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Official Move Approval IV
Strazio
[spoiler]
(12-22-2016, 05:46 PM)Strazio Rockwell Wrote: Avatar of Rage Tier 2 Powered-Up form (1500)

With 3 Stat upgrades
ATK - 11
DEF - 0
SPD - 11
TEC - 1

In this form Strazio enters the apex of his ever-present rage. His skin burns away to be replaced by a fiery white-hot endoskeleton. The whites of his eyes turn black and his pupils turn yellow. His spine becomes a series of jet-black spurs.  He becomes relentless and all sense of self-preservation is discarded. This overwhelming sense of rage consumes him and his speech is relegated to gutteral screams and the occasional spurt of profanity. Due to his inability to control himself once in this form he is unable to power-down until he runs out of SP or is otherwise incapacitated.

Approved!
[/spoiler]

Sage
[spoiler]
(12-22-2016, 08:57 PM)The Humble Sage Wrote: Failed Magician: dash of frost-rime (600 Om: Ranged Proficiency, Debuff Proficiency)

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This invocations, if properly cast, projects a beam of crystal blue frost, which immobilizes the target upon contact in a thin coating of ice. The Sage is not able to properly cast the spell, unfortunately, and so the spell manifests instead as a small bolt which streaks towards the target. If it hits, the target feels their limbs stiffen and tighten. They are not prevented from moving, but their reflexes are dulled and their movements made less fluid (like if all their limbs simultaneously fell asleep)
If the Sage instead manages to hit the target in a place where they are contacting a surface (such as their feet, or a hand if they are leaning against a wall), instead of affecting the target’s reflexes, they will find that they have trouble removing the limb in question from the surface it touches. They are not actually prevented from moving the limb in question, but doing so requires a surprising amount of their concentration.
This spell is quick to cast, (approximately 1.5 seconds) does not require maintained concentration, the missle flying with the same speed and range as a thrown javelin. Its effects tend to last between 5 and 10 seconds depending on the strength (ATK) of the target. If the Sage uses this move more than two or three times in close succession he runs the risk of draining his manapool.


Failed Magician: burden blade (600 Om: Ranged Proficiency, Debuff Proficiency)

[Image: latest?cb=20120513035634]

This spell is less flashy than the other two, but in the hands of a skilled caster, can increase the weight of weapons or armor to the point that their wielders can barely lift them. The Sage does not possess this level of ability, so instead he can only minorly affect his opponent. A bright violet octahedron appears in the Sage's hand, floating slightly above the surface of his palm. A bead of brighter light traces patterns across the edges of the polyhedron, its trail fading as it bounces about the shape. The Sage can use this spell to minimally increase the weight of an opponent’s weapon or equipment, throwing off their timing, and slightly decreasing the effectiveness of their attacks. This spell takes five seconds to cast, after which the Sage focuses on the item or items in question, which take on a very faint violet hue. The Sage can maintain the spell for up to 15 seconds before running out of mana.
This spell does not require too much concentration, and the Sage can maintain it while using other moves, unless something else requires or otherwise interferes with his concentration. In addition, the way this spell works it may be cast without being immediately activated but can remain untriggered in the Sage's hand for a maximum of 10 seconds, waiting for the appropriate moment. The Sage can focus on an object or objects to a maximum of 15 meters away.
Instead of choosing to slightly affect multiple pieces of equipment a person has, the Sage can instead direct all of the spells power towards a single weapon or other piece of equipment held by his target. The object in question glows a very obvious violet, and the bead of light traces its pattern at a much faster rate in this variety of the spell. This version requires the Sage to remain stationary and needs all of his concentration, but pulls the item in question towards the ground with approximately 10 kilograms of force. The Sage can only maintain this version of the spell for a maximum of 4 seconds, after which time his mana is completely drained.



Changes noted in bold. I totally meant for Burden Blade to be ranged, I don't know why it said physical proficiency...

Thanks for looking these over Markashi!

No problem. Approved![/spoiler]
Sombra
[spoiler]
(12-23-2016, 09:53 PM)King Sombra Wrote: Umbral Hammer - Earth Breaker (900, Physical Strength, Area Effect Proficiency, Debuff, Ranged Proficiency, Telekinesis, Homing Proficiency.)

The Umbral Hammer can be used as a weapon to smash a person's face in by default. But this hammer holds a secret to it. For due to magic Sombra has put upon the hammer, when smashed into the ground after being charged for seven seconds, this can create a localized earthquake that could knock a person off of their feet for about 5 seconds. This does low damage for the swings of the hammer, but high damage should the earthquake knock them down, and the hammer be successfully swung then. This technique, much like the others of the Black Knight is slow, at least for now anyway, moving at the pace of a snail. The hammer is an oversized mallet. The affected area is about 75 feet. This cannot be cast more than 50 feet away from the user. This is moderately draining. It doesn't require complete concentration and can be used with other moves. He can also move around when performing this move.

This attack can be controlled by his telekinesis, should he miss the initial strike. Of course should he miss the initial strike the attack will then 'home' in on the individual that it was meant to smack, for 35 feet. This attack does more damage in the middle, but is less effective around the edges.

Decay - 300 -  Debuff, Ranged Proficiency, Area Effect Proficiency:

Igniting his horn, King Sombra will form a gas cloud. This takes about 10 seconds for him to do so. But there's something unique about this cloud because it doesn't damage an opponent. What it instead does is that it attacks their weaponry similar to how acid would eat away metal, this cloud rusts their weapon they have on hand, and makes it harder for them to use. This lasts about 8 seconds. It has a 10 second cool down upon completion of the move. Decay can cover up to 65 feet from him in any direction, making it an effective deterrent to meleeing him because the opponent would suffer one weapon being disabled for about eight seconds.

Hammer is approved.

Decay: I’m a little confused here. You say first that this ‘makes a weapon harder to use’ and then you say that it disables a weapon. Does it stop the person from using a weapon entirely or does it make it weaker/less effective or something? Can this be channeled while moving or does he need to stand still? Can he use other moves or do other things while charging it or while it’s in effect? How draining is this on his stamina? Since this is an area of effect move, expect the results to be pretty weak overall unless you give it some significant downsides.

[/spoiler]

Jimmy
[spoiler]
(12-24-2016, 12:50 AM)Jim Raynor Wrote: Hellfire Missiles (Tier 1 Super Attack) - Requires Ranged, Area Attack (600) - Jim summons a missile launcher, taking a few seconds. The launcher has eight long-range Hellfire missiles, which are usually mounted atop a Goliath assault walker, and all eight mini-missiles fire at the same time and stream towards the same target. Each missile itself is weak, but exploding in a cluster can wreak massive damage.

Combat Shield (Tier 1 Super Defence) - Requires Area Defence (600) - When under threat from a powerful attack, Jim bolsters the strength of his arm mounted shield, its outer edge thickening with extra sheets of neosteel. The shield can absorb any Tier 1 Super Attack before breaking.

Flamethrower Attachment (Requires Ranged, Area Attack, Debuff) (300) - once activated in the CMC-400 armour, Jim can switch the hand out on his right hand from a robotic hand to a flamethrower barrel, which takes about four seconds. Once active, Jim can spray red-hot flames up to 35 metres away, in a cone that gradually grows from 15cm to 1.5 metres at its greatest distance. The potency and intensity of the flames decreases the further the flames travel from the barrel, so Jim tends to use it in close-quarters situations. Jim is capable of a continuous spray of fire for 15 seconds, after which time it requires 5 seconds to cool down, however Jim can use it in shorter bursts without worrying about overheating the barrel.

The flames will also burn and damage flammable substances, and can sear flesh, leaving painful scalds that will continue to ache after the fire has been put out. As this is Jim's dominant hand, he can't wield his guns (or their attachments) or his psi-blade, but can still use his grappling hook and arm-mounted shield with his left.

Widow Mine (Tier 1 Assist) (requires Ranged, Physical, Stealth)  (1000)

[Image: latest?cb=20121203125010]

An enhancement to the standard spider mines carried by vultures, the widow mine is a small, quadrapedal robot with basic armament and combat capabilities. It can fire small Sentinel missiles at a target, use its spider-like legs to leap long distances and attack physically (though this is a last resort), and dig deeply into the earth, effectively hiding itself from sight. While not very intelligent or powerful, it can make for a useful diversion in a tense situation, or as an effective scout in dangerous terrain.

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

Sentinel Missiles (Requires Ranged) (300) - Jim's widow mine's main attack. The robot can load a missile in two seconds and fire it at the speed of a missile. The attack does moderate damage based on its ATK stat. The widow mine requires another two seconds to reload before firing, but otherwise can attack with them indefinitely. The widow mine must become stationary and cannot perform other functions while attacking.

Supers and Assist are approved.

Flamethrower: How fast does the flame burst move or how long does it take to reach max range? Is this fire (lawl) and forget or does he need to stand still and concentrate? How draining is this on his suit or is there some kind of fuel supply?

Sentinel Missiles: Can you describe the size? What’s the range? You’ll need to tweak the damage or ammo/energy drain a bit as doing moderate damage every 2 seconds indefinitely is a bit strong. I know it’s silly to nitpick over a move designed to be used with an assist with 2 ATK but technically any move you buy can be used across all forms and assists. Sorry to be so particular about this.

[/spoiler]
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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