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Move Approval V
(07-11-2018, 09:21 PM)Roger Smith Wrote: Alright, decided to rework some stuff here and go ahead and draft things up in full notation for the powered up form this was all for.

T1 Powered-Up Form: In the Driver's Seat -- 1000 OM
[spoiler][float=right][Image: xkxsKjJ.png][/float]When fighting it out on foot just doesn't look like it will work, or Roger needs to make a quick escape or pursuit, he opts to hop in the driver's seat of his trademark sedan, the Griffon. It's fast, well-armored and equipped with several weapon and support systems, making it ideal for such situations. But there's only so much of his skills and expertise he can bring to bear with the way the car's equipment is set up, limiting his overall effectiveness and flair. It's a car designed for sophistication and class, featuring elegant and refined interior with little in the way of protection, making any impacts or damage to the car itself quite jarring and rough on Roger himself in turn, and limiting the time he can endure such high speed motorized combat.
ATK: 4
DEF: 5
SPD: 7
TEC: 1[/spoiler]


(For the various weapon and support systems, the names of each have links included to help illustrate.)

Griffon: Camouflage Systems -- 0 OM?
[spoiler]Roger can deploy a system on the Griffon to change its color scheme to superficially help evade surface detection. It won't truly help hide Roger himself, but can avert the most basic of eyes tracking him via his car.[/spoiler]

Griffon: Armor Systems -- 600 OM (Requires: Area Defense)
[spoiler]The Griffon's defensive systems, which come in two optional flavors:
-- A stationary defensive method, which can be activated externally via a remote carried on Roger's person, fully armors the car via folding in the mirrors, covering headlights and windows, and even sealing in the tires under heavy armored plating. It leaves the vehicle utterly stationary and immobile, but provides a potent defense for anything inside, and helps secure it against intrusion and theft.
-- A more mobile defense, which only covers the windshield and windows of the car. Somewhat less potent, but it allows the car to remain mobile unimpeded, though does restrict the available weapon systems to just the mines.
Regardless of which option is deployed, it takes three seconds to fully deploy or retract the armor. The armor plating acts as a one-way viewscreen, allowing anyone within the car to see out, but blocking conventional sight from the outside in.[/spoiler]

Grffon: High-Speed Impact -- 300 OM (Requires: Physical Strength)
[spoiler]Not an elegant means of attack, but an effective one: Roger simply rams a target at high speed with the Griffon. It does take some time to build up to sufficient speed to cause any damage (about five seconds), but at full speed the sheer mass and bulk of the car can smash through even brick and stone walls with relative ease, though the impact is heavily jarring and rough and tends to bring the Griffon to a screeching halt in turn.[/spoiler]

Griffon: Machine Guns -- 300 OM (Requires: Ranged)
[spoiler]A pair of high-caliber machine guns mounted on the front of the Griffon, just under the headlights. Normally concealed inside hidden compartments, they can be deployed with a few buttons on the car's central console, taking just a second to deploy or conceal themselves again. They are powerful, but linear and fairly inaccurate, serving mostly as volume of fire to blast through obstacles or force targets in Roger's way to take cover and get out of his way. The rate of fire is high, at around a thousand rounds per minute from each barrel, though they are only suited to firing in short bursts of a few seconds at a time.[/spoiler]

Griffon: Missiles -- 900 OM (Requires: Ranged, Remote Control, Homing)
[spoiler]A pair of missile launchers concealed in compartments just below the windshield, in front of the side mirrors. Deploying them can be done via a sequence of buttons in the car's center console, or via Roger's watch, and takes two seconds to do so. They can be controlled either by Roger directly from the driver's seat, or via his watch from a distance. Once deployed, the missiles can be used in several ways;
---- They can simply be blind-fired, in which case they will rocket forward and only generally follow any sort of predictable course.
---- They can zero in on a target area over the course of two seconds and then be fired, at which point they will be far more accurate and almost unerringly hit the targeted point.
---- They can zero in on and lock onto a specific target over the course of four seconds, at which point they will actively track and home in on that target with a high degree of mobility and effectiveness.
Regardless of how they are fired, they have speed comparable to most rocket-propelled weaponry. Their effective range is up to 1,000 meters, whether in a straight trajectory or tracking a target, and upon detonation they produce a powerful, shrapnel-filled blast three meters in radius. The missiles are fired in pairs of two at a time, and reloading after one set has been fired takes a full twenty seconds; at any time, there are five sets of missiles prepared for use before the stock is expended.[/spoiler]

Griffon: Mines -- 300 OM (Requires: Ranged, Area Attack)
[spoiler]A concealed mine dropping system, located in the trunk. Can be activated and readied in just one second with a few quick buttons in the car's center console. Once active, it can be triggered to drop a payload of mines behind the car while in motion. Individually they are slightly larger than hockey pucks, being four inch diameter and one inch thick black discs. Once deployed, they explode with a proximity trigger, each one producing a five-meter diameter blast of intense concussive force, along with a powerful flash of light to disorient anyone the blast doesn't dissuade from following. Not as potent as a flashbang, but even a brief moment of disorientation can be fatal. Each mine has a large blast radius but fairly minimal stopping power, designed to be used in large numbers to be truly effective. The standard payload of mines droppes a scattering of them sufficient to cover a three by eight meter section of road in his wake when driving at a decent speed, and holds enough for two such full payloads before needing to be restocked.[/spoiler]

Griffon: Remote Driving -- 600 OM (Requires: Remote Control, Homing)
[spoiler]Roger can activate and start the Griffon remotely via his watch, up to a maximum range of five miles. When activated, it has two available options:
-- It will activate a homing beacon, tuned to his watch, and self-drive its way to his location. The time it takes to arrive varies depending on how far he is from it, and the terrain between them, but generally it will arrive within five minutes of being called.
-- Roger can manually take control, driving it remotely via his watch. He has a view from a camera mounted in the eagle hood ornament, providing him with a decent ability to control and steer it, though he cannot access any of its weapon systems while remotely driving it in this way.[/spoiler]

Woop, much clearer now on how it all works. Everything looks pretty good, camo is gonna be a flavor 0 om since all it does is change the color really. From the example gif I can assume its to avoid callout to what color the car is and whatnot by changing the color to throw off authorities, etc. The only comment I have is that so long as you cant directly attack with it, Remote Driving is probably just fodder, almost a summoning time for the Griffon. Other than that, everything looks good.

[Image: 2345248_0.jpg]

(07-12-2018, 12:07 PM)Jack Spicer Wrote: Taking all moves for Jack D. that he hasn't purchased back to the drawing board, for now. Saving them for when he has the Omnilium to purchase them all at once. 
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Metal Weapons (900 OM, Physical Strength): 

Jack can create melee weapons from Metal in most forms that a melee weapon can come in. These can be short (like a dagger), medium (like a sword) or long (like a spear) in length. The weapons are permanent. Making one takes about 3 seconds for Jack Spicer. These can be made while he is moving around, or using other moves. They do require a supply of metal be on his person or in the area that he can manipulate. Furthermore, the metal must be unrefined, meaning that it has not been made by someone into weapons, or tools yet. There is one exception, and that is things that he has made using this ability can be changed into other items provided they share a similar weight, and mass. The weapons can be turned back into metal and stored for later use. 

Don't Touch Me Auto (300 OM, Physical Strength): 


This involves metal spikes growing out of every part of his clothing and if someone tries to grab him against his will, they will get punctured by metal. This is an automatic ability, and one that Jack has no control over at present. It auto activates when he is grabbed by an opponent, physically. It will also activate in times of stress such as if he were being examined on Coruscant for example. It also activates when he is angry, for instance if someone were trashing his base, and he found out about it. The spikes are about 17 inches long. The metal spikes are densely packed all over his clothes in large quantities,  ready to release in a split second. 

The spikes are draining on his stamina, and so he is looking for a way to control these. The spikes will last 15 seconds upon deployment, or through conscious effort can be retracted by him. These spikes are barbed, but will not do as much damage as normal barbed spikes upon coming out. 

Metal Weapons: I assume you are going for a variable melee weapon move, correct? So long as its just the size that is variable, it should only be a cost of 600. I do want to ask how long it takes for him to reforge the metal, i.e turn the weapon back into raw metal for forging another weapon. Also, the whole needing metal on your person seems to be just healthy fodder. if anything, just state that it is restricted to one forged weapon being active at a time if that's what you are going for. Dual swords and whatnot would be allowed as 'singular' weapons, so long as there is not a huge difference between the dual weapons. 

Don't Touch Me: Since this is an automatic response to touch and whatnot, discounting the anger activation, you're gonna need homing for this to work. Other than that it looks pretty solid.


(07-12-2018, 04:49 PM)Wario Wrote: Alright I'd like to redo Copy Flower.

Copy Flower (0)
A Power Flower Wario stole from the Mario Bros. a long time ago. Wario instantly creates a very, VERY temporary copy of himself within 5 feet. This copy lasts long enough to do a Bros. Move. Otherwise, Wario doesn't use this rare Power Flower. (In gameplay terms, this does nothing except create a Wario clone, purely for flavor or to pull off a Bros. Move. Wario will never use it otherwise, for some reason.)

Not sure why this would be a 0 cost om move? This would most likely cost 600 with the variability on being able to have your clone whatever move of your choosing. A few questions as well:

Can the clone be interrupted? Does damage to the clone affect Wario at all? Can multiple copies be summoned at once? 

I'm not sure what you are implying with the last half of the move starting from the "Otherwise", Clarify?


(07-12-2018, 07:31 PM)Kuroji Setsu Wrote: 封入の術 ( Fūnyū no Jutsu; Enclosing Technique ); Lvl 1
Powers/Proficiencies: Buff
OM: 300
Description: This move is a storage technique. The user places an object within a drawn circle spell fuuinjutsu and performs a series of handseals, the object disappears in a poof of smoke and a fuuinjutsu mark, denoting the object appears, in the center of the circle. This not possible with moving objects so living objects, things already in motion and objects larger than what would fit in a 8 x 8 x 8 foot box cannot be stored. Requires time to lay a scroll flat, place the object in the center and perform the necessary set of hand-seals. The sealing is not a combat technique, but the object can be called relatively quickly from the scroll by the touch of a hand and a one handed seal by the other. Like other space-time ninjutsu / fuuinjutsu, this technique will draw on significant energy for the user to both perform sealing and in the calling back of the object.


How long does it take for the user to perform the seals to store the object? How many objects can one hold? Also, I am going to assume that "so" is supposed to be an "or" for moving or living objects. This move does not require the buff proficiency, as you are not directly buffing anyone else, and I don't believe there is any specific requirement for this move. So long as you can't directly use the scrolls and whatnot for combat(besides maybe using it to resummon that teapot you stored earlier and throw it, which would be an incidental weapon), you're good at 300 as well.


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

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