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Official Move Approval IV
(07-27-2016, 07:14 AM)Android 17 Wrote:
(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 can't move while performing this (but he can do it while falling).  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.  The charge time is negligible, as Seventeen can fire the beam after a few seconds or close to ten.  Either way, it's the same force (it's a Super Move, after all). When he's ready, he draws his hands together in front of him.  After another final, tension-laden moment, he releases a quickly traveling beam of concentrated energy roughly the circumference of a manhole cover.  The blast can travel upwards of a hundred meters without losing any of its bang.  The consequences are devastating 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.

Its uses SP, so there's no fatigue drain on the user.

[Image: red_approved_stamp_md_wm.jpg]

(07-26-2016, 07:18 PM)Blink Wrote: Well, I have Master Teleportation, and the range is 80 meters, so I don't think that needs to change. I already put OM into that power which dictates my range so I feel like 80 is fair.

I'm cool with having it be a charging ability or on a cool-down timer. Either of those are good with me.


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. This ability drains a good amount of energy so she can't use it several times at once; she'll need to wait awhile before trying to do a 'teleport burst' after doing the first one.


Oh, I wasn’t trying to limit your range. I was more asking how distance from Blink effects energy cost, ‘cause teleporting 80 meters away from your foe would be a lot more taxing than appearing like, a foot to your left.


(07-26-2016, 06:23 PM)Mick Rory Wrote: 1. I'm not trying to make it broken.
2. I guess I'm back to work on this.
3. I don't plan for Mick to use the Cold Gun in the future.
4. I didn't even think of that.

Here's yet ANOTHER try...I'm getting tired of revising, but I guess I kinda have to if I want Snart to be useful.

It does indeed fire a beam of it's respective element, represented by a beam of light blue and white energy. The beam charges for 3 seconds and 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, however, they aren't easy to aim. They always go a bit off-center from the barrel. The beams are pretty weak.

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 can keep up to 8 ammo clips on him, but there is a caveat that he can't gather more ammo easily - he either has to get lucky with searching, or have Mick summon more.

There is an additional caveat; You move half as fast whilst firing, preventing Snart from easily dodging whilst attacking.

Maybe you and I are imagining different things here. Exactly how significant is the freezing? About how much slower is the foe upon being hit? If it’s very mild we can work around it, I’m just trying to prevent something like Mick and Leonard standing side by side and alternating Heat/Cold blasts to get you free hits or turning your 3-foot beam loose on a crowd of Primes and cheesing the battle. I’m not saying you would, but it’s a possibility.
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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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