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Official Move Approval IV
(08-29-2016, 04:54 PM)King Sombra Wrote: Dark Magic Blast – 600 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency, Homing Proficiency)
Sombra can fire a concentrated beam of reddish-black magic from his horn. This can take the form of a single beam or appear as any other ranged weapon Sombra imagines. Sombra can put more energy into each shot - the strength of which relates directly to how physically and mentally drained he is after the attack. If he chooses to create a Dark Magic weapon, it must be roughly the size of a pistol for a weak shot, or the size of a rifle for a charged shot. These weapons and projectiles will immediately dissipate upon his breaking his concentration for any reason. The bigger the weapon the more taxing it is to create. These can also home in on an opponent when fired, meaning they can do some serious harm because they’d track an individual for about 10 seconds. This has a maximum range of 2 miles from him. The charged shots are slower than the regular ones and half about the range of one mile.

Dark Magic Nova - 300 OM (This requires Ranged Proficiency and Debuff Proficiency as well as Ranged Materialize, Homing and Remote Control Proficiency and the Dark Magic Blast Move is also a requirement.)

Dark Magic Nova creates a sphere of darkness in the air that can be controlled by King Sombra. When the orb is lifted into the air at a range of about 55 feet it will detonate and create a sort of ‘anti flash’ bang that makes people incredibly more sensitive to light and sounds around them. This takes about 7 and a half seconds for him to charge up. In short if he were to use a Flashbang with this it would be incredibly more devastating. It does pitiful damage, 30 second recharge. The debuff of this move would make every step they took in sunlight deal pitiful damage to them for about 30 seconds.

Blasts: 2 miles is still too far for the homing effect to cover unless you want to ramp up the energy cost or nerf the damage. If you sprayed these rapid-fire you could cause some serious mayhem as-is.

Nova: It looks like you edited an old version of the move because the Flashbang bit is back in. You've also not answered any of the questions in my quote.

(08-29-2016, 04:54 PM)Carmelita Wrote:
(08-29-2016, 04:46 PM)Mark Wrote: Carmelita:
[spoiler]
(08-26-2016, 04:43 PM)Carmelita Wrote:
(08-26-2016, 01:21 PM)Mark Wrote: Carmelita
(08-22-2016, 07:27 PM)Carmelita Wrote: Firstly, thank you for approving the Dreamtime Bubble and the Plastiglex Breaching Charge.

Secondly, I apologise for the odd costing. When writing the moves up I included the cost of the requisite powers that I don't have. The second number is the actual costing.

On to the moves:

The STAPLED interacts with Carmelita's other moves in two ways. Firstly, it does electrical damage (which can sustain her shock pistol debuffs) and secondly it holds opponents in place to be hit.

The Rod of Fish and Thunder does damage in both fighting modes. The 'rod' does more damage, due to doing minor physical damage. Both of the modes should have an addendum of: "All electrical damage done by the Rod of Fish and Thunder, no matter the attack, is damage to the nervous system or equivalent. This damage is non-permanent and fades without the need for healing within an hour." The Rod itself has a ten second battery charge for its electricity. To recharge, it needs to be 'reset' for ten seconds. The 'whip' is like a fishing line, being cast out at opponents and twirled round them once they're caught (hence the title of the move).

Demolitions Firework's range could be decreased to five hundred meters, but as it stands the Demolitions Firework travels at forty meters a second (travel time for 2km is fifty seconds) and is visible due to the bright sparks and horrendous noise. At its max range, the only things that are going to be hit are buildings and immobilized foes, so 'reliably' hitting at that range is unlikely. If you think the range should still be reduced, I will do so, but I could instead add a clarification of the above.

Fireworks: Alrighty, 500 meters I can deal with at that velocity and those downsides. Approved.

STAPLED: The problem I see with this is that if you were to cage them in STAPLED and shoot them with your pistol you’d make it very hard for the average prime to muscle their way out and nigh-impossible for weaker Primes to escape, especially with the charged shot. I’d maybe consider tweaking the interaction between the pistol and STAPLED or adding a duration for STAPLED.

Rod: Sounds good, as long as you’re cool with the implications of swinging something with that much range. Approved.
Thanks!
As to the STAPLED: I can see what you mean. It is her style of fighting, so I'll need to tweak it so that it's just the right side of overpowered.
Would adding a time limit of a minute of capture be too long for my Tech?

A minute would be a bit too much as the attack also damages and confines the target. You’d probably have to make it closer to maybe 20 seconds unless you have your own attacks also weaken the cage. Also, how strong exactly is the damage that the cage itself does? If that was low enough we could maybe work the duration up a touch.
[/spoiler]

Okay, so 20 seconds duration and the damage is 'light' (so minor electrical burns at worst). Does this work?

Looks good to me. Approved! Sorry it took so long.

Eda: Sounds good. Feel free to post it when you're ready.
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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