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Official Move Approval III
#11
Jon Snow Wrote:I had this move kind of cleared by Luffy a little while ago, but I thought I'd re-submit it since it required a bit of downsizing and meticulous nerfing to make it less OP. It's more of a custom power for RP fodder than anything else.

Warging - (requires Telepathy) - (I'm uncertain of an OM cost, approve it with whatever you wish)
Thanks to prevalent Stark genes as well as descendantary from the First Men, Jon has inherent access to the abilities of a Warg. He can enter the minds, bodies and consciousness of other mammals (expect other humans - takes a lot of training, practice and mastery to reach that level) such as birds, wolves and stags and can take control of them.

This ability comes with a number of drawbacks, however. Jon has to be standing completely still and motionless to "warg into" another being, for starters. And when he does, he's essentially just body-swapping, so his human body is left pretty defenceless and open. Dying whilst warging is also a horrifyingly traumatic experience for the warg. Whilst his mind survives and quickly snaps back to the human body, the effects and trauma of a near-death experience can still be felt. Probably the greatest drawback of Warging would be the fact that amount of time Jon spends in another creatures mind and body is quite limited; an animal simply isn't sophisticated enough to hold a human brain and consciousness within it. If Jon spends too long in a Warging state, his mind will eventually begin to wither and forget, and he'd essentially "become the animal", unable to warg back out of it and losing full-control over his body and actions.

I would say it would be an ok RP fodder move since you leave yourself open during the duration. Approved at 300

Quote:Throwing Knives - 300 OM
Somewhat similar to Shay's Rope Darts, his Throwing Knives are a popular Assassin tool, mainly used for stealth approaches. With this weapon, Shay can quickly throw off a small blade at about 20 meters away from him. With weaker Secondaries, a well-placed hit could easily kill in one shot, although with Primes, especially those with higher DEF. statistics, this will barely do more than stop them in their place for a second or two.

Harpoon Spear - 600 OM
Being a part-time whaler, Shay was quite skilled with a throwing Harpoon in his time. Improvising, Shay can use this Harpoon as a throwing spear that reaches about 30 meters away, or use it as a basic long-range polearm. If a throw is landed, it can generally kill weak Secondaries in one hit, and definitely cripple Primes, at least for a short while. Although slower than his Sword and Dagger combination, as previously said, it has a much longer range, and a slight intimidation factor when you start swinging it around. A nice option for harder to hit targets, or if Shay wants to keep his distance.

Improved Air Rifle and Grenade Launcher - 600 OM + 300 OM = (1200 OM)
Stolen as a package for Templar Lawrence Washington from a British ship, the single-shot air rifle allows for 40 meter distance Sleep darts to be fired, putting them to sleep for 8 seconds by default, although Primes with greater defenses can easily resist this effect entirely. Anybody with a defense statistic with 3 or higher can negate this effect. 2 second reloads must take place before firing off another shot. While aiming, Shay's movement speed is greatly reduced. Attached to his air rifle, Shay can take aim to fire a high explosive grenade with his Grenade Launcher prototype handed to him by Benjamin Franklin. Only able to arc at a distance of 10 meters. Shrapnel grenades are high damaging explosive shots that reach outwards at a 3 meter radius. Shay can load one grenade in the launcher at a time before a 4 second reload needs to take place. Even though this weapon favors dart-based projectiles, that doesn't mean Shay can't use it as your average musket. Putting a simple musket-shot in the chamber, Shay stops in place and takes careful aim for about 3 seconds, before being able to fire off a potentially high-damaging bullet at about 50 meters away. After firing, a 6 second reload must take place. Extremely useful for hitting targets at a distance stealthily or taking out two to four enemies close together.
Upgrade Note: Now the rifle itself is able to fire off long-range, single shot musket balls, therefore the added 300 OM, and final pricing of 1200 OM.

War Axe - 300 OM
Seeing as Liam was implied to be one of the Brotherhood's best axe-wielding Assassins at the time, it's no surprise that Shay took inspiration from this. Using a heavy British Naval axe, Shay trades a lot of his movement and swing speed for a heavy amount of potential damage. Well-placed hits can easily kill weaker Secondaries with a simple swing, and with Primes, can pierce through a lot of DEF. statistic points and cause a ton of severe damage, depending on how high such DEF. is, however.

Throwing Knives-I think that last tid-bit is much, just get rid of that last tie bit and It'll cost ya 300
Harpoon-Same thing about the killing part, get rid of that and it's good at 600
Air Rifle- The pricing would be 900 OM and if you could just make a softer effect like "Those with higher defense would be more resistant to the effect" instead of making it a cutoff
War Axe-Take out the last part and you'll be fine and approved.

Quote:Tier 1 Assist: Darkness Manifest (Mimic, Shapeshifting, Insight)

By drawing upon the evil that lies at the heart of all beings, Ganondorf can draw it forth and will it into a sinister copy of his foe. This "Dark" version has all of the targets Moves, Proficiencies, and Powers, as well as a shadowy version of their mind and personality. However, it typically isn't as strong as the source, nor is it very durable. Still, fighting something which is technically yourself isn't an easy thing for anyone to do.

Stats:
Atk: 1
Def: 0
Spd: 2
Tec: 2

Approved

Quote:Transcendence (Tier 1 Super Move): Mickey creates an anti-gravity field around him, lifting up any opponent within ten feet of him and trapping them there as long as he can hold it. The field is destroyed when a) Mickey runs out of energy to hold it up or b) an opponent overpowers him, which as he becomes more tired is progressively more easy to do.

Omni/anyone, is this enough for a super move to do? It's stumping me because it just doesn't feel very… super.

You'll need Telekinesis for this move and no it would not need a Super Move. This would need Debuff as well and you can balance it to make it just as strong by adding more downsides
[Image: GilgameshDAsig_zpsecqjfngm.png][Image: NB_BadgeRight.png][Image: RhzfCY6.gif] - Credit to Ezzy


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