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Official Move Approval III
Guilmon

[spoiler]
Guilmon Wrote:Tier 1 Powered-Up Transformation (Digimental Evolution) - Rink - The third of many Digivolutions available to Guilmon. Rinkmon is approximately 6 feet tall standing up.
Stats: 2 ATK, 4 DEF, 7 SPD, 2 TEC

Rinkmon Moveset

Rink Blades (300, requires «Physical Strength») - Rinkmon has extremely sharp blades on his feet. They're about 18 inches long. They do slashing damage.

Forearm Cutters (300, requires «Physical Strength») - The projections on Rinkmon's arms are about 2 feet long. Though rarely used, they can be used like swords.

Spinning Cutter (300, requires «Physical Strength») - Rinkmon spins rapidly, arms tucked, but elbows out, making use of his «Forearm Cutters». He spins for 10 seconds, and can move at half speed while spinning.

Tier 1 Super Attack - Quadruple Storm (600, requires «Burst Movement», «Physical Strength») - Using «Burst Movement», Rinkmon is able to move quickly between four points before attacking from one point at random. In addition to the SP cost, this move is extremely tiring. As a result, this is an absolute last resort for Rinkmon.

Rink - Approved at 1000 OM! Just make sure you classify it as a Powered-up form for clarity's sake.

Rink Blades - Since these are an "always-on" weapon be aware that they may not be incredibly devastating in terms of damage. But Approved at 300 OM!

Forearm Cutters - A bit more description on the blades themselves. Where do they come from? I can see that they're blades that jut from the forearm in the picture but some more description would be nice just to clarify things for people that don't look at the picture. How fast can you strike with them? Also, similiar to Rink Blades since they are "always-on" they won't be the most destructive of attacks.

Spinning Cutter - Does he spin like a top then? How large of an area around him is affected? Can he see while spinning? Can he jump or only walk? Does he have to spin for the entire duration or can he cancel it early?

Quadruple Storm - Does this mean he dashes four times and then strikes during the final dash? Or can he dash between four spots and then attack from any of the four?[/spoiler]

Link

[spoiler]
Ditto Wrote:
Link Wrote:Floating this idea, since I don't know of anyone who has used Time Manipulation.

Phantom Spheres (Time Manipulation, Ranged) - Link conjures a ball of yellow energy about the size of a baseball, taking five seconds to do so. He can throw these at any object, and on impact, it freezes them in time for three seconds. The spheres can be dodged but still perform their intended effect if blocked physically.

Chrono Dome (Time Manipulation, Area Effect, Super Move?) - Link spends ten seconds charging power into his Phantom Sword. Once complete, Link thrusts the blade into the ground where the time energy is released in an expanding dome, stretching to a radius of five metres. Anything in the dome is frozen in time for ten seconds except Link. Link is able to move about in frozen time; he can perform basic motions (like moving objects, opening doors, etc.) but he cannot attack.

Hi guys, could I get a verdict on these?

Phantom Spheres - Being able to hit an opponent with an unblockable three second time freeze is pretty strong. I'd recommend adding a few more drawbacks such as needing to stay stationary during charge up and having the projectile be relatively slow.

Chrono Dome - So I see two ways to go about doing this. If you want it as a normal move it would need to be nerfed quite a bit, ten seconds is a lot of time to escape or set up traps using the environment. Adding stationary charge-up or decreasing the duration to maybe five seconds or so would be solid. However if you wanted it as a super move you could do away with the charge-up entirely and give yourself 10 seconds to reposition yourself or escape. If you choose the super move route it could either be a defensive super move or utility.[/spoiler]

Emerald

[spoiler]
Emerald Wrote:
Quote:Tendril Entanglement (Requires Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency) -- 600 OM
Emerald slams the ground, with a hand or foot, growing roots below the surface of the ground and sending them at the target. The roots erupt from ground under target, and begin to wrap around their body, limbs, throat, and weapons if any, with moderate speed, restricting movement and constricting the target. Targets with a sharp weapon may be able to cut away some of the roots, reducing the roots' hold on them. Can be used to attack multiple targets at the same time, up to four. Attacking multiple targets at once decreases underground travel speed by 50% for each additional target beyond the first additional target. Emerald can still move, attack, and leave the ground without the roots loosening their hold on the target if casted against one target. She must remain still and connected to the ground if used against more that one target. Emerald may lose concentration and her hold on the targets if she sustains a large amount of damage. //Roots from 4 to 6 inches thick each, green in color. Fast travel speed under the ground. Moderate to fast speed when entangling a target. Roots erupt from ground in a five foot diameter under each target. Can last up to ten minutes depending on target's Atk and Def, allowing them to struggle free early even without a sharp weapon. The freeing of one target does not affect the state of another.//

Briar Barrier (Requires Area Shield Proficiency, Area Attack Proficiency) -- 900 OM
Emerald brings a forearm in front her of body, as if to defend, summoning a thorny briar as a shield against attacks. Melee attackers are damaged by the briar's thorns. Can defend repeated strikes against blunt object attacks. Reduced effectiveness against sharp weapons. Energy and Fire based attacks destroy the shield with one attack. Can be dispelled or left intact at caster's discretion, but must be recasted entirely if dispelled. //Three feet in width, six feet high. Base of shield rooted in the ground. Green in color. Vines are covered in thorns.//

Alternatively, Emerald can slam the ground with both palms (or fists if hold a weapon(s)), summoning a thicker and stronger version of the shield, more equipped to defend against ranged attacks. Nearly unaffected by blunt attacks and sharp weapon strikes. Melee attackers are damaged by the briar's thorns. Can defend against repeated strikes by piercing attacks, like bullets, arrow, or bolts. Reduced effectiveness against Energy and Elemental attacks, but can resist up to three strikes by them. Fire attacks burn the shield entirely, taking 5 seconds to destroy it. Can be dispelled or left intact at caster's discretion, but must be recasted entirely if dispelled. //Three feet in width, six feet high. Base rooted in the ground. Green in color. vines thickly tangled together and covered in thorns.//

Both versions of the shield can be casted in front of Emerald, or in sphere around her. If cast in a sphere around her, she can still step out of the shield unharmed by the briars, if she were to leave the shield intact instead of dispelling it. Emerald may summon u to one additional barrier if she has left on intact, but it must be actively maintained, and will be dispelled automatically one Emerald moves to attack again.

Vine Lash (Requires Ranged Proficiency, Homing Proficiency, Remote Control Proficiency) -- 600 OM
Emerald summons four thick and strong vines from the ground to assist her in offence and defense, growing moderately fast.. The vines attack the target when Emerald does, adding additional attacks to for her target to have to defend against. Vines attack on their own, in unison with Emerald's attacks by whipping and striking at the target.

If needed, by bring up a forearm to defend herself, Emerald can call upon a vine to block an attack for her. Each vine can block one attack each and is destroyed afterwards, shriveling and dying. The vines move as fast as Emerald does when attacking and defending.

//The vines take three seconds to fully grow. They are ten feet in length, a have a stationary base rooted to where they were grown, while the rest of it moves freely with Emerald's attacks. They can be attacked at their base to disable them, can will not defend themselves independent of Emerald outside of some wild and loosely directed thrashing. Emerald can defend herself while the vines grow, and they will grow unhindered as long as she stays on her feet, with at least one foot or hand touching the ground. these vines, when fully grow become an extension of Emerald and her attacks, following up her attacks without much nearly any focus required, outside of the amount effort one would need to choose throw a fist or kick.//

Updated.

Tendril Entaglement - Approved at 600 OM!

Briar Barrier - One thing I forgot to ask is how long do the shields take to form? The first version seems like it would be fine if it were instant, but the second one should probably take a few seconds to be created. The sphere version of the shields will also be weaker or have larger drawbacks than the non-sphere versions.

Vine Lash - Approved at 600 OM! Just keep in mind that since they don't require much energy or concentration to maintain they won't be devastatingly strong.[/spoiler]
[Image: StrazSig.png]

[Image: DarkshireBadge.png][Image: DarkshireDefenseBadge.png][Image: SecondarySaga.png][Image: HerosGraveyardBadge.png]


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