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Glaive: 300 OM
Requires Physical Strength
The Glaive is a Yautja close-combat weapon. In essence, it is very similar to the more common Combistick, both being long, staff-like weapons that telescope closed when not in use. However, unlike the Combistick, the Glaive is exclusively used for hand-to-hand fighting and is never thrown. Whereas the Yautja Combistick ends in razor-sharp, stabbing points, the Glaive is instead tipped with wide, flat blades that are used to scythe and cut through enemies. As a result, its use dictates a different, more elaborate set of moves to harness its true potential, with flowing, almost dance-like movements required to ensure the heavy, bladed tips slice through the air with constant momentum. The Glaive is a very powerful weapon, able to cut clean through most materials in the hands of a skilled operator.
Small Knife had to refind this weapon, since it was taken from him.
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Hacker- 300 OM Marcus is able to use a electronic part inside him to hack various electrical objects or devices. (I'm not quite sure on this one though)
Tier 1 Assist- Blair Williams//A Pilot of the Human Resistance, and lover of Marcus.
This allows Blair to offer air support from above from her plane to help Marcus in tough spots (Don't know if this is possible)
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So, here's yet ANOTHER move.
Dual Glock 17s
Requires Ranged Attack Proficiency
600 OM
They're just what it says in the title. Two glock 17 handguns.
Using one alone fires fairly slowly, deals an average amount of damage, and has 17 bullets in a clip. This is the first variant of the move - using a single Glock 17.
Alternatively, he can use both at once. Increases firing rate, in exchange for dealing less damage, and using more bullets at once overall.
Mick can hold a maximum of 10 ammo clips on him, though currently, he only has the (full) clips inside the guns. In addition, these guns aren't used often, due to Mick preferring the Heat Gun.
Still waiting for word on mine.
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07-30-2016, 12:06 AM
(This post was last modified: 08-06-2016, 12:11 AM by Jack Darby.)
Name of Move: Death Sphere
Price of Move: 300 OM
Proficiencies Required: Ranged Proficiency, Area Attack Proficiency.
Description of Move: Gathering up the energies of dark magic, Warren will create a sphere of energy about the size of a mini van. This orb is colored black and purple. When it is made it hovers in the air above him.
But when he snaps his fingers the orb will lower onto the battlefield up to 30 feet away, and detonate doing a moderate amount of damage to anyone who is actually caught in the blast of the move. The blast is about ten feet across, and fairly compact, without much effect beyond the ten foot zone.This move does have multiple disadvantages. One of these is that it cannot distinguish between Friend or Foe. Anyone who is in the area when this blast goes off will be hit by it unless they can somehow protect themselves from it. This move takes him about 15 seconds to make and 5 seconds to prime the attack before he can actually utilize it. It cannot be done without the Chaotic Quarter-Spear Staff being in his other hand.
Name: Chaotic Quarter-Spear Staff (Weapon)
![[Image: latest?cb=20100803144623]](http://vignette2.wikia.nocookie.net/typemoon/images/b/b5/GaeBuidhe.png/revision/latest?cb=20100803144623)
Price: 900 OM
Proficiencies Required: Ranged Proficiency, Area Attack Proficiency, Physical Strength Proficiency.
Description of Move: A quarterstaff that was found by Warren in Camelot. This staff doubles as a spear but also has another function to it. The staff has been outfitted with Magitechnology that allows it to shoot bursts of purple energy that do a moderate amount of damage. The staff is able of course to be summoned whenever Warren needs it. It takes 5 seconds to switch ‘modes’ of the staff. The spear mode is capable of being used for melee combat, or thrown at an opponent. The blasts don’t drain much energy but they are not very accurate.
This spear is about 20 centimeters in length. It can be thrown 20 meters.
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Bumping Above Weapon. Also.
Name of Move: Particle Beam Rifle (Weapon)
Price of Move:600
Proficiencies Required: Ranged Proficiency, Area Effect Proficiency.
Description of Move:
Drawing the particle beam rifle constructed at Fort Zimmer out of the holster across his back, Warren will say. “You’ve done it now. I’m no longer holding back.” There are two ways that he can use the particle beam. First he can use barrage mode which shoots a burst of low intensity pathetic damage shots at an opponent, that don’t require but 2 seconds to charge up. The second is he more dangerous of the two. This is called “Vaporize” mode and shoots a high intensity 3 foot by 6 foot diameter blast at the opponent. It has an effective range of 70 meters.
The low intensity mode has 15 shots before the power cell needs to be swapped out which takes about two seconds. Using ‘Vaporize’ mode consumes all of that power in a single shot requiring the power cell to be almost instantly changed out.
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I'm just going to leave a post here because I think this thread needs it.
The original idea for this thread was to have the normal members learn about how to look at, write up, and balance moves. The fact that various staff members have been visiting and looking over moves here is very, very, generous of them. This thread is not within Staff Jurisdiction.
It's nice to see some of the general members looking over the moves (you guys know who you are), but I am also leaving this post here to encourage the other people that are using this thread, for their own moves, to take a look over someone else's move and offer suggestions.
and remember, don't sit around waiting for a staff member to venture into this thread, look over someone else's move and make a suggestion, that's what this thread is for.
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(07-26-2016, 08:25 PM)Small Knife Wrote: Glaive: 300 OM
Requires Physical Strength
The Glaive is a Yautja close-combat weapon. In essence, it is very similar to the more common Combistick, both being long, staff-like weapons that telescope closed when not in use. However, unlike the Combistick, the Glaive is exclusively used for hand-to-hand fighting and is never thrown. Whereas the Yautja Combistick ends in razor-sharp, stabbing points, the Glaive is instead tipped with wide, flat blades that are used to scythe and cut through enemies. As a result, its use dictates a different, more elaborate set of moves to harness its true potential, with flowing, almost dance-like movements required to ensure the heavy, bladed tips slice through the air with constant momentum. The Glaive is a very powerful weapon, able to cut clean through most materials in the hands of a skilled operator.
Small Knife had to refind this weapon, since it was taken from him.
That looks fine. That'll be approved without an issue. Of course, how much damage it does will depend on your ATK stat.
(07-28-2016, 12:09 PM)Marcus Wright Wrote: Hacker- 300 OM Marcus is able to use a electronic part inside him to hack various electrical objects or devices. (I'm not quite sure on this one though)
Tier 1 Assist- Blair Williams//A Pilot of the Human Resistance, and lover of Marcus.
![[Image: images?q=tbn:ANd9GcQIeznaO-HKZ06aV8k4iNz...14sWKfomFa]](https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQIeznaO-HKZ06aV8k4iNzuf-7LccSR1iFEPoUmek14sWKfomFa)
This allows Blair to offer air support from above from her plane to help Marcus in tough spots (Don't know if this is possible)
Hacker won't need to be purchased, that is roleplay fodder.
Your T1 assist has no numbers with it. Also if it involves air support, you'll need to have the Flight power.
(07-28-2016, 05:00 PM)Mick Rory Wrote: So, here's yet ANOTHER move.
Dual Glock 17s
Requires Ranged Attack Proficiency
600 OM
They're just what it says in the title. Two glock 17 handguns.
Using one alone fires fairly slowly, deals an average amount of damage, and has 17 bullets in a clip. This is the first variant of the move - using a single Glock 17.
Alternatively, he can use both at once. Increases firing rate, in exchange for dealing less damage, and using more bullets at once overall.
Mick can hold a maximum of 10 ammo clips on him, though currently, he only has the (full) clips inside the guns. In addition, these guns aren't used often, due to Mick preferring the Heat Gun.
You'll need to specify how fast the bullets fire. 'Fairly slowly' isn't very accurate. Are you talking a bullet a second, slower, faster?
I don't understand how using two of the same gun would create a weaker effect, unless you mean that firing two guns would decrease your accuracy or something like that.
I don't really see a need to limit the amount of clips the guns have, unless you want that as rp fodder.
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(07-24-2016, 03:48 AM)Judy Hopps Wrote: Sleep Enforcement - Tier 1 Offensive Super
Requires Debuff Proficiency, Ranged Proficiency (g00)
Judy usually carries an elephant tranquilizer with her. The tranq uses a hell of a powerful drug, causing people to fall asleep almost instantly back home. Of course, as omnilium is also a powerful thing, the effect is lessened on primes. When she hits an enemy, it'll sedate them after a few moments, and for around x amount of time. The gun only comes with a few darts, and they're rather hard to come by, so she doesn't use the gun often. There must be a cooldown of around 5 minutes between each shot.
How long could an attack like this work for?
I think you might be underselling this one. I had a Sleep Powder/Hypnosis move approved for Ditto (not bought yet) that puts a target to sleep for ~30 seconds to a minute if memory serves (the link I saved doesn't work any more), but they wake up as soon as they take damage. Also it isn't a Super Move. If I find it I'll link it, but yeah. This could be a regular move. If you wanted it to last longer, perhaps you could restrict how many times you use it, or how fast the projectile is.
(08-09-2016, 07:36 AM)Illidan Wrote: (07-24-2016, 03:48 AM)Judy Hopps Wrote: Sleep Enforcement - Tier 1 Offensive Super
Requires Debuff Proficiency, Ranged Proficiency (g00)
Judy usually carries an elephant tranquilizer with her. The tranq uses a hell of a powerful drug, causing people to fall asleep almost instantly back home. Of course, as omnilium is also a powerful thing, the effect is lessened on primes. When she hits an enemy, it'll sedate them after a few moments, and for around x amount of time. The gun only comes with a few darts, and they're rather hard to come by, so she doesn't use the gun often. There must be a cooldown of around 5 minutes between each shot.
How long could an attack like this work for?
I think you might be underselling this one. I had a Sleep Powder/Hypnosis move approved for Ditto (not bought yet) that puts a target to sleep for ~30 seconds to a minute if memory serves (the link I saved doesn't work any more), but they wake up as soon as they take damage. Also it isn't a Super Move. If I find it I'll link it, but yeah. This could be a regular move. If you wanted it to last longer, perhaps you could restrict how many times you use it, or how fast the projectile is.
Well, I mean, shit. I thought this would be really big of a move. Oh well. Anyway, thanks!
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(08-14-2016, 12:52 AM)Trixie Wrote: Obey - Ranged Proficiency, Area Attack Proficiency, Ranged Materialize Proficiency, Remote Control Proficiency, Telekinesis (Projected Price: 900)
Trixie does not how or why she regained her extensive use of the force while in the Underverse, but she's not about to complain about it. 'Obey' is less a specific move and more of a substantial power augmentation to Trixie's latent force power. As she progresses further in the Omniverse her body remembers more of the strength it had in the original timeline where Darth Zulenka could melt entire battalions and crush armored transports with relative ease. Obey drives to extend Trixie's force abilities to Primes, Secondaries, and the things they can summon. It is a blanket upgrade to Telekinesis, that doesn't exceed her current trained level, but incorporates everything she has learned thus far. She can push herself off the ground with both hands, lift groups of people off the ground, or viciously crush them or their bodies at will. There are three basic archetypes to Obey; Crush, Lift, and Pulse. Crush does just what it says, however, it's been toned down quite a bit. Trixie has the ability to target a specific part of a Primes body, an item, or a small structure and apply crushing force to it. Lift represents Trixie's ability to float and manipulate objects off of the ground, to halt them mid-air depending on the force behind them, and to move them around. This is the most taxing archetype as it requires the most stamina to maintain and that requirement multiplies exponentially depending on how much inertia Trixie has to cancel out in order to make the target stationary. Pulse is a true offensive capability to Obey. A thin sonic wave shaped burst of energy is expelled towards the target using a slightly clenched, but open hand in an attempt to knock them back with severe force. This one, along with Crush, has the most utility as the force user could knock open doors or dent steel panels depending on how much focus they're willing to put into the blast. Each archetype also has a signature hand form to initiate. Crush is typically a clenched fist, Lift is a flat and open palm pointed at the object, and Pulse is a half-clenched, but open fist that the user thrusts towards the target; with repeated action Pulse can be repeatedly fired at severe strain to the user.
(08-15-2016, 10:03 PM)Trixie Wrote: Quote:Trixie
- What’s the cast speed on these? More or less instant, or is there a charge time?
- Are we going with the range of telekinesis or something smaller? Are foes farther from Trixie affected differently than those very near?
- Can these be used while moving?
- How much concentration does it take to maintain Crush and Lift?
- How draining are Crush and Pulse?
- Is there a duration on Crush and Lift, or is it just until concentration breaks or she lets go?
- Can these be used with other moves?
- Instant, except for Crush. No charge time and they can't be charged in that same regard.
- Range of Telekinesis which also means that the drawbacks of Telekinesis apply as well. At 50% range the strength of the move begins to drop off drastically. So right now 30 meters.
- Lift, only with extreme physical stress. Pulse and Crush are more or less effortless to do while moving, but like anything, doing them in combat would tax her more.
- Lift is the most taxing out of the 3 like described and it would vary on what she's lifting. For the sake of argument, lifting a prime would definitely require her not to be interrupted. Manipulating organic life is harder than non-organic objects. So if she were hit, assuming she didn't block it, she'd lose concentration and drop the person. It's more utility than offense or defense. Crush is targeted to small areas so it's easier to maintain, but she needs to keep the connection using one of her hands which ultimately sacrifices an appendage just to keep it going. On primes Crush has to build slowly to it's full pressure.
- Crush and Pulse share the same drain. Used repeatedly in quick succession would rapidly drain Trixie of the stamina to fight. It can be done, but it's going to leave her at a disadvantage for a while.
- Lift has no duration. As long as she can concentrate enough it'll work. Crush, however, for the sake of things, let's say that it's crushing effect ends after 4 seconds and needs to be reapplied. SWTOR has a similar move I can get behind. It isn't a DoT either. At the end of the 4 seconds all of the crushing damage occurs at once.
- I'm going to say yes for now, because the only one I see her using in conjuction is Close Quarters Shielding. The rest of my moves wouldn't allow her to do so/or are literally just weapons that she uses and has access to.
Whatever you price this at is fine.
Always Outnumbered, Never Outgunned
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08-19-2016, 05:19 AM
(This post was last modified: 08-19-2016, 05:22 AM by Creatia.)
Soul Potion Works: Wind (Finger Applique) - Ranged Proficiency, Area Attack Effect, Ranged Materialize Proficiency
(Estimated Price: 600-900 OM)
Two vials filled with a dark green Wind-based potion. The liquid is applied to a surface or in aerial swipes via any viable implement (a paintbrush, etc.). The strength of the potion is dependant on the implement used and overall potency. (Potency would probably be dependent on TEC: Higher the TEC, higher the potency, about every 2 points or so is a new potency level.)
With Finger Applique, a finger is dipped into a vial before being brushed in midair or onto a surface. Any marks made then glow before the spell takes effect. Rune-like letters can also be written; spells take on different effects depending on how many runes are made, what they spell out, etc.
Wind Potion Effects:
Basic Blast: A fast gust of wind is shot towards the target. Gives minor knockback damage if pushed into a target. Blast is at its strongest at 1-2 meters before weakening to a maximum of 5 meters. One stroke is needed; more strokes can be added to extend reach, but takes a few seconds longer to take effect.
Rune Phrase: "Disperse" - A large squall of wind is summoned to blow back targets. Gives knockback damage if pushed into an object. Has about a 5-10 meter reach and a 3 meter spread. Takes 3 rune letters to spell out, equivalent to 3-5 seconds.
Rune Phrase: "Slice" - Focused shots of wind are sent towards the target for slicing damage. Must be aimed, and can be deflected. Has a 10 meter reach. Takes 2 rune letters to spell out, equivalent to 2 seconds.
Okay, would this work as a basic move or something else more powerful? I honestly think it's kind of a more expensive move, given the effects. And I'm not sure if Ranged Materialize works for this one or not.
I'd love the help!
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Haven't been here to look at moves in a long while, this thread takes me back
(08-19-2016, 05:19 AM)Creatia Weatherly Wrote: Soul Potion Works: Wind (Finger Applique) - Ranged Proficiency, Area Attack Effect, Ranged Materialize Proficiency
(Estimated Price: 600-900 OM)
Two vials filled with a dark green Wind-based potion. The liquid is applied to a surface or in aerial swipes via any viable implement (a paintbrush, etc.). The strength of the potion is dependant on the implement used and overall potency. (Potency would probably be dependent on TEC: Higher the TEC, higher the potency, about every 2 points or so is a new potency level.)
With Finger Applique, a finger is dipped into a vial before being brushed in midair or onto a surface. Any marks made then glow before the spell takes effect. Rune-like letters can also be written; spells take on different effects depending on how many runes are made, what they spell out, etc.
Wind Potion Effects:
Basic Blast: A fast gust of wind is shot towards the target. Gives minor knockback damage if pushed into a target. Blast is at its strongest at 1-2 meters before weakening to a maximum of 5 meters. One stroke is needed; more strokes can be added to extend reach, but takes a few seconds longer to take effect.
Rune Phrase: "Disperse" - A large squall of wind is summoned to blow back targets. Gives knockback damage if pushed into an object. Has about a 5-10 meter reach and a 3 meter spread. Takes 3 rune letters to spell out, equivalent to 3-5 seconds.
Rune Phrase: "Slice" - Focused shots of wind are sent towards the target for slicing damage. Must be aimed, and can be deflected. Has a 10 meter reach. Takes 2 rune letters to spell out, equivalent to 2 seconds.
Okay, would this work as a basic move or something else more powerful? I honestly think it's kind of a more expensive move, given the effects. And I'm not sure if Ranged Materialize works for this one or not.
I'd love the help!
As for your move, creatia.
Basic Blast - would cost a minimum of 600 OM as you said it can be one blast of wind or multiple (you would also need to list how many blasts of wind can be used).
Disperse - seems fine as a 300 OM part of the move.
Rune Phrase - This is fine at 300, so long as it's always shooting multiple wind shots, and it's a single, consistent number of shots. if it can also shoot a variable amount of projectiles, then it's base cost would have to be 600 OM as well.
Also, ranged materialize is only necessary for moves that originate at range (more than 5 feet away from yourself). A move can start from within that range and move outwards without needing ranged materialize (but you still need the normal ranged proficiency) .
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Moves:
Venom Spit: (300 OM) (requires Ranged Proficiency and Debuff Proficiency) (for both RainWing forms)
[spoiler] ![[Image: rainwing_wrath_by_obsidiandragoness-d8do9yl.jpg]](https://web.archive.org/save/_embed/http://orig13.deviantart.net/133b/f/2015/012/9/0/rainwing_wrath_by_obsidiandragoness-d8do9yl.jpg) [/spoiler]
Description: Two black streams of venom are fired out of Glory's longest fangs. The user must unhinge their mouth all the way open, like a snake, to spit this venom. It travels up to 12 feet long for the Anthro Form and 24 feet for RainWing form. The venom requires minute concentration, so less so that it can be interwoven with punches, kicks, and claw attacks easily. Venom Spit cannot be used with other moves. Venom Spit can be used while moving.
It takes around 3 seconds for Glory to open her mouth all the way and concentrate on spitting the venom.
Venom Spit does not tire Glory out. Instead, she has a very limited supply of it that, if continually used, will drain itself in about 1 minute.
The venom dissolves its target at an alarming speed. The speed of dissolving is even faster when the venom is sprayed at a wound or in the eyes.
In the Wings of Fire universe, the venom only worked on organic matter. Here, however, it can dissolve non-organic matter as well. However, if Glory is fighting, say, a robot, the venom would dissolve the eyes at the same speed as the body.
A Prime or Secondary would need to be 4 DEF or over to survive the venom, but be wounded and scarred horribly (the debuff) and 6 DEF or over to shrug off the venom.
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(08-19-2016, 08:56 AM)Daniel Wrote: Haven't been here to look at moves in a long while, this thread takes me back 
(08-19-2016, 05:19 AM)Creatia Weatherly Wrote: Soul Potion Works: Wind (Finger Applique) - Ranged Proficiency, Area Attack Effect, Ranged Materialize Proficiency
(Estimated Price: 600-900 OM)
Two vials filled with a dark green Wind-based potion. The liquid is applied to a surface or in aerial swipes via any viable implement (a paintbrush, etc.). The strength of the potion is dependant on the implement used and overall potency. (Potency would probably be dependent on TEC: Higher the TEC, higher the potency, about every 2 points or so is a new potency level.)
With Finger Applique, a finger is dipped into a vial before being brushed in midair or onto a surface. Any marks made then glow before the spell takes effect. Rune-like letters can also be written; spells take on different effects depending on how many runes are made, what they spell out, etc.
Wind Potion Effects:
Basic Blast: A fast gust of wind is shot towards the target. Gives minor knockback damage if pushed into a target. Blast is at its strongest at 1-2 meters before weakening to a maximum of 5 meters. One stroke is needed; more strokes can be added to extend reach, but takes a few seconds longer to take effect.
Rune Phrase: "Disperse" - A large squall of wind is summoned to blow back targets. Gives knockback damage if pushed into an object. Has about a 5-10 meter reach and a 3 meter spread. Takes 3 rune letters to spell out, equivalent to 3-5 seconds.
Rune Phrase: "Slice" - Focused shots of wind are sent towards the target for slicing damage. Must be aimed, and can be deflected. Has a 10 meter reach. Takes 2 rune letters to spell out, equivalent to 2 seconds.
Okay, would this work as a basic move or something else more powerful? I honestly think it's kind of a more expensive move, given the effects. And I'm not sure if Ranged Materialize works for this one or not.
I'd love the help!
As for your move, creatia.
Basic Blast - would cost a minimum of 600 OM as you said it can be one blast of wind or multiple (you would also need to list how many blasts of wind can be used).
Disperse - seems fine as a 300 OM part of the move.
Rune Phrase - This is fine at 300, so long as it's always shooting multiple wind shots, and it's a single, consistent number of shots. if it can also shoot a variable amount of projectiles, then it's base cost would have to be 600 OM as well.
Also, ranged materialize is only necessary for moves that originate at range (more than 5 feet away from yourself). A move can start from within that range and move outwards without needing ranged materialize (but you still need the normal ranged proficiency) .
Oh, okay! Let's see here....
Basic Blast: Up to three strokes (shots) can be made with her finger if she chooses to make more than one.
Disperse: Good, I can deal with that.
Slice: Yes, Slice will always shoot multiple times, and will always shoot five shots at the target.
Okay, now that I know that, I can save grabbing her range materialize proficiency for later when she needs her Earth potions.
So basically from what I can gather, is that the total cost for this move would have to be around 900-1200 OM. I'll have to make a few tweaks before posting in the Approval Thread.
(08-19-2016, 08:58 AM)Queen Glory Wrote: Moves:
Venom Spit: (300 OM) (requires Ranged Proficiency and Debuff Proficiency) (for both RainWing forms)
[spoiler] [/spoiler]
Description: Two black streams of venom are fired out of Glory's longest fangs. The user must unhinge their mouth all the way open, like a snake, to spit this venom. It travels up to 12 feet long for the Anthro Form and 24 feet for RainWing form. The venom requires minute concentration, so less so that it can be interwoven with punches, kicks, and claw attacks easily. Venom Spit cannot be used with other moves. Venom Spit can be used while moving.
It takes around 3 seconds for Glory to open her mouth all the way and concentrate on spitting the venom.
Venom Spit does not tire Glory out. Instead, she has a very limited supply of it that, if continually used, will drain itself in about 1 minute.
The venom dissolves its target at an alarming speed. The speed of dissolving is even faster when the venom is sprayed at a wound or in the eyes.
In the Wings of Fire universe, the venom only worked on organic matter. Here, however, it can dissolve non-organic matter as well. However, if Glory is fighting, say, a robot, the venom would dissolve the eyes at the same speed as the body.
A Prime or Secondary would need to be 4 DEF or over to survive the venom, but be wounded and scarred horribly (the debuff) and 6 DEF or over to shrug off the venom.
Okay, I'll get to the other issues later, but here's the big one. Basically, you're saying that to even just survive this, you have to have 4 DEF. That's not gonna fly. Also, can't see any drawbacks besides limited supply. Also not gonna fly. Add some caveats, and make sure the thing is survivable at the very least. Then we'll talk.
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Moves:
Venom Spit: (300 OM) (requires Ranged Proficiency and Debuff Proficiency) (for both RainWing forms)
[spoiler] ![[Image: rainwing_wrath_by_obsidiandragoness-d8do9yl.jpg]](https://web.archive.org/save/_embed/http://orig13.deviantart.net/133b/f/2015/012/9/0/rainwing_wrath_by_obsidiandragoness-d8do9yl.jpg) [/spoiler]
Description: Two black streams of venom are fired out of Glory's longest fangs. The user must unhinge their mouth all the way open, like a snake, to spit this venom. It travels up to 12 feet long for the Anthro Form and 24 feet for RainWing form. The venom requires minute concentration, so less so that it can be interwoven with punches, kicks, and claw attacks easily. Venom Spit can be used while moving.
It takes around 3 seconds for Glory to open her mouth all the way and concentrate on spitting the venom.
The venom dissolves its target at an alarming speed. The speed of dissolving is even faster when the venom is sprayed at a wound or in the eyes.
In the Wings of Fire universe, the venom only worked on organic matter. Here, however, it can dissolve non-organic matter as well. However, if Glory is fighting, say, a robot, the venom would dissolve the eyes at the same speed as the body.
A Prime or Secondary would need to be 2 DEF or over to survive the venom, but be wounded and scarred horribly (the debuff) and 6 DEF or over to shrug off the venom.
Weaknesses: Venom Spit cannot be used with other moves. Its long range is something of a weakness as it takes a few seconds to cancel, so it can easily hit an unintended target. Glory is not immune to her own venom. Instead of tiring her out, she has a very limited supply of it that, if continually used, will drain itself in about 1 minute.
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(08-19-2016, 11:58 AM)Queen Glory Wrote: Moves:
Venom Spit: (300 OM) (requires Ranged Proficiency and Debuff Proficiency) (for both RainWing forms)
[spoiler] [/spoiler]
Description: Two black streams of venom are fired out of Glory's longest fangs. The user must unhinge their mouth all the way open, like a snake, to spit this venom. It travels up to 12 feet long for the Anthro Form and 24 feet for RainWing form. The venom requires minute concentration, so less so that it can be interwoven with punches, kicks, and claw attacks easily. Venom Spit can be used while moving.
It takes around 3 seconds for Glory to open her mouth all the way and concentrate on spitting the venom.
The venom dissolves its target at an alarming speed. The speed of dissolving is even faster when the venom is sprayed at a wound or in the eyes.
In the Wings of Fire universe, the venom only worked on organic matter. Here, however, it can dissolve non-organic matter as well. However, if Glory is fighting, say, a robot, the venom would dissolve the eyes at the same speed as the body.
A Prime or Secondary would need to be 2 DEF or over to survive the venom, but be wounded and scarred horribly (the debuff) and 6 DEF or over to shrug off the venom.
Weaknesses: Venom Spit cannot be used with other moves. Its long range is something of a weakness as it takes a few seconds to cancel, so it can easily hit an unintended target. Glory is not immune to her own venom. Instead of tiring her out, she has a very limited supply of it that, if continually used, will drain itself in about 1 minute.
I'm just going to say that lethal moves, even tied to conditions, are a no-no unless you want to make a fluff move that your character can use to finish off their defeated opponents post-fight. As such, the "2+ DEF to survive the venom" would not go through.
Rather than listing actual numbers for defense you may compare them to your attack stat, in case that you ever buy upgrades. This could end up in a move saying that the debuff causes more pain and greater scarring if the opponent has vastly inferior defense to Glory's attack stat, or the other way around if they have at least 2x Glory's attack stat they are not affected by the debuff, or only very minorly so.
If you want to just cause wounds and scars you don't need the debuff proficiency, but I presume that you want the venom to have effects. It could be that it causes severe pain for your opponent, making it hard to focus, or that it slightly slows their movements and reactions. "Small" debuffs with minor effects can last up to 30 seconds, if you want greater effects they should wear off faster or be associated with greater weaknesses.
Keep in mind that I'm no expert on moves :frogbon: I can only give some basic input here and there, someone with more experience may be able to aid you further.
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08-19-2016, 12:35 PM
(This post was last modified: 08-19-2016, 01:46 PM by Asriel Dreemurr.
Edit Reason: Trixie's suggestion
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Moves:
Venom Spit: (300 OM) (requires Ranged Proficiency and Debuff Proficiency) (for both RainWing forms)
[spoiler] ![[Image: rainwing_wrath_by_obsidiandragoness-d8do9yl.jpg]](https://web.archive.org/save/_embed/http://orig13.deviantart.net/133b/f/2015/012/9/0/rainwing_wrath_by_obsidiandragoness-d8do9yl.jpg) [/spoiler]
Description: Two black streams of venom are fired out of Glory's longest fangs. The user must unhinge their mouth all the way open, like a snake, to spit this venom. It travels up to 12 feet long for the Anthro Form and 24 feet for RainWing form. The venom requires minute concentration, so less so that it can be interwoven with punches, kicks, and claw attacks easily. Venom Spit can be used while moving.
It takes around 3 seconds for Glory to open her mouth all the way and concentrate on spitting the venom.
The venom dissolves its target at an alarming speed. The speed of dissolving is even faster when the venom is sprayed at a wound or in the eyes.
In the Wings of Fire universe, the venom only worked on organic matter. Here, however, it can dissolve non-organic matter as well. However, if Glory is fighting, say, a robot, the venom would dissolve the eyes at the same speed as the body.
The venom can kill for Glory in the event of a fight win.
Weaknesses: Venom Spit cannot be used with other moves. Its long range is something of a weakness as it takes a few seconds to cancel, so it can easily hit an unintended target. Glory is not immune to her own venom. Instead of tiring her out, she has a very limited supply of it that, if continually used, will drain itself in about 1 minute.
Debuff: The venom causes severe pain to the opponent, making it hard to focus. If the opponent has at least 2x Glory’s ATK stat in their DEF stat, they can shrug off the venom. However, if the opponent has less than 2x Glory’s ATK stat in their DEF stat, the venom will cause more pain and greater scarring.
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Do you mean less than 1/2?
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