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Official Move Approval IV
(05-23-2016, 02:24 PM)Enzo Matrix Wrote: Thanks, Mark! I think this ought to cover all the missing points.

Sea Shield (900) – Requires Physical Strength, Ranged Proficiency, Area Attack Proficiency, Homing Proficiency, Remote Control

The Sea Shield takes the shape of a circular sea shell, measuring approximately 2.5 feet in diameter. When AndrAIa was younger, she wore the gigantic sea shell as a breastplate, but discarded it as she grew older. Matrix then adopted the shell as an offensive weapon as they matured. He can utilize the shield with either hand. He can summon it from thin air onto either arm. Like Gun, he can bring the weapon to either hand without actually making physical contact with it if it is dropped or thrown, up to a range of fifteen yards. It can be used as an offensive weapon, affixed to either of Matrix’s forearms for powerful striking. Likewise, Matrix can hold the shield up and use it to take the brunt of an attack, utilizing its original purpose. It can withstand several very powerful blows before shattering (though nothing that would require the expenditure of SP). If it is destroyed, he cannot he summon it for thirty seconds. He can also use it defensively alongside his offensive weapon, Gun. Lastly, Matrix is capable of throwing the shield and skillfully bouncing it between targets, making it an effective ranged attack, as well. He can manually throw it with great velocity, slightly faster than an arrow shot from a bow with a range of approximately 35 yards. If it bounces between targets, it only has the velocity to travel seven yards between strikes, and a maximum of three bounces. He is extremely accurate with it if stationary, due to his lock on aiming ability with his eye, but loses a great deal of accuracy if he throws it while mobile, since it draws his focus away from his cybernetics. Matrix summons the shield from thin air utilizing Omnilium, which takes about two seconds to materialize on his person. He can also keep it on his back, if he's expecting to use it again in a short time.

Excellent. I had a couple of other questions but I realized they were silly, sooo...Approved.

(05-23-2016, 07:18 PM)Yukki Kazuto Wrote: Black Cocoon
Tier One Defensive Super Move
600 OM
Requires Area Shield Proficiency
When activated, the user's body turns solid black for a second, before a cocoon as black as space itself surrounds the user completely. cocoon is maintained for fifteen seconds, during which the user can do nothing. Will fade after fifteen seconds, and can be broken by a tier to or higher super move. This move can be very draining to the user, and drains more energy the more damage the cocoon takes. If used late in a fight and to block a super move, it is possible to faint using this move, at which time the cocoon fades.

Approved.

(05-24-2016, 08:01 AM)Demetri Malius Wrote:
(05-19-2016, 10:52 PM)Mark Wrote: Demetri
[spoiler]
(05-18-2016, 03:49 PM)Demetri Malius Wrote: Gonna upgrade and weaponize demetri a bit more before i buy his supermove Tongue Gotta get IRIS's moveset.

Pulse(600, Area attack, Ranged, Debuff) This move uses the cybernetic armor that comprises IRIS on Demetri's body, allowing her to aide Demetri in battle. This move functions in two ways. Firstly, with a three second charge, while Demetri is moving at a walking pace or slower, IRIS can emit a light pulse that pushes out projectiles and pushes back enemies within 10 feet of Demetri. If the enemy is shielded or expecting the attack, they can easily avoid being startled or set off balance, though weaker and unsuspecting enemies can be knocked off their feet or stumble, leaving an opening for Demetri to hit them. The second use is more direct, as Demetri must have a free hand, charging the attack for seven seconds before he can fire, affecting a small cone for up to 20 feet, knocking even shielding enemies off balance slightly from the force, and launching weaker enemies back enough to where it can damage them if they hit a wall.

Cybernetic Buckler(300,Physical Strength, Chains) This combination of IRIS and Demetri's skill-sets combine his chains with his secondaries tightly bonded cybernetic material, allowing his chains to become a small reinforced circular shield that can block a variety of attacks. This takes around seven seconds to properly form, and once the shield breaks, it shatters the reinforced chains, forcing them to retreat and regenerate before it can be used again. 

Cybernetic shock(600, Debuff, Chains)Using IRIS's electronic capabilities, Demetri is able to add an extra shock to his chain weaponry, either taking a second to charge a quick jolt that can cause minor pain to those in contact with the chains or taking ten seconds to infuse his chains with a temporary electronic charge for one minute. The chains must be retracted and not in use in order to charge it in the latter way.

Pulse: What is the cast speed on both variations? Is there any kind of charge-up or is it insta-cast for either? If there is a charge period, is there any 'concentration' required. I know that IRIS would be controlling the attack, but would jarring Demetri during the attack cause the attack to stutter or something? What's the stamina drain or number of uses these have?  Is there a recharge time for either between uses? Can these be used with other moves? 

For the cone, what is the width? Can it be used in motion?

Buckler: What's the exact size? How much damage can it absorb, roughly? Can this be summoned in motion? Is this usable with other moves?

Shock: Can these be used in motion (I know you'd have them wrapped in chains but ya' know)? Does either use require concentration? What's the stamina drain for both? Can these be used with other moves? Lastly, what do do you mean by charging the chains for a minute? Do all chain attacks gain lightning? Or are you stunning for a full minute? 

[/spoiler]

Updated and Edited for coherency ^o^ should all be good now

Pulse(600, Area attack, Ranged, Debuff) This move uses the cybernetic armor that comprises IRIS on Demetri's body, allowing her to aide Demetri in battle. This move functions in two ways. Firstly, with a three second charge, while Demetri is moving at a walking pace or slower, IRIS can emit a light pulse that pushes out projectiles and pushes back enemies within 10 feet of Demetri. If the enemy is shielded or expecting the attack, they can easily avoid being startled or set off balance, though weaker and unsuspecting enemies can be knocked off their feet or stumble, leaving an opening for Demetri to hit them. The second use is more direct, as Demetri must have a free hand, charging the attack for seven seconds before he can fire, affecting a small 20 degree cone for up to 20 feet, knocking even shielding enemies off balance slightly from the force, and launching weaker enemies back enough to where it can damage them if they hit a wall. Using it in this manner also requires a steady stance or he risks being knocked back from the force. Both moves are quite taxing on Demetri's body if used rapidly.
Cybernetic Buckler(300,Physical Strength, Chains) This combination of IRIS and Demetri's skill-sets combine his chains with his secondaries tightly bonded cybernetic material, allowing his chains to become a small reinforced circular shield that can block a variety of attacks. This takes around five seconds to properly form, even in motion, and once the shield breaks, it shatters the reinforced chains, forcing them to retreat and regenerate before it can be used again. The shield can sustain a fair amount of damage, though it only covers two feet in diameter, and it not large enough to block wide or area affecting attacks. Although standing still would give Demetri more stability with the shield, he is able to move freely and attack with his other hand.
Cybernetic shock(600, Debuff, Chains)Using IRIS's electronic capabilities, Demetri is able to add an extra shock to his chain weaponry, either taking a second to charge a quick jolt that can cause minor pain to those in contact with the chains, or taking ten seconds to infuse the following attacks with his chains with a cybernetic shock for the next minute, but wears down with use. The chains must be retracted and not in use in order to charge it in the latter way, and only one chain can be charged at a time. In both cases, the shocks make the chains weaker and more likely to be break, and can be applied to any variation of chains.


Pulse: If Demetri were attacked during the charge, would it have any effect on the move's action (i.e. does it require any 'concentration' on IRIS' part)? Can this be used with other moves? About how many uses are we considering 'constant'? Does the second use have the same motion caveats or can he be running or something?

Buckler: Excellent. Approved.

Shock: Sorry if I'm misunderstanding this, but is the first form of Shock a pulse that goes down the length of his chain when it's attached to someone and the second version a lightning-based chain whip or something? That's how I'm understanding it right now. I'm just asking because with the way the second form is phrased, 'his following attacks' and 'all variations of chains' makes it seem somewhat like a self-buff if it stacks onto his other moves. Since you can't create a move that 'layers' on other moves, that wouldn't fly. If it's just a flurry of electrified chain strikes and he can't use other moves that'd be fine though.

(05-24-2016, 11:07 AM)Mick Rory Wrote: A new super move.

Overclock - Tier 1 Super Attack(600 OM)

Mick opens up a small, hard-to-see compartment on the Heat Gun and places a strange, glowing orange orb inside(referred to as the Overclock Cell), then closes the compartment again. The Heat Gun lets out a mechanical "whine" noise. Mick then places the aim on the opponent and holds down the trigger. The Heat Gun charges power for 10 seconds, then unleashes a powerful beam of pure heat energy. Visually, the beam doesn't even look like a beam of fire anymore - it looks like an orange beam of pure energy. The beam is 1 meter all around, and reaches 10 meters, making it similar in beam size and range to the normal Heat Gun.

The blast is fired continuously for 5 seconds, afterwards the Overclock Cell is automatically ejected, and cannot be re-used.

Does Mick need to stand still while using this? You'd need Area Attack Proficiency and possibly Debuff if you're looking to inflict hardcore burns.

(05-24-2016, 11:33 AM)Marcus Wright Wrote: Through the Fire and Flames- 300 Tier 1 Super Attack (Physical proficiency, Killer Punch)

Marcus appears to be walking through fire and flames for show but as the fiery dramatics end, Marcus holds a summoned weapon of sorts. He grabs the opponent in a grab and stabs the opponent with the object over and over. His attack can be used about twice unless the opponent has a higher attack/ or defense and can throw Marcus off his own attack pattern.

I'm a little confused here. Does Marcus summon up the field of flames and use it as cover to summon a weapon before attacking? What's the range of the area effected? Can you describe the weapon? How long does this whole thing take to execute? How long does it last? Is there any concentration during the casting?


(05-24-2016, 12:03 PM)Sabrina Wrote: NOTE: These moves were already approved for my pre-switch character, Yang Xiao Long (now archived). As I want to use them on Sabrina I would like to resubmit them, but they're copy/pasted without any change to their functionality.

CHANGES MADE TO THE ORIGINAL:
-Name of the user changed from "Yang" to "Sabrina", for obvious reasons.
-Spoilers added to hide the pictures and animations.
-Flavor story added to explain how the Ember Celica came into Sabrina's possession (1st line of the description)

Ember Celica: (Requires Physical Strength, Ranged Proficiency) (600 OM)
[spoiler][Image: CI_85166_1384123364.jpg][/spoiler]
While technically Yang Xiao Long's signature weapons, after coming into their possession in the Vasty Deep by coincidence Sabrina began using them as her own weapons. The Ember Celica, also known as Dual Ranged Shot Gauntlets, are fist weapons with shotgun functions, allowing for melee and range attacks.

Description
The Ember Celica appear as metal bracelets on Sabrina’s hands by default, but when activated they cover Sabrina's hands and forearms, acting as arm guards. The gauntlets have a golden color and the shells inside are red and orange. They are made out of metal, thus they offer basic protection against attacks.

Ammunition and Reloading
Each gauntlet has a magazine belt with 12 shells in it. They have mechanisms similar to a pump-action shotgun that allow Sabrina to eject empty shells after firing them. She must do so before being able to reload. Because the mag holders are magnetic, Sabrina can reload them by tossing fresh belts into the air and allowing them to fall onto the magazine, as reloading by hand would be very difficult with the gauntlets being on her wrists and arms. Reloading takes about 3 seconds.

The Ember Celica can be loaded with different types of dust shells which have different effects. She currently has Slug Shells (Default).
Note: In the future I may purchase different dust types as moves/upgrades, so this is a placeholder/explanation for that situation.


Attacking Notes:
Sabrina is able to control if she wants a shell to trigger upon punching a foe, for security purposes (if her hand is in the way, for instance) or if for whatever reason she wishes to deal less or no damage with her punches - or save her ammunition. However, she must meet the following conditions to be able to fire her shots:
-She must have her hand(s) balled into (a) fist(s).
-She must throw a connecting punch with her fist. Backhand smacks, slaps, elbow hits etc. do not work.
-There must be at least one shell in the magazine for the hand she is using, obviously.

Punches with empty mags or without a shell fired for any other reason (the conditions not being met, or Sabrina deciding to not fire a shell) fall under normal Physical Strength: they’re not moves, and are strictly weaker (same speed of execution, deals much less damage and no special effects) than punches with a shell - even hitting someone with the metallic part doesn't do more damage than Sabrina's fist due to Omniverse physics. For obvious reasons, Sabrina cannot use ranged attacks with empty mags.

Slug Shells These shells are used by default. They create red kinetic energy pulses which explode in a flash of light when impacting, knocking enemies back. While the pulses themselves function like bullets in that they can be blocked, deflected etc. they do not have the piercing capability of bullets. Slug Shells are used for Slug Punch and Rifle Punch.

Slug Punch (Melee) A basic punch enhanced by a Slug Shell. The pulse leaves the barrel and explodes nearly immediately, creating the illusion of Sabrina’s fist exploding, and knocks the opponent back. Heavier opponents get knocked back less far. The explosion only affects the original target, it does not cause splash damage.[spoiler][Image: e851a9.gif] Slug Punch.
[Image: tumblr_ndzdy8EyI81rm7e3co1_500.gif] Slug Punch 2, because glorious HD gif.[/spoiler]
Rifle Punch (Ranged) A ranged attack where Sabrina punches the air, firing a distance shot at her opponent. This uses the Slug Shell. The pulse is around the size of a tennis ball and flies at an arrow’s speed. While it explodes and causes knockback like a Slug Punch, the effectiveness at a range is inferior due to the pulse losing energy as it travels.[spoiler][Image: wEn5E1.gif] Rifle Punch.[/spoiler]More animations:
[spoiler][Image: 4599.gif] Activating the Ember Celica (and ejecting an empty shell).

[Image: tumblr_mo31q7uMTG1r3flg9o1_500.gif] Ejecting all empty shells at once.

[Image: fdcf5dd61366619634d55504402908bc07328929_hq.gif] Reloading.[/spoiler]


Super Attack - T1: Quake Slam (600)
(Requires Physical Strength, Area Attack Proficiency, Master Acrobat, Super Jumping - Basic or higher. Costs 1 SP)
[spoiler][Image: Rnqerb.gif][/spoiler]

Sabrina loads a shell with volatile dust into her Ember Celica, then she leaps into the air, flipping herself to face downwards, and comes back down to slam her fist into the ground with enormous force. The shell in the Ember Celica is then fired, causing a large explosion around Sabrina and sending a wave motion outwards from the point of impact which sends her opponents flying and causes great destruction in her immediate surroundings. The Wave motion reaches up to 7 meters from the point of impact, gradually losing strength the further it goes.

Approved, you silly silly Psydoge.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights



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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