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Move Approval V
Quote: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.
Apprivoiser'd

Quote: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.
Approved.
Quote: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.
Bolded line is a bit vague, please elaborate. If he can propel himself with his 'energy' while in midair/being carried, this might not fly (no pun intended) without Flight, or if it's basically charging up and then jumping off the throw, it seems variable. Not really sure tbh because it's vague.
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, 06:07 PM)Ebonywood Hellscythe Wrote: The "rp note" from my last move.

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

Gripping 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.

It's a bit borderline, but I feel like the "if" clause that activates a feather fall, and activates extra downsides on Ebony, justifies an extra 300 OM. Feel free to rewrite it since it's 600 OM anyway if you want to make it manual.
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!
@Omni: If I change it to feather fall always activating when she lets go of someone, could it stay at 300 OM? (I'd probably re-jig some drawbacks a bit to fit that in, though)
That sounds okay. Penny-pincher.
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!
Pick Me Up (300) Requires: Telekinesis, Ranged, Ranged Control, Buff

Gripping 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.

When Ebony lets go of one of her friends, intentionally or otherwise, they will fall softly down to the ground - decelerating as they near the floor. This effect ends if they fall outside her telekinesis range (e.g. maybe they were being held over a pit), or if they hit the ground. While her friend(s) is/are falling, Ebony cannot move, and is hit with a wave of fatigue (which is stronger if more people are dropped, and if they fall further) as her magic rushes from her to steady their fall. Should she choose to drop one person, while still holding two others, those two people will remain fixed in place unless she decides to drop them as well, or until her friends have all hit the ground/fall outside of her range (where her magic will continue working as normal). Anyone affected by the feather fall magic can choose to dispell it at will, and simply fall normally.

Side Notes:
>It will usually take about 7 seconds for someone to fall 60m safely (or 3.5s dangerously).
>It's more energy efficient to bring someone to the ground manually (and probably a bit safer).
>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.
(11-09-2017, 04:35 PM)Omni Wrote:
Quote: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. 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.
Bolded line is a bit vague, please elaborate. If he can propel himself with his 'energy' while in midair/being carried, this might not fly (no pun intended) without Flight, or if it's basically charging up and then jumping off the throw, it seems variable. Not really sure tbh because it's vague.

Deleted. I'll modify it later when I decide to go for Flight.
(11-09-2017, 05:14 PM)Ebonywood Hellscythe Wrote: Pick Me Up (300) Requires: Telekinesis, Ranged, Ranged Control, Buff

Gripping 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.

When Ebony lets go of one of her friends, intentionally or otherwise, they will fall softly down to the ground - decelerating as they near the floor. This effect ends if they fall outside her telekinesis range (e.g. maybe they were being held over a pit), or if they hit the ground. While her friend(s) is/are falling, Ebony cannot move, and is hit with a wave of fatigue (which is stronger if more people are dropped, and if they fall further) as her magic rushes from her to steady their fall. Should she choose to drop one person, while still holding two others, those two people will remain fixed in place unless she decides to drop them as well, or until her friends have all hit the ground/fall outside of her range (where her magic will continue working as normal). Anyone affected by the feather fall magic can choose to dispell it at will, and simply fall normally.

Side Notes:
>It will usually take about 7 seconds for someone to fall 60m safely (or 3.5s dangerously).
>It's more energy efficient to bring someone to the ground manually (and probably a bit safer).
>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.
Sorry but I realised it's "up to 3" willing primes so that makes it 600.

It does bear repeating that telekinesis is still based on your ATK stat as though it were physical strength, except that it weakens to 1% at your maximum range, so lifting heavy people should be roleplayed "realistically" ie difficult, and she'd drop them if they moved too far away from her even within her range.
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!
Changed it to 1 person. Added a comment that it's harder to do at the edge of her range (and if they're heavy she may drop them even within her range).

Pick Me Up (300) Requires: Telekinesis, Ranged, Ranged Control, Buff

Gripping a willing prime 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 friend is 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. 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. And it is much harder and tiring for her to do at the edge of her telekinesis range, so she might end up dropping a heavy person before they reach the edge of her range.

When Ebony lets go of her friend, intentionally or otherwise, they will fall softly down to the ground - decelerating as they near the floor. This effect ends if they fall outside her telekinesis range (e.g. maybe they were being held over a pit), or if they hit the ground. While her friend is falling, Ebony cannot move, and is hit with a wave of fatigue (which is stronger if they fall further) as her magic rushes from her to steady their fall. Anyone affected by the feather fall magic can choose to dispell it at will, and simply fall normally.

Side Notes:
>It will usually take about 7 seconds for someone to fall 60m safely (or 3.5s dangerously).
>It's more energy efficient to bring someone to the ground manually (and probably a bit safer).
>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.
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!
T2 Super Attack: Ruinous Frost (Area Attack) (800): Formed from the power of winter storms; a powerful, frigid air mass is conjured from Summer himself. After 5 seconds of concentration, frozen winds explode out from his body, whirling out in a powerful, 5-second blizzard (both of which he must remain mostly still for) that freezes all life, from the smallest flora to the largest fauna, caught within 60 meters of him.
While these frigid winds 'only' reach out 60 meters, this cold-snap turns the entire general area, even beyond that range, into a frozen wasteland. Frost, ice, and even snow cover the ground and the air gets a wintry nip to it, as if it had always been winter there. This sudden seasonal shift lasts for quite a while, sticking around until the air warms up enough to melt it all again, however many hours that may take. Unlike most of his weather attacks, this one doesn’t require him to be outside, though should he be stuck inside of a shelter or something, the area outside won’t be effected by the surprise winter. There is a small safe spot right up in Summer’s personal space that he can use to protect up to one ally from the wintry winds, provided they don’t have any qualms with being hugged.
[Image: ZpWQiiu.gif]
Sounds more Tier 3 than Tier 2 with that range. 120 metre diameter, and everything else past that into a frozen wasteland, is a liiiiiittle much.
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!
Would a 50 meter range/100 meter diameter be more reasonable? Or maybe 45/90?
Currently, Microburst is 40/80 and makes it storm, and I wanted to make this have more impact.
[Image: ZpWQiiu.gif]
Microburst is mostly wind that tosses things about a bit, and justifiable as a Tier 1.

50 would be okay if the damage drops off further away from Summer, and you get rid of the effects past that. Right now the range, if you include the extended effects, sounds more like turning an entire zone into a frozen wasteland with an apocalyptic Bahamut Strike, which is what T3 is meant to be. Hell, the example T3 is only 80 metres in diameter.
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!
Alright lets try this.

T2 Super Attack: Ruinous Frost (Area Attack) (800): Formed from the power of winter storms; a powerful, frigid air mass is conjured from Summer himself. After 5 seconds of concentration, frozen winds explode out from his body, whirling out in a powerful, 5-second blizzard (both of which he must remain mostly still for) that freezes all life, from the smallest flora to the largest fauna, caught within 50 meters of him. While these frigid winds 'only' reach out 50 meters, drastically weakening as they spiral out, this cold-snap reaches beyond that range, extending out twice as far and bringing an early winter to the general area.
This is a simple, out-of-season chill, and though it lasts for a while (however many hours it takes for it to warm up again), it doesn't have any effect on the fight. Unlike most of his weather attacks, this one doesn’t require him to be outside, though should he be stuck inside of a shelter or something, the area outside won’t be effected by either the winds, or the surprise winter. There is a small safe spot right up in Summer’s personal space that he can use to protect up to one ally from the wintry winds, provided they don’t have any qualms with being hugged.

Changes in bold. Reduced to 50 meters, changed the wording to be less... charged, and made the scope of the early winter more specific (also specifying that it is fodder). If the area of the season shift is still too large, then I can change it to match the area that the winds hit.
[Image: ZpWQiiu.gif]
Nope, I'm just gonna reject it and say take it to the workshop.
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!
Fresh from the workshop.

T2 Super Attack: Snowsquall (Area Attack) (800): Summer calls upon his power as the spirit of winter storms, and after 5 seconds of concentration, he kicks the winds into motion and forces the temperature to plummet. Frozen winds whirl out in a powerful, 5-second maelstrom of wind, ice, and snow, swiftly freezing everything caught within 30 meters of him. A fresh coating of frost, an unseasonable chill, and a light snowfall are left in the wake of this attack. This is simply a weather effect and though it may last for a while (however many hours it takes for it to warm up again), it doesn't have any effect on the fight. Unlike most of his weather attacks, this one doesn’t require him to be outside, though since the winds can’t pierce shelter, if he’s inside a building, the area outside is left untouched (or vice-versa if he's outside one). Additionally, there is a small safe spot right up in Summer’s personal space that he can use to protect up to one ally from the wintry winds, provided they don’t have any qualms with being hugged.
[Image: ZpWQiiu.gif]
I never figured I would be eligible for anything Tier 3.

I'd like to bump up the previously approved Ultima Materia from Tier 2 to Tier 3 because it's Ultima.


Ultima Materia (T3 Offensive Super – 1000) Requires Ranged Proficiency, Area Attack, Ranged Materialize
Zack holds a green, fist sized orb in one hand and channels his own energy into it. Over the next three seconds, the green Materia becomes a bright white, and emits a high pitched screeching noise. Zack then holds the Materia in the direction of his target, and it launches five light green sparks. Upon launching them, the Materia immediately reverts to its normal green color. On impact with the target, the sparks explode into a massive burst of pure green energy, covering a 15x15 foot area and utterly consuming everything inside the blast radius. The resulting explosion of energy lasts for approximately five seconds, after which it fades away into nothingness, leaving only the damage in its wake.


Net gain of 200 Spent OM.
Snowsquall is approved, and that's approved, Zack. Grats on being the third (I believe) player to have a T3 Super Attack! Tongue
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Portal Defense - Tier Two Defense Supermove (800 OM)

Blink uses her teleportation energy to create a portal right in front of her, redirecting up to level two Super Moves away from her. Because of the amount of power she has to put into this particular kind of portal, she can only hold it up for about twenty seconds maximum. She needs to see the attack to be able to use this, and she needs the use of her hands. This can be used on either a ranged attack or an opponent rushing with a melee move. The portal will connect to somewhere no more then 20 feet away, as opposed to her usual 80 foot maximum.
[Image: blink2k15.png]
Approved.
[Image: pvaJnJl.png]


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