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Official Move Approval III
Monkey D. Luffy Wrote:Tier 2 Powered-Up Form (1500 OM)

Gear Third (Malleability)
Luffy initiates this form by corking his mouth with his thumb, biting into his joint, and blowing air into the opening. He is then able to transfer the air through his entire body to inflate the size of his limbs to monstrous proportions. Coupled with his already-strong physiology, this provides him a larger area of attack with greater strength, but sacrifices mobility.

[spoiler]
[Image: Gear_Third_Activation_Post_Timeskip.gif]

[Image: tumblr_mb69fseFhX1rhrgqfo1_500.gif]
[/spoiler]

The air-pumped bones are incredibly hard, similar to an inflated car tire, so much so that bullets ricochet off his skin. Luffy can control where the air is stored within his limbs, permitting him to stretch them as normal. Most of his techniques in this mode retain the names of his regular attacks with "Gigant" added to emphasize their colossal size and power.

Base Stats
• ATK: 5
• DEF: 3
• SPD: 2
• TEC: 2

Gear Third Stats
• ATK: 11
• DEF: 8
• SPD: 1
• TEC: 2

******

Standard Move (300 OM)

[spoiler]
[Image: one-piece-gomu-gomu-no-elephant-gun-o.gif]

[Image: Gomu_Gomu_no_Elephant_Gun.png]
[/spoiler]

Gomu Gomu Elephant Gun
(Physical Strength, Ranged Proficiency, Malleability, Gomu Gomu Pistol/Gomu Gomu Bullet, Gear Third)


A Haki enhanced version of Gomu Gomu Gigant Pistol. After activating Gear Third, Luffy augments his fist with Armament Haki in order to vulcanize it. He then heaves an elastic-snapped punch into the enemy with grand destructive force. Requires five seconds to prepare the attack and leaves Luffy open whilst executing.

******

Standard Move (300 OM)

[spoiler]
[Image: Gomu_Gomu_no_Grizzly_Magnum.gif]

[Image: tumblr_n1anozD97q1trt2aco1_1280.gif]
[/spoiler]

Gomu Gomu Grizzly Magnum
(Physical Strength, Ranged Proficiency, Malleability, Gomu Gomu Bazooka, Gear Third)


A Haki enhanced version of Gomu Gomu Gigant Bazooka. Luffy activates Gear Third on both fists simultaneously, then runs towards the target with arms extending behind him. Charging forth at great speed he implements Armament Haki into his fists to vulcanize them before retracting and hurls a double open-palm strike into the enemy. Requires ten seconds to prepare and typically sends weaker foes soaring.

******

Tier 2 Super Move (1200 OM)

[spoiler]
[Image: Gomu_Gomu_no_Elephant_Gatling.gif]
[/spoiler]

Gomu Gomu Elephant Gatling (Physical Strength, Ranged Proficiency, Area Attack Proficiency, Malleability, Gomu Gomu Gatling, Gear Third)

After enlarging and imbuing both arms with Armament Haki in a similar manner as Gomu Gomu Elephant Gun, Luffy performs his Gomu Gomu Gatling, which, with the heavily enforced arms, causes massive widespread damage capable of tearing apart a massive ship. Those unfortunate enough to be caught within his attack range will be battered to a pulp for up to twenty seconds. This technique exhausts Luffy considerably and expends a large portion of his haki reserves.

Approved, Approved, Approved

For your super move, twenty seconds seems like a long time to get beaten over and over again.

Quote:Devil’s Due: (Ranged Materialize Proficiency, Debuff Proficiency) By reaching out and clenching his fist, Ganondorf can cause a a single Move or Power of his opponent to cease functioning. In regards to physical items (such as sword, guns, etc.) the item in question is engulfed in reddish-grey flame. In regards to intangible abilities, it seems as though a wall has gone up between the character and the knowledge of how to use that ability. This Move takes a few second to charge, and is taxing on Ganondorf to use repeatedly. It also only lasts a short while (a round) before dissipating.

Hellfire Blast: (Area Attack Proficiency, Debuff Proficiency) By channeling a Hellfire Strike into the ground, Ganondorf can cause the area around him to explode with eldritch magic in a dome shape. A Hellfire Blast extends out from the source to about 3 meters away, but it isn't very powerful. It's main use it in dealing with speedy foes or multiple opponents, as it can knock these pests away from the Demon King and give him time to think of a strategy. In addition, anyone hit by a Hellfire Blast is coated in residual hellfire, slightly slowing them down for a short time, and a Hellfire Blast can also damage or destroy weak flooring.

Hellfire Lightning: (Ranged Proficiency, Area Attack Proficiency) Ganondorf's hand crackles with dark electricity as he prepares this attack and a brief second later he thrusts his palm towards his foe sending forth a cone-shaped blast of lightning-like energy. Much like a shotgun, this move is far more powerful in close-range, and more able to deal with multiple enemies or speedy opponents at long, though at a certain distance the damage become negligible and it dissipates entirely after about 5 meters.

Upgrade:

Hellfire: (Ranged Proficiency, Homing Proficiency, Area Attack Proficiency) Summoning demonic energy from the very essence of his soul, Ganondorf can lob reddish-grey orbs of energy at his foes. While the blasts are neither stronger nor faster than a standard melee attack, the give the Demon King the ability to attack at range. Additionally, Ganondorf can create a nearly identical orb of energy that, rather than dispersing upon impact on a surface, will explode. This small explosion sends out a multitude of smaller orbs (about 10), which home in on an opponent. Each orb only does about 1/10th the damage of his standard Hellfire, and can be blocked normally without further separation. This version, however, requires a small “warm-up” period as their construction is more complex than a standard blast. Both blasts can be charged before firing, increasing their damage potential. While charging, Ganondorf can move, but not attack. While the attacks can be launched prior to a full-charge, they'll deal a proportionately lower amount of damage in regards to the time not spent charging them. Additionally, if Ganondorf loses his concentration while charging, he may lose the attack as well. A fully charged Hellfire explodes in a large radius, possibly dealing damage to anyone and anything within 3 meters of his target. The smaller orbs from his second Hellfire option will increase in number, rather than in damage, to a maximum amount of 20 secondary blasts.

Devil's Due- I'll have an Admin approve this because I remember there being problems with a similar move.

Hellfire Blast- Seeing as there is 2 charge times for Hellfire Strikes is there a charge time for this?

Lightning Approved at 300

Upgrade approved at 600

Quote:Ego Nova [Tier 1 Supermove] (800 OM, Requires Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency and Telepathy)

A black shadow radiates outwards from Nealaphh along the ground, covering a radius of 30 meters. The god-mind hunches over, flexing its mental powers to their maximum before throwing its head back and unleashing a devastating telepathic scream that lasts 5 seconds. As the scream is flaring, the shadow lights up with thousands of stars. The charging sequence takes 4 seconds to execute, and anyone caught in the shadow field at the end of that time falls to the ground, clutching their heads in pain.

The attack causes no physical damage, and once the scream is over, primes can immediately get back on their feet, though they are left feeling dizzy and disoriented for ten seconds. Primes with higher mental resilience may be able to resist falling down, but the scream will still keep them rooted while it is flaring.

Again this feels very weak for a Super Move, maybe make it a Tier One Offensive so it does damage as well?

Quote:Scarlet Sign: "Red the Nightless Castle" (requires Area of Effect Proficiency)
:21 to :25

Summoning the power deep within, after summoning this spell card Remilia begins to float into the air (if she isn't already) for a second before a pillar of red magical aura surrounds her, which spreads out from her in a cricle around of 6" diameter. About ten feet above her head, four prongs stick out parallel to the ground in four different directions from each other, giving the aura the shape of a cross. Those caught inside the aura are continuously damaged over the four seconds the spell lasts, causing serious wounds those with a way to escape, obviously, can avoid the majority of it.

As a spell card, Remilia needs to regain energy through either rest or battle before being able to be used one again.

Destiny "Miserable Fate" (Requires Ranged and Homing Proficencies)
:34 to :45

Dooming her opponent to a lifetime of pain and heartache, this spell card summons three large red magical chains headed with a sharp spike each. Once summoned, they chase after the intended intended target until they hit, are destroyed, or eventually run out of energy to run on their own after five seconds. Dumb in nature, these chains head straight toward the would be enemy, and should they miss will bend back towards their target. They are limited at turning and are not the fastest projectiles, but their damage is nothing so scoff at.

As a spell card, Remilia needs to regain energy through either rest or battle before being able to be used one again.

Both approved at 300

Quote:Tier 1 super move: Offensive – Sodium Explosion (Area Attack, Ranged, Ranged Materialize) (800) – While fighting in or near the ocean/ salt water, Edward is able to transmute a large quantity of the salt in the water into pure sodium metal. The Sodium metal begins to react with the water underneath it, causing a large amount of hydrogen gas, smoke and – after three seconds – an explosion. This initial explosion is followed up by a secondary, larger explosion as the initial explosion ignites the hydrogen gas that was produced. When Edward first transmutes the sodium, it creates a 3 inch thick layer of Sodium metal on the top of the water that encompasses a circular area of 3 metres in diameter around his opponent. It takes 3 seconds to transmute the sodium, 3 seconds for the sodium to react and, after this combined time of six seconds, explodes.

Are you sure you want the Ocean Handicap for this move? It seems kind of Major. Anyways this move is approved.

Quote:Tier 1 Powered-Up Transformation (Adult Evolution) - BlackGrowlmon - The first of many Digivolutions available to Guilmon. BlackGrowlmon is basically a berserker mode that Guilmon won't like to use much, but I have plans for it, and I believe it would might make good "fodder." BlackGrowlmon is approximately 6 feet tall standing up.
Stats: 7 ATK, 0 DEF, 6 SPD, 2 TEC
BlackGrowlmon Moveset
Sharp Claws (0) - Like Guilmon, BlackGrowlmon has Claws. His are about 12 inches long, an inch wide, and 1&1/4 inch thick.
Plasma Blade (300, requires «Physical Strength») - Heats the blades on its arms and slices at the target by spinning in a circle at extremely rapid speeds. BlackGrowlmon spins for about 5 seconds. Any longer than that and he gets too dizzy to stand.
Howling (?00, requires «Area Attack Proficiency») - BlackGrowlmon inhales deeply, looks up, and lets out an air-piercing howl that can be heard for miles. {Any ideas?}

Tier 1 Utility Super Move - Howling (800, requires «Debuff Proficiency», «Area Attack Proficiency») - BlackGrowlmon inhales deeply, looks up, and lets out an air-piercing howl that can be heard for miles. Anyone within 50 feet that can hear the howl, and has fewer stats (or is otherwise afraid of BlackGrowlmon) becomes too scared to concentrate/think properly. Their TEC is reduced by 3 (cannot go below 0).

Power up form is approved
Claws- Your going to need another move for claws as if it were another sword(Unless another Mod doesn't agree) Approved at 300
Plasma Blades- Approved at 300
Howling-No idea, maybe it's so strong it can push people back?
Tier 1 Utility- -3 to a Stat is a lot for a Tier One. You're going to need to dial it back a bit.


Quote:Disarm(Physical Strength, Debuff Proficiency[?]) Cost: 300
Demetri must be at a close range and the target must have a weapon equipped for this move to have any effect. Demetri uses skill and close quarters combat to disarm or disable their currently equipped weapon. The affected target must wait one round to equip/use that same weapon again. Unequipped weapons are not affected and this move can be blocked with defensive moves.

(Also, if using certain powers can make the move more effective/ less vulnerable to deflection,such as burst movement due to less reaction time, should it be stated in the description?)

Same comment's as Ganon's and no

Quote:Hunger (600 OM, requires Ranged, Debuff Proficiencies)
Okor's corrupted and malformed abdomen splits open, the bones revealing themselves as crooked, mangled teeth. From within this maw, decrepit entrails begin to stir, protrusions of spine and bone adorning the twisted organs. With a desperate hunger, one of the monstrous tentacles extends up to fifteen meters in a short span, wrapping itself around a foe, cutting deep into their flesh with its barbs. If the Foe's combined ATK and DEF stats are lower than Okor's, they are pulled towards him. If the Foe's combined ATK and DEF score is less than half of Okor's combined score (rounding down), they are pulled the full distance towards him, and are subject to a few bites from his maw. If their combined ATK and DEF scores are higher than half of Okor's combined ATK and DEF scores (rounding down), they are pulled half the distance between Okor and the target.

This move seems good but could you make it less set in stone and more flexible like "Targets weaker than Okor are pulled closer to him than targets with high DEF and ATK" or idk something along those lines.
[Image: GilgameshDAsig_zpsecqjfngm.png][Image: NB_BadgeRight.png][Image: RhzfCY6.gif] - Credit to Ezzy


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