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Move Approval V
In regards to emperor's move

Should be 2700 as written. Look, this whole multi move thing, I don't get it. All of these are basically separate moves, so I'm treating it that way, and I have no idea why you decided to lump them into one big move. To that effect, I don't care about anything you say before the actual move descriptions, if it's not in the actual move descriptions, it's not in the move.

Gaze - If you want this to do more damage based on how long you charge it, then please write that into the move. Otherwise it stays at 300 and is not chargeable.

Psychic Maelstrom - Yeah, this one is 600

So that's 2700 OM, 3000 if you update Gaze's description to include the variable charge time and damage.

Look, I'm going to be honest here, it's not Jade's fault if she missed something in this move. Trying to lump all of these moves into one big move makes them so much more difficult to look over and approve. I'd recommend, for the future, moves like this should be separated into separate moves.
The Vorpal Saber (Physical Strength, 300 OM.)

A sword that appears to be made out of reddish-black energies, and takes Unicron 3 seconds to manifest in the hands of Rafael - this requires his full focus, but he can still move and dodge to avoid attacks. The actual blade's length is about 3 feet long. Once this sword is summoned he can use it with other moves, though.
(03-01-2018, 02:23 PM)Rafael Esquivel Wrote: The Vorpal Saber (Physical Strength, 300 OM.)

A sword that appears to be made out of reddish-black energies, and takes Unicron 3 seconds to manifest in the hands of Rafael - this requires his full focus, but he can still move and dodge to avoid attacks. The actual blade's length is about 3 feet long. Once this sword is summoned he can use it with other moves, though.

Go forth and prosper (Approved)
Orange Hard Light Constructs (Requires Ranged Proficiency, Remote Control Proficiency) - 1200 OM

The Orange Light of avarice desire knows no limitations.

Shang may use the power of the ring to summon a being of orange hard light or to imbue a dead corpse with orange hard light. Beings summoned from hard light tend to resemble souls that Shang has collected. Both function exactly the same and have the same strengths and limitations. The only difference is willing a dead corpse back to life tends to startled its former friends more.

These constructs are weak and lack any true combat skill, but are controlled remotely by Shang and can be deceptively dangerous, capable of slowing down enemies and performing an unliving shield against anyone attempting to get close to the sorcerer. They are capable of using basic weaponry, such as swords and bows, but do so with all the grace of an untrained peasant, and about the same level of physical strength to boot.

Compared to a prime, the orange constructs are very weak, with a prime being more than capable of destroying one of them with a single casual strike, and due to their weakened muscles, they're incapable of doing any serious damage to primes without repeated clean blows. Any constructs using a ranged weapon is limited to merely thirty feet of range due to their physicality.

The constructs take roughly five seconds to fully summon, which takes the majority of Shang’s concentration. He can direct his other constructs during this time but must stay rooted in one place, ring aimed toward a target or a spot on the ground, and cannot move, cast spells, or make any use of his enhanced senses until he is finished. Attempting to do any of these for a split second will stop his spellcasting and cause him to lose the energy he was using to create the constructs. Being physically struck will also cause his spellcasting to fail, regardless of if he was moved or distracted by it.

The constructs are a small drain on Shang to summon, each one requiring a small amount of his energy to initially summon, though none to maintain. Actually controlling the constructs requires a degree of concentration; as he must control them manually, it makes it more difficult to move, aim or generally focus on other attacks. This effect is more pronounced as he summons more constructs; directing ten constructs requires his entire concentration, leaving him unable to move or do almost anything else.

At maximum, Shang can summon ten constructs at once. If he attempts to summon more than that, one of the constructs he is currently controlling will simply shatter into dust, before it's remnants fade away.
*hits that resubmission yeet*

[spoiler]Psykana Discipline (3000) (Ranged Proficiency, Ranged Materialise Proficiency, Telepathy, Area Defence Proficiency, Buff Proficiency, Debuff Proficiency, Area Attack Proficiency, Homing Proficiency)
The Emperor uses his psychic mastery to attack his enemies; though its effects can differ, Psykana Discipline's cooldown, charge-time, fatigue cost and range are the same regardles. Charging this move cannot be interrupted by taking damage, except from a Super Move, however the Emperor must remain stationary whilst charging and cannot use any other moves or powers at the same time.
Delayed Choice: The Emperor does not need to choose which of its effects he wants to use until after he has finished charging Psykana Discipline.
Cooldown: Each separate aspect of Psykana Discipline can be used only once per 10 minutes, with no more than 5 uses total of Psykana Discipline in that time.
Charge Time: Psykana Discipline must be charged for at least 5 seconds before use, but can be charged for up to 30 seconds if the Emperor wishes.
Fatigue: Psykana Discipline tires the Emperor quickly whilst charging, so it can be risky to try and build up his attacks to their maximum power too often.
Range: Psykana Discipline has a maximum range of 50 metres.

Terrifying Visions: The emperor fills the mind of an enemy with visions of torment and what scares them most, making them more likely to keep their distance and attack less for the duration. The minimum duration is 10 seconds and the maximum is 30 seconds. The duration increases by 2 seconds for each second Psykana Discipline has been charged and 5 seconds for each point of TEC the Emperor has above his target. Suppression will make the hallucinations transparent and Enhanced Senses will not detect them, letting the target know that they don't exist.

Gaze of the Emperor: The Emperor's eyes blaze in vengeful fury and as his rage is made manifest and he shoots twin red beams through his eyes at the nearest target. It will appear to pierce the target regardless of their DEF, but will only deal the amount of damage it should based on their Stats. He cannot move his head while using this effect. The lasers travel as fast as a bullet and continue travelling until hitting Psykana Discipline's maximum range, piercing everything along the way. The laser will last 1 second after being fired. If charged, the beam will be slightly bigger and the damage will increase.

Psychic Barrier: The Emperor forms a psychic barrier that covers an ally's body, which will give them a clear blue, intangible (except when attacked) shield that will shatter after the duration or after taking enough damage. The duration is equal to the charge time multiplied by 5, and the amount of damage that can be taken is based on the amount of time and energy the Emperor spent preparing it, varying based on his foe's ATK vs his DEF.

Nightshroud: The Emperor summons a shadow out of the warp, covering an area within range in a bubble with a 6 metre diameter. From outside, it will look like a section of the world is now in absolute darkness and people inside will be unable to see out. The Emperor and any Characters with Enhanced Senses will be able to completely ignore the bubble. The duration is equal to the charge time multiplied by 5.

Psychic Maelstrom: The Emperor summons the full force of the warp to defeat his foes, releasing a barrage of psychic attacks against all enemies within a 20 metre diameter circle inside Psykana Discipline's range. The attack takes the form of a swirling green vortex (a large, green storm cloud with a whirlpool-like shape) in the sky above the target area, which fires out as many small bursts of lightning as the number of seconds Psykana Discipline has been charged. To an average person (1 DEF), each bolt delivers a painful electric shock, but will deal very little actual damage. Even so, if charged long enough, the sheer number of blasts can make this a powerful attack. The bolts move at lightning-speed and will strike enemies at random, but home in with extreme accuracy and so will rarely miss. 5 bolts are fired per second and the vortex lasts until all bolts have been fired; if no enemies are within range, the bolts will hit the ground or random objects.[/spoiler]

@daniel it's based off of tabletop 40k, these 6 powers are grouped together for the imperial guard. The theme isn't as clear as it could be but is better with blood and dark angels.
(03-02-2018, 08:44 PM)Shang Tsung Wrote: Orange Hard Light Constructs (Requires Ranged Proficiency, Remote Control Proficiency) - 1200 OM

The Orange Light of avarice desire knows no limitations.

Shang may use the power of the ring to summon a being of orange hard light or to imbue a dead corpse with orange hard light. Beings summoned from hard light tend to resemble souls that Shang has collected. Both function exactly the same and have the same strengths and limitations. The only difference is willing a dead corpse back to life tends to startled its former friends more.

These constructs are weak and lack any true combat skill, but are controlled remotely by Shang and can be deceptively dangerous, capable of slowing down enemies and performing an unliving shield against anyone attempting to get close to the sorcerer. They are capable of using basic weaponry, such as swords and bows, but do so with all the grace of an untrained peasant, and about the same level of physical strength to boot.

Compared to a prime, the orange constructs are very weak, with a prime being more than capable of destroying one of them with a single casual strike, and due to their weakened muscles, they're incapable of doing any serious damage to primes without repeated clean blows. Any constructs using a ranged weapon is limited to merely thirty feet of range due to their physicality.

The constructs take roughly five seconds to fully summon, which takes the majority of Shang’s concentration. He can direct his other constructs during this time but must stay rooted in one place, ring aimed toward a target or a spot on the ground, and cannot move, cast spells, or make any use of his enhanced senses until he is finished. Attempting to do any of these for a split second will stop his spellcasting and cause him to lose the energy he was using to create the constructs. Being physically struck will also cause his spellcasting to fail, regardless of if he was moved or distracted by it.

The constructs are a small drain on Shang to summon, each one requiring a small amount of his energy to initially summon, though none to maintain. Actually controlling the constructs requires a degree of concentration; as he must control them manually, it makes it more difficult to move, aim or generally focus on other attacks. This effect is more pronounced as he summons more constructs; directing ten constructs requires his entire concentration, leaving him unable to move or do almost anything else.

At maximum, Shang can summon ten constructs at once. If he attempts to summon more than that, one of the constructs he is currently controlling will simply shatter into dust, before it's remnants fade away.

I approve your move, my dude

(03-03-2018, 06:59 AM)The Emperor of Mankind Wrote: *hits that resubmission yeet*

[spoiler]Psykana Discipline (3000) (Ranged Proficiency, Ranged Materialise Proficiency, Telepathy, Area Defence Proficiency, Buff Proficiency, Debuff Proficiency, Area Attack Proficiency, Homing Proficiency)
The Emperor uses his psychic mastery to attack his enemies; though its effects can differ, Psykana Discipline's cooldown, charge-time, fatigue cost and range are the same regardles. Charging this move cannot be interrupted by taking damage, except from a Super Move, however the Emperor must remain stationary whilst charging and cannot use any other moves or powers at the same time.
Delayed Choice: The Emperor does not need to choose which of its effects he wants to use until after he has finished charging Psykana Discipline.
Cooldown: Each separate aspect of Psykana Discipline can be used only once per 10 minutes, with no more than 5 uses total of Psykana Discipline in that time.
Charge Time: Psykana Discipline must be charged for at least 5 seconds before use, but can be charged for up to 30 seconds if the Emperor wishes.
Fatigue: Psykana Discipline tires the Emperor quickly whilst charging, so it can be risky to try and build up his attacks to their maximum power too often.
Range: Psykana Discipline has a maximum range of 50 metres.

Terrifying Visions: The emperor fills the mind of an enemy with visions of torment and what scares them most, making them more likely to keep their distance and attack less for the duration. The minimum duration is 10 seconds and the maximum is 30 seconds. The duration increases by 2 seconds for each second Psykana Discipline has been charged and 5 seconds for each point of TEC the Emperor has above his target. Suppression will make the hallucinations transparent and Enhanced Senses will not detect them, letting the target know that they don't exist.

Gaze of the Emperor: The Emperor's eyes blaze in vengeful fury and as his rage is made manifest and he shoots twin red beams through his eyes at the nearest target. It will appear to pierce the target regardless of their DEF, but will only deal the amount of damage it should based on their Stats. He cannot move his head while using this effect. The lasers travel as fast as a bullet and continue travelling until hitting Psykana Discipline's maximum range, piercing everything along the way. The laser will last 1 second after being fired. If charged, the beam will be slightly bigger and the damage will increase.

Psychic Barrier: The Emperor forms a psychic barrier that covers an ally's body, which will give them a clear blue, intangible (except when attacked) shield that will shatter after the duration or after taking enough damage. The duration is equal to the charge time multiplied by 5, and the amount of damage that can be taken is based on the amount of time and energy the Emperor spent preparing it, varying based on his foe's ATK vs his DEF.

Nightshroud: The Emperor summons a shadow out of the warp, covering an area within range in a bubble with a 6 metre diameter. From outside, it will look like a section of the world is now in absolute darkness and people inside will be unable to see out. The Emperor and any Characters with Enhanced Senses will be able to completely ignore the bubble. The duration is equal to the charge time multiplied by 5.

Psychic Maelstrom: The Emperor summons the full force of the warp to defeat his foes, releasing a barrage of psychic attacks against all enemies within a 20 metre diameter circle inside Psykana Discipline's range. The attack takes the form of a swirling green vortex (a large, green storm cloud with a whirlpool-like shape) in the sky above the target area, which fires out as many small bursts of lightning as the number of seconds Psykana Discipline has been charged. To an average person (1 DEF), each bolt delivers a painful electric shock, but will deal very little actual damage. Even so, if charged long enough, the sheer number of blasts can make this a powerful attack. The bolts move at lightning-speed and will strike enemies at random, but home in with extreme accuracy and so will rarely miss. 5 bolts are fired per second and the vortex lasts until all bolts have been fired; if no enemies are within range, the bolts will hit the ground or random objects.[/spoiler]

@daniel it's based off of tabletop 40k, these 6 powers are grouped together for the imperial guard. The theme isn't as clear as it could be but is better with blood and dark angels.

Good to go, muh man. (Just remember to update your log)
For Victor Creed / Sabretooth:

Were-Sabretooth (Tier 1 Powered-Up Form, 1000 OM)

Victor forces all his energy into his mutation and begins to physically manifest more of his X-gene. He grows about a foot taller, gained golden fur over his arms and back, and his claws extend about several more inches. As a side-effect to the strength and speed that he gains from this transformation, he goes into an almost berserk rage and completely focuses on the violence in front of him. While the violent streak can be controlled with great effort, he'll always have lowered mental faculties until he releases the transformation.

ATK: 7
DEF: 5
SPD: 3
TEC: 0
[Image: blink2k15.png]
Mech Energy Pistols (requires Ranged Proficiency) – 300 OM

A chrome and red revolver that holds six energy bullets with a rate of fire of about one bullet per second. It is reloaded one bullet at a time, taking about half a second per bullet. It is powerful but difficult to aim at long distances. This weapon was made by Mech back home, as one of their anti Cybertronian weapons. Moderately draining on the stamina of Rafael to use. Two of these are spawned at a time. 
Smite (600) (Ranged Proficiency and homing)
The Emperor uses his psychic mastery to attack his enemies, charging this move cannot be interrupted by taking damage, except from a Super Move, however the Emperor must remain stationary whilst charging and cannot use any other moves or powers at the same time.
Charge Time: Smite must be charged for at least 5 seconds before use, but can be charged for up to 30 seconds if the Emperor wishes.
Fatigue: Smite tires the Emperor quickly whilst charging, so it can be risky to try and build up his attacks to their maximum power too often.
Range: Smite has a maximum range of 50 metres.

The Emperor charges from 5 to 30 seconds, small lightning orbs appearing in the place of his pupils to show where he is aiming, after it's charged a lightning bolt will come out and strike the enemy, passing through any physical obstacles. Every time Smite gets used (up to a maximum 5 per 10 minutes which is when it will reset) it will get harder to use, taking more energy and another second of charging needd to achieve to the minimum and maximum power each time. A longer charge will create a larger and brighter bolt that will deal additional damage to the enemy, with small bolts of lightning arcing off the target to hit a target within 2 metres (roughly 1 additional target per every 5 seconds past the minimum charge time). It will deal below average damage at the minimum charge and above average damage towards the end.
Adding this again, as it has been exactly 73 hours.

The Narwhal Song (Telepathy, Debuff, Ranged Proficiency 300 OM.)

The Narwhal Song is something that Rafael remembered from his world, and considered annoying. When you combine that with Unicron's power of telepathy, and his annoyance at being in the Omniverse at general, it's become a new attack of theirs. It takes roughly 4 seconds, but as long as their TEC is superior to that of their opponent, what Rafael can do is FLOOD the world of an opponent with nothing but Narwhals singing that song, and driving the opponent up the wall, to the point where they'd be unable to focus on anything else for about 15 seconds, and be begging for it to stop. There is more to the attack than that, though. For you see, Unicron does not just loathe being in the Omniverse, he's quite angry. This is reflected by the Narwhals attacking the individuals. However, this is a telepathic assault, with a unique caveat. If the opponent flinches, they receive the damage they would if, if it had been an actual attack.
(03-03-2018, 05:31 PM)Blink Wrote: For Victor Creed / Sabretooth:

Were-Sabretooth (Tier 1 Powered-Up Form, 1000 OM)

Victor forces all his energy into his mutation and begins to physically manifest more of his X-gene. He grows about a foot taller, gained golden fur over his arms and back, and his claws extend about several more inches. As a side-effect to the strength and speed that he gains from this transformation, he goes into an almost berserk rage and completely focuses on the violence in front of him. While the violent streak can be controlled with great effort, he'll always have lowered mental faculties until he releases the transformation.

ATK: 7
DEF: 5
SPD: 3
TEC: 0

Approved!

(03-03-2018, 11:48 PM)Rafael Esquivel Wrote: Mech Energy Pistols (requires Ranged Proficiency) – 300 OM

A chrome and red revolver that holds six energy bullets with a rate of fire of about one bullet per second. It is reloaded one bullet at a time, taking about half a second per bullet. It is powerful but difficult to aim at long distances. This weapon was made by Mech back home, as one of their anti Cybertronian weapons. Moderately draining on the stamina of Rafael to use. Two of these are spawned at a time. 

Approved!

(03-04-2018, 06:29 AM)The Emperor of Mankind Wrote: Smite (600) (Ranged Proficiency and homing)
The Emperor uses his psychic mastery to attack his enemies, charging this move cannot be interrupted by taking damage, except from a Super Move, however the Emperor must remain stationary whilst charging and cannot use any other moves or powers at the same time.
Charge Time: Smite must be charged for at least 5 seconds before use, but can be charged for up to 30 seconds if the Emperor wishes.
Fatigue: Smite tires the Emperor quickly whilst charging, so it can be risky to try and build up his attacks to their maximum power too often.
Range: Smite has a maximum range of 50 metres.

The Emperor charges from 5 to 30 seconds, small lightning orbs appearing in the place of his pupils to show where he is aiming, after it's charged a lightning bolt will come out and strike the enemy, passing through any physical obstacles. Every time Smite gets used (up to a maximum 5 per 10 minutes which is when it will reset) it will get harder to use, taking more energy and another second of charging needd to achieve to the minimum and maximum power each time. A longer charge will create a larger and brighter bolt that will deal additional damage to the enemy, with small bolts of lightning arcing off the target to hit a target within 2 metres (roughly 1 additional target per every 5 seconds past the minimum charge time). It will deal below average damage at the minimum charge and above average damage towards the end.

Approved!

(03-04-2018, 08:58 AM)Rafael Esquivel Wrote: Adding this again, as it has been exactly 73 hours.  

The Narwhal Song (Telepathy, Debuff, Ranged Proficiency 300 OM.)

The Narwhal Song is something that Rafael remembered from his world, and considered annoying. When you combine that with Unicron's power of telepathy, and his annoyance at being in the Omniverse at general, it's become a new attack of theirs. It takes roughly 4 seconds, but as long as their TEC is superior to that of their opponent, what Rafael can do is FLOOD the world of an opponent with nothing but Narwhals singing that song, and driving the opponent up the wall, to the point where they'd be unable to focus on anything else for about 15 seconds, and be begging for it to stop. There is more to the attack than that, though. For you see, Unicron does not just loathe being in the Omniverse, he's quite angry. This is reflected by the Narwhals attacking the individuals. However, this is a telepathic assault, with a unique caveat. If the opponent flinches, they receive the damage they would if, if it had been an actual attack.

So, the narwhals inhibit an opponent's ability to attack or do anything for up to 15 seconds, and they can also damage someone if they flinch from their hallucinations? That's 600 OM!
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Chainspell: T1 Super Utility. (600) OM (1SP cost) Shantotto channels her focus for ten seconds where she can move at a walk and defend herself with her stardust rod. After completing the channeling she is able to cast the next six spells (that she has purchased) with a one second cast time. (this effect is limited to spells with a 10 second or less cast time) with a slightly higher stamina cost.

This utility move lasts for ten seconds forcing her to fire the spells off one right after another

This effect is draining on shantotto
Dissolution (800) Tier Two Defensive Super Move - Requires Hive Mind, Dissasembly

[Spoiler] Should an attack be leveled against Strazio that he can’t dodge or reasonably survive he can choose to dissolve his body to avoid damage. In a fraction of a second Strazio’s body explodes in a burst of light, scattering sparking motes of white energy in a 50 meter sphere. These floating motes are purely cosmetic. After the attack ends these scraps of energy recombine and reform Strazio in the same spot he had originally been in. During this period of separation Strazio’s consciousness ceases to exist and he is unable to perceive the battlefield in anyway. [/spoiler]
[Image: StrazSig.png]

[Image: DarkshireBadge.png][Image: DarkshireDefenseBadge.png][Image: SecondarySaga.png][Image: HerosGraveyardBadge.png]
I'm trying to make a more lengthy version of Immortal Flames here, similar to the dark chip Kuzuru used at the start of Ashen DD. This isn't meant to be a super attack. It's meant to be a "Ebony sets on fire for a while so I would advise not poking her". Nor does it really target anyone. And since the continued damage it does is normal move strength, I don't think I need any comments about blocking it with super defences.

If there's anything I need to do to make this work, lemme know.

T2SU - Undying Pheonix (800) Requires: Physical, Debuff, Area Defense, Area Attack

Ebony focuses, channelling her mana for 5 seconds. Once she starts charging, she can't stop, move, or use any other moves, powers, or attacks. During this time, the air around Ebony begins to heat up painfully. After the charging period, dark purple flames violently erupt from her, setting her on fire for 1 round of combat. These reach out around 1ft from her body and will burn anyone who touches them. If someone remains in direct contact with the fire for longer than a second, the flames spread to them doing continued damage to the burning area for the following three seconds at half strength. Also, should anyone touch the fire on someone else for longer than a second, it spreads to them for three seconds (again, at half the potency as before). And so on. The fire could spread to the same person twice, should they touch their burning shoulder with their hand for a second, for example. Flames at one-eighth strength cannot set anything else on fire and are easy to pat out (so can be easily removed before the 3 seconds are up).

Anyone within 5ft of Ebony also slowly suffers due to the proximity to the heat, and while this move is active, Ebony can only move at half speed. While Ebony will never take damage due to her own flames, this move may leave her feeling dizzy. Also, combustible objects ignited by this can still burn her. Lastly, in addition to damaging near people and objects, the flames also incinerate and weaken projectile attacks (and partially nullify over ranged moves and spells), meaning weaker bullets will have a very reduced effect on her, and stronger ranged attacks will simply be weakened a little bit (based on Ebony's ATK against theirs). While active, Ebony cannot travel faster than half speed or use Immortal Flames. She cannot end this move prematurely but may choose to prolong it by spending an additional 2 SP per round. Using Undying Pheonix is very tiring, and it can take Ebony some time to recover after its use, so she can barely move or attack for 10 seconds afterwards, and once she gets over that she'll still be very tired.

The primary reason this move is so tiring and mana intensive is due to the duration, rather than the potency of its effects. The flames tend to do moderate damage while very close, and only lighter damage when further away (or when passed on). They won't melt steel or anything like that (unless Ebony receives a large increase to her ATK stat). But, naturally, if staying too close it will build up over time.


(needs area attack since 'just over 3ft')

Crescent Wave (300) Requires: Ebonywood Hellscythe, Ranged Attack, Area Attack

By channelling additional magic into her scythe, Ebony can project her slashes through the air, causing a thin crescent-shaped wave to head in a straight line from her scythe blade, travelling at the speed of an arrow. To do this, she just has to swing her scythe as normal and focus on the attack. So she can move but she can't concentrate on any other moves at the same time. If anything hits the scythe while she's trying to use this move, it fails, so this attack should purely be used outside of melee range. The wave is just over 3ft long (a bit longer than the blade of her scythe), and being hit by it feels the same as actually being hit by her scythe - so should the state of her scythe blade ever change, that will be passed onto these attacks. Using Crescent Wave is more tiring than attacking with her scythe normally.
Silence: Move(600)/Tier 1(600)/Tier 2(800) - 2000 OM
Requires: Debuff, Insight, all Proficiencies & Powers of the target Move or Super Move

Through the use of Sharingan, Sasuke is able to discern an opponent’s ability or attack that is problematic and shut down its activation for the remainder of the fight. This ability takes concentration and about fifteen seconds to cast, in addition to the normal insight cast time, during which Sasuke may dodge and move, but is unable to attack and severe damage will interrupt his ability to cast this technique. This technique also gradually fatigues Sasuke throughout its duration, though not a grievous amount. He may only have one move, tier 1, or tier 2 super move silenced at a time, per opponent, and no more than two opponents can be silenced at a time. In addition to the normal sp cost for super variants of Silence, whether it be a T1 or T2, Sasuke must also spend an additional point each round per opponent silenced. His opponents remain silenced until the end of the fight, Sasuke exhausts all of his sp, or casts the move on someone exceeding his cap of two opponents. Only works on moves and super moves and can not affect suppression players with equal or higher tech than Sasuke. Sensory style Super Defences of the same tier will also negate this technique.
Dante's Abyss 2015
   GRAND CHAMPION   
[Image: Sasuke_DA_zpsb4vizgxd.png]                  
Mark Twain Wrote:"The difference between the right word and the almost right word is the difference between lightning and a lightning bug."
@Shantotto: Sorry for making you wait, but your sort of move will have to be looked at someone like Omni or Alex.

@Ebony: You're me so I can't approve that.

(03-04-2018, 01:14 PM)Strazio Rockwell Wrote: Dissolution (800) Tier Two Defensive Super Move - Requires Hive Mind, Dissasembly

[Spoiler] Should an attack be leveled against Strazio that he can’t dodge or reasonably survive he can choose to dissolve his body to avoid damage. In a fraction of a second Strazio’s body explodes in a burst of light, scattering sparking motes of white energy in a 50 meter sphere. These floating motes are purely cosmetic. After the attack ends these scraps of energy recombine and reform Strazio in the same spot he had originally been in. During this period of separation Strazio’s consciousness ceases to exist and he is unable to perceive the battlefield in anyway. [/spoiler]

@Strazio: Approved.

@Sasuke: I'm going to ask that you write out the versions of the move separately. Even if the T2 version description is just "does the same as the T1 but for T2s". Also, your super debuff versions will be blockable by super defenses of the appropriate tier, so you should note that. Lastly, I'd reckon your duration is too long, especially for the non-super version. For the super moves I could see it lasting a round. For the non-super, you'd probably be looking at minutes or so tops. Either way, I'll leave the rest to a higher up.
(03-04-2018, 12:17 PM)Shantotto Wrote: Chainspell: T1 Super Utility. (600) OM (1SP cost) Shantotto channels her focus for ten seconds where she can move at a walk and defend herself with her stardust rod. After completing the channeling she is able to cast the next six spells (that she has purchased) with a one second cast time. (this effect is limited to spells with a 10 second or less cast time) with a slightly higher stamina cost.

This utility move lasts for ten seconds forcing her to fire the spells off one right after another

This effect is draining on shantotto

You want a Super Move that just lets you cast a bunch of normal moves right after one another?
Crane Style (2000 OM) - Alternate Form [No physical change or difference]
ATK: 2
DEF: 2
SPD: 2
TEC: 6
yeah reduces cast time on 6 moves to 1 second
The Narwhal Song (Telepathy, Debuff, Ranged Proficiency 600 OM.) 

The Narwhal Song is something that Rafael remembered from his world, and considered annoying. When you combine that with Unicron's power of telepathy, and his annoyance at being in the Omniverse at general, it's become a new attack of theirs. It takes roughly 4 seconds, but as long as their TEC is superior to that of their opponent, what Rafael can do is FLOOD the world of an opponent with nothing but Narwhals singing that song, and driving the opponent up the wall, to the point where they'd be unable to focus on anything else for about 15 seconds, and be begging for it to stop. There is more to the attack than that, though. For you see, Unicron does not just loathe being in the Omniverse, he's quite angry. This is reflected by the Narwhals attacking the individuals. However, this is a telepathic assault, with a unique caveat. If the opponent flinches, they receive the damage they would if, if it had been an actual attack.


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