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Official Move Approval IV
Aquamarine
[spoiler]
(07-13-2017, 11:47 PM)Aquamarine Wrote:
Quote:How damaging is the explosion? Can she take hits while charging this? Can she use other moves?

Blinding Ball (300 OM, requires Ranged, Debuff, Area)
Aquamarine creates a ball of hard light from the tip of her wand before launching it at her opponent, causing a explosion that is meant to both hurt the opponent and to blind the opponents around him. The ball is around 1 foot in diameter, and can be launched as fast as a bullet at the opponent up to a range of 100 feet. Upon colliding with the opponent, the ball of solid light explodes, causing a medium amount of blunt damage to the opponent and anyone in a 3 foot radius of the opponent from the explosive force, and blinds anyone who sees the explosion in a 30 foot radius of the blast for 5 seconds due to the explosion being extremely bright, including herself if she's within the range of the bright flash.

Creating and launching the ball of light takes a good amount of stamina for Aquamarine, and the ball of light takes 4 seconds to create. Aquamarine can move around while creating the ball, but she must stand still in order to launch the ball of light at the opponent, and if she is hit while charging the ball will explode prematurely. Aquamarine also cannot use her other Wand moves or Wing Flap while using this Move, though she can use other moves while charging. Lastly, if the wand is taken from Aquamarine, she will be unable to use the move, though once she regains the wand she will be able to use the move again.

(Since I already put in the kind of damage the explosion can do I put it in Bold)

Changes look good to me.  You can just say 'medium amount of damage'.[/spoiler]

Hayes

[spoiler]
(07-14-2017, 02:13 AM)Hunter Hayes Wrote:
(07-13-2017, 06:03 PM)Daniel Wrote:
(07-07-2017, 10:55 PM)Hunter Hayes Wrote: -snip-

Lux Dei - Don't get into the habit of saying 'This move functions the same as this move only a little different'. Explain what the move does in the move's description. Shield and Flail approved, please edit the third move accordingly.

By shouting "Lux Dei" and pushing the shield forward, a blinding light shines forth from the front of the shield for a moment, as wide as the shield and extending up to 5 feet. Enemies caught within the light are briefly blinded and badly burned, especially if they can also get a good view of the light while they are inside it. Foes outside of it can still be momentarily blinded if they see it while no further than five feet away, but they don't get burned. Hunter needs to stand still to cast it, and is slightly tiring to use.

Changes are in bold.

To me, at least, this doesn't seem balanced.  It's a momentary stun AND it 'badly burns' people?  It even blinds people who are outside the attack itself?  And it's only 'slightly tiring'?  This sounds like one of those skills you just spam endlessly in an MMO or RPG.

It'd be fine with this move as written if it did no damage OR if it was just a momentary debuff.  Or if you scaled down the damage and modified the spammability.
[/spoiler]

Sage
[spoiler]
(07-14-2017, 03:06 AM)The Humble Sage Wrote: THANKS SO MUCH FOR TACKLING THAT MASSIVE PILE OF MOVES MARK, YOU DA BEAST!


Words of Encouragement: I didn't specify a maximum number of targets since the amount of healing would be dependent on his DEF. I assumed that the limit would be imposed by the healing effect itself, since I don't believe you can heal a fraction of an HP. I can add a hard cap of four people though if that's preferred, so I included the two wording options  in bold. (just since I don't like giving moves hard caps where it's avoidable) also added a clause stating that I can be one of the people getting healed as well (again in bold)

Quote:Words of Encouragement (T1 utility move: requires healing, homing and ranged proficiencies; 600 OM)
Ink-blood surges from the Sage’s wounds, forming into words in an undecipherable language. The tendrils of inky letters swirl upwards about 1.5 meters above the Sage's head, before flying out to heal (those/up to four people) around him to a maximum of 10 meters away. The Sage himself can be one of the targets. The ink-blood will splatter at/into their various injuries, working to fill in holes and sew up cuts. The longevity of the black ink stains on the person’s skin are up to the preferences of the individual writer, but the Sage’s healing usually does not leave one good as new. The Sage cannot use this move unless he has taken at least five points of damage or an otherwise noticeable injury from which the ink can flow, as such he must have a pre-existing injury/damage to use this move in the first round of a given fight.

Marty’s Verse: FINE....=P
Is there any point to the assured damage then? Or is it kind of so overshadowed by the SP payment effect-wise that I shouldn't even bother trying to come up with any benefit to give it? (not a huge loss, I don't NEED two group healing moves. I more curious to see how this kind of move would work.)  

Archer’s Withdrawal: I'm a bit confused here. Do you mean that I should list this as a fodder move under the realm of master acrobat? or just roll this under the blanket of master acrobat and not have a move at all? I had figured making this a move would establish it as something the Sage would use consistently (and also be available for other writers to use when fighting him), as opposed to just one example of a master acrobat fighting. Also wouldn't having it as move make it more effective than simply trying the maneuver using master acrobat? (perhaps I have a fundamental misunderstanding of how moves actually work... that would be interesting.)

A Three-Step Waltz: How draining is this to perform and can it be used with other moves?

Quote:A three-step waltz (requires Physical Proficiency 300 OM)

A technique from the Rhynish Steppes of the Sage’s homeland. The Sage steps into a feinted blow, ending up to the left of his attacker, facing the opposite direction. (see the arrows below to help with the positioning. The Sage than snap kicks at the side of his opponent’s knee (or a move to a similar effect if the target does not have the standard bipedal structure.) intending to cripple their stance and leave them vulnerable for the third step, a two-handed strike aimed at the back of the neck. The Rhynish warriors use blades specially designed for this technique, but the Sage’s dueling cane is still capable of landing significant blows to his foe’s head or neck with this sequence.


> <         >            >
              <            ^
1.            2.     3.


This sequence is anything but assured, however, what was described above is the ideal course of the maneuver. During the first step, the Sage and his target compare TEQ, to see how well the foe read the feint. In addition, both compare SPD, as those with fast enough reflexes could fall for the trick, but still get out of the way before the Sage can capitalize. The difference here is carried over to the second stage, where ATK is compared to see how well the Sage’s attempt to destabilize the opponent and open them up for a solid blow works. The relative values for all three of these stats will impact whether or not the Sage lands a blow with significant force, or if the sequence is neutralized by his opponent. The Technique requires his focus, preventing the use of any moves that require concentration to activate. The sequence in and of itself is no more physically draining than the average bout of swordplay, however, like any good magician, the Sage is loath to repeat his tricks. If the Sage uses this tactic against a foe who has recently seen it used, they may double their TEQ for the purpose of seeing the attack coming. Should the Sage be beaten on all three comparisons when attempting to use this move, his enemy has countered the tactic so well that the Sage himself is left wide open for an attack instead of his opponent.
Archer Thing - Mark is saying that "flipping backwards while kicking someone in the chest and then springboarding X feet" is something you can do with Master Acrobat, Physical Strength, and Super Jumping.  You don't really need a move about it, especially one so reliant on more gamey features like stat numbers.

Waltz - This looks fine with the changes, although personally I don't think you need a move for this either -- it's just combat theatrics.

I'll send you a PM about the other stuff you listed.  Remind me if I get distracted in the next few minutes and that doesn't happen.
[/spoiler]

Repliku
[spoiler]
(07-14-2017, 09:42 AM)Repliku Wrote: Soul Eater (300, Physical Strength, Debuff)The Soul Eater is a falchion-esque sword, with a white, black and gold blade shaped like a demonic wing. Its handle bears a blue eye shaped gemstone and the handle itself consists of dark braids. It has a striking resemblance to Way to the Dawn, as well as Void Gear The weapon can be summoned at will, appearing in Repliku's hand when he needs it. It's an intermediary of the key-blade, and while it does possess some of the same powers, such as being able to vanquish Heartless, it cannot lock/unlock anything, unfortunately. The blade has been purified of the darkness it once possessed, because he has determined that he will become a good guy here in the Omniverse. This is the reason that the blade's color scheme has changed, to one that is more visually appealing. This is the size of a hand and a half sword,  but is a Falchion.

How's that?
Most people don't know what a falchion is (I do -- and be aware that there are several different sized falchions, depending on their usage and origin).  I believe Mark wanted you to say something along the lines of "the blade is X feet long"

[/spoiler]


Clownpiece
[spoiler]
(07-14-2017, 02:28 PM)Clownpiece Wrote:
(07-07-2017, 05:24 AM)Clownpiece Wrote:
(07-05-2017, 03:43 PM)Clownpiece Wrote: [*spoiler]First, an addition to Lampad’s Torch

Paranoia (Ranged, Area Attack, Debuff) (300): Clownpiece concentrates for 5 seconds, channeling her powers of madness, before sweeping her torch out in front of her. Enemies within 20 meters who see the lunatic glow have a seed of paranoia planted in them for 15 seconds. On its own, this paranoia is too weak to do anything, and has no effect unless Clownpiece backs it up with something to inspire that paranoia. For this, she uses one of the cantrips taught by Dane during Dante's Abyss, "Ping."
With a quick moment of concentration, and a sound of some sort to go with it (be it a whisper, snap, footstep, or whatever), Clownpiece can throw that noise at a relatively flat surface within 10 meters, copying the sound where the spell hits and bouncing it off in a straight line. This process is repeated up to five times, each quieter than the last, as long as there’s a surface within 10 meters of the last bounce, creating an echoing effect. There’s approximately a 1 second delay between each bounce. On its own, this spell does absolutely nothing except sound cool. To those under the effects of her paranoia, however, this is the sound of an approaching foe, a spirit whispering in their ear, an ally trying to get their attention. The sounds spawned by Ping steal away precious seconds of their attention, fray their nerves, and just in general mess with their sanity.
This spell combo is about as draining as the other applications of her torch. She’s capable of inspiring paranoia a few times during a fight, but must be careful about overexerting. The Ping portion, however, is incredibly easy to do, with almost no noticeable energy drain. It’s just a fun little party trick, after all.

Barrage: Stars and Stripes (Ranged, Area Attack) (600): 
Stars: Clownpiece attempts to limit where enemies can move with a barrage of star-shaped, magical bullets. After charging up for 2 seconds, a process she needs to remain still during, she sweeps her torch out in front of her and conjures a line of 10 approximately 1 meter diameter shining stars, glowing in vibrant blues, reds, and whites. These shoot forward and spread out in a vaguely semi-circular pattern, flying forward up to 30 meters in 3 seconds before fizzling out. Each individual star is incredibly weak, doing little permanent damage, but hurting like a taser shot. The attack isn’t meant for its damage, however, as the spread is useful for forcing an enemy onto the defense for a short bit at least. Though if someone happens to be standing right in front of her as she casts it, they could potentially eat the entire barrage at once. She prefers to cast it by sweeping her torch out in front of her like she does for a lot of moves, but this attack doesn't require it. Her hand can be empty, or she could do it with a normal stick, or whatever. It's a normal use of her own magic, the torch is just for flair.

Stripes: An attack that’s a bit more direct than the curtain of stars. Clownpiece concentrates for 2 seconds, targeting a single point within 50 meters of her, and then releases an array of two, 1 meter diameter glowing magic orbs into the air just above her head, on either side of her. After a second of silence, the orbs, which shine in a random color between red, white, and blue, unleash a laser blast directly towards that single point, intersecting at it and continuing on. The lasers glow in the same color as the parent orb, measure half a meter in diameter, and travel their distance in an instant, burning bright for one second before fizzling out. Unlike the stars, which merely sting, the stripes burn intensely, with a heat similar to that of her charged Hellfire, though concentrated in a small area. Due to the delay between summoning the orbs and the lasers being fired, Clownpiece must guess where her opponent’s going to be in a second, making it fairly difficult to land.
Both versions of the attack have a moderate energy drain to them, allowing her to use them a good few times in a fight before she wears herself out.

T1 Assist: Torchlit Fairy (1000): Clownpiece calls a fellow fairy to her aide, bathed in the light of her torch. The lunacy makes her stronger and much more frenetic than the average fairy, but doesn't leave much room for smarts. Since Clownpiece is a hell fairy, this ally is a hell fairy as well, and stands around the same height as Clownpiece, give or take a few inches. Additionally, she's capable of using Hellfire, as well as the star/stripe bullet barrages. Fairies tend to be pretty hard to order around, but Clownpiece has found a way around that in the form of riling them up and pointing them at an enemy.
[Image: Sunflower.Fairy.full.1350473.jpg][
ATK: 2
DEF: 1
SPD: 2
TEC: 0[/*spoiler]

ORIGINAL POST^

(07-05-2017, 04:28 PM)Clownpiece Wrote: [*spoiler]
(07-05-2017, 04:10 PM)Omni Wrote:
Quote:Barrage: Stars and Stripes (Ranged, Area Attack) (600): 
Stars: Clownpiece attempts to limit where enemies can move with a barrage of star-shaped, magical bullets. After charging up for 2 seconds, a process she needs to remain still during, she sweeps her torch out in front of her and conjures a line of 10 approximately 1 meter sized shining stars, glowing in vibrant blues, reds, and whites. These shoot forward and spread out in a vaguely semi-circular pattern, flying forward up to 30 meters in 3 seconds before fizzling out. Each individual star is incredibly weak, doing little permanent damage, but hurting like a taser shot. The attack isn’t meant for its damage, however, as the spread is useful for forcing an enemy onto the defense for a short bit at least. Though if someone happens to be standing right in front of her as she casts it, they could potentially eat the entire barrage at once.
I'd add a 'moderate' energy drain to this, similar to the original Lampad's Torch. Those stars are pretty massive (I'm assuming you mean 1 meter in diameter - please add). and there are ten of them. That's gonna be hard to dodge. How fast are they?

Quote:Stripes: An attack that’s a bit more direct than the curtain of stars. Clownpiece concentrates for 2 seconds, targeting a single point within 50 meters of her, and then releases an array of two, 1 meter diameter glowing magic orbs into the air just above her head, on either side of her. After a second of silence, the orbs, which shine in a random color between red, white, and blue, unleash a laser blast directly towards that single point, intersecting at it and continuing on. The lasers glow in the same color as the parent orb, measure half a meter in diameter, and travel their distance in an instant, burning bright for one second before fizzling out. Unlike the stars, which merely sting, the stripes burn intensely, with a heat similar to that of her charged Hellfire, though concentrated in a small area. Due to the delay between summoning the orbs and the lasers being fired, Clownpiece must guess where her opponent’s going to be in a second, making it fairly difficult to land.
Both versions of the attack have a moderate energy drain to them, allowing her to use them a good few times in a fight before she wears herself out.
Oh right. Moderate energy drain. Gotcha.

Approved.

Quote:T1 Assist: Torchlit Fairy (1000): Clownpiece calls a fellow fairy to her aide, bathed in the light of her torch. The lunacy makes her stronger and much more frenetic than the average fairy, but doesn't leave much room for smarts. Since Clownpiece is a hell fairy, this ally tends to be a hell fairy as well, and is capable of using Hellfire, as well as the star/stripe bullet barrages. Usually fairies tend to be pretty hard to order around, but Clownpiece has found a way around that in the form of riling them up and pointing them at an enemy.
[Image: Sunflower.Fairy.full.1350473.jpg]
ATK: 2
DEF: 1
SPD: 2
TEC: 0

How big's this fairy? The 'tends' to be a hell fairy is a bit worrying. What else could it be? Please define if so.

Stars: They travel 30 meters in 3 seconds so they move at about 10 m/s, or 22 mph. Also adjusted to specify they're 1 meter in diameter.

Fairy: At first I thought "well she could be a normal, non-edgy fairy" but then I realized that would lock her out of using the moves so I changed it so she only calls upon hell fairies. She's also about Clownpiece's height, give or take a few inches (so like ranging between 4'2" and 4'8"). Changes made in bold to the original post.[/*spoiler]

Realized I described a foddery bit wrong >.>
In addition to the things adjusted in the bottom of the second spoiler there, I also changed up the description for "Stars" to include that she doesn't require her torch to cast it, she just prefers using it.
All changes are made in bold in the top spoiler of this post in order to keep digging around to a minimum.

Bumperino

All the changes in bold seem good.
[/spoiler]

Goku
[spoiler]
(07-15-2017, 12:12 AM)Goku Wrote:
(07-13-2017, 06:03 PM)Daniel Wrote:
(07-07-2017, 03:16 PM)Goku Wrote: Spirit Bomb (Ranged, Ranged Materialise Proficiency) (600 OM not including Proficiencies)

[Image: MPZXl1S.jpg]

The Spirit Bomb calls upon the power of all living things, beginning with those closest to the user and then spreading out within the same 'verse. Intelligent living creatures have to actively choose to give excess life energy to the Spirit Bomb by raising their hand, but unintelligent animals and plants will automatically lend their power to the attack. The Spirit Bomb can be gathered in two ways, either into the user's own hand, or into the sky above the user. The former version is more limited, only able to create a Spirit Bomb the size of a basketball, the latter can technically keep going until all the excess energy available has been taken - potentially creating a sphere up to fifty feet in diameter to drop out of the sky on the opponent. 

The power of a fully-charged Spirit Bomb is immense, and the technique has the advantage of taking very little of the user's own energy. However, the downside is the time it takes to charge. Even a one-handed Spirit Bomb takes at least ten seconds of uninterrupted concentration in which the user cannot defend themselves in any way. To completely charge a Spirit Bomb, the user has to stand with their hands in the air, completely unable to defend themselves, for five full minutes. Although it is possible to continue to charge the attack whilst being hurt, the user has to maintain absolute focus on the Spirit Bomb and is unable to take any other offensive or defensive actions during the charging process. 

When directed to attack, the Spirit Bomb moves about as fast as any other ki blast - roughly as swiftly as an arrow- and Goku is accurate out to 50 meters for every point of Tec, though once it is thrown the Spirit Bomb will keep going until it hits something and explodes. Goku cannot 'cancel' the Spirit Bomb or control its movement after setting its initial trajectory.


Super Kamehameha (Tier 1 Super Move) (600 OM)

[Image: QDIktnw.jpg]

The Super Kamehameha is an upgraded version of the Kamehameha. By really giving it his all (and a little bit of SP), Goku is able to circumvent the usual charge up time of the Kamehameha and throw out an incredibly powerful beam of energy some 30 feet in diameter in the time it takes him to cup his hands and intone the word 'Kamehameha' then throw them forwards. As with the regular Kamehameha, he is accurate out to approximately 50 meters for every point of Tec. The Super Kamehameha moves at the same speed as the regular kamehameha - about the speed of an arrow.

Just gonna need you to give me a max size for the sphere in the sky version of spirit bomb.
Edited a size into the original post and above - I have noooo idea if it is close to canon but sizes are hard and it sounds about right to me.  :fullderp:

Spirit Bomb -- Good

[/spoiler]

Vis
[spoiler]
(07-15-2017, 02:17 AM)The Vision Wrote: "unibeam.exe" (300) [Ranged, Area Attack, "AdaptoidDatabase.zip"]
The center of Vision's chest transforms with minimal effort, turning into a glowing circle of light meant to emulate Tony Stark's arc reactor. Then it charges, preparing to fire a clumsy attack. The preparation sequence (the transforming + the charging) takes 1.5 seconds. The resulting blast can affect everyone within 2 meters in a cone of 60 degrees, centered around where he's pointing it. It does mediocre damage, and pushes you a little harder than a grown man would.  As earlier mentioned, it affects everyone within the cone of influence - friendlies also get pushed. Vision must be completely stationary for the duration of this whole move, charging period included - this means no moving and no Moves. If he is Flying, he will remain exactly where he is.This move has an Adaptoid cooldown of 4 seconds.
FORCE CONE.

Sounds good to me.
[/spoiler]

Still waiting

Shin
Ghidorah/Kelly


Messages In This Thread
Official Move Approval IV - by Omni - 07-13-2015, 02:17 PM
Official Move Approval IV - by Omni - 08-30-2015, 06:24 PM
Moves PSA - by Omni - 10-30-2015, 05:59 PM

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