Thread Rating:
  • 6 Vote(s) - 3.67 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Move Approval V
(01-31-2018, 10:15 PM)Pennywise Wrote: I don't have Debuff yet, but.....

Deadlights – Tier 1 Super Utility – 600 OM (requires Debuff, Vortex of Teeth)

It opens Its maw wide, jaw gaping open and revealing rows upon rows of shark-like teeth. Yet, instead of lunging forward to attack Its opponent, It pauses for ten full seconds in front of Its target, mouth opening wider and wider all the while. After a moment, a hypnotic orange light-- one which the target cannot bring themselves to look away from unless a Super Defense is used effectively -- begins to hum and sing at the back of Its throat, lulling the target into a dull, dead-eyed state. When It closes Its mouth once more, the target's feet lift off from the ground, giving them the appearance of floating about six feet in the air. The target is thus suspended in an immobile and unresponsive stupor.

The total duration of this debuff is forty seconds, and may only be directed at one target. The target may not be harmed by It or others until they are released, at which point they will choke and splutter and return to the ground, as if finally coming up for air from the bottom of a swimming pool.

This move is able to be blocked by a T1 or higher Super Defense.

Bump!

@Android 17:

[spoiler]
(02-17-2018, 10:01 AM)Android 17 Wrote: Lemme try something here.

Telekinetic Orbing (Requires Teleportation and Telekinesis) - A utility blend of teleportation and telekinesis.  This allows Seventeen to teleport objects to himself that he might not otherwise be able to get at.  Seventeen can call out (mentally or verbally) to any object that he can see or Sense.  He must also be able to open his palms.  The object targeted will vanish in a swirl of white and blue light particles before reappearing in his palm(s) after a short delay.  

All the standard rules of both telekinesis and teleportation apply, with the delay between the item disappearing and reppearing equating to the time it would take Seventeen to teleport himself to the object and back.  While this can be used to try and steal objects from primes and secondaries, it cannot be used to harm primes (by, say, teleporting an organ out of their body or something).

So long as Seventeen doesn't snatch artefacts from someone he hasn't defeated in combat, you should be good to use this as fodder.[/spoiler]

@ Viola:

[spoiler]
(02-14-2018, 12:30 PM)Viola Wrote: T1SU - Time Loop (600) Requires: Time Manipulation, Foresight

Viola stands still in complete focus, closing both of her eyes for one second. When she opens them, they both glow their respective colours. For the forty seconds, she can act, use moves, and attack as usual with no restrictions. However, once this time has passed, time resets back to the point where she opened her eyes. Viola keeps all her memories from the initial "loop" but no one else does (although telepathy/insight users may be able to glean that something had happened if they take the time to analyse Viola's status or look into her mind). The second loop passes as usual, and then resets once it reaches its end. As does the third, and then the forth - in each consecutive loop, the glow in her eyes starts to dim slightly. Once it reaches the fifth loop, however, when Viola opens her eyes they no longer glow. Furthermore, the fifth loop doesn't reset once the forty seconds are and Viola suffers a heavy wave of fatigue upon the its completion. Viola can only use this move once per fight, and has to meditate for five minutes (or simply rest for a while) to gain use of it again.

Once this move has been used, nothing can force it to end it prematurely - not even a super attack to the face. Time will still reset at the end, and Viola will simply experience taking that attack to the face multiple times unless she has her own available super defence to avoid it. From the perspective of everyone else in the fight, Viola simply gained detailed visions of multiple futures (as they'll only remember the fifth loop). From her perspective, time was reset multiple times - each 'vision' is fresh as if she experienced it - so what actually happens is up for debate.

Throughout the use of this move, Viola doesn't gain any abilities or powers. She's still the same. Thus, even with knowledge of attacks that are coming, some are simply unavoidable. Lastly, if Viola dies during one of the first four loops, time resets early and she keeps all memories up to her death. If her death happened to be unpreventable (such as a bomb going off 30 seconds from when she used the move) this can lead to a painful experience. 

Other comments: if someone happens to copy and use this move with mimic, or two people happen to use this move at the same time by a different means, all 5 loops will happen as usual but both users will keep their memories.

Oh, shoot! Sorry about that, let's see if I can respond to this... okay, I'm not so sure about how this could be used in combat. From what I can understand, it would be difficult for others to write with Viola while this ability is activated, especially since their characters are not aware of the time loops. Like... what would the other people in the fight write about? Would they just have to write out different scenarios over and over again, or would only you be writing about the time loops? That could be seriously limiting for you and could also make for a long, drawn-out fight.

It's a cool idea, but I'm having difficulty seeing how it could realistically apply. Is this just a creative take on Foresight...?

Should have feedback on the buff thing soon, sorry for the wait![/spoiler]

@ Claptrap:

[spoiler]
(02-17-2018, 05:54 PM)Claptrap Wrote: Rubber duck - T1 super defense (600) (Requires no proficiencies)

When Claptrap detects a powerful attack coming towards him, he activates his first line of super defense, a bullet-proof inner tube resembling a duck which forms a protective barrier around his body. The first T1 super move that hits the inner tube will be harmlessly deflected. A T2 or greater move will have its damage reduced but destroy the inner tube. This destruction is not permanent. Using this move drains a decent amount of power from Claptrap's reserves.

Approved![/spoiler]
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.


Messages In This Thread
Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

Forum Jump:


Users browsing this thread: 22 Guest(s)