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Move Approval V
(05-10-2018, 07:21 PM)Hecate Rothchild Wrote: ROUND THREE... FIGHT

Spear of the bloodsoaked queen (1200 OM) Physical / ranged prof /debuff/ AOE prof.
[spoiler]Hecate takes 5 seconds to summon forth her spear at a small cost of her stamina.

(physical description) A 7 foot (2.13m) long spear resembling a pike and a battle standard. (spear with a flag attached to inspire troops) The head of this spear tapers from 3 inches at its widest point down to a fine point over the course of its 8 inches, the spear tip itself has a serpentine shape. The tip is made of steel, and has a crimson coloration.

The flag on the spear is 6 feet long when unwrapped, the shape is a swallowtail banner. It is a white flag with its insignia, a Woman wearing a crown sitting upon a throne. In crimson red matching that of freshly spilt blood. On the two corners the insignia of the witch corps, A twin headed snake wrapping around flame is visible. This insignia is made of gold thread.

The handle of the spear is wooden, made of a wood called bloodwood. There are small iron embellishments every 12 inches in the form of small flanges to prevent the hands from slipping up or down the shaft.

The spear has more weight on it than most similar weapons, and requires a little more time in between attacks, The upside to this drawback is that the weapon delivers harder hitting blows with each successful action.

This weapon while designed to look elegant, is a potent tool in the hands of Hecate, who is able to use the weapon as a heavy melee or casting weapon. This weapon can inflict up to 3 inch wide wide wounds that are difficult to treat as well as cutting wounds should the spear be swung. These attacks are similarly draining to that of a sword swing.

The spear is also capable of acting as a casting weapon capable of sending sharp spikes of red ice at a target up to 80 feet away. These spikes of ice are 12 inches (30.48cm) in length and travel at 120 feet per second (36.57meters per second) These shards are razor sharp and can usually punch through armor without breaking (depending on their DEF and Hecate's ATK). The spikes melt over time taking thirty seconds to melt fully. Alternatively Hecate can lower her guard for .75 of a second to snap her fingers to detonate the shards causing them to inflict multiple small injuries around the initial wound. Doing so is slightly draining to Hecate (similar to a 25m Sprint) and can only be used a few times over the course of a fight.
To initiate the spears ranged ability the spear is thrust or swing in similar fashion to how it would be used in melee combat.

In addition to it's combat capabilities as a ranged and melee weapon, Hecate can plant the butt of the spear into the ground and unwrap the flag. The sight combined with the battlecry causes those who oppose her to experience the symptoms of fear such as weak knees or arms, nausea and physical weakness and will retreat back to put distance between her and them to avoid being in range of her spear for 20 seconds or until attacked again by Hecate. The effectiveness of the debuff is lessened for those who have higher TEC than Hecate’s TEC.

Doing this requires hecate to commit to a loud battlecry that lasts for 5 seconds and is mentally and physically draining (similar to a 100m dash)

The spear can be broken and will require time and energy to resummon it, discarded spear parts or whole spears are persistent[/spoiler]

I added in a bolded comment. If you're okay with that, then approved.

(05-10-2018, 07:52 PM)Marcus Wright Wrote: Air Support- Tier 2 Super Move- 800 OM (Requires Flight, Area attack and Ranged)
[spoiler]Marcus is able to call and rely on his girlfriend, Blair Williams, a known pilot in the Resistance and one of the pilots of the Avengers. Due to the magic of the Omniverse it only takes a few seconds to call her in. When she is called upon, she flies by in a fighter jet and pounds the enemy with the Quinjet's upcoming armor piercing bullet rain strikes as she goes by. She will either focus on one target, or everyone in a rough line up to 60m long. The jet travels about as fast as you'd expect, and the whole assualt is over within seconds. Once she's finished the attack, the fighter jet disappears and she's returned to wherever she was before this move was used.[/spoiler]

Approved.

(05-10-2018, 11:06 PM)Sasuke Uchiha Wrote: And submitting these for approval:
[spoiler]
Sage Defense: Power of the White Snake
(Tier 1 Super Defense – 1 SP/P – 600 OM ; Tier 2 Super Defense – 2 SP/P – 800 OM)

When Orochimaru marked Sasuke with the cursed seal of heaven, the legendary Sannin also imbued his Sage of the White Snake chakra to Sasuke's. When Sasuke senses an incoming danger that would otherwise overwhelm the shinobi, the chakra may act of its own accord to protect it's host. The Giant White Snake expels from the cursed seal, enclosing around Sasuke, and shielding  the ninja from attacks of both melee and ranged.

Shadow Clone Jutsu!
 (Tier 1 Assist: 5 Stats – 1 SP/P– 1000 OM ; Tier 2 Assist: 10 Stats – 2SP/P– 1500 OM)

By concentrating one's chakra, this technique allows the user to create corporeal duplicates of their body. The clones are created immediately in the caster's vicinity and are nearly indistinguishable from the original; only those with heightened senses (TEC equal to or greater than the caster) being able to identify the original from the rest. These copies carry out the user's wishes, attacking his foes, or managing difficult tasks, before being dispelled a short time later(SP), disappearing in a puff of smoke. Shadow clones can strike with force similar to the caster and are capable of mimicking the caster's techniques with exception to moves barring stat limitations.

       Tier 1         Tier 2
ATK:    1     –       2
DEF:    0     –       0
SPD:    1     –       3
TEC:    3     –       5


Shadow Clown Knowledge
(Move)(300)(Requires: Telepathy)
Once dispersed, all information gained through a shadow clone is transferred back to the user.


Taijutsu: Joint Locks 
(Basic Move)(300)(Requires Physical Proficiency, Debuff)

Joint locks work by applying pressure on a joint 
and pushing it in an "unnatural" direction (i.e. locking an arm and forcing an elbow backward). This restricts an opponent's movement and/or causes the target to risk potential for a hyperextension or bone injury. This includes but not limited to elbows (armbar/kimura), shoulders (omoplata/americana), wrist locks, ankle locks, finger joints, and leg locks. The user is only able to perform the locks for a few seconds before having to release the hold, but once the hold is released the target suffers from severe stiffness, slowness, and pain that can cause the target to favor the injury and/or be less effective in its use. The user is only able to perform one Taijutsu (Choke or Lock) technique once per fight, per target.

Taijutsu: Chokes
(Basic Move)(Requires Physical Proficiency, Debuff)

Choke Holds allow for the user to incapacitate an opponent by applying a tight grip around a target's neck, restricting their breathing until they lose conscious. Setting this move in takes five to eight seconds against someone with equal tech, fails against someone with higher tech, and shortens by a couple of seconds for each point lower than their own. Restraining an opponent as they struggle against you long enough to set this move in is extremely taxing and exhausting. Once incapacitated, a target will remain unconscious for fifteen seconds, unless struck with a moderate level of damage. The user is only able to perform one Taijutsu (Choke or Lock) technique once per fight, per target.

Sage Restraints: Power of the White Snake
(Tier 1 Super Utility – 1 SP/P – 600 OM)(Requires Ranged Proficiency, Debuff)

Imbued with Sage of the White Snake chakra, Sasuke is able to summon snakes around his enemy, restricting, and preventing the target from moving for thirty seconds. During this time, the target is unable to attack, save for telepathically, only a super attack will break the snake's hold on the target and Sasuke must be within ten yards of the target to activate. 
[/spoiler]

Sooorrrryyy. I promise I'll try to sort out your other stuff over this weekend.

Power of the White Snake: Approved, but with area defence.

Shadow Clone Jutsu!: Anyone who is able to use insight on you/the clone would be able to figure it out. As would someone with another smart reason (such as noticing that the clone moves slower than the caster). If you want to get a move to try and force the effect you want, you're welcome to. But assists are just statted entities. You'd only get the natural benefits that come with having an assist look identical to you. Also, you can't have more than half your stat points in the same stat. 1/0/1/3 is invalid (but 1/1/1/2 and 1/0/2/2 are fine)

Shadow Clown Knowledge: You have telepathy so I'd allow this as fodder (it might even be fodder without telepathy required, but I'm less sure I could rule that). Approved for 0 OM.

Joint Locks: I'd prefer some more detail here. Like, spend a few seconds to analyse someone's fighting style (optional, but would justify the move being easier to execute). Then try to get an upper hand on them in a melee fight (e.g. by attacking them from behind, physically overpowering them, doing some skillful shiz, anything reasonable - the move doesn't even need to be specific about that). Then put them in a joint lock for up to 5 seconds. Then leave and let the debuff linger. Rather than "the user does one of these things" I want to know how they might achieve that. That said, your debuff isn't going to be as permanent as you want. It can linger and make the limb awkward and sluggish to use, and then slowly wear off (with this debuff being more effective against low DEF targets). You should also note that someone with elasticity or survival probably won't suffer much from this move. "Single-use" isn't enough to really justify a long-term debuff.

Chokes: While "obvious", I want some writing prompts added clarifying whether the person can still try to struggle and try to attack while being choked, and how the user might try to execute this move. Obviously, executing a choke hold on someone who was previously trying to hit you with a sword is going to be pretty hard (unless you can teleport or sneak up on them). Balance wise, this is fine as it is.

Power of the White Snake: This needs ranged materialise. Also, bump the time up to 40 seconds. Lastly, add that this can be blocked by a super defence.


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

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