01-18-2016, 01:47 AM
Jupiter Wrote:Overdrive Block: Tier One Defensive Super (600 OM, requires Physical Strength)
Jupiter kicks his machine parts into overdrive, using his sword to block attacks at a stronger rate than usual. While this can save him from attacks that he usually would get gravely injured by, this takes a lot out of him due to the strain on his muscles.
I'm not really sure of what the mechanics of this means, but...I guess it looks okay? Yeah.
Jade Harley Wrote:Jade Harley Wrote::psy:
The Tumor in Miniature (Tier 2 Offensive Super Move) (requires Area Attack Proficiency, Debuff Proficiency) – 800 OM
This miniature version of The Tumor is an odd explosive device used to destroy or create, although this version is specifically meant to destroy and is identical in size to a typical softball. It has a white and black half, shaped similarly to a taijitu, is sphere-shaped, and is prickly all over, comparable to a puffer fish. It features a round window through which a triangular shape is visible, though in this case the triangle simply displays a countdown to the device's activation. Although the use of The Tumor before had resulted in the creation of the Green Sun for Jade’s SBURB session, in this case it results in a massive explosion. It will only be dropped after Jade’s death and, after rolling a short ways from her body, will detonate in one minute’s time. When it detonates, black goo from its darker half appears to ooze down its curved sides as The Tumor splits in two. The detonation cannot be stalled or eliminated, but if one were to peer through the small glassy window they would see the countdown, possibly be able to connect the dots, and then get the hell out of dodge ASAP.
Blast radius is forty feet. The explosive detonates with the destructive power of 11 Tons of TNT in a blindingly excruciating outburst of green fire, with downward pressure and inward pressure combining to damage nearby ( inside the blast radius ) structures or ground area, possibly toppling buildings or creating a crater. Adversaries inside of the immediate blast radius will suffer from eardrum rupturing and organ collapse because of a dramatic change in pressure, severe burns, or even death if their DEF is low; Allied/non-enemy characters inside of the immediate blast radius will experience a sudden feeling of weightlessness, as if they are drifting underwater; All characters outside of the immediate blast radius will not suffer any damage or experience any noticeable discomfort. The flare remains active for three minutes before gradually petering out over the course of a minute and leaves a forty feet wide/twenty five feet deep crater in the ground.
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so,,,,,,,,,,,,, :pac: sorry
I do feel the need to point out that with a 1-minute detonation timer this would be ineffective about 99% of the time...and would thus suggest lowering it, probably a great deal, or increasing the blast radius. That said, just to clarify here: assuming Jade has less than the 2 SP necessary to use this if she were to die, it would, of course, not activate.
SolomonGrundy Wrote:Move Name: Wing Breaker
Regular Move
600 OM
Requires [Physical Strength], [Super Jump - Basic]
Grundy leaps into the air after an opponent (possibly one flung skyward by Grundy himself) and grabs them in flight. Spinning on their descent, he restrains their limbs in a classic piledriver hold and slams them into the ground headfirst, making a crater with the force of impact. Alternatively, he may elect to grab one of their limbs instead of a full grapple, and whip them into the earth on the descent. Grundy and his opponent must fall from a height of at least five meters for this move to deal extra damage above a normal attack. If Grundy can grab an opponent from higher than his jump height, he may deal extra damage dependant on the total fall distance and time to build up velocity. Higher falls may make more of an impact crater as well.
Lookin' good to me. Carry on, you giant terrifying swamp monster.
Somerled Murdoch Wrote:Squall Step (Area Attack, Burst Movement) (300): Somerled surges forward, creating powerful gusts of wind along his path, which course outwards from said path much like the wake of a boat. The intense burst of air bowls over those he passes within a meter of, calming quickly thereafter and fading away completely by three meters. It’s a highly magic-intensive move, and although he can burst several times in quick succession, it drains his magic extraordinarily fast.
Destabilize (Physical, Debuff) (300): Somerled pulls magic out of his very form, causing it to destabilize, and forces it into the enemy with a strike. The unstable magic causes agonizing illusory pain to course through the target’s body for a moment. This pain hallucination results in their muscles seizing up, interrupting their current action suddenly and painfully. The pain itself won't leave any lasting physical damage, because it's entirely imagined. The experience of such pain might freak people out a bit, however. Being destabilized himself, Somerled's body is more susceptible to hits until it stabilizes after 30 seconds (defense down 1).
Squall Step — So this is just a Burst Movement that pushes people away from you? Its effectiveness would be limited, based on your ATK vs. their DEF, but it looks fine.
Destabilize — Several things that are very important to ask about this:
-- How long does it take to ready this magic to hit someone with?
-- How long can he keep it ready to try and hit someone with it?
-- When he does hit someone with it, how long do the effects last?
-- If he doesn't hit someone with it, what are the results?
-- Less of a question and more a note: directly affecting stats, even lowering your own, is tricky business....and I'm not really sure how to go about it. A 30-second self-debuff also seems incredibly severe for the listed effects. I might suggest lowering the time it takes to recover and removing the actual stat decrease altogether.
![[Image: kUpgBYg.gif]](https://i.imgur.com/kUpgBYg.gif)



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