The following warnings occurred:
Warning [2] Undefined array key "suspendposting" - Line: 1231 - File: showthread.php PHP 8.3.31 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/showthread.php 1231 errorHandler->error_callback




Thread Rating:
  • 6 Vote(s) - 4.33 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Official Move Approval IV
Whelp, here's a whole bundle of moves inspired by the events of DA. No rush, I've got some pretty weird ones in there (sorry, I tried to pre-balance them as well as possible >.<)
I have not yet purchased homing proficiency, just wanted to confirm that I (a. need it for these, and b. it will do what I want done with these)

Words of Encouragement (T1 utility move: requires healing, homing and ranged proficiencies; 600 OM)
Ink-blood surges from the Sage’s wounds, forming into words in an undecipherable language. The tendrils of inky letters swirl upwards about 1.5 meters above the Sages head, before flying out to heal those around him to a maximum of 10 meters away. The ink-blood will splatter at/into their various injuries, working to fill in holes and sew up cuts. The longevity of the black ink stains on the person’s skin are up to the preferences of the individual writer, but the Sage’s healing usually does not leave one good as new. The Sage cannot use this move unless he has taken at least five points of damage or an otherwise noticeable injury from which the ink can flow, as such he must have a pre-existing injury/damage to use this move in the first round of a given fight.


A Martyr’s Verse (T1 utility move: requires healing, homing and ranged proficiencies; 600 OM)
Seeing his allies in a bad situation, the Sage gets involved in a reckless way. He takes a hit without defending it, instead opting to follow through with a strong melee attack of his own. The Sage will always take between 1 and 3 point of damage from using this move. As his inkblood sprays from the injury, it snakes through the air, moving to heal his allies who need it more, to a maximum distance of 8 meters away. Because this ink is fresh, it can do its job quite well, stitching slices and filling holes on the targets. (The 1-3 damage that the Sage takes can be converted to additional points healed on his targets) The Sage cannot use this move to deal himself more damage than he has remaining, attempts to overdraw will nullify the bonus healing, (though still deal damage to the Sage). He cannot use this move in non-combat situations and he must have witnessed at least some of the injuries that the allied targets have suffered. The Sage cannot use this move to target himself.

Avatar of an ink-stained soul (T2 power-up)
The Sage is enveloped in a coating of ink, taking on a black and liquid countenance. The ink coating covers both body and equipment, rendering him a shining black being, save for two eyes burning a brilliant white. This strange form is extremely powerful, far stronger than a human’s capabilities, with a speed and skill to match. The form is also extremely taxing on the Sage’s body, and prolonged use would likely kill him. At the end the ink will splatter off of the Sage onto the surroundings, like ink spraying from a leaky pen.

ATK: +5
DEF: -
SPD: +4
TEQ: +1


ATK: 1 --> 6
DEF: 3 --> 3
SPD: 2 --> 6
TEQ: 5 --> 6


An archer’s withdrawal (requires master acrobat, basic super jumping, physical proficiency; 300 OM)

A tactic that the Sage was taught by the wood elves he spent time with as a youth, the Sage can use this maneuver to gain distance on an enemy when in close combat. The Sage dodges a blow by bending backwards, far enough that he cannot maintain his balance. Catching himself with his hands, the Sage will snap his momentum back forward, intending to plant his feet on the attacker (the success of this would be dependent on the relative SPD and TEQ of the target). If successful the Sage then kicks off of his purchase on the target, leaping backwards approximately ten feet and hopefully staggering the target (an ATK or DEF higher than 3 would be enough to prevent the stagger effect). The Sage uses this move to distance himself from a bad situation quickly, and while the move does not draw any more stamina than the average bout of fighting, the surprise of the move is half of its effectiveness. If the Sage uses this move on an enemy who has seen it used recently their effective TEQ is doubled for their ability to predict this move. If the move is correctly countered, the Sage will be at an extreme disadvantage until he can rebalance himself, the perfect opportunity to press the attack.


A three-step waltz (requires Physical Proficiency 300 OM)

A technique from the Rhynish Steppes of the Sage’s homeland. The Sage steps into a feinted blow, ending up to the left of his attacker, facing the opposite direction. (see the arrows below to help with the positioning. The Sage than snap kicks at the side of his opponent’s knee (or a move to a similar effect if the target does not have the standard bipedal structure.) intending to cripple their stance and leave them vulnerable for the third step, a two-handed strike aimed at the back of the neck. The Rhynish warriors use blades specially designed for this technique, but the Sage’s dueling cane is still capable of landing significant blows to his foe’s head or neck with this sequence.


> <         >            >
              <            ^
1.            2.     3.


This sequence is anything but assured, however, what was described above is the ideal course of the maneuver. During the first step, the Sage and his target compare TEQ, to see how well the foe read the feint. In addition, both compare SPD, as those with fast enough reflexes could fall for the trick, but still get out of the way before the Sage can capitalize. The difference here is carried over to the second stage, where ATK is compared to see how well the Sage’s attempt to destabilize the opponent and open them up for a solid blow works. The relative values for all three of these stats will impact whether or not the Sage lands a blow with significant force, or if the sequence is neutralized by his opponent. Like any good magician, the Sage is loath to repeat his tricks. If the Sage uses this tactic against a foe who has recently seen it used, they may double their TEQ for the purpose of seeing the attack coming. Should the Sage be beaten on all three comparisons when attempting to use this move, his enemy has countered the tactic so well that the Sage himself is left wide open for an attack instead of his opponent.
If history is to become legend, it first must be recorded.


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

Forum Jump:


Users browsing this thread: 1 Guest(s)