02-17-2016, 06:38 AM
Trunks Wrote:Colonel Wrote:Ki Attack — Approximate range, rate of fire, and any differences between the forms will be needed.
- Energy Balls and Blasts explode upon contact with something; Energy Beams surge through things that are soft enough to penetrate.
- Energy Blasts and Balls can be shot in semi-rapid succession; Beams don't have a fire-rate, per se.
- All weaker forms of Ki assimilate into the air after 100 meters or so (only stronger forms [i.e. higher costing moves, specific moves, or super moves] travel farther).
If any of the above requires me to purchase each form of Ki Attack separately, then I'm fine with that.
Is there any difference in the effects between the energy blasts or energy balls, aside from cosmetic? If so, then this'll be a 900 OM move, otherwise it's 600.
Just one thing to note, include some mention of how long the Beam variant can be sustained for.
Eon Saverem Wrote:Punisher Cross (1200) (Ranged Proficiency) (Area Attack Proficiency)
The Punisher is 5'7" and weighs 300 lbs. Punisher has two machine guns in front and a rocket launcher in the back. The side arms of the cross open up to reveal a storage bin for eight Grader 2043 pistols (four on each side).
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Machine Gun (300) (Ranged Proficiency)
The Punisher Cross is equipped with 2 machine guns at its base. A reliable rapid-fire weapon that can only be fired while stationary. Since the weapon itself weighs 300 lbs. and packs a bit of recoil, firing on the run is unadvised due to the fact it is nearly impossible to be accurate. Though not extremely powerful, it makes up with for it with its high rate of fire. This is effective at a medium to close range. At long range it is less effective.
Rocket Launcher (600) (Ranged Proficiency) (Area Attack Proficiency)
The Punisher Cross also is equipped with 2 rockets that can be fired from the Top end of the cross. A simple flip of the cross and mounting it on the shoulder allows Eon to fire a rocket at his target. The rocket must be aimed and fired. Only 2 rockets can be used during an encounter, needing at least 5 minutes to create a rocket (10 mins for both). Once fired the rockets move roughly as fast as an arrow. The impact causes a 10ft diameter explosion. This weapon is effective at Long and Medium range, but will hurt Eon if fired at short range due to area of effect.
Grader 2043 Auto-pistols (300) (Ranged Proficiency)
The Punisher Cross also comes equipped with 8 Grader 2043 auto-pistols. These are located in the arms of the cross. The Grader's barrel legnth is 5" and has a capacity of 7 rounds, and with one in the chamber it brings the total to 8. Noticeably weaker than other pistols of their caliber, this is due to the simple fact they’re throw away pistols. They are rapid-fire weapons, unlike the Machinegun of the Punisher Cross they have considerably less ammunition (64 shots total to be exact) but make up for the lack of ammunition by being able to be shot in both hands on the run. These are short range weapons and difficult to aim at long distances. They hit about as hard as a punch.
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Just to clarify, before anything else, the Punisher is just a blanket move and the others are what it all entails/includes, yes?
Machine Gun — Some mention of how many rounds it can hold before needing a reload, and how long said reload takes.
Rocket Launcher — Why does this cost 600? Unless there's something I'm missing it would be fine at 300.
Grader 2043 Auto-pistols — Looks good.
Trixie Wrote:Quote:The Way of Lightning - Closed Fist:
Lightning is a powerful and devious ally to call upon. Much different than your typical force lightning this ability gives the user unprecedented control over force generated electricity. The Way of Lightning is a series of techniques that the ancient Sith slaves were taught by their Rakatan masters. Instead of generating ambient lightning outward from the finger tips like Dark Jedi became accustomed to doing centuries later, The Way of Lightning uses Dark Side Energy to empower and supercharge the natural electric current in ones own body. The result is a more stable and powerful flow of electricity. The Closed Fist is the final technique taught and the most taxing. Lightning begins from the elbow and freely arcs around the users forearm before gathering at the fist. Slow to charge and rather powerful, the Closed Fist form allows the user to fire a single and very large bolt of lightning at medium to long range with deadly precision. The force of the blast pushes back hard on the users arm. The Closed Fist form is hard on the body and if used repeatedly can result in physical burns on the chosen conduit arm.
Resubmitting this move, which I've already purchased, because I've rewritten it. I haven't altered the actual move in anyway, but the description needed to be revised. It was irking me.
Since it's just a change of the description this should be fine.
Ballad Wrote:Bomb Setting - Tier 2 Super Attack Move (Area Attack Proficiency, Ranged Proficiency) (800 OM)
Thanks to some recent help from a certain benefactor, Ballad has been able to improve his Bomb Setting to its previous power. It is activated by Ballad pressing down on a green button on the barrel of his revolver, which counts down to a five second countdown. He then tosses it at his opponent, with the hope that the opponent would be caught in the blast radius. The blast radius is around six feet, and deals a hefty amount of damage through shrapnel and the resulting explosion. Upon explosion, the revolver reappears inside Ballad's holster a minute later, unloaded.
Blast From the Past (requires Telepathy, requires Ranged Proficiency, requires Debuff Proficiency.) (600 OM)
Arguably one of Ballad's most powerful moves in his arsenal. During combat, Ballad will force himself to lower his defenses to a sizable degree, leaving him vulnerable to attack so he can concentrate. During this time, he is staring at his opponent, his eyes slowly turning white during the process. Eventually, after around seven seconds passed, he blinks, then proceeds to say something related to the past, catching the opponent off guard and allowing Ballad to counter attack.
The pros of the move is that, if successful, the move can cause the person it is used against to possibly feel shocked and uncertain, hurting their ability to fight significantly. It also applies a "image assault" ability, where any time Ballad ends up mentioning the memory in question, it flashes in the person's mind, which further distracts them and gives Ballad a bigger advantage. This, however, only lasts for around thirty seconds, and the effect stops working after those thirty seconds have passed.
The cons, however, severely outweigh the pros. For starters, he is heavily vulnerable during the seven second process, which can severely injure him if not used properly. Also, Primes with a TEC equal to or higher than his own can block it effectively with concentration of their own, which can result in the move being a lot less effective than if their TEC was lower. Primes with a HIGHER TEC are completely immune to the move, and the effects of the above mentioned move are instead applied to him.
Bomb Setting — Good to go.
Blast From the Past — I'm confused about how this is applied....and kind of what it does. Ballad says "something related to the past", but....what does that even mean? Apologies if I'm just being slow and not catching something obvious here. Also, who is it marked as costing 600? The cons are also a bit awkwardly-worded. If the enemy's TEC is equal to or higher than his own they can block and lower its effectiveness, but if their TEC is higher...they're completely immune to it? Explain? :psy:
Nealaphh Wrote:Obsessive Complex Insertion - 600 OM (Requires Ranged Proficiency, Debuff Proficiency, Homing Proficiency Telepathy)
Nealaphh's eyes begin to emit a harsh white shine, and over the course of ten seconds, the Enigma engulfs the mind of an enemy with its influence so as to seed their subconscious thoughts with a material obsession; either a Philia or a Phobia. If Nealaphh gives the target a Philia, they are compelled to remain within at least ten feet of a given material object, living or otherwise. If Nealaphh instead gives the target a Phobia, they must remain at least ten feet away from a chosen material object.
The obsession lasts for a number of rounds equal to the difference between Nealaphh and the Target's TEC scores. If they are even, the move has no effect. Nealaphh can have no more than one Philia and one Phobia active in two different targets at a time, and it must cast them seperately. Nealaphh needs to be able to see both the target and the object of obsession for the duration of the casting. If a target leaves the range of Nealaphh's telepathy, the effect fades.
Change the length of effect from a number of rounds to an actual measurement of time. A round of combat can be as short as a few seconds or as long as a few minutes depending on posting pace, and so isn't really a good measuring tool for determining balance.
"Hold on a second, I have a call..."
![[Image: blog-Wesker.jpg]](https://cdn.dcdouglas.com/wp-content/uploads/2010/12/blog-Wesker.jpg)
"Yes, this is Wesker. Go ahead."
![[Image: blog-Wesker.jpg]](https://cdn.dcdouglas.com/wp-content/uploads/2010/12/blog-Wesker.jpg)
"Yes, this is Wesker. Go ahead."



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