10-05-2015, 06:41 AM
@Zack Fair; Earth Materia, Posion Matera and Braver
All three are approved, and I would say yes, in Events like DA (Where he wouldn't have his Buster Sword) it would be rendered useless... but isn't that the fun of those events? :pink:
With the moves dimensions, when you say 6 meters long, you mean from curved point to point right? Also when you refer to it's height, do you mean how thick the wave of energy is? This also Requires Ranged Proficiency. Also, don't you think six meters is a bit large? considering that the average person is roughly one third of that size. You can keep it if that's what you want. I'm just here to make sure
How large is this shield? If this is greater than three feet in diameter, then you need Area Shield for it.
The changes are fine and Approved, however, you can't just get a refund on a move, and you can't take anything away from moves. You will have to refund the Kunai move, and then purchase the Blade move in it's place (as per the Rules on Moves).
Also, I would assume you wanted it to be variable so that Demetri could use the Kunai as Melee weapons if he needed (two different modes, Ranged and Melee).
I would say maintaining this on someone for a few minutes would be extremely overpowered. I would limit this to around 5 - 15 seconds. 300 is appropriate
600 is appropriate. How long does it take to charge the fiery explosion? how long does the 50 foot radius of fire last after initial explosion? How long can Magus maintain being on fire and does it cost extra energy for him to do so?
Don't forget that this is only a T1 Super Defense, so any higher tiered super moves will still effect Magus and deal damage to him. Other than that, This is approved.
All three are approved, and I would say yes, in Events like DA (Where he wouldn't have his Buster Sword) it would be rendered useless... but isn't that the fun of those events? :pink:
Jaixe Furiael Wrote:Quote:Scythe Howl – 300 OM (Requires Area Attack Proficiency)
[spoiler]Jaixe conjures an orb of black and violet energy in the palm of his hand. He holds his open palm out with the orb toward his target and makes a sweeping, or swiping motion in front of him from side to side. An explosive wave is generated from the orb in his palm and is cast outward as he sweeps his hand, creating a curved, flat, wave in the shape of a scythe blade that surges forward at the target. He can swipe vertically, diagonally, or horizontally, and etcetera, as long as the line he draws with that motion is straight. The wave will continue on its path and not deviate after it is cast.
The ability requires a charge-up time of three seconds. The ability can be held onto after charging, but this prevents him from using any other Moves while he holds it. If the orb is destroyed or dispelled, the ability is canceled without a return investment on the energy spent. The ability requires a mild investment of energy to cast, and has a twelve second cooldown in between uses. The arcing wave generated is six meters long, accounting for the curvature of the wave, and one-half of a meter tall (.5 meters). It travels at a speed akin to that of an arrow, at around one-hundred and forty meters per second.
When the wave hits something in its path, the segment of the wave that made contact with the object detonates with a violent pulse of black and violet energy. The segments of the wave which did not make contact continue onward, along that segment's original path until it does impact with something. This means that blocking or the use of cover will stop the wave, but the covering object may take damage from the hit. If the block or cover did not completely intercept the entirety of the wave, it is possible that an unblocked segment could hit its intended target.[/spoiler]
I removed the double-charge ability to reduce the cost of the ability to 300 OM rather than 600. It can no longer charge up to fire two waves, only one. Might change it back in the future when I am not on a budget.
With the moves dimensions, when you say 6 meters long, you mean from curved point to point right? Also when you refer to it's height, do you mean how thick the wave of energy is? This also Requires Ranged Proficiency. Also, don't you think six meters is a bit large? considering that the average person is roughly one third of that size. You can keep it if that's what you want. I'm just here to make sure

Quote:I'm also tossing in an extra move for covering basic defenses. This should do nicely:
Dark Ward – 300 OM
Jaixe crosses one or both of his arms in front of himself and rapidly channels black-purple energy in the form of flames through it. With that energy, he projects a series of dark violet hexagons in a closely-fit pattern, attempting to block whatever attack may be inbound.
Dark Ward requires only a second to charge, allowing it to be used rapidly. It has a mild energy cost, and lasts for only two seconds. It is fragile, capable of taking a single average strike, or a couple weak ones, before shattering. Stronger attacks would shatter the barrier without much damage being mitigated. The barrier is conjured one foot in front of him, and has a width and a height of three feet each.
How large is this shield? If this is greater than three feet in diameter, then you need Area Shield for it.
Demetri Malius Wrote:Changing Steam Chains to Steam Blades, mostly adding a bit of detail and changing aesthetics.
FROM:
Quote:Steam Chains(600 Requires Ranged Proficiency, Master Acrobat)
On each arm, Demetri has a device that is able to shoot out chains, each of which is able to have a different weapon attached to its end. The chains are retractable and take ten seconds to generate while in their holders, moving or not moving, and once functional, can be instantly shot out. They have a reach of ten meters but become less effective when his target gets close than a meter. Demetri can also used his chains to deflect light physical projectiles, but can also deflect energy projectiles at the cost of damaging the chains. When the chains are damaged or destroyed, they must retreat back into their mechanism for repairs before they can be fully functional again. The time spent repairing is proportional to the damage given to the chains. Light damage by reflecting a single energy projectile takes a full two seconds to repair, meaning the chains can take 5 energy hits before being destroyed, taking a full ten seconds for repair. With acrobatic skills, the chains can be used as a tool for maneuverability and mobility, allowing him to grasp or hook onto poles and buildings(depending on the attachment) to allow him to swing himself for extra force and speed. Demetri can also grasp objects and people(limbs and neck only) with his chains and pull them towards him. However, grasping foes with the chains pose a risk, as they can also use the chain to pull him before he gets the chance to do so to them(mostly those with higher speed), which can serve as a disadvantage
Kunai- The default attachment for the chains. They cause a small amount of damage but can be much more damaging if they hit a critical point on the enemy. It is mostly used for maneuverability and grappling.
TO:
Chain Blades(600 Requires Ranged Proficiency, Master Acrobat)
On each arm, Demetri has a device that is able to shoot out chains, each of which is able to have a different weapon attached to its end. The chains are retractable and take ten seconds to generate while in their holders, moving or not moving, and once functional, can be instantly shot out. They have a reach of ten meters but become less effective when his target gets close than a meter. When the chains are damaged or destroyed, they must retreat back into their mechanism for repairs before they can be fully functional again. The time spent repairing is proportional to the damage given to the chains. Minor damage takes a few seconds to repair, heavy damage can take up seven, and the full ten if the chains are completely destroyed. With acrobatic skills, the chains can be used as a tool for maneuverability and mobility, allowing him to grasp or hook onto his surroundings(dependent of attachment), and give himself a boost in speed and mobility, as well as extra force in attacks. Demetri can also grasp objects and people with his chains and pull them towards him. However, grasping foes with the chains pose a risk, as they can also use the chain to pull him before he gets the chance to pull them in.
Blade - Default attachment for chains. The Blade attachment is a thing one inch wide blade that sharpens to a point. Primary uses include grappling objects and edges of buildings and poles, but is useless for scaling up flat building or walls with nothing to grasp. Best used for maneuverability and speed, as it causes minor damage.
Also found an epic picture for them
As I said, mostly aesthetic, made some parts a bit simpler to understand, but overall is the same. Just making sure I am not doing anything I shouldn't.
Alsooo, I was wondering if I can get a refund on the move Kunai, which is below.
Quote:Kunai(600, Requires Ranged Proficiency, Enhanced Senses)
Demetri equips a set of up to ten kunai which can be thrown at almost any range, up to 50 meters. It takes a second to summon each kunai while immobile, but can take up to six if Demetri is moving, depending on his speed. Each one's effectiveness is determined by the distance it was thrown, at very close range it can impale the target, but at further ranges, can only scrape an opponent. Demetri must be conservative with his kunai, however, as they must be retrieved. (For example, if he used all ten in a fight, he cannot summon more and must either pick up the ones that missed his target or pull out the from his target.) They must be retrieved after each fight in order to be summoned later as well. Demetri can sense the locations of his kunai and can track them in opponents using his Advanced Senses, although they must be within range.
My reasoning is that it isnt really variable so I think I overdid the price, and the enchanced senses part is redundant. I figure I would be able to have detecting the kunai as just fodder, and people will probably not be running around with kunai in them. So I want to get rid of the move entirely, focus on other things I need. This move hasn't been used IC yet, save for when he summons a single on before his confrontation of Nealaphh in the Deeps, but nobody IC is aware of it nor do they know he has them.(full refund if possible, but if not im fine with the 300)
The changes are fine and Approved, however, you can't just get a refund on a move, and you can't take anything away from moves. You will have to refund the Kunai move, and then purchase the Blade move in it's place (as per the Rules on Moves).
Also, I would assume you wanted it to be variable so that Demetri could use the Kunai as Melee weapons if he needed (two different modes, Ranged and Melee).
Magus Wrote:Wither: (Ranged Proficiency, Debilitate Proficiency, Time Manipulation) By weaving negative energy into the space around an opponent, Magus can dramatically accelerate the passage of time around his victim, causing them to age decades in just seconds.
The victim is left old, frail, and vulnerable. Magus can capitalize on this by inflicting as much damage as possible against his weakened victim. Wither is an extremely draining technique, however, and can only be maintained for a few minutes at a time.
300OM (?)
I would say maintaining this on someone for a few minutes would be extremely overpowered. I would limit this to around 5 - 15 seconds. 300 is appropriate
Quote:Shadeflame: (Area Attack Proficiency) Magus can will a fiery explosion to burst to life from within himself, engulfing an area around him of up to fifty feet in an intense conflagration. After the initial firestorm fades, Magus can choose to remain on fire, making it dangerous for an opponent to get near enough to be burned.
I guess 600OM since it does two things.
600 is appropriate. How long does it take to charge the fiery explosion? how long does the 50 foot radius of fire last after initial explosion? How long can Magus maintain being on fire and does it cost extra energy for him to do so?
Quote:Unyielding Malevolence: (Tier 1 Defensive Super Move, Phasing, Stealth) When the victim of an impending super move, Magus can vanish in a burst of purple-and-black smoke, obfuscating himself from the enemy and simply allowing whatever harm aimed at him to pass through him. Because he's temporarily hidden in a smokescreen, Magus can also use this opportunity to launch a surprise counter-attack.
Don't forget that this is only a T1 Super Defense, so any higher tiered super moves will still effect Magus and deal damage to him. Other than that, This is approved.


![[Image: lIBxrEK.jpg?1]](http://i.imgur.com/lIBxrEK.jpg?1)