Thread Rating:
  • 6 Vote(s) - 3.67 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Move Approval V
Sasuke Uchiha:
[spoiler]
(05-10-2018, 11:06 PM)Sasuke Uchiha Wrote: Sage Defense: Power of the White Snake
(Tier 1 Super Defense – 1 SP/P – 600 OM Requires: Area Defense; Tier 2 Super Defense – 2 SP/P – 800 OM Requires: Area Defense)

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 in on the immediate space, or up to ten yards surrounding Sasuke, and shielding anyone within 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, except for stat differences. 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:    2     –       3
TEC:    2     –       5


Shadow Clown Knowledge
(Move)(Fodder Free!)(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, Foresight)

With the use of foresight, Sasuke is able to predict openings in an opponents combat style, allowing him to perform Joint locks
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 moderate stiffness, slowness, and pain that can causes the target to favor their injury and/or be less effective in its use for a duration of a few to several minutes, based on the difference between a target's DEF and the user's TEC. The user is only able to perform one Taijutsu (Choke or Lock) technique once per fight, per target.

Taijutsu: Choke Holds
(Basic Move)(300)(Requires Physical Proficiency, Debuff, Foresight)

With the use of foresight, Sasuke is able to predict openings in an opponents combat style, allowing him to perform Choke HoldsChoke 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. Setting this move up is a battle for position, and during the time it takes to execute the move, an opponent can attack, resist, and cause damage to the user. 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, Ranged MaterializeDebuff)

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 forty seconds. During this time, the target is unable to attack, save for telepathically, only a super move will break the snake's hold on the target and Sasuke must be within ten yards of the target to activate. 

Power of the White Snake: Approved.

Shadow Clone Jutsu!: This might sound silly, but it's not clear how many clones you're summoning. Since it's possible to have assists that are multiple entities, your use of plurals makes the move ambiguous in that regard.

Shadow Clown Knowledge: Approved.

Joint Locks: I still think you're doing a lot for very little. Like, let's say you could use this as often as you wanted in a fight, would you? No, because the duration is pretty long. If you cut down the debuff duration by quite a lot, you could have this as a quick-fire move with a much shorter (or non-existent) cooldown that you can use to mess up someone's arm or something whenever they leave an opening, and maybe do something cool like flipping them to the floor in the process. Alternatively, you could have a charge time. Like, focus on someone for a while, then use this move.

I treat most longer duration debuffs equivalently to damage. If someone couldn't do about a similar amount of damage to what I'd allow for a normal move with those drawbacks, then it probably needs rebalancing. That said, a debilitating effect can be more potent than the damage itself would be, since, y'know, it doesn't actually do damage. Especially if the duration is just a few minutes instead of lasting indefinitely.

I would allow you to have this move last for a few minutes if you had a good charge time (eyeing someone up for 15 second or so - maybe for less time if you're fine with the debuff being weaker), keep it single use per person, and maybe expend some energy. You could use burst movement as a justification for doing it quickly and in a tiring way if you want.

That said, this move actually does damage with the way you've written it (but if you specify that it doesn't actually do damage, then you can use the above). Since you can cause an injury to someone's arm. That's probably equivalent to something like:

Quote:Serious Injury (5-6 damage points) A serious injury is something like crushed digits, severe burns, an eye or face injury, or even a bone fracture. 

Although maybe a bit lessened, depending. So, for this move to be at the full strength you want it, you be looking at a super move. Otherwise, with a basic move, you can just do something to make their arm go click, and cause it to ache and feel sluggish for a bit (without the possibility of damage).

Choke Holds: What happens if your opponent has suppression?

Power of the White Snake: Approved[/spoiler]
Schwi Dola:
[spoiler]
(05-11-2018, 10:40 AM)Schwi Dola Wrote: Overboost Mimic  (Tier 2 Super Move) (Requires Mimic)

Schwi focuses on processing for 15 seconds unable to attack or defend. In doing so she increases the power of a move she has mimicked into a Tier 2 Super Move. She cannot Overboost moves that require buff or debuff proficiency, and the move retains the standard mimic penalty (less skilled use). Moves that already have an area of effect will have the area boosted by 50% (dealing less damage as area moves normally do with the same drawbacks as lower area moves, however the result cannot exceed the maximum area of a tier 2 super move). Permanent moves are limited to a single use of it as the super move, such as summoned weapons. Reflect moves are not redirected at a target instead harmlessly deflected. Only a single variation of a variable move is Overboosted, to acquire other variations Schwi would need to repeat Overboost Mimic. Schwi then uses this new super move included in the cost of this move, and can thereafter repeat use of the new super move until forgotten as with normal mimic moves.

I know this wasn't in the original, but it's a little bit unclear due to your general terms. Are you just doing a super attack? In your original version, it did look like that (since all your examples were attack-based), but your mention of reflection moves makes me think otherwise now.

If you want to use this for super defences as well as super attacks, you should really be spending another 800 OM (you can have it as a separate super move, or I guess you could write them both together as a hybrid thing for 1600 OM).

Sorry to potentially be making you spend more OM on a move you already have.

Besides that, though, I don't see any problem with your changes, just with the cost.[/spoiler]


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

Forum Jump:


Users browsing this thread: 2 Guest(s)