07-16-2017, 09:20 PM
(07-14-2017, 10:07 AM)Shinmen Takezō Wrote: Shinmen
[spoiler]
(07-12-2017, 06:45 PM)Shinmen Takezō Wrote: I will be revising Katana slightly.
Katana: (300)
Takezo carries on his person a katana stolen from the corpse of a previously slain enemy. The sword is overall 36 inches. 12 inches is the hilt and handle, with twenty four being the blade. For Takezo's height it is on the short side of proper length. The blade is proper length, but the long handle is abnormal on most swords. It is meant to allow a better leverage grip that many might see on cavelry weapons, emphasizing both control and strength, while reducing the length of the cutting edge. The sword possess a Koshi Sori, a bend closer to the tang. The most common Sori is a Tori Sori, or a curvature nearest the middle of the blade. Takezo's Sori depth is average in most ways. The Koshi Sori allows for a quicker draw and easier sheathing. Takezo always wields the Katana two handed for maximum strength and control.
Takezo has trained to aim for exposed major and minor arteries. As such, a victim of his blade is left with a bleeding wound, dealing extra damage to the wounded target for a few seconds before the bleeding stops. Repeated slashes add accumulative damage. The damage over time is mild, and the duration for each cut is no more than three seconds.
The underlined section from the first paragraph will be removed, since it caused issues.
The second part will be rewritten to:
Katana: Shallow Cut (Standard) 300:
(Insert first paragraph here)
Takezo breaks down his sword art into several techniques. His most commonly used technique is called Shallow Cut and originates from a torture and execution technique called Lingchi, or Death by a Thousand Cuts. The process was slow and painful - not to mention very bloody.
Takezo swings his sword effortlessly, leaving shallow wounds. The lack of force in each attack allows them to be quicker and more accurate, at the cost of immediate damage. Instead the wounds bleed for a few seconds. Repeated slashes add accumulative bleed damage.
Wielding his katana in this manner is almost effortless, requiring more focus than actual physical exertion, and as such it is his most common method of attack. The fast strikes are more difficult to evade, but easier to block, and does not leave too many openings for counter strike.
New move (or possibly variant)c
Katana: Deep Cut (300)
Against particularly hearty foes, Takezo will apply a greater amount of force to his swings. These slower strikes hearken more towards traditional Samurai training, with far fewer directions and much more rigerous stance to maximize power. This technique is called Deep Cut. It sacrifices speed for power, making it easier to dodge. It also leaves openings for swift and skilled fighters to counter.
The power it bestows, however, allows Takezo to cut through defenses. Deep Cut does far greater initial damage than Shallow Cuts, but does not aim to leave any bleed damage. Trying to block Direct Cut forces a person or object not secured to the ground in the direction of the attack. For example, a shield or sword may be knocked from its owner's hand, or a blocking barbarian may be knocked down from the attack. The distance depends on how much lower the target's ATK (Ability to push back) is than Takezo's. Less than 2 points is a few feet or so, while 3 or more is a few yards. Matched or greater attack than Takezo does not suffer the Knockback effect.
If Deep Cut lands, the target is in shock for a couple of seconds. They do not feel the severity of the wound for up to ten seconds, allowing them to continue to act normally. At the end of ten seconds, the pain hits, leaving them stunned for two seconds. Repeated hits with Deep Cut extends the Shock and stun duration by half of the initial value.
The effort it takes per each Deep Cut prevents it from being used as common as Shallow Cuts, but Takezo can use it up to five times in a row before his hands hurt from the impact. It is often interspaced within Shallow Cuts or used to break through a target's shield or guard. He is still limited stamina wise to about five Deep Cuts a minute.
For Shallow Cut, you’ll need some kind of a downside here other than being able to parry it, since it can inflict a debuff.
Similar to the above, I’d like it if there were some mention of stamina drain for Deep Cut, since with the way it’s written currently it makes it sound like the user can avoid the downside by just varying the strikes.
You’ll need Debuff for both of these as well as Physical Strength. I know you have them both, but you need to list them with the move.
[/spoiler]
Removed the debuff. It's the basic attack the sword does, it wouldn't make much sense for the equivelant of a "light" attack to be very taxing stamina wise. And yes, the point of the HEavy attack is to cover the weaknesses of the light attack, but switching to the heavy attack is pretty obvious in fodder, and I intend it to be easy to play around with a higher TEC character. However, the heavy attacks are still quite a bit more tiring if used repeatedly. Underlined bit has been added to help balance it out. I didn't mean he could ignore the tiring factor, just that he would rarely use it five times in a row.
Sans Debuff, Shallow Cut is approved.
Deep Cut: Just add on something to the effect of “before he is exhausted and needs to recoup” or something to the end of that and you should be good. I just want it to be clear to anyone reading that it’s not just a cooldown.
(07-14-2017, 05:55 PM)King Ghidorah Wrote:Quote:Vector Impulsion: Requires Ranged Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency, Debuff Proficiency, Advanced Telekinesis, 3+ ATK - (900 OM)
By using his psychokinesis to temporarily warp space and create a set of persistent force-vectors within a specific area, Kelly can effectively alter the direction of gravity within a column up to seven meters in diameter and 30 meters long (minimum area 2 meter radius by five ten meter height) and/or enhance its pull. The column may be oriented in any direction within 3-dimensional space - vertically, horizontally, diagonally, whatever seems most effective at the time. Once active, anything within the effected area will 'fall' in the direction he has chosen until it either reaches the end of the column of warped space or collides with a free-standing object sturdy enough or large enough to remain upright within the column - the surface of which will be the affected object or person's new 'ground' until the effect ends. The column of warped space persists for five seconds, plus 1.5 additional seconds for every additional second of charge. Creatures with Master Acrobat or a TEC of 3 or greater may be able to reorient themselves enough to minimize the disorienting effect of the sudden shift in perspective, but unless they have flight that won't stop them from 'falling'.
In order to use this move, Kelly must charge it for a minimum of 2 seconds, during which time the air in the area he has selected will ripple like a desert mirage. While charging, he's limited to purely defensive actions (blocking attacks with his staff, for example), cannot use other non-item moves, and suffers a -2 to TEC for any purpose not related to using Vector Impulsion. The charge can be interrupted by a solid blow.
The affected area must be be either within Kelly's line of sight, or the range of Kelly's enhanced senses.
Alternatively, by using Vector Impulsion to enhance the normal pull of gravity rather cancel and redirect it, Kelly can create a zone wherein movement is difficult. Creatures with an ATK less than Kelly's by 1 or more will probably become pinned. Creature's with Higher ATK may be still be able to move with difficulty (if their ATK exceeds Kelly's by 2 or more, or if they possess flight and a SPD stat greater than Kelly's ATK, they can be considered practically unhindered).
The effects of vector impulsion are fixed in place - any creature that leaves the affected area while the attack is active is no longer effected.
Regardless of the area affected or charge time taken, this attack takes a lot of power to execute - using it is always equivalent to maxing out while weightlifting - and leaves Kelly unable to use any non-item normal move for fifteen seconds.
Kelly is not immune to the effects of Vector Impulsion. If he enters the affected area, he must contend with them as well.
Personal Space: Requires Telekinesis, Area-Attack proficiency, 3+ ATK - variable (600 OM)
If Kelly needs a little breathing room, he can use his psychic powers to create some. He can do this in two ways.
Version 1: By focusing intensely, he can generate an instantaneous telekinetic shockwave, invisible save for the wave-front of dust it produces at ground-level and the effect it has on anything in its path, expanding spherically outward to a range of about three meters before dissipating (Force decreasing proportionately after first meter of distance from Kelly's body - one meter= full power, two meters = 50% power, etc.). This shockwave isn't designed to be damaging - rather, it's like being shoved extremely hard (Kelly's ATK score) - potentially knocking less sturdy enemies off their feet and forcing tougher ones back to a less-threatening distance (Enemy DEF score). As generating the shockwave requires Kelly to muster a lot of force extremely quickly across his entire body, it puts a great deal of strain on his energy reserves. This version can only be used once per fight; It cannot be used while moving at anything quicker than a walking pace - though it can be used mid-air if Kelly has jumped - and cannot be used in conjunction with other non-item moves.
Version 2: The second use of Personal Space is more powerful, but riskier in the heat of battle. By charging the attack for four seconds, Kelly can increase the power of the shockwave to the point where its genuinely dangerous - capable of breaking wooden furniture at middle-distance or cracking marble at close range (or more if his ATK score goes up). This version of Personal Space has a slightly increased range - four meters instead of three, and the drop-off in power begins at 1.5 meters instead of 1 meter, though otherwise the same rules of distance-ratio and effectiveness apply. Kelly can charge it while doing other things - moving, or even fighting, though attempting the latter splits his focus and effectively reduces his TEC score by 2 for the duration of the charge-time - and the decrease becomes -3 if he's trying to use other psychokinetically-based moves (this reduction can't bring his TEC below 0, and he can't take other combative action while charging Personal Space v2 if for some reason it would). The charge can be interrupted by a solid blow. This version of Personal Space can be used more often (once every minute or so, each use incurring mild general fatigue, like running a 100 meter dash), as the charge-time makes it less stressful to perform - but it cannot be used at all if Kelly has already used version 1.
Removed the Stat-based scaling from Vector Impulsion.
Other changes in bold.
Looks good, friend. Approved.
(07-16-2017, 08:34 AM)Android 17 Wrote: Kasenko-kaha (900 OM) –
Like most ki beams, this attack is charged within the confines of cupped palms. This technique can take the cyborg substantial time and effort to fully charge, but because of this, it is usually able to get the job done rather well. Seventeen must remain standing (or hovering in the air) while he draws the necessary ki, and during this time he cannot make any offensive or defensive maneuvers. As the attack charges toward its full potential, the color will descend the colors of the visible light spectrum (starting at red moving down to violet). The size of the beam ranges from 1 meter (red) to 7 meters (violet). The power (and likewise, the ‘fatigue cost’ of the beam ranges from the mundane (little more than a normal ki attack) to being a heavily damaging and draining attack at full charge.
With a declaration of the attack’s name, Seventeen throws his palms forward—unleashing the beam. The initial beam is concussive, which means it hits a target and attempts to carry them backwards (in lieu of a missed target, this attack is excellent for blasting through walls and buildings!). The bulk of the power comes at the end of the attack, when Seventeen releases a final, massive sphere of energy from his palms. The sphere travels along the length of the beam before hitting its target and exploding, emitting all the colors of the rainbow charged into the attack as a means to glorify its destructive prowess (so a briefly charged blast would explode red, whereas a fully charge blast would razzledazzle). The colors and light show is just that… for show.
Colloquially called ‘Rainbow Beam’, this attack represents Seventeen’s most powerful technique and usually his final gambit in intense, physical confrontations. In desperation, Seventeen can ‘fast charge’ the kasenko-kaha, but it its twice as exhausting to do so.
Kasenko-kaha (Tier 2 Super Attack) – This move functions identically to the normal version of the Kasenko-kaha. The only difference is that the charge time is vastly reduced, and instead of charging to violet, the beam charges to a brilliant white color that contains the full, destructive power of the attack. The resulting onslaught is the most powerful attack in Seventeen’s repertoire.
And for transparency, I'mma be buying a T2 version of my already approved T1 Super Defense
Quote:Ki Barrier - A translucent sphere of green energy surrounds Seventeen. The field is a complete sphere about a foot away from Seventeen's body. Once the shield has been summoned, he can no longer move. Moving with the field open is too taxing, so he doesn't do that. The field will absorb/deflect/negate a Tier 2 Super Move of any flavor. After doing its job, the 'super' ki barrier will vanish.
Around how long does it take for a full charge? How long does the weakest variant take to charge? How long is the Fast-Charge time? How fast does the beam move? Can he swing this around and re-aim while firing or no? Does this have a maximum range or does it keep going as long as he puts energy into it?
Supers are both good.
(07-16-2017, 09:49 AM)Ebonywood Hellscythe Wrote:(07-16-2017, 08:49 AM)Alex Wrote: To me, this doesn't feel balanced. The blade isn't a physical object, so the defender would be have to guard against the stick? And its a permanent loss? And there's no drawback to Ebony? With something as amorphous as fatigue, that just feels too strong and too balanced. I feel like I know what you're going for, having played a lot of DnD in my younger years (non-lethal damage?), but something like that doesn't translate very well to this system.
Would the following change be sufficient with regards to blocking the attack? I actually intended it to be blockable by other weapons, hence why I only said it phased through the opponents body and armour, but I guess I wasn't specific enough. I also added some more detail to the fatigue mechanics which hopefully should make it more viable. The main key drawback is naturally: Ebony isn't actually doing any (or much) damage. So even if she won the fight primarily using this, her opponent would likely have more health remaining than her. A hit with Soul Strike is never going to have the same impact as actually being hit in the face or arm or leg with an actual scythe blade.
Soul Strike (300) Requires: Ebonywood Hellscythe, Physical Strength, Debuff Proficiency
A non-lethal attack that uses Ebony's scythe. Ebony focuses for three seconds. During this time she may move and dodge, but may not attack. Taking more than a small amount of damage or losing concentration will revert all progress towards this. After this, the previously silver blade glows a faint purple and appears slightly translucent. Ebony then may continue to attack with her scythe as usual besides from one key change. Once the blade reaches an opponent, it appears to phase through their armour and body (however the wooden staff will not). However, the blade is still blocked by other weapons and moves, such as a sword, shield, or spiked gloves. This includes any incidental weapons although blocking with them runs the risk of having them destroyed (a fallen tree branch probably wouldn't hold up against a hit with Ebony's scythe). Any cuts that would usually have appeared on the opponents body instead glow with harmless purple flames for about a second before they fade away. The foe feels some pain, but it's very reduced from what the attack would normally feel like. Instead of actually doing any damage, the attack solely drains the foe's fatigue leaving them tired. This is a permanent drain for the whole fight (but can be removed with any move or item that would normally reduce fatigue), so should Ebony win by primarily using this, or attack with it as a finisher, the opponent would likely fall unconscious. Each individual strike is not draining to Ebony and won't seem very draining to her opponent (so the first hit will probably seem like a slightly painful joke attack). However, over time, the attacks will add up as the fatigue induced is cumulative. The impact on an opponent is based on Ebony's ATK against their DEF.
In general, the fatigue is similar to the effect on the opponent should they have actually taken damage. As accumulated damage would wear down an opponent as, naturally, someone with a cut, bruised, and bleeding arm won't hit as well as someone with an uninjured arm, Soul Strike achieves a similar effect. Essentially, the opponent suffers as if they actually took damage. That said, the potency is lessened compared to actually being hit with the normal scythe blade. Thus, using Soul Strike will never have the same impact on an opponent as cutting them with Ebony's unchanged scythe blade.
The fatigue can either be interpreted by the target feeling drained, tired, or sluggish after receiving multiple strikes, or by the body parts that would have been injured simply aching.
To revert back to normal attacks, Ebony has to focus for three seconds and again can only move and dodge during this time. As before taking more than a small amount of damage or losing concentration will revert all progress towards this. Also, if the scythe is dispelled, when resummoned it will always revert back to its normal form. So, Ebony has to spend a total of 8 seconds of focus at least (5 to create the scythe, 3 to change the attack mode) to start using Soul Strike without having her scythe initially on hand. Lastly, Ebony is immune to the debuff effect of being stabbed with her own scythe blade.
Approved.
(07-16-2017, 02:17 PM)All Might Wrote:Quote:Does this have any charge-up? How draining is it to perform? Can he use other moves concurrently?CAROLINA SMASH - 300 OM - Requires physical strength, Burst Movement, Super Speed, Area Attack
All Might crosses his arms in front of himself, and then taking about a second using Burst Movement to rocket to full speed without needing to gather momentum, charges head-on towards his target. Once he collides head-on with his target he performs a cross-chop with enough force to radiate a shockwave forward. Due to the more focused strike than "Destoit Smash" the shockwave takes an X shape, the edges of the shockwave sharp and pointed. The shockwave only extends about five feet away from him. The edge of the shockwave feels like getting slashed by a sword, while getting caught by the center of the X feels like being pierced by a harpoon.
It takes about a second for the X shockwave to radiate outwards completely.
All Might is able to control his strength, and will try to hold back on using this move against ordinary opponents. This move is also easier to dodge than the punch, as it really only harms what is directly in front of All Might. If an opponent is able to guess where All Might is heading, the attack is easy to side-step. All Might isn't able to change direction while charging without dropping his arms, thus he's only able to attack with Carolina Smash after heading down a straight line.
Edit: While it doesn't take any time to 'charge up' the energy needed for the attack, it takes about three seconds to build up speed for his charge. He cannot use any of his other moves simultaneously with Carolina Smash. The move takes a toll on his arms, and so he is only comfortable doing the move three times in a row, and will require at least twenty minutes rest before he can do it again.
Approved.
(07-16-2017, 06:33 PM)Serraph Quarrere Wrote: Move: Zanpakuto: Libro (Requires Physical Strength - Cost=300)
An Arrancar's signature weapon is the vessel that stores its sealed powers. Such a vessel takes the form of a bladed weapon like a sword or axe. To release its power Serraph need only say its activation phrase: "Record, Libro". However saying such a thing currently does nothing. At 41 inches, Libro is rather plain appearing rapier save for a few strange qualities that set it apart from normal blades. At first glance one would see that the thin, double edged blade, along with its simple basket hilt is white rather than the silver color that is common among steel or iron weaponry. If one were to run their finger across its surface they'd find it to have a texture more in common with paper than with metal, but enemies should be wise not to be fooled. Libro is just as strong as any other blade.
Approved.
Daniel Wrote:gonna milk the shit out of those milkies
Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.
Alex Wrote:clowns don't have marriage rights

