proficiencies you think you need.
>How fast does the sword move/spin?[/spoiler]
Whirda:
[spoiler]
I don't know if we used to do this while you were around before, but currently, it's convention to add the proficiencies required at the top of the move.
Zombie Companion:
>I'd assume this needs homing, since the zombie automatically attacks someone. And ranged prof.
>How long does it take to resurrect the zombie?
>You'll need ranged control and 300 more OM if you want to use the zombie to manipulate stuff at range.
Past and Future:
>Against someone who's willing, since this is an NPC, you can probably just have it as a fodder move. But any future info would just be very vague and not give info like, "you'll fight someone who has a spell that does X" as a cheesy way to get info about a future opponent. Foresight usually only extends for a few seconds at most, so if you want to do anything more it's going to be vague and foddery (without some big drawbacks).
>Insight isn't TEC vs TEC, so the difficulty description doesn't really make sense.
Fair Winds and Following Seas:
>If you want to summon some winds or waves out of combat for weaker utility purposes, you can have that as fodder (but you can't use the wind to make a vehicle travel faster than 80mph or something).
>You'll need to describe the winds, waves, and lightning in more detail. Stuff like time constraints and the like. It might be worth brushing over the checklist in the rules or the top post in this thread and looking over some newer move examples.
Cure:
>If you want to cure an illness not caused by a move, you can have that as fodder move (for free).
>If you want to cure an illness or toxin-based debuff from an opponent, you'll need healing and some drawbacks and time constraints.
Voodoo Doll:
>How long is several seconds? Use a specific number.
>This will need some drawbacks against primes. And a limited usage time.
>You'll need telekinesis (force them to move) or telepathy (command them to move) to make this work.
>This would cost 600 OM. 300 - forcing them to move. 300 - damage.
Healing Stream:
>Applying your healing power at range? Sure. But add a note to this saying that you can only do this for normal healing. You can't spend SP to heal them more - that would require a super move.
Calypso's Maelstrom:
>This should last the same duration every time. You can't get a climate-based advantage. (Although you can get a climate based disadvantage if you choose - but it will be purely detrimental)
>Does this do damage? If not, it's a super utility.
>I can't approve super utilities, so you'll have to wait for a higher up on this one.[/spoiler]
Handsome Jack:
[spoiler]
Sorry bro. I can't approve this. You'll have to wait for a senior staffer.
Jacket:
[spoiler]
M2 Flamethrower: You can't have a super attack that lasts for a minute, unless you meant for this to be some utility move thing? This reads more like a normal weapon rather than a special move. Also, add the proficiencies you think you need.
Tier 2 Power Up: Approved. (I assume he puts on the mask?)[/spoiler]
>Handsome Jack's Acid Pain Super Utility.
>Clownpiece's Repossession and T2 Utility.
>(My) Ebony's moves.
Cell:
[spoiler]
(04-26-2018, 05:40 PM)Cell Wrote: If i reduced taiyokens effective range to 50 metres instead of 100 and only for those in front of him, would that stop the need for fatigue?
I mean, you're still blinding a lot of people just for 3 seconds of charging up. You should really have some fatigue. It doesn't have to completely debilitate you or anything.[/spoiler]
Gilgamesh:
[spoiler]
(04-26-2018, 06:39 PM)Gilgamesh Wrote: So I wasn't tryign to send a full 50 swords at a peerson. I was mostly doing the amount for showing offness and flavor but only a few of the swords would hit and that's what would do the damage. My current regular move lets me send 20 with bad accuracy so I wans't sure of a good translation.
Tier 1 Offensive- Opening the Gates (Requires Ranged, Ranged Materialized)
Gilgamesh is very irritated at all of the mongrels who oppose them and decides that their deaths would please him. Gilgamesh in his fury opens his arsenal even wider, having close to fifty weapons peak out of his golden gates. With a sharp jolt, they will point at the target of his wrath before he fires them in a blind torrent. Not nearly all of the weapons will hit their mark, but Gilgamesh makes sure to send enough that the target is hurt. The swords fly out about as fast as arrows.
Approved.[/spoiler]
Shantotto:
[spoiler]
(04-26-2018, 07:13 PM)Shantotto Wrote: Stardust rod (300 om): Shantotto’s personal mage staff, this two foot long weapon is nearly the same size as the mage who wields it. This weapon serves as a conduit to channel her spells.
It is best described as a polished wooden staff with gold embellishment holding a large opal like crystal focus on the tip held in place by more gold.
Summoning the stardust rod takes only the blink of an eye, shantotto can keep the weapon on her back at all times to reduce the need to summon it. The rod itself is a fragile tool and can break if struck hard.
The stardust rod is capable of being used to create pulses of dark magic to divert incoming attacks, The burst acts as a reactive force to the incoming strike countering it with a similar counter directional force to divert it away. Doing so requires enough time for Shantotto to react and a 1/4th second to focus. As well as a small amount of her stamina however constantly using this to redirect incoming blows can quickly tire her out.
Blows that manage to strike the Stardust rod will often shatter its focus (the crystal orb on the tip, and heavy strikes risk breaking the rod entirely. Forcing her to resummon it should it be broken.)
>Add the proficiencies you need.
>State that this can't be used for melee attacks (like hitting people), or for physically blocking a sword swing - just to make it obvious. Otherwise, it'll need physical strength and 300 more OM.
>How strong is the redirect?
>The rod's durability isn't a drawback since you can resummon it instantly with no fatigue.[/spoiler]
Kuzuru:
[spoiler]
(04-26-2018, 07:37 PM)Kuzuru Wrote: Weapons of War (300) - Requires Physical Strength, Buff Proficiency
Using the same black iron that comprises his natural weaponry Kuzuru is able to forge more conventional weapons for his allies. Kuzuru extends his hand and over the course of five seconds a sword made from black iron worms its way free from beneath the skin on his palm. The sword's blade can range from 35 to 40 inches long with a hilt ranging from 8 to 10 inches long; whatever is most comfortable for the sword's eventual wielder. Its shape is reminiscent to that of a standard European longsword with a straight double-edged blade made from black metal. Kuzuru can create up to ten of these weapons. Kuzuru will not use these blades himself as he finds them unwieldly compared to his natural weapons, he will however give them to an ally in need. As long as the weapon stays within 50 feet of Kuzuru it will not degrade, however should it leave this radius it will eventually crumble to dust after an hour has passed.
Approved.[/spoiler]
Illidan Stormrage:
[spoiler]
(04-27-2018, 08:34 AM)Illidan Stormrage Wrote: Flames of Azzinoth (Tier 1 Assist) (1000) - from his demon forged blades, Illidan can summon a fiery elemental to do his bidding. Standing at four inches tall, the Flames of Azzinoth is a muscular, humanoid demon shaped within felfire and completely subservient to the wielder of the warglaives. The FoA can perform the same attacks as Illidan.
ATK: 2
DEF: 1
SPD: 1
TEC: 1
Fel Sphere (Ranged, Area Attack) (300) - Illidan charges fel energies in his body for three seconds, unable to move or attack, and then throws his arms wide. The gathered magic expands as a dome from Illidan's body, its size starting at Illidan's dimensions. It grows in all directions until it has travelled five metres from Illidan's body. The strength of the magic blast is strongest right beside the demon hunter and weakens until it only knocks someone backwards at its end. This attack is great for dealing with a large group of weak enemies.
Illusion (Telepathy, Ranged Materialise) (300) - Illidan gathers power for three seconds, then reaches out with his hand. An image of a terrifying demon suddenly rising up from the ground appears right before the target, breaking their focus from Illidan for three seconds. Stormrage uses this technique generally as a distraction so he can escape.
Flames of Azzinoth: My understanding is that the minimum size is 3 inches tall and wide. As in, you can't be thinner than 3 inches. So, you'd have a fairly fat demon here (4 inches tall, 3 inches wide). If that fits what you want, then sure: approved.
Fel Sphere: Approved.
Illusion: Can you give a rough size of the demon. Also, add ranged prof as a requirement.[/spoiler]
Yu Kanda:
[spoiler]
(04-27-2018, 10:45 AM)Yu Kanda Wrote: Illusion: Chains of justice 300 OM (Debuff and homing prof) - two blue energy coated metal chains appear from below ground. Both of which focus the same single target and fly towards it in an attempt to chain the target. Once successful they pin the target to the ground. When a target is pinned down the chains will disappear 5 seconds after succeeding their goal. A target with high strength may be able to break the chains. They have a reach of 30 meter and fly at a speed equal to Kanda’s current spd stat. The chains will not damage the target, merely incapacitate them.
Utility Super move. (Debuff and time manipulation) Sphere of judgement 800 OM: With Kanda at the centre he emits a dark blue sphere to all directions. When Kanda moves, the sphere moves with him. Inside this sphere the innocence energy manipulates the laws of physics. Items, weapons, people, projectiles that are caught in the sphere are all slowed down. Depending on the range of the sphere it will decrease the spd of the objects / persons.
15 meters: -1 spd
10 meters: -2 spd
5 meters: -3 spd
2 meter:-4 spd
Kanda is able to increase or decrease the radius.
1SP per turn
Tier 2 assist: Illusion: Clone 1500 OM : Kanda’s tattoo shines bright with energy, Emerging from within the exorcist a clone appears. At first he appears to consist out of nothing but pure innocence energy, but after 20 seconds you can’t see a difference between them. It doesn’t speak, it instinctively knows how and what to attack. The clone is more durable than the original, though it doesn’t hit as hard. The innocence physically links them, if one receives a wound, so does the other. If the clone would take fatal damage the link is immediately broken in order to protect the exorcist. This link makes it near impossible to determine who is the real Kanda.
ATK:1
DEF:3
SPD:4
TEC:4
2sp per turn
illusion: Deathwind(300 OM) : when double illusion sword is active Kanda spins his energy sword. He is then able to throw it and guide it through the air by the energy link between his original sword Mugen and the energy sword. The maximal reach of the energy link is 15 meters. As long as the blade is in the air it keeps spinning. The damage it causes is equal to the normal sword damage it would do if it was normally wielded. Kanda’s speed is lowered slightly while using this move, this move is more difficult to control as apposed to normal dual wield.
Illusion: Chains of justice:
>You need a drawback here. Like fatigue or a charge time.
>How strong are the chains? Is it the target's ATK against yours? (Assuming they have physical strength)
>Add ranged proficiency as a requirement.
Sphere of judgement:
>This needs ranged prof.
>With a T2 debuff, you can only lower a total of 8 stat points for one post (for 2sp), or 4 stat points for a round (also for 2sp). And it needs to be blockable by a super defence.
>So, sorry. This won't work. You could try to make a general utility that just slows stuff down near you for a full round instead, but if you want to change stats you'll need to follow the normal rules.
>This is a T2, so write 2sp per round rather than 1sp per post.
Illusion: Clone: You can have a clone, but I'm going to say that you'll need to get a move if you want to link damage. Since assists are just statted entities with all your moves and powers and profs - they can't do extra stuff unless you buy that as well.
illusion: Deathwind:
>I know this is an extension of another move, but how big is the sword?
>Also, add the proficiencies you think you need.
>How fast does the sword move/spin?[/spoiler]
Whirda:
[spoiler]
(04-27-2018, 12:44 PM)Whirda Wrote: Move Approval for Tia Dalma, my NPC submission.
Zombie Companion (300 OM): Calling upon her latent necromantic powers, after a few minutes of concentration Tia Dalma can raise a human or animal (within 20 yards) from the dead to serve as her companion. In combat, the mindless companion will attack the closest target mindlessly in defense of its master, and cannot wield weapons or armor, performing only biting attacks and clumsy punches. (This zombie does not cause those it bites to become zombies.) Outside of combat, the zombie is a faithful servant used to perform menial tasks and act as a sentry to protect Tia Dalma's island haven in the Vasty Deep. (Not sure if this should cost 600 OM for the out of combat capability.) Much like a regular zombie, removing or bludgeoning the head will neutralize it, but it will persist through the loss of limbs or wounds that would otherwise be fatal.
Past and Future (600 OM): By concentrating briefly on a willing host, Tia Dalma can see their past and/or future (Insight/Foresight Powers) in great detail, often discerning details of which the host itself is unaware. In combat or against an unwilling host, this move functions exactly like the Insight power's description and pits Tia Dalma's TEC against the enemy.
Fair Winds and Following Seas (900 OM): The Sea Goddess has an innate control over the weather while near water, able to conjure or quell wind, waves, and dangerous storm clouds to aid allies or impede and attack enemies after several seconds of concentration (Ranged Proficiency, Area Attack Proficiency, Area Defense Proficiency, Debuff Proficiency[?]). In combat, Tia Dalma can conjure a strong gust of wind capable of toppling large enemies over and throwing medium and small enemies several feet. Similarly, Tia Dalma can conjure ten-foot (is this appropriate?) waves to batter large enemies and sweep medium and small enemies several feet along the ground. Finally, Tia Dalma can conjure a rippling storm cloud that unleashes several indiscriminate bolts of lightning, harming both friends and foes caught in their path.
Cure (300 OM): By concentrating for a few minutes to several days (depending on the severity of the affliction) on an ally, Tia Dalma can remove deadly toxins and diseases from her target. (Sadly, Whirda's contagion is too sophisticated for such a simple fix.) This move cannot cure martial wounds, but can cure everything from the common cold to the venom of a deadly serpent to the most dangerous diseases.
Voodoo Doll (300 OM): After several seconds of concentration, Tia Dalma tethers the soul of an enemy to one of several tiny voodoo dolls she carries in a pouch on her belt (Debuff Proficiency, Remote Control Proficiency[?]). While weak, non-Prime enemies are tethered, Tia Dalma can manipulate the doll, causing her enemy to mirror any movements the doll makes. Poking the doll with needles will cause sharp pain in the affected area but does not deal lasting damage or create open wounds. Against enemy Primes this move functions similarly but its effectiveness depends on the enemy's TEC.
Healing Stream (300 OM): Tia Dalma conjures a constant stream of healing energy for as long as she concentrates on an ally (Healing Power, Ranged Proficiency).
Calypso's Maelstrom (Tier 1 Offensive Super Move, 600 OM): Tia Dalma conjures a massive maelstrom thirty feet across, quite similar to a condensed hurricane. Enemies near the maelstrom will be sucked in by its powerful winds and tossed like a ragdoll while skeins of rippling electricity shock and burn them and freezing rain pelts them. The maelstrom lasts just twenty to thirty seconds unless there is a water source to sustain it, whereupon it lasts up to a few minutes.
I don't know if we used to do this while you were around before, but currently, it's convention to add the proficiencies required at the top of the move.
Zombie Companion:
>I'd assume this needs homing, since the zombie automatically attacks someone. And ranged prof.
>How long does it take to resurrect the zombie?
>You'll need ranged control and 300 more OM if you want to use the zombie to manipulate stuff at range.
Past and Future:
>Against someone who's willing, since this is an NPC, you can probably just have it as a fodder move. But any future info would just be very vague and not give info like, "you'll fight someone who has a spell that does X" as a cheesy way to get info about a future opponent. Foresight usually only extends for a few seconds at most, so if you want to do anything more it's going to be vague and foddery (without some big drawbacks).
>Insight isn't TEC vs TEC, so the difficulty description doesn't really make sense.
Fair Winds and Following Seas:
>If you want to summon some winds or waves out of combat for weaker utility purposes, you can have that as fodder (but you can't use the wind to make a vehicle travel faster than 80mph or something).
>You'll need to describe the winds, waves, and lightning in more detail. Stuff like time constraints and the like. It might be worth brushing over the checklist in the rules or the top post in this thread and looking over some newer move examples.
Cure:
>If you want to cure an illness not caused by a move, you can have that as fodder move (for free).
>If you want to cure an illness or toxin-based debuff from an opponent, you'll need healing and some drawbacks and time constraints.
Voodoo Doll:
>How long is several seconds? Use a specific number.
>This will need some drawbacks against primes. And a limited usage time.
>You'll need telekinesis (force them to move) or telepathy (command them to move) to make this work.
>This would cost 600 OM. 300 - forcing them to move. 300 - damage.
Healing Stream:
>Applying your healing power at range? Sure. But add a note to this saying that you can only do this for normal healing. You can't spend SP to heal them more - that would require a super move.
Calypso's Maelstrom:
>This should last the same duration every time. You can't get a climate-based advantage. (Although you can get a climate based disadvantage if you choose - but it will be purely detrimental)
>Does this do damage? If not, it's a super utility.
>I can't approve super utilities, so you'll have to wait for a higher up on this one.[/spoiler]
Handsome Jack:
[spoiler]
(04-27-2018, 08:36 PM)Handsome Jack Wrote: Tier 1 Super Utility: Acid Pain[/spoiler]
After years of dedicated research, Jack has discovered the means to create Eridium Relics of his own design. Acid Pain is one such Relic. When activated, it bestows an Acid element to all of Jack's basic weaponry (standard Moves which deal damage). This Acid element provides no benefit when used against an opponent's actual body, but munitions with an Acid coating deal approximately twice as much damage to the environment and to protection barriers (standard "shield" type Moves, but not Super Defenses or Utilities). It takes roughly one second to activate the Relic and it lasts for a short duration (approximately 1 round), though Jack can maintain the effect by continuing to power the Relic (spend SP).
Sorry bro. I can't approve this. You'll have to wait for a senior staffer.
Jacket:
[spoiler]
(04-28-2018, 09:01 PM)Jacket Wrote: M2 Flamethrower, Tier 1 Super Move (600):
A flamethrower that Jacket has had experience with back in the war on Hawaii. It weighs 43 pounds while empty but with a full tank, the weight goes up to 68 pounds. The feed system carries two gallons of napalm/gasoline in the tank. There are straps on the backside of the tank so this weapon is able to be carried around like a backpack. A makeshift gun sprayer is connected to a hose that leads to the tank allowing a flow of the fuel. The effective firing range is at 65 1⁄2 feet but the maximum range is up to 132 feet. No iron sights come with this tool of war since it is spray and pray time when the trigger is pulled. A stream of napalm mixed with gasoline sprays out sort of like a fire hose is with water but spreads toward the end of its reach Both hands are required to operate by holding the two grips. Anything that isn't fireproof will catch on fire once firepower of this weapon makes contact with the surface. The time for this weapon to deplete the fuel is a minute if the usage is in an unceasing way. Jacket does have the ability to preserve fuel if he wants to change position or be smart about how much he uses this flamethrower. Whoever is touched by the fire but avoids being sprayed repeatedly will have an after effect of them burning for a duration of a round. Full damage is dealt by the target if he or she is constantly being torched but the after effect is half of that damage. Once the round is up, they will be distinguished but still damaged. Once Jacket uses all the fuel up, the flamethrower will disappear into omnilium thus the move is over.
Tier 2 Power Up (1500):
Graham Mask
ATK: +3
DEF: +2
SPD: +3
TEC: +2
M2 Flamethrower: You can't have a super attack that lasts for a minute, unless you meant for this to be some utility move thing? This reads more like a normal weapon rather than a special move. Also, add the proficiencies you think you need.
Tier 2 Power Up: Approved. (I assume he puts on the mask?)[/spoiler]


![[Image: Flame_of_Azzinoth_TCG.png]](http://www.cytokineindustries.com/chevereto/images/2018/04/27/Flame_of_Azzinoth_TCG.png)
![[Image: Relic.png]](http://www.cytokineindustries.com/chevereto/images/2018/04/27/Relic.png)
![[Image: M2a12.jpg]](http://flamethrowerexpert.com/wp-content/uploads/2016/06/M2a12.jpg)
![[Image: 480?cb=20150311042604]](https://vignette.wikia.nocookie.net/hotline-miami/images/8/8e/Graham.png/revision/latest/scale-to-width-down/480?cb=20150311042604)