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Move Approval V
(03-28-2018, 02:50 PM)Dane Regan Wrote: Just a move to allow the switching of powerups and stuff in the same way as alt forms. Only of the same tier though. Figured I'd see if this is approvable before I invest in a bunch of powerups.

Psyche Switch (300)

Dane can change his fighting style up drastically in the middle of a fight - even with larger amounts of mana. Similar to how Dane switches between his alt forms, he can also do the same with power-ups and powered-up forms. While one power-up or powered-up form is active, he and concentrate and redirect his mana to replace it with another of the same tier. This follows the usual SPD based time constraints for switching between alt forms, and Dane could use this to swap between one normal form and a power-up to a powered-up form, and back, or to swap his alt form and a power-up at the same time. Diverting so much mana can be a little bit tiring, however, but unless he does this often it's unlikely to deliberate him too much.

Forgot I had this pending. Bringing it to the front since there's been a bunch of posts since. It's not like, "I need this now" sorta thing, but if anyone gets the time to look at this, that'd be super cool.
UPDATED VERSIONS:
(additional changes in bold)

[spoiler]
Quote:Self-Controlled (300)
If Hijiri is ever affected by a Move which would cause him to act in a way he would not want (e.g. run away), he may choose to take a short time to attempt to calm his thoughts. Doing so will hopefully allow him to retain control of his own mind, negating the effect which that Move would have had on him. Using this requires his complete Focus, so he cannot move at all whilst doing so.

Charging this move for 1 second is lightly draining, regardless of his opponent's TEC. The move does end up being more tiring to use against higher TEC opponents, though, since the time taken to counter a Move increases based on their TEC, and his energy is being drained constantly for however long this takes. The time taken is 2 seconds if the user has TEC equal to Hijiri's, and scales based on the difference. The change in time goes down to a minimum of 1 second if they have half his TEC and up to a maximum of 3 seconds if they have double his TEC. If they have above twice his TEC, though, this Move will always fail as soon as he activates it. Assuming that this Move is successful, the same Move which he just countered cannot be used on him again for the next 30 seconds.

RP Fodder Note: This Move can also be used to suppress unwanted emotions or thoughts which are not the result of actual Moves (e.g. I may write him as taking a second to calm down after someone says/does something which would normally anger him). Negating non-Move things will only ever require the 1 second charge.[/spoiler]

[spoiler]
Quote:Personal Gravity Manipulation (1200)
(Flight, Physical Strength)
Hijiri is able to alter the strength of gravity's effect on his body (and his weapons, clothes, etc.) to the extent of being able to weigh anything from one gramme up to one tonne. These effects come with all of the associated up- and downsides you would expect.

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

Making himself lighter is instantaneous, regardless of the change in weight, and costs no energy. Making himself heavier requires one second of charge-up per 20kg of weight added (so increasing his weight from the minimum to the maximum value would take 50 seconds). This Move drains his energy rapidly whilst charging. He is capable of moving whilst charging this, and can even begin an attack, however actually hitting (or being hit by) an opponent will interrupt the charge, and as no weight is added until he intentionally ends the charging period, this means that all progress will be lost, and his spent energy will have gone to waste.

In addition, maintaining this Move drains his energy slowly. Cancelling it returns him to his original weight instantly, but can only be done intentionally when he is within 20kg of his original weight; meaning that if he is beyond that range then he must use this Move again to get back within it before he can actually end the Move.
This Move will also automatically cancel when he loses consciousness or dies.

Hijiri can choose to have this Move affect only part (or parts) of his body (e.g. an arm & a leg) if he wishes it to. Concentrating the effect in specific areas (or just one area) makes those body parts heavier than they would be if the weight were evenly distributed throughout his body, but at the cost of making it harder to actually land attacks, since the uneven weight distribution will put him off-balance.
Note 1: Whilst making his entire body weigh an amount far beyond his capacity to endure (e.g. a tonne) would kill him instantly, doing the same to an individual hand or foot, for example, would merely pin him to the ground, break every bone in the affected appendage and cause him to experience excruciating pain.
Note 2: The severity of the effects mentioned in Note 1 vary in relation to his ATK & DEF, so it is possible that with high enough levels in those Stats he could actually use his maximum weight without injuring himself. To do this would require at least 20 points in both ATK & DEF (ATK to have the strength to move, DEF to not be crushed under his own weight).

I was actually just intending on leaving the cancellation rule as it was, but if you think it's a minor enough change that I can get it without having to add another Drawback then sure, I'll go for that.[/spoiler]

[spoiler]
Instead of having it added onto Personal Gravity Manipulation, could I just get this as a fodder move, to avoid making that one move too cluttered?

Quote:Graviton-Variance Super Jumping (0)
(Flight, ‘Personal Gravity Manipulation’)
By manipulating the effect of gravity on his body to reduce his weight, Hijiri can boost the range of his jumps far beyond the normal limits of Master Super Jumping. At his best, with his weight lowered to its minimum value (see the Move ‘Personal Gravity Manipulation’ for more detail), he can jump up to four times farther than the normal limit for Master Super Jumping (240 metres). Unlike with true Flight, though, he has no way of changing direction in mid-air, and he cannot choose to use the actual Flight Power whilst making use of this Move: he must wait until after his jump has ended. Furthermore, the effects & Drawbacks of Personal Gravity Manipulation still apply whilst jumping in this fashion, so even a light breeze could blow him way off course, and being hit by an actual attack would have a far greater effect.

The energy cost of jumping this extra distance is, in itself no greater than the amount taken to jump the regular distance that would be covered using Super Jumping without Personal Gravity Manipulation (e.g. at his minimum weight, jumping 240 metres doesn't technically tire him more than jumping 60 metres at his base weight). That said, because he also has to pay the energy cost of maintaining Personal Gravity Manipulation, it does actually work out as being more tiring in practise.

I also changed the restriction on Flight to be only whilst this move is active... this doesn't actually make a difference, since I have no intention of ever having Hijiri use Flight properly, but it just sounds more... move-like... to me.
Lemme know if you want it changed back.[/spoiler]
[Image: Hijiri_Name_Sig.png]
(04-01-2018, 11:07 AM)Takanomiya Hijiri Wrote: UPDATED VERSIONS:
(additional changes in bold)

[spoiler]
Quote:Self-Controlled (300)
If Hijiri is ever affected by a Move which would cause him to act in a way he would not want (e.g. run away), he may choose to take a short time to attempt to calm his thoughts. Doing so will hopefully allow him to retain control of his own mind, negating the effect which that Move would have had on him. Using this requires his complete Focus, so he cannot move at all whilst doing so.

Charging this move for 1 second is lightly draining, regardless of his opponent's TEC. The move does end up being more tiring to use against higher TEC opponents, though, since the time taken to counter a Move increases based on their TEC, and his energy is being drained constantly for however long this takes. The time taken is 2 seconds if the user has TEC equal to Hijiri's, and scales based on the difference. The change in time goes down to a minimum of 1 second if they have half his TEC and up to a maximum of 3 seconds if they have double his TEC. If they have above twice his TEC, though, this Move will always fail as soon as he activates it. Assuming that this Move is successful, the same Move which he just countered cannot be used on him again for the next 30 seconds.

RP Fodder Note: This Move can also be used to suppress unwanted emotions or thoughts which are not the result of actual Moves (e.g. I may write him as taking a second to calm down after someone says/does something which would normally anger him). Negating non-Move things will only ever require the 1 second charge.
[/spoiler]

[spoiler]
Quote:Personal Gravity Manipulation (1200)
(Flight, Physical Strength)
Hijiri is able to alter the strength of gravity's effect on his body (and his weapons, clothes, etc.) to the extent of being able to weigh anything from one gramme up to one tonne. These effects come with all of the associated up- and downsides you would expect.

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

Making himself lighter is instantaneous, regardless of the change in weight, and costs no energy. Making himself heavier requires one second of charge-up per 20kg of weight added (so increasing his weight from the minimum to the maximum value would take 50 seconds). This Move drains his energy rapidly whilst charging. He is capable of moving whilst charging this, and can even begin an attack, however actually hitting (or being hit by) an opponent will interrupt the charge, and as no weight is added until he intentionally ends the charging period, this means that all progress will be lost, and his spent energy will have gone to waste.

In addition, maintaining this Move drains his energy slowly. Cancelling it returns him to his original weight instantly, but can only be done intentionally when he is within 20kg of his original weight; meaning that if he is beyond that range then he must use this Move again to get back within it before he can actually end the Move.
This Move will also automatically cancel when he loses consciousness or dies.

Hijiri can choose to have this Move affect only part (or parts) of his body (e.g. an arm & a leg) if he wishes it to. Concentrating the effect in specific areas (or just one area) makes those body parts heavier than they would be if the weight were evenly distributed throughout his body, but at the cost of making it harder to actually land attacks, since the uneven weight distribution will put him off-balance.
Note 1: Whilst making his entire body weigh an amount far beyond his capacity to endure (e.g. a tonne) would kill him instantly, doing the same to an individual hand or foot, for example, would merely pin him to the ground, break every bone in the affected appendage and cause him to experience excruciating pain.
Note 2: The severity of the effects mentioned in Note 1 vary in relation to his ATK & DEF, so it is possible that with high enough levels in those Stats he could actually use his maximum weight without injuring himself. To do this would require at least 20 points in both ATK & DEF (ATK to have the strength to move, DEF to not be crushed under his own weight).

I was actually just intending on leaving the cancellation rule as it was, but if you think it's a minor enough change that I can get it without having to add another Drawback then sure, I'll go for that.[/spoiler]

[spoiler]
Instead of having it added onto Personal Gravity Manipulation, could I just get this as a fodder move, to avoid making that one move too cluttered?

Quote:Graviton-Variance Super Jumping(0)
(Flight, ‘Personal Gravity Manipulation’)
By manipulating the effect of gravity on his body to reduce his weight, Hijiri can boost the range of his jumps far beyond the normal limits of Master Super Jumping. At his best, with his weight lowered to its minimum value (see the Move ‘Personal Gravity Manipulation’ for more detail), he can jump up to four times farther than the normal limit for Master Super Jumping (240 metres). Unlike with true Flight, though, he has no way of changing direction in mid-air, and he cannot choose to use the actual Flight Power whilst making use of this Move: he must wait until after his jump has ended. Furthermore, the effects & Drawbacks of Personal Gravity Manipulation still apply whilst jumping in this fashion, so even a light breeze could blow him way off course, and being hit by an actual attack would have a far greater effect.

The energy cost of jumping this extra distance is, in itself no greater than the amount taken to jump the regular distance that would be covered using Super Jumping without Personal Gravity Manipulation (e.g. at his minimum weight, jumping 240 metres doesn't technically tire him more than jumping 60 metres at his base weight). That said, because he also has to pay the energy cost of maintaining Personal Gravity Manipulation, it does actually work out as being more tiring in practise.

I also changed the restriction on Flight to be only whilst this move is active... this doesn't actually make a difference, since I have no intention of ever having Hijiri use Flight properly, but it just sounds more... move-like... to me.
Lemme know if you want it changed back.[/spoiler]

Self-Controlled: I still feel that it's a bit too easy to just nullify a stronger move. Say someone used a very draining debuff on you with like a 5 second stationary charge time - you can then just end it with light fatigue. I would feel much more comfortable approving this if you added something about how a stronger move could be much more tiring to nullify (and, naturally, some really weak mental debuff would be easier to nullify). If you'd prefer, I can leave it for a higher-up to take a look at instead, since I know it wasn't originally approved with that quirk. Lastly, while obvious, you should outright state that it has no effect on super moves.

Personal Gravity Manipulation: I know this is turning into a little back and forth, but I would strongly recommend that you write he feels like X kg would weigh, rather than he is X kg. Which would better clarify that his weight changes, but his mass stays the same (e.g. like moving to a smaller or larger planet). Just an extra note at the bottom or something. Something like this (which you can quote this post for and consider approved, or repost your own rewrite and I'll approve that):
[spoiler]
Personal Gravity Manipulation (1200)
(Flight, Physical Strength)
Hijiri is able to alter the strength of gravity's effect on his body (and his weapons, clothes, etc.) to the extent of being able to weigh anything from one gramme up to one tonne. These effects come with all of the associated up- and downsides you would expect.

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

Making himself lighter is instantaneous, regardless of the change in weight, and costs no energy. Making himself heavier requires one second of charge-up per 20kg of weight added (so increasing his weight from the minimum to the maximum value would take 50 seconds). This Move drains his energy rapidly whilst charging. He is capable of moving whilst charging this, and can even begin an attack, however actually hitting (or being hit by) an opponent will interrupt the charge, and as no weight is added until he intentionally ends the charging period, this means that all progress will be lost, and his spent energy will have gone to waste.

In addition, maintaining this Move drains his energy slowly. Cancelling it returns him to his original weight instantly, but can only be done intentionally when he is within 20kg of his original weight; meaning that if he is beyond that range then he must use this Move again to get back within it before he can actually end the Move.
This Move will also automatically cancel when he loses consciousness or dies.

Hijiri can choose to have this Move affect only part (or parts) of his body (e.g. an arm & a leg) if he wishes it to. Concentrating the effect in specific areas (or just one area) makes those body parts heavier than they would be if the weight were evenly distributed throughout his body, but at the cost of making it harder to actually land attacks, since the uneven weight distribution will put him off-balance.
Note 1: Whilst making his entire body weigh an amount far beyond his capacity to endure (e.g. a tonne) would kill him instantly, doing the same to an individual hand or foot, for example, would merely pin him to the ground, break every bone in the affected appendage and cause him to experience excruciating pain.
Note 2: The severity of the effects mentioned in Note 1 vary in relation to his ATK & DEF, so it is possible that with high enough levels in those Stats he could actually use his maximum weight without injuring himself. To do this would require at least 20 points in both ATK & DEF (ATK to have the strength to move, DEF to not be crushed under his own weight).
Note 3: References to kg in this move refer to how light/heavy he feels. Hijiri's actual mass does not change, but the effect of gravity on him does, which causes the decrease/increase in weight. It's comparable to moving to a smaller/larger planet with weaker/stronger gravity.
[/spoiler]

Graviton-Variance Super Jumping: Approved, since this is a 'fodder' add-on to the other gravity move. (I.e. something he can use his gravity move to do. It's not like, a 'new' effect or anything, it's just a consequence of gravity affecting him less.)
Deceptive Speed: Requires Burst Movement, Physical Strength - (300 OM)
King Ghidorah may not be the wisest of creatures, but he is capable of sudden bursts of unexpected and devastating speed when fighting, striking sudden physical blows (either with non-move physical attacks or using a 'weapon' type move) as though his SPD stat were twice its actual value. This technique follows all the usual rules for burst movement - the increased speed only lasts for one second, it requires at least one second of time to pass between uses, and attacking in this way is twice as tiring as attacking normally, making frequent use extremely draining.
(04-01-2018, 12:26 PM)King Ghidorah Wrote: Deceptive Speed: Requires Burst Movement, Physical Strength - (300 OM)
King Ghidorah may not be the wisest of creatures, but he is capable of sudden bursts of unexpected and devastating speed when fighting, striking sudden physical blows (either with non-move physical attacks or using a 'weapon' type move) as though his SPD stat were twice its actual value. This technique follows all the usual rules for burst movement - the increased speed only lasts for one second, it requires at least one second of time to pass between uses, and attacking in this way is twice as tiring as attacking normally, making frequent use extremely draining.

Approved, Mr. "I steal moves from my other characters" =P (still an awesome move though).
UPDATED VERSIONS:
(additional changes in bold)

[spoiler]
Quote:Self-Controlled (300)
If Hijiri is ever affected by a Move which would cause him to act in a way he would not want (e.g. run away), he may choose to take a short time to attempt to calm his thoughts. Doing so will hopefully allow him to retain control of his own mind, negating the effect which that Move would have had on him. Using this requires his complete Focus, so he cannot move at all whilst doing so.

This Move's energy cost is extremely variable, and is based on the strength of the Move used on him and his opponent's TEC (e.g. if a very powerful debuff is used by someone with TEC equal to his, it will be very tiring for him to counter it). The time taken is 2 seconds if the user has TEC equal to Hijiri's, and scales based on the difference. The change in time goes down to a minimum of 1 second if they have half his TEC and up to a maximum of 3 seconds if they have double his TEC. If they have above twice his TEC, though, or if the Move they are using on him is a Super Move, this Move will always fail as soon as he activates it. Assuming that this Move is successful, the same Move which he just countered cannot be used on him again for the next 30 seconds.

RP Fodder Note: This Move can also be used to suppress unwanted emotions or thoughts which are not the result of actual Moves (e.g. I may write him as taking a second to calm down after someone says/does something which would normally anger him). Negating non-Move things will only ever require the 1 second charge.
[/spoiler]

[spoiler]
Quote:Personal Gravity Manipulation (1200)
(Flight, Physical Strength)
Hijiri is able to alter the strength of gravity's effect on his body (and his weapons, clothes, etc.) to the extent of being able to weigh the equivalent of anything from what one gramme up to one tonne would when under the effects of a gravitational field equal in strength to Earth's. These effects come with all of the associated up- and downsides you would expect.

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

Making himself lighter is instantaneous, regardless of the change in weight, and costs no energy. Making himself heavier requires one second of charge-up per 20kg of weight added (so increasing his weight from the minimum to the maximum value would take 50 seconds). This Move drains his energy rapidly whilst charging. He is capable of moving whilst charging this, and can even begin an attack, however actually hitting (or being hit by) an opponent will interrupt the charge, and as no weight is added until he intentionally ends the charging period, this means that all progress will be lost, and his spent energy will have gone to waste.

In addition, maintaining this Move drains his energy slowly. Cancelling it returns him to his original weight instantly, but can only be done intentionally when he is within 20kg of his original weight; meaning that if he is beyond that range then he must use this Move again to get back within it before he can actually end the Move.
This Move will also automatically cancel when he loses consciousness or dies.

Hijiri can choose to have this Move affect only part (or parts) of his body (e.g. an arm & a leg) if he wishes it to. Concentrating the effect in specific areas (or just one area) makes those body parts heavier than they would be if the weight were evenly distributed throughout his body, but at the cost of making it harder to actually land attacks, since the uneven weight distribution will put him off-balance.
Note 1: Whilst making his entire body weigh an amount far beyond his capacity to endure (e.g. a tonne) would kill him instantly, doing the same to an individual hand or foot, for example, would merely pin him to the ground, break every bone in the affected appendage and cause him to experience excruciating pain.
Note 2: The severity of the effects mentioned in Note 1 vary in relation to his ATK & DEF, so it is possible that with high enough levels in those Stats he could actually use his maximum weight without injuring himself. To do this would require at least 20 points in both ATK & DEF (ATK to have the strength to move, DEF to not be crushed under his own weight).

Instead of making yet another note on the end, I just merged that bit into the first paragraph. It basically says the same thing, though.
[/spoiler]
[Image: Hijiri_Name_Sig.png]
(04-01-2018, 01:16 PM)Takanomiya Hijiri Wrote: UPDATED VERSIONS:
(additional changes in bold)

[spoiler]
Quote:Self-Controlled (300)
If Hijiri is ever affected by a Move which would cause him to act in a way he would not want (e.g. run away), he may choose to take a short time to attempt to calm his thoughts. Doing so will hopefully allow him to retain control of his own mind, negating the effect which that Move would have had on him. Using this requires his complete Focus, so he cannot move at all whilst doing so.

This Move's energy cost is extremely variable, and is based on the strength of the Move used on him and his opponent's TEC (e.g. if a very powerful debuff is used by someone with TEC equal to his, it will be very tiring for him to counter it). The time taken is 2 seconds if the user has TEC equal to Hijiri's, and scales based on the difference. The change in time goes down to a minimum of 1 second if they have half his TEC and up to a maximum of 3 seconds if they have double his TEC. If they have above twice his TEC, though, or if the Move they are using on him is a Super Move, this Move will always fail as soon as he activates it. Assuming that this Move is successful, the same Move which he just countered cannot be used on him again for the next 30 seconds.

RP Fodder Note: This Move can also be used to suppress unwanted emotions or thoughts which are not the result of actual Moves (e.g. I may write him as taking a second to calm down after someone says/does something which would normally anger him). Negating non-Move things will only ever require the 1 second charge.
[/spoiler]

[spoiler]
Quote:Personal Gravity Manipulation (1200)
(Flight, Physical Strength)
Hijiri is able to alter the strength of gravity's effect on his body (and his weapons, clothes, etc.) to the extent of being able to weigh the equivalent of anything from what one gramme up to one tonne would when under the effects of a gravitational field equal in strength to Earth's. These effects come with all of the associated up- and downsides you would expect.

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

Making himself lighter is instantaneous, regardless of the change in weight, and costs no energy. Making himself heavier requires one second of charge-up per 20kg of weight added (so increasing his weight from the minimum to the maximum value would take 50 seconds). This Move drains his energy rapidly whilst charging. He is capable of moving whilst charging this, and can even begin an attack, however actually hitting (or being hit by) an opponent will interrupt the charge, and as no weight is added until he intentionally ends the charging period, this means that all progress will be lost, and his spent energy will have gone to waste.

In addition, maintaining this Move drains his energy slowly. Cancelling it returns him to his original weight instantly, but can only be done intentionally when he is within 20kg of his original weight; meaning that if he is beyond that range then he must use this Move again to get back within it before he can actually end the Move.
This Move will also automatically cancel when he loses consciousness or dies.

Hijiri can choose to have this Move affect only part (or parts) of his body (e.g. an arm & a leg) if he wishes it to. Concentrating the effect in specific areas (or just one area) makes those body parts heavier than they would be if the weight were evenly distributed throughout his body, but at the cost of making it harder to actually land attacks, since the uneven weight distribution will put him off-balance.
Note 1: Whilst making his entire body weigh an amount far beyond his capacity to endure (e.g. a tonne) would kill him instantly, doing the same to an individual hand or foot, for example, would merely pin him to the ground, break every bone in the affected appendage and cause him to experience excruciating pain.
Note 2: The severity of the effects mentioned in Note 1 vary in relation to his ATK & DEF, so it is possible that with high enough levels in those Stats he could actually use his maximum weight without injuring himself. To do this would require at least 20 points in both ATK & DEF (ATK to have the strength to move, DEF to not be crushed under his own weight).

Instead of making yet another note on the end, I just merged that bit into the first paragraph. It basically says the same thing, though.
[/spoiler]

Both approved.
I am trying to get some moves pre-approved for an NPC character with a lot of moves. Here are the simpler spells the character has.

Stupefy (300) Requires Ranged Proficiency- This spell requires that Ginny aim her wand and perform the incantation 'Stupefy', a process which takes two seconds, after which a bullet-sized projectile of red light shoots from the tip of her wand towards where she aims. It moves at about the speed of an arrow. If the projectile hits its intended target, the target is hit with a kind of magical blunt-force-trauma that doesn't leave any recognizable marks. This spell can be cast four times in a ten second period. It has a range of about 100 feet, and is not very draining to Ginny.

Protego (300) Requirements- Ranged Proficiency, Ranged Materialize

Ginny’s primary means of active defense. Ginny knows this spell so well that she uses it non-verbally and almost instinctual; it takes her less than a second to activate it. Ginny creates an invisible shield of magical force about two feet in diameter directly in front of her wand. This shield is roughly the shape of a half sphere. This invisible shield stops or slows any force from its front side. She can maintain this shield for 1 second at a time, and can use it an unlimited number of times per day. This spell is not very draining, but becomes more draining if Ginny casts it many times in a short period, or if protecting against strong attacks. This shield might not be strong enough to deflect all attacks. Ginny’s DEF is 3; this spell negates up to 3 points of attack. So, a character with 4 ATK who shoots a gun at the shield would do damage to Ginny as though they had 1 ATK.

Repulso (300) Ranged Attack Proficiceny, Debuff Proficiency, Telekenisis

This spell does not require Ginny use a wand, although she can. Ginny simply says the incantaion ‘Repulso’ and focuses on a target she can see within 30 feet. A transparent bolt of force, about the size of a baseball at the speed of an arrow, is projected from Ginny’s chest (or wand, or hand) towards the target. If the bolt connects, the target is thrown backwards up to thirty feet. The closer the target, the better chance of aiming correctly. This spell is not very damaging, although it does deal some damage.

This spell is not very draining.


Incendio (300) Requirements- Ranged Proficiency

Ginny aims her wand, shouts the incantation ‘Incendio’, and shoots a gout of flame from her wand in a cylinder approximately one foot in diameter directly in front of the wand. She can maintain this flame for up to five rounds. She can move while she channels this spell, but only slowly, and keeping her concentration on the spell. She cannot cast other spells while channeling this move. This spells has a range of 40 feet. It moves about as fast a flamethrower and is very damaging. It takes Ginny two seconds to perform this spell.

Like all fire spells, this spell is very draining, but very damaging.


Concendio (300) Ranged Attack Proficiency, Area Attack Proficiency,

This spell requires that Ginny aim her wand and perform the incantation ‘Concendio’, a process which takes four seconds, after which a baseball-sized projectile of orange light shoots from the tip of her wand towards where she aims. It moves at about the speed of an arrow. When the projectile makes contact with something, it explodes in a magical fireball ten feet in diameter, dealing damage to anyone in the blast zone. This spell can be cast once every twenty seconds. It has a range of about 80 feet.

Like all fire spells, this spell is very draining, but very damaging.
President of the Westside Knife Ear Warriors

[Image: V4Dvvfy.gif]

Westside: Join or Die



(04-01-2018, 08:26 PM)Luci Wrote: [spoiler]I am trying to get some moves pre-approved for an NPC character with a lot of moves. Here are the simpler spells the character has.

Stupefy (300) Requires Ranged Proficiency- This spell requires that Ginny aim her wand and perform the incantation 'Stupefy', a process which takes two seconds, after which a bullet-sized projectile of red light shoots from the tip of her wand towards where she aims. It moves at about the speed of an arrow. If the projectile hits its intended target, the target is hit with a kind of magical blunt-force-trauma that doesn't leave any recognizable marks. This spell can be cast four times in a ten second period. It has a range of about 100 feet, and is not very draining to Ginny.

Protego (300) Requirements- Ranged Proficiency, Ranged Materialize

Ginny’s primary means of active defense. Ginny knows this spell so well that she uses it non-verbally  and almost instinctual; it takes her less than a second to activate it. Ginny creates an invisible shield of magical force about two feet in diameter directly in front of her wand. This shield is roughly the shape of a half sphere. This invisible shield stops or slows any force from its front side. She can maintain this shield for 1 second at a time, and can use it an unlimited number of times per day. This spell is not very draining, but becomes more draining if Ginny casts it many times in a short period, or if protecting against strong attacks. This shield might not be strong enough to deflect all attacks. Ginny’s DEF is 3; this spell negates up to 3 points of attack. So, a character with 4 ATK who shoots a gun at the shield would do damage to Ginny as though they had 1 ATK.

Repulso (300) Ranged Attack Proficiceny, Debuff Proficiency, Telekenisis

This spell does not require Ginny use a wand, although she can. Ginny simply says the incantaion ‘Repulso’ and focuses on a target she can see within 30 feet. A transparent bolt of force, about the size of a baseball at the speed of an arrow, is projected from Ginny’s chest (or wand, or hand) towards the target. If the bolt connects, the target is thrown backwards up to thirty feet. The closer the target, the better chance of aiming correctly. This spell is not very damaging, although it does deal some damage.

This spell is not very draining.


Incendio (300) Requirements- Ranged Proficiency

Ginny aims her wand, shouts the incantation ‘Incendio’, and shoots a gout of flame from her wand in a cylinder approximately one foot in diameter directly in front of the wand. She can maintain this flame for up to five rounds. She can move while she channels this spell, but only slowly, and keeping her concentration on the spell.  She cannot cast other spells while channeling this move. This spells has a range of 40 feet. It moves about as fast a flamethrower and is very damaging. It takes Ginny two seconds to perform this spell.

Like all fire spells, this spell is very draining, but very damaging.


Concendio (300) Ranged Attack Proficiency, Area Attack Proficiency,

This spell requires that Ginny aim her wand and perform the incantation ‘Concendio’, a process which takes four seconds, after which a baseball-sized projectile of orange light shoots from the tip of her wand towards where she aims. It moves at about the speed of an arrow. When the projectile makes contact with something, it explodes in a magical fireball ten feet in diameter, dealing damage to anyone in the blast zone. This spell can be cast once every twenty seconds. It has a range of about 80 feet.

Like all fire spells, this spell is very draining, but very damaging.[/spoiler]

Wooooo. Welcome back, Luci!

Stupefy: Approved.

Protego: How much less than a second does it take to activate? Half a second? This seems a little too easy to use. If it was tiring for every use, that would be better. I think it would be better to just make an actual shield, capable of taking moderate damage before it breaks (based on Ginny's DEF and the attackers ATK). Lasting a second at most. Also, ranged materialise is not needed for objects created within 5ft of you.

Repulso: This needs a drawback. Either a charge time, or a fair bit of fatigue. Or something like, "to be able to use this again, Ginny has to stand still and focus for 4 seconds to prepare the energy, which remains stored indefinitely" if you'd prefer to use it at a moment's notice. But there should be some fatigue cost. Also, Debuff is not needed to push someone. 

Incendio: It all looks good, apart from this bit "She can maintain this flame for up to five rounds." If you want high damage, anywhere between 10 and 30 seconds would be good. With the upper cap really tiring her out. If she can do it non stop for 5 rounds (which would equate to ~50 minutes or so), it can't be super strong and tiring.

Concendio: Approved.
(04-01-2018, 10:29 PM)Dane Regan Wrote:
(04-01-2018, 08:26 PM)Luci Wrote: [spoiler]I am trying to get some moves pre-approved for an NPC character with a lot of moves. Here are the simpler spells the character has.

Stupefy (300) Requires Ranged Proficiency- This spell requires that Ginny aim her wand and perform the incantation 'Stupefy', a process which takes two seconds, after which a bullet-sized projectile of red light shoots from the tip of her wand towards where she aims. It moves at about the speed of an arrow. If the projectile hits its intended target, the target is hit with a kind of magical blunt-force-trauma that doesn't leave any recognizable marks. This spell can be cast four times in a ten second period. It has a range of about 100 feet, and is not very draining to Ginny.

Protego (300) Requirements- Ranged Proficiency, Ranged Materialize

Ginny’s primary means of active defense. Ginny knows this spell so well that she uses it non-verbally  and almost instinctual; it takes her less than a second to activate it. Ginny creates an invisible shield of magical force about two feet in diameter directly in front of her wand. This shield is roughly the shape of a half sphere. This invisible shield stops or slows any force from its front side. She can maintain this shield for 1 second at a time, and can use it an unlimited number of times per day. This spell is not very draining, but becomes more draining if Ginny casts it many times in a short period, or if protecting against strong attacks. This shield might not be strong enough to deflect all attacks. Ginny’s DEF is 3; this spell negates up to 3 points of attack. So, a character with 4 ATK who shoots a gun at the shield would do damage to Ginny as though they had 1 ATK.

Repulso (300) Ranged Attack Proficiceny, Debuff Proficiency, Telekenisis

This spell does not require Ginny use a wand, although she can. Ginny simply says the incantaion ‘Repulso’ and focuses on a target she can see within 30 feet. A transparent bolt of force, about the size of a baseball at the speed of an arrow, is projected from Ginny’s chest (or wand, or hand) towards the target. If the bolt connects, the target is thrown backwards up to thirty feet. The closer the target, the better chance of aiming correctly. This spell is not very damaging, although it does deal some damage.

This spell is not very draining.


Incendio (300) Requirements- Ranged Proficiency

Ginny aims her wand, shouts the incantation ‘Incendio’, and shoots a gout of flame from her wand in a cylinder approximately one foot in diameter directly in front of the wand. She can maintain this flame for up to five rounds. She can move while she channels this spell, but only slowly, and keeping her concentration on the spell.  She cannot cast other spells while channeling this move. This spells has a range of 40 feet. It moves about as fast a flamethrower and is very damaging. It takes Ginny two seconds to perform this spell.

Like all fire spells, this spell is very draining, but very damaging.


Concendio (300) Ranged Attack Proficiency, Area Attack Proficiency,

This spell requires that Ginny aim her wand and perform the incantation ‘Concendio’, a process which takes four seconds, after which a baseball-sized projectile of orange light shoots from the tip of her wand towards where she aims. It moves at about the speed of an arrow. When the projectile makes contact with something, it explodes in a magical fireball ten feet in diameter, dealing damage to anyone in the blast zone. This spell can be cast once every twenty seconds. It has a range of about 80 feet.

Like all fire spells, this spell is very draining, but very damaging.[/spoiler]

Wooooo. Welcome back, Luci!

Stupefy: Approved.

Protego: How much less than a second does it take to activate? Half a second? This seems a little too easy to use. If it was tiring for every use, that would be better. I think it would be better to just make an actual shield, capable of taking moderate damage before it breaks (based on Ginny's DEF and the attackers ATK). Lasting a second at most. Also, ranged materialise is not needed for objects created within 5ft of you.

Repulso: This needs a drawback. Either a charge time, or a fair bit of fatigue. Or something like, "to be able to use this again, Ginny has to stand still and focus for 4 seconds to prepare the energy, which remains stored indefinitely" if you'd prefer to use it at a moment's notice. But there should be some fatigue cost. Also, Debuff is not needed to push someone. 

Incendio: It all looks good, apart from this bit "She can maintain this flame for up to five rounds." If you want high damage, anywhere between 10 and 30 seconds would be good. With the upper cap really tiring her out. If she can do it non stop for 5 rounds (which would equate to ~50 minutes or so), it can't be super strong and tiring.

Concendio: Approved.


Protego (300)

Ginny’s primary means of active defense. Ginny knows this spell so well that she uses it non-verbally  and almost instinctual; it takes her less than a second to activate it. Ginny creates an invisible shield of magical force about two feet in diameter directly in front of her wand. This shield is roughly the shape of a half sphere. This invisible shield stops or slows any force from its front side. She can maintain this shield for 1 second at a time, and can use it an unlimited number of times per day. This spell can be very draining if Ginny casts it many times in a short period, or if protecting against strong attacks. This shield might not be strong enough to deflect all attacks. An opponent with a higher ATK than Ginny's DEF may be able to break the shield with an attack.


Repulso (300) Ranged Attack Proficiceny, Debuff Proficiency, Telekenisis

This defensive spell does not require Ginny use a wand, although she can. Ginny simply says the incantaion ‘Repulso’ and focuses on a target that is touching her or within four feet of her A transparent bolt of force, about the size of a baseball at the speed of an arrow, is projected from Ginny’s chest (or wand, or hand) towards the target. If the bolt connects, the target is thrown backwards up to thirty feet. The closer the target, the better chance of aiming correctly. This spell does not deal damage directly, though it may deal damage if the target falls or hits something. This spell takes about half a second to cast.

This spell is moderately draining, and it takes Ginny at least a full minute before she can use it again.

Incendio (300) Requirements- Ranged Proficiency

Ginny aims her wand, shouts the incantation ‘Incendio’, and shoots a gout of flame from her wand in a cylinder approximately one foot in diameter directly in front of the wand. She can maintain this flame for up to ten seconds. She can move while she channels this spell, but only slowly, and keeping her concentration on the spell.  She cannot cast other spells while channeling this move. This spells has a range of 40 feet. It moves about as fast a flamethrower and is very damaging. It takes Ginny two seconds to perform this spell.

Like all fire spells, this spell is very draining to Ginny, but very damaging.
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(04-01-2018, 10:51 PM)Luci Wrote: [spoiler]Protego (300)

Ginny’s primary means of active defense. Ginny knows this spell so well that she uses it non-verbally  and almost instinctual; it takes her less than a second to activate it. Ginny creates an invisible shield of magical force about two feet in diameter directly in front of her wand. This shield is roughly the shape of a half sphere. This invisible shield stops or slows any force from its front side. She can maintain this shield for 1 second at a time, and can use it an unlimited number of times per day. This spell can be very draining if Ginny casts it many times in a short period, or if protecting against strong attacks. This shield might not be strong enough to deflect all attacks. An opponent with a higher ATK than Ginny's DEF may be able to break the shield with an attack.

Repulso (300) Ranged Attack Proficiceny, Debuff Proficiency, Telekenisis

This defensive spell does not require Ginny use a wand, although she can. Ginny simply says the incantaion ‘Repulso’ and focuses on a target that is touching her or within four feet of her A transparent bolt of force, about the size of a baseball at the speed of an arrow, is projected from Ginny’s chest (or wand, or hand) towards the target. If the bolt connects, the target is thrown backwards up to thirty feet. The closer the target, the better chance of aiming correctly. This spell does not deal damage directly, though it may deal damage if the target falls or hits something.  This spell takes about half a second to cast.

This spell is moderately draining, and it takes Ginny at least a full minute before she can use it again.

Incendio (300) Requirements- Ranged Proficiency

Ginny aims her wand, shouts the incantation ‘Incendio’, and shoots a gout of flame from her wand in a cylinder approximately one foot in diameter directly in front of the wand. She can maintain this flame for up to ten seconds. She can move while she channels this spell, but only slowly, and keeping her concentration on the spell.  She cannot cast other spells while channeling this move. This spells has a range of 40 feet. It moves about as fast a flamethrower and is very damaging. It takes Ginny two seconds to perform this spell.

Like all fire spells, this spell is very draining to Ginny, but very damaging.[/spoiler]

Protego: "An opponent with a higher ATK than Ginny's DEF may be able to break the shield with an attack", attack strengths are also based on charge times and other things, rather than stats.

Something like this would be better (which you can steal, and consider to be approved if you want):
[spoiler]
Protego (300) 

Ginny’s primary means of active defense. Ginny knows this spell so well that she uses it non-verbally and almost instinctual; it takes her just short of a second to activate it. Ginny creates an invisible shield of magical force about two feet in diameter directly in front of her wand. This shield is roughly the shape of a half sphere. This invisible shield stops or slows any force from its front side. She can maintain this shield for 1 second at a time, which requires her full concentration, and she can use it an unlimited number of times per day. This spell can be very draining if Ginny casts it many times in a short period, or if protecting against strong attacks. This shield might not be strong enough to deflect all attacks. An attack much, much stronger than the shield can break it, but usually stronger attacks are simply slowed and weakened by passing through it, rather than being completely blocked.
[/spoiler]

Repulso: Approved. But without debuff prof (since it doesn't need it).

Incendio: Approved.
Just gonna leave these here...great to be back<3


Gryffancendio (600) Ranged Proficiency, Remote Control Proficiency- This spell requires that Ginny aim her wand and perform the incantation 'Gryffancendio’, a process which takes five seconds, after which a ball of fire in the shape of a lions head manifests and charges a target. It moves at the speed of a charging lion. Ginny must concentrate on the lion, fueling it and directing it's movements with her wand. If she is damaged or otherwise distracted the spell fails. The lion can exist for about 15 seconds before Ginny can no longer fuel it, and it dissappears. The lion will attack by biting and clawing, both slashing and burning its target. The lion can be attacked, and will die after taking a few strong hits This spell is very draining to Ginny, and she cannot use it more than once per fight.

Like all fire spells, this spell is very draining, but very damaging.

This move costs 600 OM because the lion can attack with either claws or biting.


Fridjus (300) Ranged Attack Proficiency, Area Attack Proficiency, Debuff Proficiency

Ginny aims her wand and perform the incantation ‘Fridjus’ (this takes three seconds) and a cone of blue light sprays from the tip of her wand. This cone affects everything in 30 degree angle out to twenty feet in front of Ginny. Over the next five seconds, the spell lowers the temperature in the cone rapidly, causing targets to be covered in frost and ice, and either slowing them or freezing them completely in ice. This also causes minor damage. The longer an opponent stay in the area of affect, the stronger the effect is.

Characters with high DEF will find themselves slowed or unaffected; characters with low DEF may find themselves slowed or even frozen and unable to move for up to ten seconds while they thaw. This is in comparison to Ginny's TEC, and how long they were in the blast. Tanking the full blast will usually completely freeze someone for the full ten seconds afterwards. Ginny cannot cast any other spells, or move, during the five seconds it takes to channel this spell. This spell is draining to Ginny, but moderately so.


Fumos (300) Ranged Attack Proficiency, Area Attack Proficiency, Ranged Materialize Proficiency, Debuff Proficiency

Ginny points her want and says the incantation ‘Fumos’ (this takes two seconds), after which a thick cloying cloud of black smoke erupts from her wand and fills an are roughly 30 feet in diameter (this takes an additional two seconds) directly in front of the wand. This smoke obscures vision, and causes choking, coughing, and eyes tearing up. five minutes and thirty seconds, depending on the breeze and ventilation. This spell is moderately draining, and Ginny can only cast it once every ten minutes or so. This move can be countered by a strong gust of wind, dispersing the fog.


Bat Bogey Hex (300) Requirements- Ranged Attack Proficiency, Debuff Proficiency

Ginny aims her wand, says the incantation ‘Vesper Pestis’, and shoots a brown light from the tip of her wand towards where she aims. This takes three seconds. The projectile is the size of a bullet and moves at about the speed of an arrow. If the projectile hits its intended target, the target is afflicted by the Bat Bogey Hex, as live bats crawl from their nostrils and escape to freedom. The size and anger of the bats is determined by the power of the caster, as well as the fortitude of the victim.

This spell causes minimal damage from clawing bats, but may be quite distracting. The effects last about five seconds.

This Jinx is not very draining to Ginny’s power, but does cause her one point of damage in the form of a headache or nosebleed.


Glisseo (300) Ranged Attack Proficiency, Ranged Materialize, Area Attack Proficiency, Debuff Proficiency

Ginny aims her wand performs the incantation ‘Glisseo’ (this takes three seconds), and a ten-foot-diameter circle, transparent but flecked with glitter, appears on the ground within 60 feet of where Ginny is aiming. Any targets in the area of effect find the ground impossibly slippery, hard to walk on, and may even fall over prone.

Targets with higher TEC than Ginny will find themselves slowed or unaffected; targets with lower TEC than Ginny will find themselves slowed or may even fall prone.

This spell lasts ten seconds, does not require focus, and is not very draining.
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@Luci:

Gryffancendio: Approved

Fridjus: Since you're spraying out some icy mist, roughly how fast does the mist go? Arrow speed?

Fumos: Roughly how much choking/coughing does this cause? Like, how deliberating would you say it is?

Bat Bogey Hex: This is "Approved". But the point of damage drawback is fairly big for a comparatively weak spell. Just a bit of fatigue would be fine if you want to swap the two. Or maybe just reduce the charge time by a second instead.

Glisseo: Approved.
(04-02-2018, 10:09 AM)Dane Regan Wrote: @Luci:

Gryffancendio: Approved

Fridjus: Since you're spraying out some icy mist, roughly how fast does the mist go? Arrow speed?

Fumos: Roughly how much choking/coughing does this cause? Like, how deliberating would you say it is?

Bat Bogey Hex: This is "Approved". But the point of damage drawback is fairly big for a comparatively weak spell. Just a bit of fatigue would be fine if you want to swap the two. Or maybe just reduce the charge time by a second instead.

Glisseo: Approved.

Fumos (300) Ranged Attack Proficiency, Area Attack Proficiency, Ranged Materialize Proficiency, Debuff Proficiency

Ginny points her want and says the incantation ‘Fumos’ (this takes two seconds), after which a thick cloying cloud of black smoke erupts from her wand and fills an are roughly 30 feet in diameter (this takes an additional two seconds) directly in front of the wand. This smoke obscures vision, and causes choking, coughing, and eyes tearing up. It lasts between five minutes and thirty seconds, depending on the breeze and ventilation. This spell is moderately draining, and Ginny can only cast it once every ten minutes or so. This move can be countered by a strong gust of wind, dispersing the fog.

Opponents with lower TEC than Ginny may distracted by their coughing and totally blinded while in the fog. Opponents with the same TEC as Ginny may find it hard (but not impossible) to see. Opponents with higher TEC than Ginny may just have some coughing but can see through the cloud.


Fridjus (300) Ranged Attack Proficiency, Area Attack Proficiency, Debuff Proficiency

Ginny aims her wand and perform the incantation ‘Fridjus’ (this takes three seconds) and a cone of blue light sprays from the tip of her wand. This cone affects everything in 30 degree angle out to twenty feet in front of Ginny, travelling at the speed of an arrow. Over the next five seconds, the spell lowers the temperature in the cone rapidly, causing targets to be covered in frost and ice, and either slowing them or freezing them completely in ice. This also causes minor damage. The longer an opponent stay in the area of affect, the stronger the effect is.

Characters with high DEF will find themselves slowed or unaffected; characters with low DEF may find themselves slowed or even frozen and unable to move for up to ten seconds while they thaw. This is in comparison to Ginny's TEC, and how long they were in the blast. Tanking the full blast will usually completely freeze someone for the full ten seconds afterwards. Ginny cannot cast any other spells, or move, during the five seconds it takes to channel this spell. This spell is draining to Ginny, but moderately so.
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@Luci:
[spoiler]
Quote:Fridjus (300) Ranged Attack Proficiency, Area Attack Proficiency, Debuff Proficiency

Ginny aims her wand and perform the incantation ‘Fridjus’ (this takes three seconds) and a cone of blue light sprays from the tip of her wand. This cone affects everything in 30 degree angle out to twenty feet in front of Ginny, travelling at the speed of an arrow. Over the next five seconds, the spell lowers the temperature in the cone rapidly, causing targets to be covered in frost and ice, and either slowing them or freezing them completely in ice. This also causes minor damage. The longer an opponent stay in the area of affect, the stronger the effect is. 

Characters with high DEF will find themselves slowed or unaffected; characters with low DEF may find themselves slowed or even frozen and unable to move for up to ten seconds while they thaw. This is in comparison to Ginny's TEC, and how long they were in the blast. Tanking the full blast will usually completely freeze someone for the full ten seconds afterwards. Ginny cannot cast any other spells, or move, during the five seconds it takes to channel this spell. This spell is draining to Ginny, but moderately so.

[/spoiler]Fridjus: Approved.

Fumos: I don't think TEC would make it easier to see through the fog, especially since enhanced senses could let someone do that. Maybe something like this would be better (which you can consider approved and use if you want). Feel free to repost and rephrase this if you want.

Quote:Fumos (300) Ranged Attack Proficiency, Area Attack Proficiency, Ranged Materialize Proficiency, Debuff Proficiency

Ginny points her wand and says the incantation ‘Fumos’ (this takes two seconds), after which a thick cloying cloud of black smoke erupts from her wand and fills a sphere roughly 30 feet in diameter (this takes an additional two seconds) directly in front of the wand (Ginny is outside this area, so the centre of it is 15ft in front of her). This smoke obscures vision, and causes choking, coughing, and eyes tearing up. It lasts between five minutes and thirty seconds, depending on the breeze and ventilation. This spell is moderately draining, and Ginny can only cast it once every ten minutes or so. This move can be countered by a strong gust of wind, dispersing the fog. 

Opponents with enhanced senses can see though the fog, and opponents with a lower TEC than Ginny will be much more distracted by their coughing and eye irritation than those with a higher TEC, making it harder to concentrate on moves and fight effectively. As this is magic, it doesn't require breathing (so robots and obscure eldritch monsters are still affected in some way). A good breath of fresh air (i.e. leaving the cloud) will end this within a couple of seconds, and a large shield spell could temporarily prevent the fog spreading to an area.



The only moves in this thread not responded to are the Aetherblades Upgrade (posted by Viola, who is me), and "Psyche Switch" (also mine). So, if anyone else has a move that didn't get noticed besides those, go ahead and bump it.
(03-31-2018, 11:20 PM)Viola Wrote: I'm doing a pretty big overhaul/upgrade of Aetherblades to vastly increase the versatility. So I'm reposting the whole move instead of just writing additions. I'm aware this will put me over my cap in terms of approval OM, since I had to add some stuff to other moves to collaborate with this. The changes to the other moves should be fairly simple though. It's not some super essential change, but if anyone gets time to look through this, I'll be grateful. I was depating making a new move for it all, but because the changes mesh greatly with the base attributes of the swords, I decided it probably wasn't possible to.

Original:
[spoiler]Aetherblades (600) Requires: Ranged Proficiency, Ranged Control

Viola can create up to four floating magical swords appear within 3m of her. Each sword takes 2 seconds of concentration to create, during which she can move. The swords are created one at a time, so it would take 8 seconds to make all 4. Creating the swords is not tiring. The swords are translucent blue-violet, have 0.9m long blades, are straight, and have a crossguard like a typical longsword. While they have handles, Viola is not physically strong enough to use them so has to control them with her magic. Usually, Viola can comfortably move the handles at up to 30m/s* within 60m of her, but while rotating them to attack or parry she would struggle to move them at 10m/s*. The swords can spin very fast while the handle is moving below 10m/s*, and if she had the reaction time and skill they would have a good shot at deflecting a bullet if in the right place.

The blades are durable and very unlikely to break - but, a strong hit to the handle will cause the sword to disperse into the air. Viola can destroy the swords with 2 seconds of stationary concentration per sword. They also disintegrate if Viola falls unconscious, or if they are ever moved more than 60m away from her. She can also destroy one instantly by touching its handle

The swords don't inherently require a lot of focus to move - no more than one has to focus to move an arm. But, in intense combat, using all four at once quickly and effectively does require her to stand still and dedicate all her concentration towards them. In a slower drawn-out fight, however, she can usually move and use/charge less demanding attacks while still controlling her swords - and using one or two swords at once doesn't notably inhibit her at all unless she is being very aggressive - or forced to put all her efforts towards defending from a fast attacker. The swords are generally weak (but still very sharp) - at least compared to what Viola's magic is capable of - they trade off raw strength for versatility, durability, and speed. So, if continuously harassed, the damage will build up. Furthermore, beyond 30m, wounds caused by the swords tend to be weaker, dropping off in strength until they reach 60m away where they can barely replicate a paper cut. In addition to being sharp, the blades of the swords are also hot - enough to leave minor scorch marks from a direct hit on both living targets and the terrain, but not enough to cauterise wounds. They also tend to make audible whirring noises while moving through the air, halfway between how a lightsaber and helicopter blades sound.

An opponent could technically grab the handle of one of the swords and try to use it against her as an incidental weapon, or as an actual weapon if they have mimic - although they're unlikely to find it an effective weapon. The swords may swing through the air quickly, but they are also very light. In addition, Viola would still have control over the weapon, so unless they're considerably stronger than her (their ATK against hers), she'd likely be able to make their attacks miss, or wrench the sword from their grip if she focuses.

*The speeds of the swords are relative to Viola's own movements. So if she was somehow moving 10m/s one direction, the swords would be unable to move faster than 20m/s in the opposite direction.[/spoiler]

New (and improved):

Aetherblades (1800) Requires: Ranged Proficiency, Ranged Control

Reference image (the shape and decor match Viola's swords, the colour does not):
[spoiler]
[Image: rh0yZxd.jpg]
[/spoiler]
Viola can create up to four floating magical swords appear within 3m of her. Each sword takes 2 seconds of concentration to create, during which she can move. The swords are created one at a time, so it would take 8 seconds to make all 4. Creating the swords is lightly fatiguing. The swords have 0.9m long blades and 0.15m long handles, are straight and have a crossguard. While they have handles, Viola is not physically strong enough to use them so has to control them with her magic. Her Aetherblades are very versatile, and can be created with various different parameters (see below). The velocities of the swords are relative to Viola's own (non-rotational) movements. So if she was somehow moving 10m/s one direction, her speed would be added to the sword's if they move in that same direction, and subtracted if they move in the opposite. When turning, the swords pivot about the crossguard. Her swords are capable of spinning fast enough to potentially deflect/block normal bullets (400m/s speed) fired from ~3.66m (12ft) away or further, but she can't actually do that consistently - even with foresight. Under normal conditions, she wouldn't even be able to see her own swords move at this speed - just a blur. Receiving a vast boost to her reactions could allow her to block/deflect easily, however, but without a specialised move, she can't reflect something back at someone. Thrusts with her swords usually tend to be stronger, due to being harder to land than a swing and carrying a bit more force.

Viola can destroy the swords with 2 seconds of stationary concentration per sword. They also disintegrate if Viola falls unconscious, or if they are ever moved more than 60m away from her. She can also destroy one instantly by touching its handle. When her swords break, they shatter into polygons of their colour, which disintegrate harmlessly into the air. Her swords also have three main mechanical properties she can modify, with the fourth being a consequence of these. As well as a fifth, more subtle, property. She can choose each of these parameters upon creation, or recalibrate her sword by focusing on it for a fraction of a second and expending a small amount of energy, then leaving it inactive for a full second (which leaves it vulnerable to being broken, and unable to be used to attack). During this time, it will appear grey-white and translucent, brightly glowing its colour (not bright enough to blind anyone). This is the default appearance of a sword with no properties. This doesn't cost any energy or concentration, but the sword will stop moving relative to Viola (so if she moves further than 60m away from it, it will disintegrate). Recalibrating a sword also repairs it fully.

Durability. Viola can create swords on a varying scale of durability. A strong hit to the handle will always cause the sword to disperse into the air, but she can vary the strength of the blade. At its weakest, it will shatter after hitting an enemy or blocking an attack a single time. This varies up to being able to attack without breaking, but shattering if hit by any force, and slowly getting damaged over time, or simply being able to take a few good hits. Then, at its peak, her sword blades are basically indestructible. Only breaking if they get hit by a very strong attack (or by one of the reasons mentioned above). The more durable a sword is, the less translucent it is. The least durable option is not translucent enough to be hard to see, and will still glow.

Speed. Viola can adjust the speed of her sword handles (not impacting the rate they can spin). At their slowest, the handles can only move at 2m/s when not spinning or twisting quickly, and at a third of that if spinning and twisting quickly. At their fastest, Viola can move them up to 60m/s, and at a third of that speed when twisting or swinging quickly. This is all based around a property of the sword binding, so moving and spinning the slow ones at max speed takes just as much concentration as doing the same with the fast ones (at their max speed) - and is just as tiring. The faster a sword is, the bluer it and its glow become. The slowest sword option gives no colour change.

Strength. Viola's swords are naturally sharp and have a good cutting edge, but she can boost their damaging potential by adding additional magical energy around them. At their weakest, there is no extra energy and they damage opponents in a 'death by one thousand cuts' fashion, so she needs to harass someone to do the damage. This will build up quickly if they simply ignore them, however. Especially if Viola's ATK is much higher than their DEF. When at their strongest, the magic makes them very hot, damaging to even Viola upon physical contact. They're hot enough that, with enough time, Viola can pierce most reinforced walls and doors by stabbing and twisting the sword into them. Combat-wise, this will vastly increase the strength of her swords, but this will usually still be light-moderate damage (based on Viola's ATK and the target's DEF) with a lucky stab doing a bit more - if it hits. These damage descriptions assume the swords have the minimum mass. For increased mass, see further below. The heat tends to amplify how well they can cut, partially or completely incinerating things the sword swings into, but can lead to wounds cauterising. Only the blade gets hot, the crossguard and handle do not. The stronger a sword is, the redder it and its glow become. The weakest sword option gives no colour change.

With all of these traits maxed out, using all four swords at once feels like sprinting in terms of fatigue, so Viola cannot do it for very long without severely tiring herself out (30 seconds tops). This is based on controlling and moving them though, so having the swords exist and not using them to do anything doesn't cost any energy. Alternatively, Viola can have 'one and a half' of these traits maxed out (e.g. all of them at half strength, or one at full strength and one at half strength, or any other distribution) to reduce the fatigue cost down to her prefered 'light drain', with swinging and moving two swords at max speed only being about as tiring as swinging her arm to hit someone with a light weapon - so unless she goes really overboard she could use them like that for a whole fight easily. Viola could reduce the swords parameters further, but this is mostly pointless unless she's incredibly tired or intentionally holding back. The fatigue scales between the 'easy' and 'like running' levels linearly between the 1.5 and 3 traits maxed out. So if Viola capped out two traits and used the other as a 'dump stat', using them would probably feel like a light jog. A general list of configurations Viola prefers is listed at the end of this move. It is perfectly possible for each of Viola's swords to behave differently, and this can up the concentration requirements a bit. The more fatiguing a sword is to use, the blacker its colour and glow (capping out at dark red/blue/etc. never fully black, just dark). The easier it is to use, the more vibrant, and brighter, it and its glow is.

Viola can also increase the mass of her swords. This is done during reconfiguration (or during creation) but has no impact on the fatigue to use. In short, Viola trades out the swing speed of a sword for damage. By default, they can spin fast enough to block bullets. Viola can adjust the mass all the way up to the level of, 'can only spin in a full circle once per two seconds', or anywhere between the two. This makes the sword much easier to dodge, and much harder (or near impossible) to block with. But, in doing so, it vastly increases the blade's cutting power allowing even a weaker sword to deliver a good slash (but particularly if the blade was also made hot). Swinging a heavy sword at its maximum speed effectively requires the same concentration as swinging a light one at its maximum speed. In general, assuming every attack hits, a heavy sword can do more damage than a light one during the same time frame. Viola can choose to make all of her swords heavy, or just some of them, all by varying amounts. Increasing the mass of a sword also makes it harder to control, meaning if also made fast it will tend to have a larger turning circle, and there might be a bit of a lag before they get moving. Heavier swords don't have any visual change but leave little ripples in the air behind them (corresponding to their colour). Heavier swords leave larger ripples (these look similar to a heat haze over a fire, but with colours added).

The swords don't inherently require a lot of focus to move - no more than one has to focus to move an arm. But, in intense combat, using all four at once quickly and effectively does require her to stand still and dedicate all her concentration towards them. In a slower drawn-out fight, however, she can usually move and use/charge less demanding attacks while still controlling her swords - and using one or two swords at once doesn't notably inhibit her at all unless she is being very aggressive - or forced to put all her efforts towards defending from a fast attacker. Simple or repetitive actions are not mentally demanding, like simply telling a sword to move in a straight line or to spin (but this won't change the associated fatigue cost). Beyond 30m, wounds caused by the swords tend to be weaker, dropping off in strength until they reach 60m away where they can barely replicate a paper cut. They also tend to make audible whirring noises while moving through the air, halfway between how a lightsaber and helicopter blades sound.

Someone could technically grab the handle of one of the swords and try to use it against her as an incidental weapon, or as an actual weapon if they have mimic - although they're unlikely to find it an effective weapon. Enemies cannot, however, use the base telekinesis power to manipulate them (unless they have a move allowing them to manipulate others or their weapons). The swords are usually very light to hold (almost like a feather), so a normal swing as opposed to a magical one by Viola is not going to have the same potential. That said, if they get a heavy one, it will feel about as heavy as a sword of twice its size (made of steel), so it could be useful to some - but it'll still be incidental. In addition, Viola would still have control over the weapon, so unless they're considerably stronger than her (their ATK against hers), she'd likely be able to make their attacks miss, or wrench the sword from their grip if she focuses.

Viola's perfered setups (if not mentioned, assume a parameter is at 0%):
[spoiler]
Group Defensive (for group fights) - Bright Blue - Durability (100%) - Speed (50%)
Standard Defensive (for 1v1s) - Bright Purple - Durability (100%) - Speed (25%) - Strength (25%)
Agressive - Vibrant Red - Durability (100%) - Strength (50%)
Mixed - Bright Translucent Purple - Durability (50%) - Speed (50%) - Strength (50%) - Mass (25%)
General Grevious - Darker Purple - Durability (100%) - Strength (100%) - Mass (25%)
Anti-Tanks - Translucent Vibrant Red - Durability (50%) - Strength (100%) - Mass (100%)
Death Swords - Translucent Darker Purple - Speed (100%) - Strength (100%) - Mass (100%)

But if you think something fits a situation better, go wild!
[/spoiler]

Cost/summary:

300 - Base swords
300 - More swords (Varying concentration per number of swords used)
^original move stuff

300 - Variable Durability (Viola can vary how easy/hard her swords are to break, the handle is always a weak point though)
300 - Variable Speed (Viola can vary how fast her sword handles can zoom about relative to her, caps at 60m/s)
300 - Variable Strength (Viola can vary how strong her swords are)
^increasing all these parameters makes the swords more tiring to use.

300 - Mass Changing (Reduces spin/swing speed and makes them easier to dodge/harder to block with, but increases the damage, fatigue stays the same)

=1800 OM (+1200 OM from the original)

For the record, her original move would fit under 'Group Defensive' (see the spoiler). Also, can I edit the 'prefered setups' part without reapproval? It's just a footnote rather than part of the move.



I also have a relevant change to this (to clarify some stuff, as it uses her swords - while it's implied, I'd like to make it obvious). It's just to make it obvious it's independent from her sword move in terms of strengths.

Yo Dawg I Heard You Like Swords (300) Requires: Aetherblades, Ranged, Ranged Materialise

For four seconds of stationary charge, during which Viola has limited control over her swords but can't concentrate on any other moves or powers, Viola can cause all of her Aetherblades to shoot a new sword of the exact same size and appearance (~3ft blade) that travels in the direction they're pointing. These new swords travel at the speed of an arrow (~150mph or ~67m/s) and carry a lot of momentum behind them. After being fired, they disintegrate into polygons (which are the same colour as the sword was) 5 seconds later (regardless of whether they hit something or not). Each sword does moderate damage, so when put together this can be very strong. This move can be fairly tiring if used too often so Viola is unlikely to use it repetitively. Her swords glow during the charge period - bright enough to illuminate a dark room yet dim enough to look at. After shooting these swords, Viola's Aetherblades remain intact and she can continue to control and use them as usual. These new swords are always the same strength, regardless of how Viola's Aetherblades are calibrated. The only difference the sword variability has on this move is the colour.



The clarifications here are just saying that 'Borrowed Time' will utilise the sword modifications. 

Borrowed Time (300) Requires: Aetherblades, Time Manipulation, Foresight

When there comes a moment that Viola is in dire need, for a small amount of energy, she can instantly call upon her future self to aid her. When this happens, all of her Aetherblades start acting of their own accord for five seconds, allowing Viola a change to get out of harm's way or concentrate on other moves. They make full use of her foresight where possible. If any of her Aetherblades weren't summoned, they are all temporarily summoned at once for an increased fatigue cost, then shatter after the duration. If any break during this move, they are resummoned automatically one second later (again for an increased fatigue cost). While seemingly acting automatically, the swords fight as if Viola was dedicating her full attention to them. At the start of this move, the configuration of all of Viola's Aetherblades are instantly changed to better suit the situation. Any resummoned ones are made with whatever settings Viola may find useful. Afterwards, any remaining swords are kept and given to Viola to control normally again, keeping their new calibration. Utilising this move is moderately draining overall, and every second the swords fight like this is tiring. She is unlikely to use this more than once per fight.

To be able to use this again, Viola has to concentrate intently for five seconds, during which she has to stand still and can't use any moves or power (including non-passive ones that don't require concentration). During this time, she 'loans' her mind to her past self, although none of her experiences bleed over.

Hoo boy, that was a massive read. All of these updates are approved. Also, yeah you can edit the preferred setups section if you want!
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
(04-01-2018, 10:20 AM)Dane Regan Wrote:
(03-28-2018, 02:50 PM)Dane Regan Wrote: Just a move to allow the switching of powerups and stuff in the same way as alt forms. Only of the same tier though. Figured I'd see if this is approvable before I invest in a bunch of powerups.

Psyche Switch (300)

Dane can change his fighting style up drastically in the middle of a fight - even with larger amounts of mana. Similar to how Dane switches between his alt forms, he can also do the same with power-ups and powered-up forms. While one power-up or powered-up form is active, he and concentrate and redirect his mana to replace it with another of the same tier. This follows the usual SPD based time constraints for switching between alt forms, and Dane could use this to swap between one normal form and a power-up to a powered-up form, and back, or to swap his alt form and a power-up at the same time. Diverting so much mana can be a little bit tiring, however, but unless he does this often it's unlikely to deliberate him too much.

Forgot I had this pending. Bringing it to the front since there's been a bunch of posts since. It's not like, "I need this now" sorta thing, but if anyone gets the time to look at this, that'd be super cool.

No, this isn't something we allow! Each power-up or powered-up form requires SP to use, and you must spend that SP every time you switch between forms, even if they are of the same tier!
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
New move time:

[spoiler]
Quote:The Fires that Illuminate Deepest Darkness; Scintillations of the Golden Conflagration! (600)
(Physical Strength, Area Attack Proficiency, Ranged Materialise Proficiency, Remote Control Proficiency)
Ahana can summon golden flames anywhere within 3 metres of herself and can manipulate them by gesturing with her arms and/or hands. They can be moved no further from her than 3 metres away, but will always automatically move to keep in place relative to her position. This fire cannot deal damage, though anyone with DEF less than twice her ATK will feel some warmth emanating from it. Also, the flames cannot actually set things on fire. Smaller streams of flame can be created almost instantly, but to expand these enough to fill the entire area would require half a second of Focus.

Whilst Focusing on summoning and/or maintaining the flames, she can do everything else she normally can, except use other Moves which require Focus (e.g. she could stab someone with one of her javelins, but couldn’t summon more javelins). Also, because the fire requires continued Focus, if her concentration is disrupted, it will vanish immediately. The Fatigue cost of this Move is small enough that she can use it liberally, but if she keeps employing it often throughout a fight it will eventually add up.

Writing Guide
In combat, Ahana will generally use this Move in one of three ways:
• To attempt to distract opponents and give herself an opportunity to attack them while their guard is down, either by shooting fire at them and hoping they think it’s actually dangerous, or by throwing it into their face to cover their eyes for a moment.
• To make it harder for others to attack her by surrounding herself with fire, blocking their vision of her... though as she has no way of seeing through the fire herself, doing this means obscuring her own vision as well.
• To draw attention to herself and generally look cool and/or threatening. This would be mostly done in an attempt at convincing enemies to attack her rather than any allies she had nearby… or if she just feels like showing off. She can be pretty vain.
[/spoiler]
[Image: Ahana_Sig_V3.png]
Echoes of the Slaughtered Tier One Utility Super Move (600) - Requires Spiritual Attunement, Telepathy

[spoiler]Acting as a conduit for souls, especially those that have died violent deaths, the Ouroboros Blade can allow the wielder to interact with the deceased. Should Kuzuru or Renji find themselves in an area where somebody has died they can temporarily bring back the soul of the departed. They must spend one SP and meditate for fifteen minutes, during which they cannot move and any significant distraction will restart the timer. At the end of this time they enter a fugue state and become nearly catatonic for five minutes. During this time they become unable to perceive the outside world and instead it appears as if time has frozen. In reality they have simply entered a deep meditative state and to an outside observer seem to be simply mumbling to themselves. Once they enter this state they can speak with the spirit of anyone that died a violent death within an area of 50 meters. At the end of five minutes or if they are awakened from meditation the effect immediately ends. They can choose to expend one more SP to extend the time to ten minutes, but once the connection is broken they are unable to ever contact the same spirit again.[/spoiler]
[Image: ZzG0TJ9.png]    

[Image: AshenBladeBadge.png]
Imprint (300 OM or fodder free, wasn't sure.)

(Requires: Insight) Once the user has performed their insight power on a target, they’re able to retain a mental document of what was revealed in order to reference the information in the future.
Dante's Abyss 2015
   GRAND CHAMPION   
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Mark Twain Wrote:"The difference between the right word and the almost right word is the difference between lightning and a lightning bug."


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