03-04-2017, 09:18 PM
Dawnika Snow
[spoiler]
Approved.
When Dawn pulls the pin on the grenade, how far can she throw it after that?
What is the rate of fire? Since it has such a fast reload time, please make a note about the damage caused by this weapon being pretty minimal, as well.
Approved.
Makoto Yuki
[spoiler]
What are the effects of getting hit with one of these bolts? Do they electrically shock an opponent, or stun them for a limited amount of time-- note; this would need the debuff proficiency? Can the caster's concentration when charging up the move be broken? Must the caster remain stationary or can they move around while performing this move? Can Yuki perform other moves while using this move? Is it difficult to aim/must it be aimed at all?
Does this range, "Is incredibly accurate up to 15 meters, becoming unreliable and gradually fizzling out until it dissappears completely at 20 meters," still apply to the weaker version of the move?[/spoiler]
Jak Mar
[spoiler]
What does the Peacemaker look like?
How fast do the balls of dark eco fly at an opponent? You said "One shot of the ball takes about about 5 seconds to reach the opponent." This seems too specific; all I need to know is how fast does it travel? (Fast as a thrown ball or slower? Arrow? Bullet?)
How long does it take for Jak to fire his weapon (several seconds? one second?)?
What is the range of this move?
Can the user move around or do other things while using the move, or must they be stationary?
How does it feel to get hit with it?
I'm leaving this one for someone higher up on the staff team!
I'm also leaving this one for someone higher up.[/spoiler]
King Ghidorah
[spoiler]
Approved.[/spoiler]
Doomguy
[spoiler]
If there's no reload, this weapon's gonna be a LOT weaker than if it had a reload time.[/spoiler]
Renji
[spoiler]
Approved.
Is there a charge time while Renji prepares this move? Is it difficult to aim? How fast would you say the wire shoots towards a victim?[/spoiler]
Celestia
[spoiler]
Approved.[/spoiler]
Jim Raynor
[spoiler]
Approved.
Approved.[/spoiler]
[spoiler]
(02-23-2017, 03:12 PM)Dawnika Snow Wrote: Anarchy RPG-x3 - Ranged, Area (T1 Super Move - 600)
This decent sized rocket propelled grenade is meant to cause massive damage to a single target of a close crowd. It takes Dawn a few seconds to summon(as keeping it on her person could weigh her down substantially, disallowing movement entirely). Once ready, Dawn crouches down and fires at her enemies feet. The rocket flies generally quick, making it tough to dodge. The blast radius is a good two meters give or take. Dawn’s ammo for this weapon equals the current number of SP she has available. Erika can also use this attack, but will likely have to be rather close.
Approved.
Quote:Fragmentation Grenade - Ranged, Area (300)
A hand-sized grenade that shoots fragments of shrapnel in a large explosion. The blast of the grenade can damage with a sort of force that can push them to the ground, though it doesn’t hurt as much as one would think. The real danger is the innumerable sharp, metal pellets the force launches. Each shrapnel piece is hardly a centimeter big, maybe two. The force blast reaches only three feet past the blast point, but the shrapnel flies between five and teen feet. The ignition is released by pulling the grenade pin, after that, it has 4 seconds until it blows up. Dawn can carry eight and only eight grenades of any type at one time. This means that if she has more than one type, she must determine what grenade she wants to use having only 8 slots. They are stored on her belt, ready for use when she is.
When Dawn pulls the pin on the grenade, how far can she throw it after that?
Quote:Calibur-X45 - Ranged (300)
A close ranged handgun light enough to be used with similar, lighter weapons. It’s magazine holds eight rounds, and reaches a maximum effective distance of 40ft. It is easy and fast to reload, at Dawn’s speed it only takes half a second; for Erika, about one second. It comes with six reloads, including the current magazine it starts with. For convenient use, it is strapped to Dawn/Erika’s left thigh when not in use.
What is the rate of fire? Since it has such a fast reload time, please make a note about the damage caused by this weapon being pretty minimal, as well.
Quote:Gladium - Physical Strength (300)
A short-bladed knife for CQB. It’s a simple weapon made for cutting, only reaching 6in past the hilt. It’s strapped onto her right boot for quick access.
Approved.
Quote:E33-Veru - Ranged (300)[/spoiler]
A close range, pump action shotgun for those nasty close encounters. This weapon holds six bullets at a time in it’s camber and is reloaded through the side with each individual bullet, making it a task to reload. Even Dawn takes a good five second to reload all the bullets; Erika takes ten whole seconds! All together she has 30 bullets, making for 5 full magazines. Every shot must be pumped to load the next bullet into the chamber. This takes only a second for both Dawn and Erika. It's range is also extremely short, only able to reach 10ft effectively, but it's much more effective when it's closer since it shoots with a spray. Two hands are required for this weapon, so it cannot be used with other weapons.
Must Erika/Dawn remain stationary while firing the gun?
Makoto Yuki
[spoiler]
(02-23-2017, 04:33 PM)Makoto Yuki Wrote: Zio: Revised - Ranged Proficiency - 600 OM
A yellow bolt of lightning, two meters long and three centimeters in diameter, thrown like a lance. Can be loosed as quickly as Makoto can make a grasping motion with a free hand. When thrown has the approximate speed of a bullet and a max range of 60 meters. Not very tiring but not particularly powerful, it's best used to soften up or otherwise harass an opponent.
It's possible to concentrate more fully on casting this spell however, by charging for up to two seconds, the resulting bolt is comparatively slower, and has a range limited to 20 meters. This version of the spell is much more strenuous, to account for the heavier firepower.
What are the effects of getting hit with one of these bolts? Do they electrically shock an opponent, or stun them for a limited amount of time-- note; this would need the debuff proficiency? Can the caster's concentration when charging up the move be broken? Must the caster remain stationary or can they move around while performing this move? Can Yuki perform other moves while using this move? Is it difficult to aim/must it be aimed at all?
Does this range, "Is incredibly accurate up to 15 meters, becoming unreliable and gradually fizzling out until it dissappears completely at 20 meters," still apply to the weaker version of the move?[/spoiler]
Jak Mar
[spoiler]
(02-26-2017, 08:00 PM)Jak Mar Wrote: Peacemaker- (300) (Physical and Ranged Proficiency) The Peacemaker is used when Jak holds down the charging trigger which a ball of electrified dark eco starts growing. If the weapon is not shot, it will eventually sputter out. The homing ability of the dark eco shots are extremely accurate at both short and long range, but long range is preferred when using the weapon. The one true weakness of the gun is the lack of ammunition in each magazine since each shot is one magazine each.. One shot of the ball takes about about 5 seconds to reach the opponent.
What does the Peacemaker look like?
How fast do the balls of dark eco fly at an opponent? You said "One shot of the ball takes about about 5 seconds to reach the opponent." This seems too specific; all I need to know is how fast does it travel? (Fast as a thrown ball or slower? Arrow? Bullet?)
How long does it take for Jak to fire his weapon (several seconds? one second?)?
What is the range of this move?
Can the user move around or do other things while using the move, or must they be stationary?
How does it feel to get hit with it?
Quote:Mass Inverter (300) (Requires Physical Proficiency, Ranged Proficiency)
This weapon is quite unique as Jak can shoot one rectangle anti-gravity field around an enemy for short time. The enemy will float up in the air in a anti-gravity field until a minute is over. While the enemy is stuck in anti-grav field, Jak can shoot other guns in conjunction with this attack.
It will however not hurt the enemy unless it’s a one kill situation. The rate of fire on this gun is low but the range of the attack is in the short to medium range of Jak.
I'm leaving this one for someone higher up on the staff team!
(02-26-2017, 08:06 PM)Jak Mar Wrote: Tier 2 Super- Light Regeneration(Requires Healing, Light Jak) 300 OM- Light Jak is able to heal himself and allies when getting some form of attack.Jak can heal each wound caused on the body. Allies must be a close distance to Light Jak to be speed their healing. The healing occurs at the level of Advanced Regeneration. SP is required for Jak to every time he uses to heal. (I'm going to put this as a super move then.
I'm also leaving this one for someone higher up.[/spoiler]
King Ghidorah
[spoiler]
(03-01-2017, 12:46 PM)King Ghidorah Wrote: Golden Scales - Tier 1 Super-defense - (600 OM)
Ghidorah's glorious golden body is amazingly resilient. There's a chance than any attack directed at him which is less than devastatingly powerful (that is, Tier 1 super attacks or any weaker moves) is simply not going to work, totally neutralized by his natural armor and the astral charge pulsing within his veins.
Approved.[/spoiler]
Doomguy
[spoiler]
(03-01-2017, 03:17 PM)Doomguy Wrote: Gauss Cannon (600 Om, Ranged and AoE proficiency)
The Gauss Cannon was designed an an encamped anti-vehicle support weapon, able to pierce through heavy plates typical of tanks. So naturally, that makes the massive railgun the perfect weapon for Doomguy to use as an anti-personal rifle. So large that it's impossible to use without both hands even for the marine, it can eject steel flechettes with an effective distance of 1000 feet at ridiculously speeds. However, because of it's slow firing rate at 3 seconds a shot, it requires a greater deal of accuracy to be effective than Doomguy's usual run and gun tactics. The built-in scope facilitates this, but using it slows the marine down.
And then there's the Siege Mode. A mod build into the weapon itself which allows quickly switching between this and Precision Bolt mode. When the trigger is held it charges up the magnetic field, reaching max at 4 seconds. Once released, the flechette fired has a kinetic force so great that it creates a pressure wave in its wake, and when it hits something it causes the energy to be dispersed in the area around it like a hammer hitting a nail. However, Doomguy cannot move the weapon while it is charging due to the recoil it would otherwise cause, and requires 6 seconds before it recharges the magnectic field and loads a new shot.
Like all of DG's weapons, it seems to lack a need to reload.
If there's no reload, this weapon's gonna be a LOT weaker than if it had a reload time.[/spoiler]
Renji
[spoiler]
(03-01-2017, 08:11 PM)Renji Wrote: Barbed Trap Tier One Utility Super Move (600) - Requires Area Attack Proficiency
After focusing for a few moments Renji holds up both of his arms and long strands of barbed wire spool out from beneath his skin. These metal wires wrap around Renji and one other combatant, forming a cocoon. After a few seconds the wires expand outwards rapidly, eventually expanding outwards in a circle with a diameter of up to 50 meters. The metal wires twist themselves around terrain features and form a barrier that is about 15 meters high. These wires deteriorate quickly and Renji must spend a considerable amount of energy to maintain them. Trying to climb the wires or squeeze through them proves to be almost impossible as the barbs snag and grab anyone attempting to get past them. Anyone with powers or moves that allow them to subvert the physical barrier (phasing, advanced super jumping, flight, etc) can join the fight, but this otherwise allows Renji to have an uninterrupted duel. Due to Omniphysics he can only target those that he intends to fight, so he can’t use it to protect allies. The move is incredibly taxing and requires Renji to spend 2 SP per round to maintain it. Should Renji be defeated or otherwise unable to maintain the barrier it rusts and crumbles to dust.
Approved.
Quote:Barbed Winch (600) - Requires Ranged Proficiency
[spoiler] Renji raises his hand and points his palm at a target. From the center of his palm a single strand of barbed wire shoots out. It fires in a straight line until it hits an enemy at which point it tries to wrap around the target. Once the wire is secure Renji pulls his arm back and the wire begins to reel itself in, pulling the target closer and forcing the barbs to dig into the unfortunate victim. If the target is stronger than Renji they can resist the pull and if the tug-of-war match becomes a standstill for longer than five seconds the wire rusts and snaps in half. This attack has a maximum range of 20 feet. He can also choose to pull himself to a piece of terrain using this move.
Is there a charge time while Renji prepares this move? Is it difficult to aim? How fast would you say the wire shoots towards a victim?[/spoiler]
Celestia
[spoiler]
(03-04-2017, 06:15 AM)Celestia Wrote: A Call Beyond - Tier 1 Super Move - 600 OM
(Requires: Ranged proficiency, Area Attack proficiency, Remote Control proficiency)
Celestis holds still (or hovers in place) for three seconds to conjure a cluster of fifteen small, glowing ‘stars’ around herself. She then flings the ‘stars’ toward an enemy or group of enemies in rapid succession. The ‘stars’ do not naturally have any form of guidance, but Celestia can alter their trajectory somewhat while in flight. The ‘stars’ detonate with arcane energy on impact, although the explosions are too small to damage anything outside of the primary point of impact, instead meant to enhance the damage they do. The attacks can be divided among multiple targets, though doing so will proportionally reduce the damage the attack deals.
Approved.[/spoiler]
Jim Raynor
[spoiler]
(03-04-2017, 07:41 AM)Jim Raynor Wrote: Mini-Yamato Cannon (Tier 2 Super Attack) (800) Requires Ranged, Area Attack - Jim summons a large cylindrical cannon about ten feet long and balances it on his shoulder. The weapon charges a miniature version of the Yamato attacks synonymous with the terran battlecruisers, which takes about three seconds. It then fires a long, rippling bolt of reddish-orange energy that detonates on impact, causing a massive explosion.
Approved.
Quote:Interceptor Drone Defense (IDD) (Tier 2 Super Defense) (800) Requires Area Shield - with the help of Karax and Swann, a new feature has been built into Jim's CMC-400 armour. Miniature versions of the Interceptor drones used by the mighty protoss carriers deploy from his suit and swarm around Jim, destroying incoming projectiles or sacrificing themselves to rebuff physical attacks.
Approved.[/spoiler]
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