10-15-2015, 12:14 AM
Autumn Ellise Rose Wrote:Autumn Ellise Rose Wrote:The Guitar: Aqua Rose (900) - requires ranged, Area attack, homing and debuff
Autumn summons her guitar to use as her primary weapon. The soundwaves emitted from the instrument can send enemies flying back to give herself space and possiblly slam them into a wall forcefully. To acquire such effect, Autumn must play a series of chords that take about 3 seconds to play. The sound wave is projected in a semi-circle in front of Autumn, where it is more powerful if used when the target directly ahead of her, and less effective if the enemy happens to be beside her.It can also be used by pointing the head stock at an enemy and projecting elemental attacks(such as flames and lightning) with her strums. Miraculously, the guitar doesn't need an amplifier to function with electric sound like in the human world. The range of the guitars sound waves and attacks are both 150 feet, and the sound waves travel, of course, at the speed of sound. However, the sound wave can only send an enemy back 10-30feet depending on the characters weight. Summons within a second.
Soundwave 300OM (Comes with guitar, just as a sword come with a blade) -requires ranged, Area Attack, homing and debuff
Preformed from power chords played on Autumn's guitar, this attack is purely tactical. It can be used to push an enemy back to give her space for her ranged attacks, and if combined well with her environment, it can be used to set up terrifying attack combos.
Pyrotechnics & Lightshow (600)- requires range, and Area attack
Autumn's main offense attacks. By stumming low leveled notes, The Aqua Rose can spew fire in a cone out of the head stock that can reach 10 feet in front of her area of fire. The cone of fires width of the circle at the end of the cone is 5 feet in diameter. By stumming high leveled notes she can unleash lightning bolts from Aqua Rose's head stock for fast shock attacks. These can reach up to 54 meters before they disperse and fly as fast as a bullet. Both must be stummed at least 10 notes before activation(2 seconds at Autumns ability.) So lightning bolts can only be fired every 2 seconds, longer if she is moving.
I was told my guitar move was approved with fault. Without proper addition of what exactly happens with the fire and lightning attacks I skipped a variable effect. This means Aqua rose must be reapproved.
Please excuse my impatient nature but it seems my move may have been passed up. I see the moves after mine getting approved, but not mine. If I missed this approval, sorry to habe caused trouble.
This is just clarification on my part, but are Soundwave and Pyrotechnics & Lightshow just more in-depth explanations of what Aqua Rose's different functions can do?
If so, they're approved, just note that they're specific 'techniques' or some such to that effect, that you use with Aqua Rose. The guitar itself wouldn't need to be a move in that case. If they aren't, then....please explain, because I'm a little confused.
Bandit With No Name Wrote:Bandit With No Name Wrote:AER9 Instability – 300 OM Requires Ranged Proficiency, Area Attack Proficiency
The AER9 is well known for its unreliable nature, and the Bandit has overclocked the weapon beyond what she probably should have. If she sets the weapon to charge and then gives it a major impact, the weapon's energy cell explodes. The resulting blast is a massive red sphere of plasma with a few arcs of electricity thrown in for show. The attack isn't substantially more powerful than a focused laser beam hit from the rifle in it's normal function, but it is omnidirectional and can overcome things like cover or concealment.
Obvious after the rifle has exploded, it's not available for the rest of the fight. Because it exploded.
One quick check; does this take any specific length of time to charge, or is it more immediate, and ready to go as soon as the setting is changed?
Rin Okumura Wrote:Quote:Satan Bomb - Homing Proficiency (300 OM): Rin stabs Kurikara into the ground, allowing him to cause a series of blue explosions in places of his choosing. The maximum amount of explosions he can create with one move is 5, and for each explosion he makes, the move drains even more of his stamina. This attack leaves him open for attack, as he needs to keep his blade in the ground in order to create the explosions, and it is also very draining to use. One explosion only causes burning, and any other damage done to an enemy would be from whatever shrapnel comes with it.
Are the explosions generated all at once, or in a sequence, one after the other? How long does each it take to generate an explosion, and does creating more take longer? If so, how much longer? And what is the range on how far away he can make them? It will also be a 600 OM move, as you can choose the number of explosions. Since you can choose where the explosions pop up, you wouldn't need Homing Proficiency, but you would need Ranged Materialize Proficiency.
Stephan Donnel Wrote:Posting for approval once the necessary amount of OM is reached.
Belching Steam (Requires Ranged Materialize, Ranged Proficiency, Debuff) 300OM
Type: Passive/Defensive Debuff, Always active
As emotions boil and the battle drags on numerous valves and exhaust vents on Stephan's body practically belch clouds of thick smoke-like steam. Partially due to design flaws, partially due to low maintenance over the years, this effect persists. This is what earned the Captain his nickname, as whenever he is irritated, even a little, this effect comes into play. It only gets to any actually noticeable levels when in combat, the strain it puts on the systems producing much thicker steam than otherwise, obscuring vision and baffling unprepared opponents. Clouds cover an area of about 10 meters around Donnel and usually dissipate under 5 minutes, unless there is some source of wind or something else to blow them away, but as long as Donnel is nearby it doesn't really matter as he just spews more out. This effect only increases in intensity as he gets damaged, as more pipes are ruptured and there are more holes for steam to escape through, increasing area of effect, as well as thickness, proportionally to taken damage.
Note: Basically, a passive ability that covers a lot of ground, providing a moderate decrease to combat efficiency for everyone inside the smoke due to obscured vision and/or irritated skin/nostrils/ears (have you ever had the pleasure of taking a faceload of industrial steam exhaust?). The large time/area is balanced out by the fact that the character does not really have much control over this ability and it affects him as well as his allies. Obviously characters with Enchances Senses would be immune to this.
I feel like this is almost fine.... I don't know if there are any other sort of passive/always in effect moves like this to base off of. I'll say it's a tentative yes, with the re-working that it does take some energy on Donnel's part -- whether he's actively aware of it or not is up to you -- to maintain the effect, and if you get too beaten up or fatigued the clouds of steam would start to stick around less and fade quicker, being blown away more easily.
Also, since this is being generated from Donnel himself and spreading out to fill an area, it wouldn't need Ranged Materialize Proficiency, but due to the large area it will need Area Attack Proficiency.
I would advise you to hold out for a second opinion on this one, though, just to be safe.
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