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Official Move Approval IV
Nealaphh
[spoiler]
(07-03-2016, 06:27 PM)Nealaphh Wrote: A Wash of Rose Petals (Requires Physical Proficiency, Area Shield Proficiency, Advanced Telekinesis, Basic Enhanced Senses, Time Manipulation) - 300 OM

Nealaphh swiftly envelopes its body in a thin barrier of telekinetic force and takes a defensive stance, focusing on all motion and thought taking place around him. It takes about two seconds for Nealaphh to prepare this stance, but once active, is able to deflect most if not all basic (unnamed) melee attacks targeted towards him by swatting the blows away with his shielded limbs. Since he has a full circle of awareness, he can reflexively block attacks even coming from behind him. Nealaphh also speeds up its perception of time while using this technique, so the number of attacks directed at him doesn't matter, so long as none of them are inherently faster than his body's actual ability to intercept.

Any attack that has more than a basic amount of force put behind it will breach the telekinetic envelope and cause the normal amount of damage that Nealaphh would have received if it hadn't prepared this move. It is inherently ineffective against ranged attacks. Since it is such an intensive use of Nealaphh's skills, he can only sustain this defensive stance for up to six seconds before needing to rest for a full minute. It cannot use Time Manipulation or Telekinesis during this time.

Does this require one to stand still to use? Does it require concentration or does it persist by itself after being cast? Can this be used with other moves?
[/spoiler]

Erik
[spoiler]
(07-05-2016, 12:47 AM)Erik Vrell Wrote: Horror Nova (Requires Ranged Proficiency, Area Attack Proficiency) (300)

(I've decided that the ring of horror isn't right for Erik, so I've opted to put it on the back-burner for a while. Thanks to Okor for the help.)

Erik collects his power for three seconds before throwing back his head and releasing a burst of violet energy. Any enemies caught in the blast will start to hallucinate a variety of horrors, dependant on the fears of the affected foe, as long as Erik maintains the nova. The hallucinations will continue to grow more vivid as long as enemies remain in the area of effect. The rate of which they grow realistic is dependant on the foe's TEC and their distance from Erik. The nova will be maintained as long as Erik concentrates. The hallucinations will quickly dissipate after the affected parties leave the nova. The hallucinations are just that: hallucinations. They cannot hurt or otherwise touch enemies, so a smart foe can bypass them entirely. This move is quite tiring to maintain. The nova has a radius of 5 metres.

How strong does this get at maximum? Also, how much is the difference between being say, right next to Erik vs. on the outer edge (i.e. how much longer would it take to reach full effect and/or would it be any less intense overall)? Is the fear effect purely a mental distraction, or is it some kind of a stun, or does it make them weaker or something? Can this be used while moving? Does it require concentration to maintain? Can this be used with other moves?
[/spoiler]

Jeanne: Someone else should be grabbing this relatively soon. I'd be too biased to give a fair judgement since I helped out in the creation process.


Scarecrow
[spoiler]
(07-06-2016, 06:18 PM)Scarecrow Wrote: Scarecrow's Scythe- 300 OM

Scarecrows scythe is just like a normal scythe. The scythe deals large amounts of damage but fatigues Scarecrow with repeated use. The scythe has a curved long wooden staff like handle and the blade at the top is curved so it can snatch, slash, chop, and disarm opponents. Scarecrow simply carries his scythe on his back and takes him 2 seconds to pull it out.

What's the size/dimensions on this, both the blade and the handle?

EDIT: With that added, you're good. Approved.

[/spoiler]

Seventeeeeeen
[spoiler]
(07-09-2016, 05:51 PM)Android 17 Wrote: Final Flash - Tier 1 Super Attack (600 OM)

Seventeen throws his hands apart with his fingers spread out and bent forward.  He proceeds to charge yellow ki (en0rgy) into his palms.  The energy builds up into two dense spheres that give off sparks of electricity and visible heat and light.  When he's ready, he draws his hands together in front of him.  After another final, tension-laden moment, he releases a concentrated beam of energy with devastating consequences for those silly enough to be hit.  Seventeen can opt to do this move quickly or slowly, and he can also shout the name of the attack.  Whatever theatrics he does, the attack's potent force remains the same.

What's the size on this? About how long does it take to charge? How fast does the beam move? What's the range, roughly? Can this be used while moving? How draining is this (SP obvs, but like in general).
[/spoiler]

Warren
[spoiler]
(07-09-2016, 06:21 PM)Warren Zimmer Wrote: Z-Tech Wrist Blasters 
Cost: 600 OM 
Requires: Ranged Proficiency,  and Physical Strength. 

This weapon was created by Warren Zimmer. Based off of the Wrist Blasters that he once had,  Warren's made some improvements to the design allowing them to function in this world. The wrist blasters pack a punch enough to concuss an opponent and perhaps knock them off balance. They are also built into both wrists,  so he can either fire a single charged shot... or shoot multiple weak rapid fire shots.  This weapon is something that cannot be stolen from Warren by anyone. It takes about a second for him to fire each shot.   It is a versatile weapon that is well suited to Warren Zimmer and adds some flair to his techniques. These travel at speeds of 40 MPH when fired from this weapon.


Z-Tech Energy Blast - Fire:  (300 OM,   Ranged Proficiency.) 

This is a variant of the typical energy blast that is fired from the wrists of his suit.  Unlike the typical energy blasts this possesses an elemental property namely that of the Element of Fire,  itself.   This technique is one of the ones Warren has come up to allow himself to defend himself in the new world he is in. It is a move that cannot be copied as it requires the wrist blasters in his suit.  The Z-Tech Fire Energy Blast is colored a mix of purple and reddish flames,  giving it an eerie and almost evil feel to the color of the fire he's shooting.  The fire blasts are about the size of a fist... each. They travel at relatively quick speeds of 40 MPH.

Blasters
  • What's the size of the blasts (both varieties)?
  • How long does the charged blast take to channel? What's the rate of fire on the weaker one?
  • What's the range?
  • How accurate are these at range?
  • Can either of these be used while moving?
  • Does the charge require concentration?
  • How draining is this?
  • When you say 'concuss', do you mean this inflicts a debuff or is that just a vague description of damage?
  • Can this be used with other moves?

Fire Blasts
  • How damaging is this?
  • What's the rate of fire and/or charge time?
  • What's the range?
  • How accurate are these?
  • Can these be used in motion?
  • Does creating the blast require concentration?
  • How draining is this?
  • Does the fire explode or debuff in any way?
  • Can this be used with other moves?

As a general note on both moves, either of these would be able to be copied via Mimic, due to Omniphysics. It doesn't matter that the person using it wouldn't have the launchers, they could just magick them up if needed. Also, Blasters wouldn't need Physical Strength if they're energy blasts used at range.
[/spoiler]

Carmelita
[spoiler]
(07-12-2016, 06:30 AM)Carmelita Wrote: PRM-001 (Lvl1 Assist, Area Shield, Debuff) (2700[1000+1000+400+300])

Attack: 1
Defence: 2
Speed: 1
Technique: 1

Police Riot Mech 001 is the first support mech of New Interpol’s armoured fleet. PRM-001 has no weapons attachments, but is a ten ton armoured walker with a large flat energy riot shield it can project in front of it. It is piloted by the joint efforts of Chip and the AI AL3X. PRM-001 consists of the cockpit, two articulated legs and the riot shield module deployed from the base of the cockpit. The colour scheme is black and gold with blue and red flashing lights.
PRM-001 is integrated into a quantum signal teleportation system from New Interpol, and can therefore be summoned by Carmelita. The quantum signal teleportation system is unstable but functional, allowing the Assist to be present for as long as Carmelita’s quantum beacon keeps its charge.

PRM-001 Riot Shield (Move, Area Shield, Debuff)

PRM-001 plants its feet and projects a 5m wide and 3m tall shield directly in front of it. This shield takes the form of a translucent blue plane of crackling energy, which is maintained by a large foot wide dish that is extended from a protective compartment below the PRM-001’s cockpit. This shield will ignore physical objects in its way when deploying, anchoring them to the shield or lightly forcing them out of the way.
PRM-001 cannot move when the Riot Shield is activated. The shield takes one second to put up and ten seconds to take down, and during this time PRM-001’s Riot Shield Module is vulnerable to being destroyed. During operation, the Riot Shield Module is protected by an extended covering, but during the reconfiguration this covering has to be removed and folded as the module deploys or undeploys.
The PRM-001 Riot Shield is a one way permeable barrier, allowing movement away from PRM-001 but not towards him. Any physical object with less momentum than a train striking the barrier is rebounded with a burst of electricity that, for an ordinary secondary, would cause a second of disorientation.
Energy attacks will pass through the barrier in both directions, but will be reduced in efficacy unless they are electrical in nature. Attacks that bypass physical barriers are unaffected unless they rely on sight, in which case they will require additional effort on the part of the user.
If the Riot Shield Module is destroyed, PRM-001 cannot use the Riot Shield. If PRM-001 leaves the area due to the quantum signal teleportation system timing out, the Riot Shield ceases to function as soon as PRM-001 disappears.

Are you sure you want this as an Assist? At the strength listed it reads like it might be better as a Super Move; you could summon it for a few seconds to block a Super Attack or a few strong regular attacks and it would vanish. I ask because as a regular move used by an Assist with a DEF of 2, it won't be able to stop a ton of damage before shattering. Also, as Amaterasu mentioned, Assists pull from your powers/profs so you don't need to buy them specifically for the Assist only.

If you'd genuinely want to keep it as an Assist and a Move rather than as a Super, then I have some more questions for you. I thought I'd ask this first, though.
[/spoiler]

Zack
[spoiler]
(07-12-2016, 05:24 PM)Zack Fair Wrote: Mako Surge: Tier 2 Power-Up

ATK: + 3
DEF: + 4
SPD: + 2
TEC: + 1

Mako energy is an energy source from Zack's home world, and as part of the process to turn him into a super soldier it was injected into his blood. The result gave him greatly enhanced strength and abilities. Now, after years of experience and training, he is able to manipulate that potent substance even further, and temporarily supercharge himself at the expense of his own energy. When he strengthens the Mako even further, all of his abilities are enhanced to a greater degree. When powering up the Mako to this level, a blue aura forms around him, though there are no other physical differences.

Looks perfect. Approved.
[/spoiler]
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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