The following warnings occurred:
Warning [2] Undefined array key "suspendposting" - Line: 1231 - File: showthread.php PHP 8.3.31 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/showthread.php 1231 errorHandler->error_callback




Thread Rating:
  • 6 Vote(s) - 4.33 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Official Move Approval IV
Warren: You only changed the first one. That one is approved, but you need to fix the second one if you still want it.

(07-20-2016, 10:31 PM)Mick Rory Wrote: Leonard Snart
Tier 1 Assist

[Image: the-flash-wentworth-miller-captain-cold-2-cw.jpg]

Leonard Snart is, in essential form, Mick's counterpart; he's cool, calm and collected, and wields a weapon of ice. He's a bit of a chessmaster, and when he has his way, there's no way to face him on even ground; if you think the playing field is even, you don't know his game yet. Physically, he's not much to look at, but he's a decent strategist.

ATK: 1
DEF: 1
SPD: 1
TEC: 2

The Cold Gun
300 OM, requires Ranged Attack Proficiency, Debuff Proficiency

[Image: tumblr_inline_nsu9zvf6cX1sb4btj_500.jpg]

The signature weapon held by Leonard Snart, the Cold Gun is, in design, both similar and different to the Heat Gun.

It does indeed fire a beam of it's respective element, represented by a beam of light blue and white energy. The beam lasts for 15 seconds of continuous fire, after which the beam stops. It still has to be reloaded after 4 blasts are fired. However, the move is less powerful in exchange for a complete lack of cooldown time. The constant beam reaches a maximum range of 12 meters - a 2 meter increase from that of it's counterpart - and those far away from the blast do take less damage. The beam is 1 meter all around, circular, and goes at a speed of 10 miles per hour. Beams are fire and forget.

The target, upon being hit, is frozen lightly, moving slower, however the effect cancels out that of the light burns provided by the Heat Gun, and vice-versa. The freezing lasts for about 5 seconds, but cannot be stopped before the effect stops taking place unless the Heat Gun hits the target.

The weapon, when used with the Heat Gun at the same time, has an additional caveat - if you cross beams with the Heat Gun, the vastly conflicted temperatures will rocket back at the weapon opposite of their element, destroying them both until Mick takes the time and Omnilium to fix them. This weapon is one-handed, and can be used in conjunction with other one-handed weapons or moves.

Snart is approved.

Cold Gun: How damaging is this? You mention those far away take less damage, but never how much it does in general. How draining is this on his person or how much ammo does he have on hand at any give time? How long does it take to reload? Can this be used with other moves? Is the target frozen for 5 seconds immediately upon being hit or does it take a full 15-second blast to get the max freeze? Also, you’ll need Area Attack to cover a meter of area.

Mei has a move like this if you want to see how hers works for reference.

Skeletor Wrote:A Scattering storm, (requires Ranged proficiency, Area Attack proficiency, 600 OM)

Skeletor charges his Havoc staff for a second, then unleashes a volley of magic blasts, similar to the bolts that he fires. The bolts fire in an arc outward, but with a slightly downward arc that limits their range to only about 15 meters. Skeletor can charge the havoc staff longer, remaining stationary and focusing for a maximum of 5 seconds. The longer the move is charged; the more missiles will be fired. The amount varies from three somewhat globular missiles at minimum charge to a continuous 120-degree arc of magic at maximum charge.
Skeletor is able to use this attack while moving, but must remain stationary and focused to charge the power, during which time magic visibly accumulates in his Havoc staff.

Wall of Flame (requires ranged materialize, area attack, 900 OM)

Skeletor extends his Havoc staff, and a beam of light springs from the end, tracing a pattern into the ground. This takes approximately 2-3 seconds to occur, during which time Skeletor must concentrate on the power, though he can still move. After the 2-3 seconds, magical flames spring into being along the pattern that was traced.
Skeletor has three different shapes he forms with this move, creating a wall to divide the battlefield, a ring to either keep out or enclose an area, or a scattered pattern of lines that cover the area in short swathes of flame, disrupting formations and creating more chaotic battlefields.
The Wall of flame is approximately 3 meters in height, .5 meters in width and can extend to a maximum of 12 meters from end to end.
The Ring of flame is also 3 meters in height and .5 meters in width, and can extend into a ring of 9 meters in diameter.
The Smattering of flame creates about a score of flames sections only 2 meters tall. These sections are .5 meters still, but only about 2 meters in length.
These flames are painful, but unlikely to be lethal. Skeletor can create gaps in the flame to allow himself or others to pass through, but a determined prime (or even a tough secondary) could burst through the flames with not much worse than a singing. The true danger this move poses is from prolonged exposure, as remaining too long (any more that about 4 seconds depending on DEF) within the flames could cause anything combustible to ignite.
This move is draining for Skeletor to maintain, and although he is able to perform other actions (even those that require his concentration) and maintain the flames, anything sufficiently startling or disorienting will make the flames wither away.

The Ram Stone (T1 super attack, 600 OM)

Skeletor holds aloft a small, green, ram-head stone, extended floating inches from the tips of his fingers. He utters the words to unleash the power of the Ram Stone, which takes only a few seconds. A jade demonic ram, composed of pure magical energy, forms around him. The magical Ram stands about 4 meters tall, and is translucent, allowing one to see Skeletor standing within. The Demonic Ram leaps at Skeletor’s target, its shape dissolving into pure energy as it closes the distance, slamming into the target and battering it with power,
(it is important to note that while in Eternia, the RamStone was known for its ability to destroy any barrier, this has not translated over to the Omniverse, where the Ram Stone is not able to penetrate a Super Defense any better than another T1 super attack.)

Scattering Storm:
  • What’s the size of the projectiles, roughly?
  • How damaging are each of the forms?
  • What’s the travel speed of the projectiles?
  • Does the continuous variant require concentration while firing?
  • How draining is this on his person?
  • How many projectiles are launched in the charged form, or for how long does he fire them and how many per second?
  • Is this usable with other moves?

Wall of Flames: How far away can he cast these? Can this be used with other moves (looks like you sorta touch on this, but just to be sure)?

The Ram Stone: Around how damaging is this and how draining it is to perform?


(07-22-2016, 12:49 PM)Hal Jordan Wrote: 300 OM -  Emerald Artillery - Double Rifle- Requires Ranged Proficiency, Ranged Materialize Proficiency,  and Remote Control Proficiency:

Using the power of his will Hal will summon a couple of rifles to his hands. These rifles are a construct that can be hand held by Hal. But these can also be controlled by him with little more than his thoughts should he needs his hands free for well anything else presently. These take about 5 seconds for him to create... each.  The construct appears to be a set of assault rifles. These are colored neon green and are partially transparent.  The reload time is about 2 seconds given that that it is all it takes for Hal to envision them reloaded with new ammo as they're little more than a construct.  As they are a construct created out of his will power Hal can MOVE these with his mind in order to keep his hands free.  Since he doesn't need to hold these he is also granted the full range of motion while using this attack on his opponents.  This can be used in conjunction  with other moves or powers although Hal hasn't figured out any particular combinations that it would be good for yet.

The ammo capacity of both is about eight shots before he must reload.
  • Can you describe the size of the guns?
  • How damage is each shot?
  • What’s the effective range?
  • How accurate is this? Can he hit a moving target?
  • Does this require concentration to maintain?
  • How draining is this?
  • Does this have a duration?
As a general note, even though you’re not directly holding them , you’ll still need to choose the targets for these. They won’t be able to smartly choose their own targets or anything.
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

Forum Jump:


Users browsing this thread: 1 Guest(s)