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Move Approval V
Ablative Succor - [Tier 2 Utility Super Move] (Requires Ranged Attack Proficiency, Homing Proficiency, Advanced Enhanced Senses, Healing, Area Shield Proficiency)

Tearen closes his eyes and focuses the wellspring of cosmic power within him for twelve seconds, searching for one person nearby who is within reach of his Enhanced Senses. Tearen breathes outwards, causing materials from the environment around the target to glow a pale green, vibrating away from their normal position and dissolve into a pale, shimmering mist.

The target inhales this mist, and is imbued with a thin envelope of protection around them that glimmers faintly. This envelope grants 6 temporary HP to the target, and can even be cast on someone at full health. This move does not reconstruct nor actually heal any existing injuries, but acts as a buffer against damage until it is depleted or the fight ends.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
Quote:Bodypart Yogsothoth (1200) (Requires Remote Control Proficiency, Ranged Proficiency, Physical Strength, Malleability, Flight, Area Shield Proficiency) - Desco exists as two parts which are inherently one. There is her small, little demon girl body and the tentacled monstrosity that usually floats behind her, referred to as Yogsothoth. While always physically separate from Desco, Yogsothoth is as much a part of her body as her arms or legs. Hurting Yogsothoth is the same as damaging Desco's arm or any other part of her body. Yogsothoth can move independently from Desco, consciously or unconsciously, and his tentacles are Desco's main weapons opening up as mouths, the edges where the tentacles open where the light and dark purples on her body meet making them jagged and are also razor sharp. They can also be used as bludgeoning weapons, slapping enemies instead of biting. Desco does not normally exhibit elastic properties except for her tail, she just can't do it, but Yog's many tentacles do stretch far and wide to attack, up close or at a fair distance away, up to 20 feet. Desco typically uses only the top two tentacles for any attack. (Consider that to stretch out and increase in size they draw in mass from the rest of of Yog, to follow the restrictions of Malleability)

Levitate - Yogsothoth can be summoned or dismissed at will, taking a few seconds to materialize. Yog is summoned in some position immediately next to Desco. While he is directly behind Desco she can float above the ground with only slightly more effort than walking or running, though Desco is typically pretty slow. Yogsothoth can even be, and often is, summoned through unconscious instinct.

Instinct  - Guided mostly through instinct, Yog watches through the many yellow eyes all over Desco's body, which Desco herself can't see through even to react to another's presence, and with that nearly 360 degree vision he can see most things coming and instinctively attempt to block though this is less speedy or effective than blocking consciously. When Yogsothoth blocks for Desco, consciously or by instinct, his skin hardens and Desco takes less damage as long as the block is successful.


Add-on for this move.

Unspeakable Staff (300) (Requires Shapeshift) - Yogsothoth glows a bright purple color and abrupted shifts into a large staff 5 feet tall. The red shaft of the staff has six purple tentacles weaving into eachother, their base connected to the bottom of the staff ending at the top of it with the ends arranged to appear like a flower. This form holds fewer tentacles than standard Yogsothoth and has it's density focused in a smaller area but otherwise holds all of the same functions, rapidly growing it's tentacles in the same manner.
(11-04-2017, 03:51 PM)Renji Wrote: @Omni, would area defence proficiency be an acceptable requirement for Menace, rather than telepathy or homing?

Gonna say no, since this actually immobilises the attacker rather than it being a shield around the user. Sorry I didn't see this until now.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
(11-05-2017, 09:04 AM)Takanomiya Hijiri Wrote: When I joined I bought a couple 600 OM moves for Hijiri, but after thinking it over I've decided I'd like to combine them into just one move. I'll sell the old ones for half-value after (and 'if') this one gets approved.

Here are the originals:
[spoiler]
Quote:Gravity Manipulation – Stepping Stones (600)
(Flight, Master Acrobat)
Hijiri is able to change how gravity influences his whole body and reduce the effect so much that he is able to walk on water or leap through the air using small objects such as leaves or twigs as stepping stones. Hijiri must spend a small amount of energy to keep this ability active and, if he is not careful, risks tiring himself out. If this happens, gravity will begin to affect him normally and he will either fall through the surface of the water, or drop from the sky.

Quote:Gravity Manipulation – Variable Weighted Strikes (600)
(Physical Strength)
Hijiri is able to change how gravity influences only specific parts of his body. Using this ability, Hijiri is able to, with a few seconds of concentration, speed up his attacks. Making his arms (including weapons) lighter, he is able to attack faster but this also makes his attacks less powerful due to the reduced weight behind them. Hijiri can also, after a few seconds of concentration, increase the weight of his attacks. This usually happens in the split instant just before the strike lands, to get the most out of the effect. This also makes him a lot slower due to the increased weight of his body. This move requires a moderate amount of energy and will tire him out if overused.
[/spoiler]

And here's their replacement:
[spoiler]
Quote:Personal Gravity Manipulation (1200)
(Flight, Physical Strength)
Hijiri is able to alter the strength of gravity's effect on his body (and his weapons, clothes, etc.) to the extent of being able to become as light as a feather, as heavy as a tonne of bricks, or anything in between. These effects come with all of the associated up- and downsides you would expect.

For example: being extremely light would allow him to stand on fragile objects, be carried along by gusts of wind, and attack quickly, but would drastically weaken his blows due to the low weight behind them, and would allow him to be knocked or thrown around effortlessly by others, whilst being extremely heavy would make him harder to knock over and his attacks noticeably stronger, but would also make every movement he made more difficult and more tiring, as well as much slower.

Making himself lighter is instantaneous, regardless of the change in weight, and costs no energy. Making himself heavier requires one second of charge-up per 10kg of weight added (so increasing his weight from 'feather-like' to the maximum value of one tonne would take 100 seconds). This move drains his energy rapidly whilst charging. He is capable of moving whilst charging this, and can even begin an attack, however actually hitting (or being hit) by an opponent will interrupt the charge, and as no weight is added until he intentionally ends the charging period, this means that all progress will be lost, and his spent energy will have gone to waste.

In addition, maintaining this move drains his energy slowly. Cancelling it returns him to his original weight instantly, but can only be done intentionally when he is within 10kg of his original weight; meaning that if he is beyond that range then he must use this move again to get back within it before he can actually end the move.
This move will also automatically cancel when he loses consciousness or dies.

Hijiri can choose to have this move affect only part (or parts) of his body (e.g. an arm & a leg) if he wishes it to. Concentrating the effect in specific areas (or just one area) makes those body parts heavier than they would be if the weight were evenly distributed throughout his body, but at the cost of making it harder to actually land attacks, since the uneven weight distribution will put him off-balance.
Note that whilst making his entire body weigh an amount far beyond his capacity to endure (e.g. a tonne) would kill him instantly, doing the same to an individual hand or foot, for example, would merely pin him to the ground, break every bone in the affected appendage and cause him to experience excruciating pain.

Pricing Breakdown:
- 300 OM for getting lighter.
- 300 OM for getting heavier.
- 300 OM for variable change.
- 300 OM for variable body parts affected.
[/spoiler]
Approved the new version, and since I consider it to be an upgrade/rewrite you can simply pay the difference of 300 OM to swap out the old ones for the new. You don't have to sell the old ones at half cost.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
(11-07-2017, 10:47 AM)Ebonywood Hellscythe Wrote: Similar to the last version I posted here (a couple of days ago), but reworded for clarity with some minor changes.

Friendly Fire (300) Requires: Telekinesis - Advanced, Ranged, Ranged Control, Area Defense, Buff

Reaching out with her magic, Ebony wraps it around an ally in range of her telekinesis (60m) while slowly charging a spell. This requires her full concentration, lasts 5 seconds, and brings her ally within 5m of her. If her friend moves in any way besides making small hand gestures and talking, her concentration is lost (but they can try to move as much as the like before or after Ebony starts charging). Ebony may move slowly (walking pace as most), but taking anything more than minor damage will also stop the charging. 

Once the spell is charged, a spherical, translucent, light purple shield materialises around her ally. The shield will shatter after a single solid hit, such as a really fast collision or a charged strike, but in most cases, some damage will migrate through - it does, however, cushion the impact. If it hasn't broken after 3 seconds, it shatters into thin air. Furthermore, the shield does nothing to limit her allies combat abilities. Simultaneously, her friend is accelerated forwards quickly, reaching a speed of about 150 mph by the time they reach the edge of her telekinesis range (60m). This takes about a second, and even if the shield breaks before they reach this distance, the spell ends (but they will still keep the momentum they accumulated, if any). While still accelerating, Ebony has some limited control over the movements, allowing the path of her ally to arc slightly. This control is increased when they're closer to her, and requires her complete focus (she must stay still, and cannot use other moves).

Lastly, doing this is very tiring for Ebony (although she doesn't feel the fatigue until one second after the move is used), and prevents her from using her telekinesis for the following 20 seconds (and all related non-super moves). Furthermore, she also can't use any of her stronger defensive or support magic during these 20 seconds (any non-super move that requires area defence or buff).

Side Notes:
>Ebony could theoretically use this on a limp or unconscious body, as the only criteria for picking someone up is that they don't struggle against it. That said, the magic from paralysis spells and similar ailments interrupts her magic, making it impossible to use it on people under those effects.
>Lighter or heavier people may obtain slightly different speeds.
>It is highly recommended for prime-cannonball to brace themselves.

RP Notes:
>Ebony is usually very tentative in using this move, so it's more likely to be a suggestion from her friend.
>Ebony can use a slightly weaker version of this magic to simply pick up a willing target and move them as long as they're within her telekinesis range and cooperate.

It's fully approvable, if not for the very last line (in RP notes). That would boost it up to 600. It'd probably also need some extra description. Ie, does it have all the same fatigue and downsides on Ebony? Does it have a duration? Etc. That's basically a whole 'nother move.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
(11-08-2017, 12:15 PM)Tearen Wover Wrote: Ablative Succor - [Tier 2 Utility Super Move] (Requires Ranged Attack Proficiency, Homing Proficiency, Advanced Enhanced Senses, Healing, Area Shield Proficiency)

Tearen closes his eyes and focuses the wellspring of cosmic power within him for twelve seconds, searching for one person nearby who is within reach of his Enhanced Senses. Tearen breathes outwards, causing materials from the environment around the target to glow a pale green, vibrating away from their normal position and dissolve into a pale, shimmering mist.

The target inhales this mist, and is imbued with a thin envelope of protection around them that glimmers faintly. This envelope grants 6 temporary HP to the target, and can even be cast on someone at full health. This move does not reconstruct nor actually heal any existing injuries, but acts as a buffer against damage until it is depleted or the fight ends.

Approved.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
(11-08-2017, 04:23 PM)Desco Wrote:
Quote:Bodypart Yogsothoth (1200) (Requires Remote Control Proficiency, Ranged Proficiency, Physical Strength, Malleability, Flight, Area Shield Proficiency) - Desco exists as two parts which are inherently one. There is her small, little demon girl body and the tentacled monstrosity that usually floats behind her, referred to as Yogsothoth. While always physically separate from Desco, Yogsothoth is as much a part of her body as her arms or legs. Hurting Yogsothoth is the same as damaging Desco's arm or any other part of her body. Yogsothoth can move independently from Desco, consciously or unconsciously, and his tentacles are Desco's main weapons opening up as mouths, the edges where the tentacles open where the light and dark purples on her body meet making them jagged and are also razor sharp. They can also be used as bludgeoning weapons, slapping enemies instead of biting. Desco does not normally exhibit elastic properties except for her tail, she just can't do it, but Yog's many tentacles do stretch far and wide to attack, up close or at a fair distance away, up to 20 feet. Desco typically uses only the top two tentacles for any attack. (Consider that to stretch out and increase in size they draw in mass from the rest of of Yog, to follow the restrictions of Malleability)

Levitate - Yogsothoth can be summoned or dismissed at will, taking a few seconds to materialize. Yog is summoned in some position immediately next to Desco. While he is directly behind Desco she can float above the ground with only slightly more effort than walking or running, though Desco is typically pretty slow. Yogsothoth can even be, and often is, summoned through unconscious instinct.

Instinct  - Guided mostly through instinct, Yog watches through the many yellow eyes all over Desco's body, which Desco herself can't see through even to react to another's presence, and with that nearly 360 degree vision he can see most things coming and instinctively attempt to block though this is less speedy or effective than blocking consciously. When Yogsothoth blocks for Desco, consciously or by instinct, his skin hardens and Desco takes less damage as long as the block is successful.


Add-on for this move.

Unspeakable Staff (300) (Requires Shapeshift) - Yogsothoth glows a bright purple color and abruptly shifts into a large staff 5 feet tall. The red shaft of the staff has six purple tentacles weaving into eachother, their base connected to the bottom of the staff ending at the top of it with the ends arranged to appear like a flower. This form holds fewer tentacles than standard Yogsothoth and has it's density focused in a smaller area but otherwise holds all of the same functions, rapidly growing it's tentacles in the same manner.
How long does the transformation take? Otherwise fine.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
How about 15 seconds?

Unspeakable Staff (300) (Requires Shapeshift) - Yogsothoth glows a bright purple color and abruptly shifts after 15 seconds into a large staff 5 feet tall. The red shaft of the staff has six purple tentacles weaving into eachother, their base connected to the bottom of the staff ending at the top of it with the ends arranged to appear like a flower. This form holds fewer tentacles than standard Yogsothoth and has it's density focused in a smaller area but otherwise holds all of the same functions, rapidly growing it's tentacles in the same manner.
(11-08-2017, 04:55 PM)Omni Wrote: [spoiler]
(11-07-2017, 10:47 AM)Ebonywood Hellscythe Wrote: Similar to the last version I posted here (a couple of days ago), but reworded for clarity with some minor changes.

Friendly Fire (300) Requires: Telekinesis - Advanced, Ranged, Ranged Control, Area Defense, Buff

Reaching out with her magic, Ebony wraps it around an ally in range of her telekinesis (60m) while slowly charging a spell. This requires her full concentration, lasts 5 seconds, and brings her ally within 5m of her. If her friend moves in any way besides making small hand gestures and talking, her concentration is lost (but they can try to move as much as the like before or after Ebony starts charging). Ebony may move slowly (walking pace as most), but taking anything more than minor damage will also stop the charging. 

Once the spell is charged, a spherical, translucent, light purple shield materialises around her ally. The shield will shatter after a single solid hit, such as a really fast collision or a charged strike, but in most cases, some damage will migrate through - it does, however, cushion the impact. If it hasn't broken after 3 seconds, it shatters into thin air. Furthermore, the shield does nothing to limit her allies combat abilities. Simultaneously, her friend is accelerated forwards quickly, reaching a speed of about 150 mph by the time they reach the edge of her telekinesis range (60m). This takes about a second, and even if the shield breaks before they reach this distance, the spell ends (but they will still keep the momentum they accumulated, if any). While still accelerating, Ebony has some limited control over the movements, allowing the path of her ally to arc slightly. This control is increased when they're closer to her, and requires her complete focus (she must stay still, and cannot use other moves).

Lastly, doing this is very tiring for Ebony (although she doesn't feel the fatigue until one second after the move is used), and prevents her from using her telekinesis for the following 20 seconds (and all related non-super moves). Furthermore, she also can't use any of her stronger defensive or support magic during these 20 seconds (any non-super move that requires area defence or buff).

Side Notes:
>Ebony could theoretically use this on a limp or unconscious body, as the only criteria for picking someone up is that they don't struggle against it. That said, the magic from paralysis spells and similar ailments interrupts her magic, making it impossible to use it on people under those effects.
>Lighter or heavier people may obtain slightly different speeds.
>It is highly recommended for prime-cannonball to brace themselves.

RP Notes:
>Ebony is usually very tentative in using this move, so it's more likely to be a suggestion from her friend.
>Ebony can use a slightly weaker version of this magic to simply pick up a willing target and move them as long as they're within her telekinesis range and cooperate.
[/spoiler]

It's fully approvable, if not for the very last line (in RP notes). That would boost it up to 600. It'd probably also need some extra description. Ie, does it have all the same fatigue and downsides on Ebony? Does it have a duration? Etc. That's basically a whole 'nother move.

If that's not fodder-able, then I'll split it off into a whole new move (I'll post that in a bit).

So we'd have:
[spoiler]
(same as before but without the bottom bit)

Friendly Fire (300) Requires: Telekinesis - Advanced, Ranged, Ranged Control, Area Defense, Buff

Reaching out with her magic, Ebony wraps it around an ally in range of her telekinesis (60m) while slowly charging a spell. This requires her full concentration, lasts 5 seconds, and brings her ally within 5m of her. If her friend moves in any way besides making small hand gestures and talking, her concentration is lost (but they can try to move as much as the like before or after Ebony starts charging). Ebony may move slowly (walking pace as most), but taking anything more than minor damage will also stop the charging. 

Once the spell is charged, a spherical, translucent, light purple shield materialises around her ally. The shield will shatter after a single solid hit, such as a really fast collision or a charged strike, but in most cases, some damage will migrate through - it does, however, cushion the impact. If it hasn't broken after 3 seconds, it shatters into thin air. Furthermore, the shield does nothing to limit her allies combat abilities. Simultaneously, her friend is accelerated forwards quickly, reaching a speed of about 150 mph by the time they reach the edge of her telekinesis range (60m). This takes about a second, and even if the shield breaks before they reach this distance, the spell ends (but they will still keep the momentum they accumulated, if any). While still accelerating, Ebony has some limited control over the movements, allowing the path of her ally to arc slightly. This control is increased when they're closer to her, and requires her complete focus (she must stay still, and cannot use other moves).

Lastly, doing this is very tiring for Ebony (although she doesn't feel the fatigue until one second after the move is used), and prevents her from using her telekinesis for the following 20 seconds (and all related non-super moves). Furthermore, she also can't use any of her stronger defensive or support magic during these 20 seconds (any non-super move that requires area defence or buff).

Side Notes:
>Ebony could theoretically use this on a limp or unconscious body, as the only criteria for picking someone up is that they don't struggle against it. That said, the magic from paralysis spells and similar ailments interrupts her magic, making it impossible to use it on people under those effects.
>Lighter or heavier people may obtain slightly different speeds.
>It is highly recommended for prime-cannonball to brace themselves.

RP Notes:
>Ebony is usually very tentative in using this move, so it's more likely to be a suggestion from her friend.
[/spoiler]
(11-08-2017, 05:10 PM)Desco Wrote: How about 15 seconds?

Unspeakable Staff (300) (Requires Shapeshift) - Yogsothoth glows a bright purple color and abruptly shifts after 15 seconds into a large staff 5 feet tall. The red shaft of the staff has six purple tentacles weaving into eachother, their base connected to the bottom of the staff ending at the top of it with the ends arranged to appear like a flower. This form holds fewer tentacles than standard Yogsothoth and has it's density focused in a smaller area but otherwise holds all of the same functions, rapidly growing it's tentacles in the same manner.

I was thinking more like a second or two, just wanted it for posterity. That version is fine though if you want that.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
(11-08-2017, 05:14 PM)Ebonywood Hellscythe Wrote:
(11-08-2017, 04:55 PM)Omni Wrote: [spoiler]
(11-07-2017, 10:47 AM)Ebonywood Hellscythe Wrote: Similar to the last version I posted here (a couple of days ago), but reworded for clarity with some minor changes.

Friendly Fire (300) Requires: Telekinesis - Advanced, Ranged, Ranged Control, Area Defense, Buff

Reaching out with her magic, Ebony wraps it around an ally in range of her telekinesis (60m) while slowly charging a spell. This requires her full concentration, lasts 5 seconds, and brings her ally within 5m of her. If her friend moves in any way besides making small hand gestures and talking, her concentration is lost (but they can try to move as much as the like before or after Ebony starts charging). Ebony may move slowly (walking pace as most), but taking anything more than minor damage will also stop the charging. 

Once the spell is charged, a spherical, translucent, light purple shield materialises around her ally. The shield will shatter after a single solid hit, such as a really fast collision or a charged strike, but in most cases, some damage will migrate through - it does, however, cushion the impact. If it hasn't broken after 3 seconds, it shatters into thin air. Furthermore, the shield does nothing to limit her allies combat abilities. Simultaneously, her friend is accelerated forwards quickly, reaching a speed of about 150 mph by the time they reach the edge of her telekinesis range (60m). This takes about a second, and even if the shield breaks before they reach this distance, the spell ends (but they will still keep the momentum they accumulated, if any). While still accelerating, Ebony has some limited control over the movements, allowing the path of her ally to arc slightly. This control is increased when they're closer to her, and requires her complete focus (she must stay still, and cannot use other moves).

Lastly, doing this is very tiring for Ebony (although she doesn't feel the fatigue until one second after the move is used), and prevents her from using her telekinesis for the following 20 seconds (and all related non-super moves). Furthermore, she also can't use any of her stronger defensive or support magic during these 20 seconds (any non-super move that requires area defence or buff).

Side Notes:
>Ebony could theoretically use this on a limp or unconscious body, as the only criteria for picking someone up is that they don't struggle against it. That said, the magic from paralysis spells and similar ailments interrupts her magic, making it impossible to use it on people under those effects.
>Lighter or heavier people may obtain slightly different speeds.
>It is highly recommended for prime-cannonball to brace themselves.

RP Notes:
>Ebony is usually very tentative in using this move, so it's more likely to be a suggestion from her friend.
>Ebony can use a slightly weaker version of this magic to simply pick up a willing target and move them as long as they're within her telekinesis range and cooperate.
[/spoiler]

It's fully approvable, if not for the very last line (in RP notes). That would boost it up to 600. It'd probably also need some extra description. Ie, does it have all the same fatigue and downsides on Ebony? Does it have a duration? Etc. That's basically a whole 'nother move.

If that's not fodder-able, then I'll split it off into a whole new move (I'll post that in a bit).

So we'd have:
[spoiler]
(same as before but without the bottom bit)

Friendly Fire (300) Requires: Telekinesis - Advanced, Ranged, Ranged Control, Area Defense, Buff

Reaching out with her magic, Ebony wraps it around an ally in range of her telekinesis (60m) while slowly charging a spell. This requires her full concentration, lasts 5 seconds, and brings her ally within 5m of her. If her friend moves in any way besides making small hand gestures and talking, her concentration is lost (but they can try to move as much as the like before or after Ebony starts charging). Ebony may move slowly (walking pace as most), but taking anything more than minor damage will also stop the charging. 

Once the spell is charged, a spherical, translucent, light purple shield materialises around her ally. The shield will shatter after a single solid hit, such as a really fast collision or a charged strike, but in most cases, some damage will migrate through - it does, however, cushion the impact. If it hasn't broken after 3 seconds, it shatters into thin air. Furthermore, the shield does nothing to limit her allies combat abilities. Simultaneously, her friend is accelerated forwards quickly, reaching a speed of about 150 mph by the time they reach the edge of her telekinesis range (60m). This takes about a second, and even if the shield breaks before they reach this distance, the spell ends (but they will still keep the momentum they accumulated, if any). While still accelerating, Ebony has some limited control over the movements, allowing the path of her ally to arc slightly. This control is increased when they're closer to her, and requires her complete focus (she must stay still, and cannot use other moves).

Lastly, doing this is very tiring for Ebony (although she doesn't feel the fatigue until one second after the move is used), and prevents her from using her telekinesis for the following 20 seconds (and all related non-super moves). Furthermore, she also can't use any of her stronger defensive or support magic during these 20 seconds (any non-super move that requires area defence or buff).

Side Notes:
>Ebony could theoretically use this on a limp or unconscious body, as the only criteria for picking someone up is that they don't struggle against it. That said, the magic from paralysis spells and similar ailments interrupts her magic, making it impossible to use it on people under those effects.
>Lighter or heavier people may obtain slightly different speeds.
>It is highly recommended for prime-cannonball to brace themselves.

RP Notes:
>Ebony is usually very tentative in using this move, so it's more likely to be a suggestion from her friend.
[/spoiler]

Approved.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
(11-08-2017, 05:16 PM)Omni Wrote:
(11-08-2017, 05:10 PM)Desco Wrote: How about 15 seconds?

Unspeakable Staff (300) (Requires Shapeshift) - Yogsothoth glows a bright purple color and abruptly shifts after 15 seconds into a large staff 5 feet tall. The red shaft of the staff has six purple tentacles weaving into eachother, their base connected to the bottom of the staff ending at the top of it with the ends arranged to appear like a flower. This form holds fewer tentacles than standard Yogsothoth and has it's density focused in a smaller area but otherwise holds all of the same functions, rapidly growing it's tentacles in the same manner.

I was thinking more like a second or two, just wanted it for posterity. That version is fine though if you want that.

It's mostly preparation for altnerate form that i will be shifting Desco to though won't be an official form until approval and purchase. Guu and Desco will design it with OM. I'll take 2 seconds, that'll probably weave better into a magical girl transformation than 15 :p

Unspeakable Staff (300) (Requires Shapeshift) - Yogsothoth glows a bright purple color and abruptly shifts after 2 seconds into a large staff 5 feet tall. The red shaft of the staff has six purple tentacles weaving into eachother, their base connected to the bottom of the staff ending at the top of it with the ends arranged to appear like a flower. This form holds fewer tentacles than standard Yogsothoth and has it's density focused in a smaller area but otherwise holds all of the same functions, rapidly growing it's tentacles in the same manner.

Thanks! Don't push yourself too hard though in fast move approvals Omni :p
Approved!
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
The "rp note" from my last move.

Pick Me Up (300) Requires: Telekinesis, [i]Ranged, Ranged Control, Buff[/i]

Griping up to three willing primes with her magic, Ebony can lift them up and move them at up to 20mph providing they stay inside her telekinesis range. This does require some concentration, so she can't focus on any other moves or attacks at the same time - however she can move at full speed and still use telekinesis for other normal applications (but can't carefully aim or put force into throwing something, meaning it would be useless for combat), but trying to lift up too much will make her lose focus. Ebony taking damage and someone she's holding struggling will cause her to lose concentration. Besides this, her friends are free to try and use moves, and move their arms freely (and legs slowly) - so they can easily perform actions such as firing a bow or pulling a book off a shelf. Picking up a willing prime is only a bit more tiring than picking up an object with similar weight. Moving multiple primes in different directions is complicated, so to attempt that she has to do each movement one at a time. Also, trying to move a prime outside of her telekinesis range will make her lose concentration, and their momentum is not maintained - to them it feels like hitting an invisible wall.

Recognising that it could be dangerous if she loses concentration, all picked up primes without flight are afflicted with a feather falling spell which activates if the spell ends with them being more than 2 metres above the floor. Should this come into play, Ebony suffers a deliberating wave of fatigue (which is stronger if more people were being lifted), making it impossible to focus on anything for 10 seconds. Over this time, all her allies should have reached the floor (decelerating as they got too close to the bottom), however, should they continue falling outside of her telekinesis range (e.g. being accidentally dropped into a big pit), the effect runs out, leaving them to their own devices. The primes under the feather falling effect may choose to waive it, and fall normally.

Side Notes:
>While Ebony needs to see or sense a prime to pick them up, she can continue lifting them outside of her vision providing she remembers where they are relative to her. However, moving them is not recommended as without seeing what she's doing, she could accidentally knock them into something.
>Trying to grap someone who is moving is impossible if they're moving faster than 20mph, if not, it just requires her to stand still while focusing until she's picked them up. This takes a small amount of effort, but isn't particularly hard. 
>The time it takes to pick up a prime is usually negligible (unless they're moving, when it can take up to 2 seconds).

RP Notes:
>This is generally not useful in combat situations; but sometimes height is needed, so it could allow an ally to compete with a flying enemy - if they can deal with the limited movement speed and can coordinate with Ebony. Although it'll more often be used to help friends move somewhere.
>She's likely to try and use this casually, even if it might seem like a breach of personal space.
Unsealable Power (800) (Requires Area Defense) (Tier 2 Super Move)
While being caught in a banishment, Desco summons up her unrestrained power. Black and purple energy flows around her body, shattering the banishment magic after 15 seconds.
(11-08-2017, 06:30 PM)Desco Wrote: Unsealable Power (800) (Requires Area Defense) (Tier 2 Super Move)
While being caught in a banishment, Desco summons up her unrestrained power. Black and purple energy flows around her body, shattering the banishment magic after 15 seconds.

Unfortunately, you can't game your way out of being banished.
I guess not but it's something worth gaming against if I could.
(11-08-2017, 04:45 PM)Omni Wrote:
(11-05-2017, 09:04 AM)Takanomiya Hijiri Wrote: Here are the originals:
Quote:Gravity Manipulation – Stepping Stones (600)

Quote:Gravity Manipulation – Variable Weighted Strikes (600)

And here's their replacement:
Quote:Personal Gravity Manipulation (1200)

Pricing Breakdown:
- 300 OM for getting lighter.
- 300 OM for getting heavier.
- 300 OM for variable change.
- 300 OM for variable body parts affected.


Approved the new version, and since I consider it to be an upgrade/rewrite you can simply pay the difference of 300 OM to swap out the old ones for the new. You don't have to sell the old ones at half cost.

@Omni - That's great to hear, thanks. ^_^

Just one thing, though...
There isn't a 300 OM difference... not the way I've written it, at least. Are you wanting the new one to cost 1500 OM?
[Image: Hijiri_Name_Sig.png]
Bumping, since a lot's been posted between now and six days ago with no indications I haven't been overlooked in all the hustle and bustle.

[spoiler]
(11-03-2017, 12:11 PM)Gunther Stein Wrote: Hook Gauntlet: 900
Req; Ranged, Melee, Remote Control
With mild concentration, light fatigue and five seconds of one-handed charging, Stein creates a gauntlet and hook combo. The gauntlet covers the entire hand and runs up to the elbow with the appearance of glass plate armor. The hook is a sickle-shaped flat object with dulled edges and a sharp tip meant to pierce rocks. It protrudes from the fist and can turn with the point aiming left or right (in relation to the fist) based on whether the thumb is out or touching his fingers.

The hook can be thrown up to forty meter with a 2 second charge time per 5 meters, traveling at 30 meters per second. While throwing the hook is effortless, pulling it back can be fatiguing based on how heavy the target is. If a target weighs more than Stein, Stein is instead pulled to it.

The hook extends on an energy stream. This does nothing, but can be cut with moderate damage, removing the hook. It can be reattached easily, if the hook is not stolen or shattered with major damage. The Gauntlet can only take minor damage. If it shatters, the spell ends. Otherwise, the object remains with very minor focus on it.

Alternatively, the hook can extend only three meters, and be wielded as if it were a whip, using Remote Control to manipulate the angle of the hook with a bit more focus and energy.

Edit: Added charge up time to hook-throw.


Bond of the Glass Martyr 300
Requires: Ranged, Buff
The Glass Martyr is a spell in which the user takes damage in place of an ally. Not only is this damage unavoidable, but it is more than what the original damage would have been.

Stein must focus for five seconds, remaining absolutely still and using no other Moves. Taking even minor damage can cause this manifestation time to be lost. During this time, he creates a small glass orb, which he can then throw with great accuracy up to five meters, hopefully hitting a target (who can also aid this by actively catching it.) If it hits th ground or an enemy intercepts, it shatters and the move ends. The energy required is minor, but repeated uses can stack up.

Upon contact with an ally, the orb shatters and encases them in an ethereal, weightless glass armor. This is mainly aesthetic... However, the ally's received damage for one minute is reduced by half. The other half of the damage is inflicted upon Stein as if he were hit, but bypasses half of his Defense and cannot be avoided.

It takes only slight mental focus to maintain a single buff, but he can have up to three allies under the effect of this spell at any one time. Received damage does not break this particular focus, but using a move which requires major concentration can cause all buffs to fail. The range is 30 meters, beyond this the buff immediately ends.



Shell-Shock: 600
Requires: Area Shield Proficiency, Area Attack Proficiency
By curling up in the fetal position, Stein can create a full body shield. This takes only two seconds to initiate, but while in use he cannot use any other move. He is capable of rolling around at full speed, slamming into opponents to great effect - though maneuvering is actually quite difficult. The shield can absorb a great deal of damage, though the more damage, the more tiring to maintain. He can only hold it up to a maximum of 30 seconds before the shell shatters. When the spell ends, the shell shatters, spraying all those in two meters with large shards of glass. The closer to the shell, the more pieces the target takes - though each only do minor damage.

As an alternative to rolling about, an ally can pick up the shelled Stein as if he were nearly weightless and throw him up to thirty meters with decent accuracy. Stein can add his own force to this, but upon impact, the spell immediately ends, the explosion's range doubling.

Due to the exhausting nature, he must rest afterwards. He cannot use any other move for roughly twenty seconds and his speed is halved... and due to the rolling and/or throwing, his technique is also halved, due to motion sickness.


Edit #2: Added two more moves for approval, since no one was in line after the first one. This should be all I need move-wise for a while.
[/spoiler]
(11-09-2017, 12:46 AM)Takanomiya Hijiri Wrote:
(11-08-2017, 04:45 PM)Omni Wrote:
(11-05-2017, 09:04 AM)Takanomiya Hijiri Wrote: Here are the originals:
Quote:Gravity Manipulation – Stepping Stones (600)

Quote:Gravity Manipulation – Variable Weighted Strikes (600)

And here's their replacement:
Quote:Personal Gravity Manipulation (1200)

Pricing Breakdown:
- 300 OM for getting lighter.
- 300 OM for getting heavier.
- 300 OM for variable change.
- 300 OM for variable body parts affected.


Approved the new version, and since I consider it to be an upgrade/rewrite you can simply pay the difference of 300 OM to swap out the old ones for the new. You don't have to sell the old ones at half cost.

@Omni - That's great to hear, thanks. ^_^

Just one thing, though...
There isn't a 300 OM difference... not the way I've written it, at least. Are you wanting the new one to cost 1500 OM?

OPS. For some reason I thought stepping stones was only 300.

No. It's a free switch, then. Just note it on your purchase log.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!


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