Thread Rating:
  • 6 Vote(s) - 3.67 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Move Approval V
Viola:
[spoiler]
(05-04-2018, 08:56 AM)Viola Wrote: A bump on these.

(04-30-2018, 07:29 PM)Viola Wrote: A bunch of skeletons:

T1 Assist - Undying Loyalty (1000) Requires: Survival, Hivemind, Immortal Form
Ebony clicks her fingers, instantly summoning a big black book with a white skull drawn on the front. Or she just pulls it out of her bag or cloak if she already has it in hand. After holding it out in front of her, she opens it to a seemingly random page in the middle and blows dust off the pages before turning the pages to face her target. A dark black portal appears and four bone-white skeletons walk out, all wielding a replica of one of Ebony's weapons (namely her scythe). They all sit at about 6 ft tall and are capable of using all her moves and powers - albeit at a lessened effectiveness.

The core difference between these skeletons and what one might expect from a usual summon is that they don't always obey Ebony during combat. They act in a way they think is strategically best for her and will throw themselves in the way of attacks made against her without hesitation. Outside of this, they do have a sense of self-preservation - they like being summoned and being of use to her, and they don't know when she'll utilise them again. So if there's another way to keep her safe, they'll act on that instead.

As Ebony summons multiple entities here, rather than just one, they're all naturally weaker. Their bones don't tend to shatter easily, but a very strong punch could fracture and knock their head off, or break a joint completely. They're more likely to be knocked apart rather than shattered (although it's definitely possible with a strong move). The skeletons are able to continue fighting until they're literally dust or their magical binding runs out - and can still move any body part not connected to their body. That said, taking out that part of their body will cause them to collapse. They also don't need their heads to see, but their vision is foggy without one. Regardless, their sight range is always limited to where they would be looking if they had a head attached to their body. Furthermore, they will always try to use Ebony's Immortal Form move to pull themselves together and remain intact where possible.

The skeletons can talk, and display a variety of personalities. There are more than four of them in the book, but Ebony can currently only summon than many at once. As a side note, I'd imagine someone with telepathy might be able to hear chatter resonating from the book. Or even talk to the skeletons. Ebony can "talk" to the book with physical contact.

General notes: Don't be afraid to smash the skeletons up a bit. Just leave me with some left until the end of their summon period if I bring them out for the whole round, and remember that they can try and pull themselves together somewhat. Also, they can use and attack with Ebony's spells too. Not all of them will mob their foes, some may choose to charge spells, so ignoring them might not be a good idea. Attacking Ebony won't have all of them try and stop you, just one or two of the closest ones. Unless Ebony is being attacked by multiple people or a really strong foe, or a strong attack Ebony can't fully block herself, the rest of the skeletons will continue on the offensive.

ATK: 2
DEF: 0
SPD: 1
TEC: 2


Trying out something here. Having Eb use telekinesis to try and hold herself together (and also for her skeletons):

Immortal Form (300) Requires: Telekinesis, Hive Mind, Survival
Ebony's magic connects and protects every part of her body, ensuring that she's always functional up until the moment she dies. Should flesh or bone ever be severed, her magic simply holds it in place exactly where it was, causing it to act almost normally. So, if someone tries to chop off her hand, with a small amount of energy her body will keep it in place as if it's attached to her arm by a magnet. There will still be a large cut, she'll still take the damage, and the wound won't heal, but she'll still be left with a semi-functional limb. If someone were to hit the severed hand away from her, providing it is in range of her telekinesis she can pick it up with her magic and reattach it to the magical energy. This allows her to appear near-unkillable by conventional slashing weapons, although once she takes enough damage to die, she'll fall to pieces. 

Furthermore, while the drain might be small for a chopped off finger, it increases drastically the more parts of her body she's trying to hold in place - although she'll usually be dead before that gets too severe. Naturally, this can't help her if a body part is actually destroyed, but it effectively abates some of the negative consequences of having a limb severed. That said, a chopped off arm still won't be connected to her, so without healing it will die as usual. Lastly, limbs held and used in this way are more sluggish. Ebony's skeletons (see Undying Loyalty) make full use of this ability.


Using telekinesis to slam and hold part of someone to the ground:

Telekinetic Singularity (300) Telekinesis, Ranged, Debuff
Ebony builds up her magic over the course of 10 seconds, during which she can move and make basic weapon attacks and blocks with limited concentration (it's comparable to trying to a different task with each arm). Taking moderate damage or more disrupts her concentration. Once charged, she points a finger gun at her target (or does any other reasonable gesture), sending a bullet-fast fist-sized bolt of blue magic towards her target. She can choose to delay shooting it for the same focus requirements as the charge period. If it hits, the spell focusses a large amount of telekinetic energy in the target area - be it someone's arm and shoulder, most of their leg, or part of their torso. This presses down with a large amount of force, usually making the body part slam down into the ground. This serves three main purposes: nearly immobilising her opponent, pulling a flying enemy out of the sky, and potentially doing moderate crushing damage to the target area (initially when it hits the ground and also continued gradually throughout the duration of this move). 

This is very tiring for Ebony to use, but operates in a 'fire and forget' fashion, lasting for 15 seconds. She experiences the energy drain the moment this move is used. A strong opponent (one with an ATK approaching double or higher than Ebony's and with physical strength) would be able to stand up after accommodating for the force, although it would likely be painful and require a great deal of effort. Weaker foes would still be able to roll or drag themselves along the ground unless their ATK and DEF are fairly low. Furthermore, if the bolt hits an object instead of a person (like a sword or shield) that will also be pushed down, so will be near impossible to use.


Pulling attacks towards Viola's swords:

Lightning Rod (300) Requires: Aetherblades, Foresight, Ranged Control
By holding two of her Aetherblades in an X for half a second while concentrating and standing still, Viola can draw ranged attacks towards the blades, causing them to glow. This isn't very tiring, but as long as Viola keeps diverting all/most of her focus towards the two swords, she can maintain this move. Any ranged attack that Viola can see or sense passing through a 90 degree wide and 15m long cone in front of the swords is directed towards the interception of her blades (although Viola can choose to allow an exception on a case by case basis - e.g. for an ally's move or one not aimed at her). Once it hits, all of its strength is dissipated throughout the swords, so if it would usually explode on impact it no longer does so and the explosion energy goes to damaging the blades. This move does, however, weaken the swords. The concentration enhances her sword's durability a bit, but depending on the strength of attacks they can still be broken. If an attack manages to break both of her swords, it will keep moving afterwards but at a reduced strength (although with Viola's more durable swords this is unlikely unless they take a very strong hit), or explode outwards at reduced strength (if it would normally do that instead). Ranged attacks requiring ranged control and constant concentration are largely unaffected by this move, as long as they're being actively controlled. Due to the concentration required and the directional nature of this move, Viola is left open to flanking attacks.


(04-30-2018, 08:01 PM)Viola Wrote: I'd also like to add another utility for Viola. I used Croc's super for balancing:
Ground Secco; Tier 1 Super Utility (Debuff, Area Attack) : (600) Crocodile places his hand on the ground and uses his dehydration ability to dry out a 30 meter area around him, turning it into a desert wasteland. Within this area, an extreme heat and dryness pervades everything and everyone aside from Crocodile and his allies will find that even the simplest actions take far more energy than they usually do. For a round of combat (or about 2 non-combat posts), all Moves, Powers, and Abilities which aren't powered by SP cost roughly twice as much stamina to perform, including mundane actions like simple attacks, moving, and even just breathing. This can be maintained from round to round if Crocodile desires, by expending additional SP.

T1SU - Infinity Mend (600) Requires: Buff, Ranged, Time Manipulation
Viola closes her eyes for one second. Once she opens them, a blue-violet sweeping wave of magic flows outwards in a 30m radius sphere, forcing the most desirable future upon the land. Even deserts or steam-punk workshops will find nature quickly taking a hold. Grass, shrubbery and flowers all grow, bending around any obstructions rather than damaging them. It's as if many years pass for the terrain at once, but rather than it being left to its own devices, it's more akin to the whole area being gardened for years. As a result, changes are more aesthetic than chaotic, and Viola has a fair control over the rough décor - although any new plants won't be noticeably disruptive to anyone's movements. But, the most notable effect of this spell is how Viola's time magic permiates the air, giving a lush and rejuvenating feel to her and all of her allies so long as they remain in the area. This magic lasts for one round (~10 minutes out of combat), and all moves, powers, abilities, and actions cost half as much stamina/mana/etc. as they would normally (sp costs remain the same). Even simple actions such as walking are easier. After the magic disperses, the changes to the landscape remain. While most of the changes happen at the start, new flowers and plants bloom and grow throughout this move, just not as fast (a rose bush might slowly grow over a few minutes, for example). Viola can choose to continue spending SP to sustain this effect (1sp = 1 extra round).

[Image: giphy.gif]

Gnarly. Don't see any real problems here, all good to go.
[/spoiler]


Dexter:
[spoiler]
(05-04-2018, 11:14 AM)Dexter Mills Wrote: Moves for my NPC submission: Gizmo.

Starting Moves: (1,800 OM)

Remote Control (Remote Control Proficiency) (0 OM, fluff/weakness): Gizmo's remote control allows him to operate his entire arsenal of gadgets by pressing combinations of buttons (up up down down left right a b, etc.), which accounts for the long wind-up time of his moves.  If Gizmo loses his remote control he cannot use any of his gadgets.

Spider Legs (Physical Proficiency, Master Super Jumping) (900 OM): Inputting a combination of buttons into his remote control, which takes about three seconds, during which time he can move at normal speed but cannot use any of his other gadgets, Gizmo can protract four enormous spider legs, each between six and seven feet tall, from the pack on back.  The legs operate independent from each other in combat and function as normal melee weapons, dealing blunt weapon damage to enemies.  Gizmo can also use the spider legs as a mode of transportation, allowing him to move along walls or upside down along the ceiling.  Finally, Gizmo can engage all four legs at once to launch himself incredibly high into the air (Master Super Jumping, included w/ Flight).

Helicopter Rotors (Flight) (0 OM, included with Flight): Inputting a combination of buttons into his remote control, which takes about three seconds, during which time he can move at normal speed but cannot use any of his other gadgets, Gizmo can protract two spinning helicopter rotors from the pack on back, enabling him to fly in accordance with the rules of the Flight power.

Blaster Pods (Ranged Proficiency, Area Attack Proficiency, Remote Control Proficiency) (600 OM): Inputting a combination of buttons into his remote control, which takes about three seconds, during which time he can move at normal speed but cannot use any of his other gadgets, Gizmo can protract two shoulder-mounted rocket launchers from the pack on his back.  Then, by inputting a second combination, which takes an additional three seconds, Gizmo launches two missiles about the size of a man's forearm, which travel at a speed of approximately 100 MPH.  After 50 yards of travel the speed of the missiles falls off drastically as does elevation, until they hit the ground about 100 yards out.  The missiles explode on contact with anything solid and deal explosive damage in a five yard radius.  Gizmo has the choice of allowing the missiles to fly on their own, focusing on other priorities, or using his remote control to steer them to a destination (Remote Control Proficiency).

Hologram (Ranged Proficiency, Remote Control Proficiency) (300 OM): Gizmo's remote control doubles as a holographic image creator.  By inputting a combination of buttons, which takes about three seconds, during which time he can move at normal speed but cannot use any of his other gadgets, Gizmo's remote control can create a holographic image of himself, indistinguishable from the real thing except for those with TEC equal to or higher than Gizmo's, or those with the appropriate powers.  Gizmo can then control the image with the remote, creating a useful distraction.  The image does not deal damage or have a physical form.

Spiffy.

[Image: giphy.gif]
[/spoiler]


Ahana:
[spoiler]
(05-04-2018, 02:45 PM)Ahana Varma Wrote:
Quote:“Bahaal”: The Fires that Devour Nearby Matter; Restorations of the Golden Conflagration! (300)
(Physical Strength, Area Attack Proficiency, Area Defence Proficiency, Advanced Regeneration)
Ahana speaks the word “Bahaal” and then golden flames are projected outwards from her body at a speed of 6 m/s, until (after half a second) they fill a 6-metre-wide sphere centred on her location, at which point they stop advancing, though will still burn. This Move can be maintained for up to 10 seconds, during which time it drains Ahana’s energy quite slowly. After she ceases fuelling the flames they vanish instantly, leaving the affected area utterly charred.

This move technically deals very high damage, however it cannot be used against Primes (or Secondaries of comparable strength to Primes, e.g. Space Marines) without an accompanying Super Move (see ‘Accompaniments’); only against Minor Secondaries, inanimate objects, terrain and weak projectiles (more powerful attacks will only be weakened a bit by the flames, rather than stopped outright). Whilst maintaining this Move, Ahana must remain stationary, cannot see through the flames herself, and cannot use any other Moves or Powers except those listed as Accompaniments below.

Accompaniments:
• The basic, SP usage variant of the Advanced Regeneration Power.
• Any Super Move with the word ‘Bahaal’ in its name.

Each time this Move is used, Ahana must use at least one type of Accompaniment. Only one Super Move Accompaniment can be used per usage of this Move, however the amount that she can use Advanced Regeneration is limited only by her remaining SP.


Quote:Offensive Command Word: “Bahaal” [Tier 1 Super Attack] (600)
(Physical Strength, Area Attack Proficiency)
This Super Attack can only be activated in conjunction with the Move “'Bahaal': The Fires that Devour Nearby Matter; Restorations of the Golden Conflagration!” and cannot be used on its own. Activating this Super Attack will deal normal Super Attack damage in place of "Restorations"' default damage to any Primes (and Secondaries of comparable strength to Primes) other than Ahana within the affected area (split between them), regardless of whether they are allies or enemies.


Quote:Defensive Command Word: “Bahaal” [Tier 1 Super Defence] (600)
(Physical Strength, Area Attack Proficiency, Area Defence Proficiency)
This Super Defence can only be activated in conjunction with the Move “'Bahaal': The Fires that Devour Nearby Matter; Restorations of the Golden Conflagration!” and cannot be used on its own. Activating this Super Defence will burn away any Tier 1 Super Attack that enters the affected area of “Restorations” (in the case of melee Super Attacks, the attack will seem to collide with something solid within the fire, which will repel the attacker back from the fire so that they are not harmed by it). If this Super Defence is used when there are any Primes (or Secondaries of comparable strength to Primes) other than Ahana within the affected area then they must all be written as being able to get out of the way in time to avoid being harmed.

[Image: tenor.gif?itemid=5031964]

Good to go.
[/spoiler]


Dexter round 2:
[spoiler]
(05-04-2018, 02:55 PM)Dexter Mills Wrote: I'd like to upgrade this move to add some versatility.

Old Version:

Quote:Impart – Reflection (Ranged Proficiency, Debuff Proficiency, Telepathy) (300 OM): Dexter concentrates for three seconds, during which time he can only move at a walking pace, creating a telepathic channel between himself and a target. Once the tether is completed, Dexter needs only to make eye contact with his enemy and the target’s vision is replaced by Dexter’s vision – the target sees as if looking through Dexter’s eyes. Intended primarily as an escape mechanism, Dexter can move freely and use other moves once the tether has been created. The reflected vision lasts roughly five seconds, and cunning enemies can still infer Dexter’s movements and react accordingly, although they will not be as agile as usual having to adjust to the discordance between their sight and their movements.

New Version:

Quote:Impart – Reflection (Ranged Proficiency, Debuff Proficiency, Homing Proficiency, Telepathy) (600 OM): Dexter concentrates for three seconds, during which time he can only move at a walking pace, creating a telepathic channel between himself and a target within thirty yards. Dexter can move freely and use other moves once the tether has been created. Once the tether has been created, Dexter has two options:

1) The target’s vision is replaced by Dexter’s vision – the target sees as if looking through Dexter’s eyes. Intended primarily as an escape mechanism.  The reflected vision lasts roughly ten seconds, and cunning enemies can still infer Dexter’s movements and react accordingly, although they will not be as agile as usual having to adjust to the discordance between their sight and their movements.

-or-

2) Dexter's vision is replaced by the target's vision.  As above, but in reverse.  The same drawbacks that apply to the enemy apply to Dexter, with the exception that Dexter can maintain the swapped vision in this option for as long as he continues concentrating on the move.  The intention of this use is to gain information such as seeing around corners or behind barriers.

Nothing much has changed, just that the move will now require Homing proficiency instead of eye contact and is dual-use (raising the cost to 600 OM).

Cool. All good, yo.

[Image: tenor.gif?itemid=8735289]
[/spoiler]
If you see me around and you got questions, just give a shout. I'm happy to assist.

Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities


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

Forum Jump:


Users browsing this thread: 6 Guest(s)