06-10-2017, 07:02 PM
![[Image: 1063.gif]](http://replygif.net/i/1063.gif)
@ Gildarts:
[spoiler]
(06-07-2017, 03:57 PM)Gildarts Wrote: @Jade I'll also be submitting the mini chibi as a T2 below^^
Disassemble - Chibi Army Charge! T2 Utility (Debuff Prof, ranged)
(I will just copy and paste the details from above but to save you from reading that mammoth twice I’ll just use parenthesis now!)
The differences: Everything is about the same, except the duration time and the use of the debuff.
Duration: Probably around 20-35 seconds. Whether that is the longer or shorter end of that spectrum is up to my opponent/for writing purposes.
Debuff Deal: The power of this move is very significant as it is a T2, and in the super move’s use of it, the mini versions of people’s attacks will be weaker to avoid a bombardment of many moves hitting Gildarts all at once, which would be a real advantage to someone who has significant speed.
I’m not sure how much is acceptable, so I am going to leave this here and wait for feedback.
T2 Approved!
Quote:Wall 300, (requires ranged and area attack prof) (or 600 because of the charge?)
An enemy is coming at Gildarts with everything he has, sword or energy blast, Gildarts is going to be hit, unless he deploys a significant blast of gravity magic straight at his foe. Gravity magic is clear, and hardly detectable just by sight unless there are objects around to get obliterated or moved but it can be sensed or seen as a slightly warped film, almost like saran wrap.
Gildarts deploys this move from his hands, nothing particularly special about the cast, just an aloof spin of magic at the flick of his wrist. The longer the charge, the larger the perimeter and longer the shield/barrier will go. For three seconds Gildarts plants his feet down and conjures the energy, next, he launches it, as his foe is nearly on top of him. His foe, and the trees, branches, and rock are launched back with the vehement force of gravity. The “wall” pushing them takes them about ten feet away, and rips apart the trees that had surrounded him. The trees cascade into other trees when the barrier loses momentum and energy, his foe may have taken some damage from the powerful ‘shove’ as well as the domino fall of the trees and/or/ rocks on top of him. Splinters are still suspended in the air, and Gildarts is breathing in the scent of his destruction.
Charge time starts at 3 seconds and is variable, the more charge, the larger the “wall” and how far back it moves the objects in front of it away from him. Originally I wasn’t going to have it hurt /destroy plant life but gravity doesn’t discriminate and I believe that it would be cheating on some level if I let the trees live (poor trees). Anyway it is a more powerful attack so I will have a use limit of only two times per battle.
The charge is variable!! And it is not a guaranteed hit. He must remain stationary. The max range is fifty yards. The move must only be aimed in the general direction of the enemy, as it is wider than most narrow humanoid targets.
Black Lightning 300 (ranged proficiency, homing proficiency which I will buy)
Gravity is a realm of laws that should not be broken, however, when they are broken, by mage or otherwise, there is an after effect or consequence. Something that must come to equalize and normalize the equation that did not have the regular “cause and effect” such as what goes up must come down. So it doesn’t come down, not in this realm or universe anyway. Something must be there in its place, an energy, and object, a mass.
Gildarts has learned this the hard way, his magic is devastating and reaps it more than he’d like to consciously admit. As an effect, Gildarts can pull negative magic from the existence of positive, charge it, and fire it as a weapon. This particular move is very powerful and takes a good amount of energy, it can be used once per battle. Gildarts ‘charges’ as a means of collecting the highly dangerous energy, it creates a spiderweb of dark static in his hand and an immense trail commences after his opponent, similar to a heat seeking bullet, but it will not rest until it collides with the enemy’s energy. For example, it will go through trees and obstacles, but must land on a part of the enemy that has life, or has been given life by them (a loophole to get around this move would be for Gil’s enemy to fire an energy blast of some sort.)
Yes he must remain stationary while casting the move, and he also must remain in place while he focuses on it weaving around. The charge time is five seconds, it does require a lot of concentration and it also causes him fatigue. It would diminish if the target evaded it for two minutes straight. If Gildarts focus was broken it would remain active, but it will cut the time it ‘lasts’ in half.
Vortex as it has a debuff, (debuff, ranged prof, area attack)* T-2 Super move
Vortex, as you know, curving space and time takes massive amounts of energy, honestly, it shouldn’t be possible and yet, magic and willpower make it possible. Every effect of Gildarts’ magic has to do with warping space and matter, the effects are usually a brunt of energy, cast or sucked from Gildarts and his immense magical power. He creates this move by releasing leasing all of that burdenous weight he has stored, with gravity there is a pull and push effect that has to do with balance and weighing, in this case, the vortex uses both to suck an enemy towards this debilitating active vacuum for thirty seconds in battle, they’re more or less grappling with whether or not the vortex’s pull will win, and if they do not focus on escaping the vortex, it could swallow them whole, which merely grinds them into the middle and through the reconstruction of gravity. They suffer mostly surface damage when they go through, which would apply pressure to them on all sides, likely with force enough to crush human bone and harm other objects that go in, such as electronics that need a basic construction for mechanics to function.
When the enemy resists the gravity’s pull (or has an equal or Higher TEC), he is freed and does not get sucked up.
Atlas 300, (debuff, ranged, homing?)
Gildarts targets an enemy who is within fifty yards and casts a spell, unleashing an immense weight of gravity magic on the foe. If the spell hits, the enemy may fall to their knees or completely flat on the ground as they find themselves resisting the dense amount of invisible force. Those who are strong enough to resist this attack must put all their focus on standing up again, are able release the spell from on them.
A downside is while this is deployed, Gildarts is unable to cast another spell. The charge time for this move is three seconds. Let me know if it needs anything more!
The effect lasts up to forty-five seconds, if they have a higher TEC than Gildarts their ‘down time’ will be cut in half. Gildarts must remain stationary while casting the move, once it is has landed or missed he can remain moving without risking compromising the spell. The move can be avoided, (dodged, or completely blocked by a prime with equal or higher TEC as he does) it is not a guaranteed hit.
All of these are approved! I don't think Vortex should have any extra cost.[/spoiler]
@'Arry Potter:
[spoiler]
(06-10-2017, 05:33 PM)Harry Potter Wrote: Shield Charm (300) Requirements- Ranged Proficiency, Ranged Materialize
Harry's primary means of active defense. Harry knows this spell so well that he uses it non-verbally, without a wand, and almost instinctual; it takes him less than a second to activate it. Harry creates an invisible shield of magical force about two feet in diameter directly in front of one of his hands. This shield is roughly the shape of a half sphere. This invisible shield stops or slows any force from its front side. He can maintain this shield for 1 second at a time, and can use it an unlimited number of times per day. This spell is not very draining, but becomes more draining if Harry casts it many times in a short period, or if protecting against strong attacks. This shield might not be strong enough to deflect all attacks. Harry's DEF is 3; this spell negates up to 3 points of attack. So, a character with 4 attack who shoots a gun at the shield would do damage to Harry as though they had 1 ATK.
Approved.
Quote:Incendio Punch (600) OFFENSIVE SUPERMOVE
Requirements- Physical Strength
Harry vocalizes the incantation 'Incendio', igniting his right hand with magical fire as he channels the spell into his fist. He then delivers an overhand right to a single opponent. If he connects with the punch, he releases the magical energy of the spell into whatever he hit, delivering a blast of magical concussive force and searing magical fire.
This is a Supermove, and as such passes through non-supermove defenses like sheilds. This move is discharged on contact; Harry must channel the move each turn or loose it's effect; he may only channel this move up to three turns. The exception to this would be an evasive-type defensive supermove; if a character uses an evasive supermove against Incendio Punch, Harry would preumably discharge the spell early into nothingness as his attack misses.
EDIT: This move is heavilly draining, and that drain is represented by the cost of 1 SP.
Approved.[/spoiler]
@Malon:
[spoiler]
(06-10-2017, 06:31 PM)Malon Wrote: Battleaxe (600, requires Physical Strength)
It used to be the signature weapon of Snake, vice-leader of the Silverhand bandits of Camelot before Malon took it from her. A fine steel weapon, it has great brute force behind it.
Image
Malon prefers to wield this battleaxe when shapeshifted to Snake, but can use it in any form. As a large weapon of ~1,40m from hilt to spiketip with a lengthy handle it can be carried with one hand, but must be wielded with both to have any amount of force behind it. Its most obvious threat is the wide axeblade that is used when attacking with swings and chops, but the axe can also be used as a spear, using the spike at the tip. Using it this way extends its reach somewhat but limits the area of effectiveness as the weapon must be used to stab. The axe's butt can also be used to push opponents away, but is more of an incidental weapon that lacks the efficiency of the axe's other end.
Overall, the battleaxe gives Malon higher reach than her sickles at the price of taking up both her hands, thus leaving her unable to use other moves that require at least one hand as long as she wields it, and being relatively tiring and difficult to use: doing more than one or two swings at a time will rapidly tire her out, and due to the axe's weight the momentum may carry her further than she likes if she does not control it properly.
The battleaxe can be pulled out of Malon's Bag of Holding if she does not wield it already, taking about 3 seconds. It is stored in the same way.
Can I get approval for this please? Thanks
Approved.
[/spoiler]
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