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Official Move Approval IV
(07-24-2016, 11:18 AM)Skeletor Wrote: A Scattering storm, (requires Ranged proficiency, Area Attack proficiency, 600 OM)
 
Skeletor charges his Havoc staff for a second, then swings his Havoc staff in an arc, unleashing a volley of magic blasts, similar in all respects (except where noted below) to the bolts that he fires. The bolts fire in an arc outward, but with a slightly downward trajectory that limits their range to only about 15 meters. Skeletor can charge the havoc staff longer, remaining stationary and focusing for a minimum of 1.5 seconds to a maximum of 5 seconds. The longer the move is charged; the more missiles will be fired. The amount varies from three melon-sized somewhat globular missiles at minimum charge to an unbroken tennis ball sized 120-degree arc of magic at maximum charge. These projectiles are only as damaging as Skeletor's normal Energy projection attack, slightly weaker even due to the multiple missiles involved, and travel at the same speed (about 40 mph)
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. As such he cannot use other moves while using this move. It is also worth noting that this move is very draining on Skeletor, and he will only be able to use it once or twice without time to rest (3+ minutes) before using it again.
 
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 up to 15 meters away. 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, he must not be preforming any other moves when he starts them, and 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 (getting hit with a large ocean wave would be a good example of the amount of force). Due to Omniphysics, this power is drawn from Skeletor himself rather than the stone directly, therefore its power comes from his own reserve of energy, making it quite draining to use.
(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.)


Alright, changes noted in bold. I think I may have confused you with my usage of "continuous" in A scattering storm. There's only one arc fired, there are just enough missiles that there aren't noticeable gaps in the arc. I changed the wording to try and clarify that. (If I'm misunderstanding your questions, and you meant something else, sorry)



Thanks for looking these over Mark! You the best!

A Scattering Storm: This is looking great. I want to clarify a bit on how many blasts you’d be hurling with the charged version, though. The reason I asked about duration, rate of fire, etc. is that depending on how slow or fast you wave your staff, that description could yield from 10 to 100+ blasts. I can picture the move in my head and I know what you’re probably going for, but just to make it clear to anyone else reading the move, can you give a little more detail? You can give me a number of blasts or you can just say a max of x number of blasts per second over a max of x seconds, or whatever you like.  Hopefully that makes sense.

Wall of Flame and the Ram Stone are approved!


(07-24-2016, 02:11 PM)Mick Rory Wrote: For the Cold Gun:

Moderate damage.

Not draining, and I...Am not sure about how many ammo clips he should be able to carry. I want it to be high, so he isn't completely disarmed too easily. He kind of only has 1 ATK, so losing the Cold Gun means he'll be largely ineffective in combat until I get the chance to bump him up to a Tier 2.

It takes a second or two to reload. It's a one-handed weapon, so it can be used with one-handed weapons or moves.

And, I can lower it to 1 yard all around.

I'd say people are frozen upon being hit.

This move is a bit overpowered in its current form. Being able to deal moderate damage continuously without a cooldown along with an instant 5-second stun with very little drain or loss of concentration isn’t going to fly. As this is his bread-and-butter damage move and you’re wanting to keep the ammo drain low, I think you’ll probably want to consider tweaking the damage, time it takes to freeze, necessary concentration, etc. I’ll leave it to you to decide how you want to do this. Again, I’d take a look at how Mei accomplished her freeze gun move if you want to see a good example of this.

(07-25-2016, 02:55 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.  Both of the guns are about the size of an Ak-47.  Each shot does moderate damage. The shots have a max range of 20 feet from him.  This lasts for 3 posts.  This can be used to hit a moving target.  But there's more to it. The blasts from this don't drain him at all,  actually.  This CAN be used to hit moving targets.

What’s the rate of fire? You can’t have a move that has zero drain on stamina, there has to be some kind of down side. Likewise, if you want to be able to use this with other moves there has to be some kind of need for concentration, unless you want to make this an assist. For duration, we don’t do things by posts. You’ll need to give me an amount of time.

(07-25-2016, 06:08 PM)Blink Wrote: Note: I have 5 speed, and Master Teleportation.

Speed Teleport

Usually, creating portals and teleporting requires a lot of effort for Blink - especially at max range of 80 meters. This move will allow Blink to teleport much quicker, in rapid succession, in order to dodge a powerful move or to distract opponents. This gives off the 'Blink' effect as she goes in and out of view swiftly. She can use it to teleport one other person with her through direct contact, but anymore then that requires the same amount of time/energy has usual.

So, something like this could work but you’d have to choose a way of balancing it. I talked it over with a few other staff members and there are probably 3 ways that you could do this (but feel free to offer other ideas of course!). You could have the teleports be faster, but have them cost more fatigue to use, stacking up pretty fast. You could also give the move a charge-up time and initial energy cost, which then lets you teleport faster over a certain length of time. Your other option is to have the “teleport burst” be on a cool-down after a certain amount of uses/length of time.

Beyond that, you’ll need to specify a range that this move will cover or how the range effects the cost/speed/etc. Similarly, we’ll need to know if this takes concentration to charge/perform and whether other moves can be used at the same time.

(07-26-2016, 01:03 AM)Madotsuki Wrote:
Tier 1 Powered-Up Form (1000 OM):

Rapturous Entity Madotsuki

ATK: 5
DEF: 0
SPD: 5
TEC: 5

Madotsuki unconsciously absorbs the surrounding dream energy until it's too much for her body to take. Cracks painfully  appear all over her body, with wispy wings sprouting out from the largest ones on her shoulder blades (pictured below). One can see glimpses of the Astral Verse within the wings. All of the cracks glow a faint purple.

[Image: WispyWatermelon-250x185-201x146.jpg]

Approved.
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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