07-05-2018, 06:33 PM
Mickey Mouse:
[spoiler]
Aero:
>This will need a drawback of some sorts. Either a quick cast time or a fatigue cost. You could have a longer charge time if you wanted this to be even stronger, but a quick charge should be fine for blocking most generic attacks.
Gravity:
>This would only cost 300 OM (the debuff may only be applied to some people, but it's not something you can really control, so it's fine as-is).
>This doesn't need telekinesis. People can also conjure winds and such to push enemies about. You would probably need TK to pick people up remotely and throw them about without you using winds or gravity or anything. It's generally assumed using TK would make a more refined act easier than using wind or gravity manipulation or whatever.
>This will need some drawbacks. Like a casting time and some fatigue.
>How long does the event horizon last?
>Your specifics for the debuff are fine, but you may wish to consider changing it to be more like a gradient. See:
Keyblade Transformation: Twin Yo-Yo
>This would only cost 300 OM, I think. Having two of the same item doesn't make (Unless you can punch people with the Yo-Yos as well as use them at range?)
>You may wish to include whether he can reverse the weapon transformation, I'd assume by the 3-second thing again?
>This doesn't technically need ranged proficiency. As they have a ranged under 12ft, physical attack is the only requirement.
>Regardless, this is approved for 300 OM.
Keyblade Transformation: Hyper Hammer
>Approved
Keyblade Transformation: Agile Claws
>I can't see why these would need telekinesis. You can manipulate surroundings with your own summoned objects without TK.
>The grappling part will just need ranged prof, unless you can levitate the grappled claws about and do more with them than you could a normal grapple.
>I'm a bit confused here. Unless I'm misunderstanding something, isn't 5ft a pretty short range for a grapple?
>How big are the claws?
[/spoiler]
Drake Oneir:
[spoiler]
Approved for 300 OM. You don't need to pay more just for having extra explosives, even if you can use them all at once. (Like, if you got a generic grenade move, I wouldn't make you pay more just to be able to throw two grenades at once)
[/spoiler]
Yukika Inoue:
[spoiler]
Kinetic Disruption: Approved. This is a pretty nice tricksy move that doesn't really need any big drawbacks or anything. Good job with this.
Calling of Kon: Approved. And a good example of a buff move.
[/spoiler]
[spoiler]
(07-05-2018, 09:03 AM)Mickey Mouse Wrote: I know that I must have missed some details in these, so yeah, lemme have it. But here's what my initial completed drafts are of some moves I wanna buy after DA:
Aero — One of his many elemental skills, Aero allows Mickey to call upon the power of the wind. Using this spell, he gathers the air around him and can project a shield made entirely out of wind. Mechanically, the shield blocks attacks by catching them in the gusts and then throwing them back approximately one foot. The shield is spherical and about just slightly larger than Mickey himself. It is able to block most basic attacks from all sides, but can only be held for as many seconds as Mickey has DEF points times five (so, for his base form, ten seconds). He cannot cast this on an ally, only himself. He cannot attack while the Aero shield is up; if he does, he will destroy the barrier. (300) (Requires Area Shield)
Gravity — Another, more advanced, elemental spell. Mickey harnesses the power of the stars to create a small event horizon about three feet in diameter and three feet tall. Any opponent caught in the gravitational field of this minor black hole is sucked to the center and immediately experiences a feeling akin to being crushed, which causes some damage and, if their DEF is lower than Mickey’s TEC, can stun them for five seconds. Mickey can conjure these fields up to ten feet away from himself. (600) (Requires Ranged Materialize, maybe Telekinesis?)
Keyblade Transformation: Twin Yo-Yo — Mickey has learned the power to transform his Star Seeker into various forms. One of these is called Twin Yo-Yo; Mickey breaks the keyblade into two separate parts and rebuilds it as two giant yo-yo, which he can spin around like giant nunchaku or launch at an enemy similar to the whip. The yo-yo themselves are about one foot in diameter each; Mickey holds on to them by two blue-colored energy ropes that can extend up to five feet before yanking them back. Mickey is able to use the yo yo simultaneously or in quick succession. When he flicks the yo yo out, they travel at approximately a rate of five feet in one second. It takes approximately three seconds for Mickey to magically complete this transformation and he cannot attack while it is in progress. (600) (Requires Physical Strength, Ranged Attack Proficiency)
Keyblade Transformation: Hyper Hammer — Another keyblade transformation. This allows Mickey to extend his keyblade and magically rebuild it into a giant hammer, about twice his size, approximately four feet long, but it’s range is only about three feet. The head of the hammer is just a bit larger than one square foot big (slightly larger because it’s rectangular) and can be used as a bludgeoning weapon in similar style to Mickey’s keyblade. Generally speaking, Mickey is able to wield this with less grace and technique than his normal keyblade, but it might cause slightly more pain than a normal keyblade strike. This transformation takes three seconds for Mickey to complete, and he cannot attack during it. (300) (Requires Physical Strength)
Keyblade Transformation: Agile Claws — Another keyblade transformation, this one works mechanically similar to the Twin Yo-Yo. Mickey splits the keyblade apart and transforms it into two “claws,” which attach to his forearm and are operated by his hands. The claws have two fingers an can be used as a close-range weapon or can be shot forth and used like a grappling hook. This has the ability to not only help Mickey get to far away places relatively quickly but can also pull enemies to him for close range fighting. The claws can extend a maximum of five feet, and travels those five feet in approximately one second. This transformation takes three seconds for Mickey to complete, and he cannot attack during it. (600) (Requires Physical Strength, maybe Telekinesis?)
Aero:
>This will need a drawback of some sorts. Either a quick cast time or a fatigue cost. You could have a longer charge time if you wanted this to be even stronger, but a quick charge should be fine for blocking most generic attacks.
Gravity:
>This would only cost 300 OM (the debuff may only be applied to some people, but it's not something you can really control, so it's fine as-is).
>This doesn't need telekinesis. People can also conjure winds and such to push enemies about. You would probably need TK to pick people up remotely and throw them about without you using winds or gravity or anything. It's generally assumed using TK would make a more refined act easier than using wind or gravity manipulation or whatever.
>This will need some drawbacks. Like a casting time and some fatigue.
>How long does the event horizon last?
>Your specifics for the debuff are fine, but you may wish to consider changing it to be more like a gradient. See:
Quote:It's okay to use stats as a measuring stick to determine a move's effectiveness, (for example, saying that a hypnotic move is more effective when your TEC is higher than your opponent's TEC) but try to make this realistic and gradual, as with the Telepathy power description, rather than an either/or affect. For example, saying that with slightly higher TEC, your opponent may get drowsy, whereas with double their TEC, they can almost be put to sleep entirely. This makes it more fun for the writer as well.
Keyblade Transformation: Twin Yo-Yo
>This would only cost 300 OM, I think. Having two of the same item doesn't make (Unless you can punch people with the Yo-Yos as well as use them at range?)
>You may wish to include whether he can reverse the weapon transformation, I'd assume by the 3-second thing again?
>This doesn't technically need ranged proficiency. As they have a ranged under 12ft, physical attack is the only requirement.
>Regardless, this is approved for 300 OM.
Keyblade Transformation: Hyper Hammer
>Approved
Keyblade Transformation: Agile Claws
>I can't see why these would need telekinesis. You can manipulate surroundings with your own summoned objects without TK.
>The grappling part will just need ranged prof, unless you can levitate the grappled claws about and do more with them than you could a normal grapple.
>I'm a bit confused here. Unless I'm misunderstanding something, isn't 5ft a pretty short range for a grapple?
>How big are the claws?
[/spoiler]
Drake Oneir:
[spoiler]
(07-05-2018, 12:54 PM)Drake Oneir Wrote: Nano-Solvent Charges - 600 OM (Requires Ranged Proficiency, Remote Control, Area Attack)
Drake can pull up to four, soda-can sized nanite dispensers out of his man-bag of holding and apply them directly to surfaces he can reach with one of his limbs. It takes four seconds to attach and arm a nanite charge to a surface, after which, a colony of ablation nanites will dispense from the charge over ten seconds. This will appear as a dull-silver coating that travels along walls and floors up to a seven foot radius from a given charge.
Using his cyberneric fingers, Drake can then issue commands to the four charges to detonate their colonies. He can send this command individually or across all armed dispensers. Once the detonation signal is sent, the spread nanites will ignite in a burst of withering fire and microwave radiation, utterly destroying whatever non-Prime structures and objects they were spread across.
The signal can only travel up to 100 meters from Drake before losing cohesion. Nanite charges cannot be armed directly onto a Prime, as any sort of consistent motion will disrupt the nanite lattice's functionality. If someone is in direct contact with a nanite-coated surface, they will take some light damage, but nothing more than bad burns. The primary purpose of the Nano-Solvent is as a demolition tool. Once all four satchels have been used, Drake must summon more between fights to use this move again.
Approved for 300 OM. You don't need to pay more just for having extra explosives, even if you can use them all at once. (Like, if you got a generic grenade move, I wouldn't make you pay more just to be able to throw two grenades at once)
[/spoiler]
Yukika Inoue:
[spoiler]
(07-05-2018, 03:54 PM)Yukika Inoue Wrote:(06-24-2018, 02:43 AM)Dane Regan Wrote:(06-23-2018, 08:26 PM)Yukika Inoue Wrote: Kinetic Disruption - 300OM
Requires Ranged, Homing Prof., Debuff
With strong telepathic abilities, on can go beyond the ability to simply read minds. The Megitsune specializes in magics that confuse and befuddle the mind. With concentration, images can be sent other people’s minds, causing disruptive problems within an enemy’s mind.
When activated while(and only when) wearing her mask, Yukika is capable of can create certain ‘false images’ in a single enemies mind. Creating an image takes a few seconds of motionless concentration, but the image can only take the shape of one object at a time(A tree, a copy of Yukika, etc). Her ability can only extend to a single person within the range of her telepathy. Those with equal tec to her may see the ‘false image’ in a blur when within 30ft, whereas someone with half her tec wouldn’t notice it was fake until they were within arms reach. Those with double her tec may not be affected at all, if so, they will constantly see the fake image as what it is, a blur of nothing.
The limit to what Yukika can make with Disruption is nigh endless, but she is limited to a single image at a time. If she chooses to create a new image, the original she had before must be erased and redesigned. Yukika cannot change how a person sees the image, only what they see. This move isn’t heavily taxing on her, but can be if she over uses it. Moving out of range or out of sight of Yukika will cause the image to vanish, if this happens, she must recreate the image.
Calling of Kon - 300OM
Requires Ranged Prof., Buff Prof.
Yukika takes a moment of motionless concentration to summon a floating blue mote of magical flame above her. It takes about ten seconds to create, but once it is, it provides a bonus to her and her allies. The warmth of the flame invigorates her allies, giving them a small increase in speed as it follows her around the battlefield. The range is only 30ft, so Yukika has to endeavor to stay close to her friends while it is active. Once active, it requires no concentration to maintain, but it will last only a minute. Once it disappears, it must be re-summoned again using the same method. Being hit can interrupt the casting. This spell causes some slight fatigue, but nothing that can wear her down quickly.
Kinetic Disruption:
>This doesn't need area attack (since you're only making one person see the images).
>This needs homing, as you're not really aiming it. If you want to avoid homing, make it require eye contact to used or something.
>It's a little unclear what the images actually are or can take to form of. Can you add a description of what they can be like?
Calling of Kon: Generally a good move, but I'd clarify that the ring follows her around since I assume that's your intention but it's not obvious that it would actually do that.
Changes made that were necessary.
Kinetic Disruption: Approved. This is a pretty nice tricksy move that doesn't really need any big drawbacks or anything. Good job with this.
Calling of Kon: Approved. And a good example of a buff move.
[/spoiler]

