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Official Move Approval IV
Ammy
[spoiler]
(01-12-2017, 03:51 PM)Amaterasu Wrote: Pyromancy (600, requires Ranged Proficiency, Debuff Proficiency)
By focusing continuously, standing still and holding her hand out with her palm up, Iza summons a flame that is initially candle-sized (almost instantly) and gradually grows to the size of a small campfire (~5 seconds), if fed with more magic energy after that it simply continues to burn at its maximum size until used or extinguished. It appears and grows on her hand, which is slowly scorched as the flame burns her. This is a cosmetic side-effect though.
Iza is able to throw the flame in a lob, with a maximum range of ~20m, to attack her opponent with it. It functions like a normal fire in that it can be extinguished, it can spread to other flammable materials, cannot burn on non-flammables etc. While in Iza’s hand it must be maintained with small amounts of magic power or else it is extinguished, including if Iza’s concentration is broken. After it is thrown it lasts for up to 5 seconds during which it aggressively catches on to something flammable, attempting to stay “alive”, otherwise it goes out by itself.
While using Pyromancy until the point where she throws the flame Iza must remain stationary and cannot use other moves.


Abyssal Formula (600, requires Area Attack Proficiency)
This is Iza’s most powerful destructive magic, a forbidden spell. In order to cast it she must draw a complex circle riddled with arcane symbols and shapes on the ground, with a black ink-like substance that comes from her fingertips. While incomplete or faulty the circle is just a more or less fancy drawing with incomprehensible glyphs and latin words, but once completed it unleashes its real power.
Namely, the ground breaks away into a circular pit as large as the circle formula was. That pit goes down for 10 meters – enough to do some serious damage. Anything above the circle remains unaffected, although things resting on the ground that breaks away would of course fall down.
Iza can make the circle any size she wants as long as its diameter is at least one meter, and the entire surface that she intends to subject to the Abyssal Formula can be painted (it can’t be obstructed by buildings, greatly uneven terrain etc). Due to the larger size it takes her exponentially longer to paint a circle the bigger it is, by the following formula:
(1 minute) * X², where X is the diameter of the circle in meters. 1m would be 1min, 2m would be 4min, 3m would be 9min and so on.


Lich Dagger (300, Physical Strength)
Normally Liches are able to spread their necrotic corruption with a cursed ritual dagger whose mere presence deters attackers from getting too close. In Iza’s case, not so much.
Her Lich Dagger is the broken remains of a sword (Image) that is rusted and blunt, though Iza is able to coat the blade in a layer of magic that sharpens it with minimal effort and will do so whenever she can (the non-enchanted form is strictly weaker - borderline useless). She lacks the skill to actually lengthen the blade so the range she gets from this is minimal. The Lich Dagger’s handle is ca. 15cm and the blade is 10cm long (note that the handle doesn’t “count” towards the range because Iza is holding the dagger there).


Gravetouched (600, Phys Str, Debuff Proficiency)
Having been to the realm of the dead has not left Iza without traces. Her body is covered in grave rot, remains of long-dead creatures rotten far beyond recognition. Her Lich magic turns that grave rot into a dangerous weapon.
Iza must draw out her necrotic magic by focusing for about two seconds, during which she cannot move, causing any visible parts of her body to darken and take on the appearance of a fouling corpse, in a sickly dark gray color. Her entire body becomes dangerous to direct physical contact at this point, including the shroud she is cloaked in, though Iza will typically attempt to establish that physical contact with her hands. Physical contact must be direct - it cannot be through a medium such as a melee weapon that an opponent holds as they hit Iza with it. However if an opponent is wearing armor, clothes or similar (a representation of DEF, not a shielding move) touching that armor/clothing counts as “direct” physical contact.
If Iza is able to touch her opponent the grave rot infects the opponent by way of her lich magic. The effects become more intense the longer contact is upheld: very brief contact of less than a second will merely leave an uncomfortable numbness at that spot, while extended contact infects an opponent causing what Iza calls “deathtouched”.
This has the following effects: the bodypart that’s infected gradually numbs, visibly rots and becomes increasingly hard to use, obeying the brain’s orders more slowly and less accurately than a healthy body. If touched for at least 10 seconds without break the bodypart becomes “dead”, going limp, numb and not functioning, while looking like the limb of a rotten corpse. Even things surrounding the deathtouched bodypart may appear aged and rotting, such as clothes turning to rags, metal rusting etc, but it’s a cosmetic side-effect with no bearing on the fight. After ~20 seconds of breaking the physical contact the affected bodyparts begin to heal again but it takes 10 further seconds for them to regain their function and become fully responsive again.
Iza can continuously maintain Gravetouched for up to 2 minutes of total time in a fight (such as casting it twice, leaving it in effect for one minute each time), tiring her a fair amount (after a minute she will be exhausted, needing to catch her breath for a while). She cannot use other moves or move faster than at a slow running pace (7-8 km/h) while it is in effect, and takes ~3 seconds after ending Gravetouched before she can use other moves again.
Gravetouched has less of an effect on an opponent’s torso and head - they cannot be completely disabled, only reduced to about 50% effectiveness in their respective functions even if touched for 10 seconds or more.

Pyromancy: Does this do damage equivalent to standard fire or is it more/less damaging? How draining is this exactly? You state that it is draining to maintain but how harsh exactly is the move on the caster, all-told?

Abyssal Formula: Can she do this in fits and starts or does she need to sit down and work the whole thing out at once? How draining is this to cast? I’m gonna say that 10 meters deep is too much, since it fundamentally changes how the battle would develop and puts anyone without a specific few powers or a sufficient speed stat at a large, long-term disadvantage. If you wanted to give this a duration or something before the hole ‘rebounds’, I’d be receptive to the idea.

Lich Dagger: Looks good. Approved.

Gravetouched: This one I’m a little iffy on. I’d be more comfortable with a longer cast time, since this can debuff for so long. Maybe 5 seconds? I also feel like there should be some mention of how much overall area this can effect. Without a maximum she could just grab someone’s ankles and kill their legs for 30+ seconds at a time, which is pretty harsh in terms of debuffs. That’s not to mention what happens if she could get them in a bear hug. Also, why is this 600?

[/spoiler]

Kerrigan
[spoiler]
(01-16-2017, 12:30 AM)Sarah Kerrigan Wrote:
(01-16-2017, 12:19 AM)Mark Wrote:
(01-15-2017, 01:55 PM)Sarah Kerrigan Wrote: Kinetic slam - (Requires physical proficiency, Basic Telekinesis) - 300 OM.
Kerrigan focuses psychic energy into one of her hands, requiring her to stand still for a moment. A sickly yellow glow encompasses her chosen hand as powe gathers around it.

If Kerrigan manages to touch her opponent with her glowing hand within two seconds of creating this charge, the yellow glow spreads around her opponent's body. Kerrigan then lifts her hands up, which causes her opponent's body to be lifted into the air by a sudden surge of gravity, and then promptly slams her hand down, causing the opponent to be slammed flat on their back (regardless of their initial position) into the ground, before the energy subsides. This whole process only takes a second, roughly.

This ability is a moderate drain on Kerrigan's energy, and only works on opponents with equal or less DEF than she has ATK. On opponents with more DEF than her attack, Kerrigan will merely stagger them, pushing them to their knees, but doing nothing more, and opponents with 2X Defence might feel a weight on their body momentarily, but will deal with no more than a tiny amount of irritation, feeling as though they were wearing weighted clothing for a brief moment.

While this move is effective in knocking an opponent off their feet and leaving them vulnerable, it doesn't actually do any more damage than a hard throwing martial arts move might do, leaving an opponent winded and with a sore back, and little more (Unless they were damaged to begin with, or thrown onto a dangerous surface.). additionally, if an opponent can teleport  or otherwise escape the grip of the energy in order to move farther than 5 feet away from Kerrigan, they will be able to escape the move even after the aura has latched onto them.

Can this be used in conjunction with any other moves

Kerrigan can use her assists to help her out, as normal, but she cannot use it in conjunction with other moves or supermoves. She is capable of attacking as soon as she's finished throwing a dude on the ground.

Sounds good to me. Approved.[/spoiler]

Sun Ogong
[spoiler]
(01-16-2017, 02:14 AM)Sun Ogong Wrote: [Image: 1329972856_s]
"Lightning: CHUN" - 300 (Requires Ranged)
After concentrating for three seconds, Ogong conjures the character for lightning. He then points his fingers at the target. A thin lightning bolt shoots out and strikes the target, doing meh damage. But this is a "channelled" spell - Ogong can concentrate for up to 3 additional seconds, and a stream of electricity will continue to shock the target for that time. However, while he is casting the spell, he cannot move and must be concentrating - if something distracts him, the spell is cancelled and he must start over. The lightning flies a maximum of 2 meters. No spells can be conjured at the same time as others.

[Image: 1330052943_s][Image: 1408003429_s]
Super Attack 1 "Earthquake: JI-JIN" - 600 (Requires Ranged, Area Attack)
Ogong conjures the two characters above in sequence for eight seconds, causing them to appear in mid-air. Ogong then punches the ground, creating a massive but slow shockwave in the ground. It manifests as one fast-spreading ripple - imagine the way a pond looks when you drop a pebble in it. The ripple mystically does good damage within 5 meters of Ogong. However, this attack uses a lot of Ogong's concentration. No spells can be used at the same time as others.

Chun: How draining is this on his stamina?

Ji-Jing: 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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