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Move Approval V
Alternate form: Gogen style (2000 OM)

Kanda’s hair turns white/grey and he takes a much riskier approach of combat, he can take an extra hit or two and his strength has dramatically increased. Because of this sluggish way of fighting he isn’t as mobile or skilled as he was before. All of his abilities and skills are still available to him.

Even though he can still see the difference between friends and foes he takes much more uncalculated risks.   

Alternate form stats:
Atk: 6
Def: 3
Spd: 2
Tec: 2


Innocence corruption ( debuff, melee, ranged ) (300 OM) : The innocence recognises Kanda’s foes and attacks them from inside. With every attack Kanda hits against the target it leaves a small trail of innocence. At first it has little to no effect, however the longer the fight continues, the more the enemy comes in touch with the innocence, the target starts to feel it's effect. Vision will slowly become blurry and movements will become more and more sluggish as the fight continues at its peak the target will be unable to block or parry at their normal rate. The higher the target’s DEF, the longer it takes for the corruption to take over. If a target is not being hit with an attack every 10 seconds the effects start to wear off. This does not happen instantly either, like the build up it takes time for the traces for corruption to disappear. Corruption does not damage or kill.


Flash steps ( Foresight, burst movement.) (300 OM): Kanda focuses on incoming attacks (ranged or melee). This extra increase in focus makes it possible for him to dodge incoming attacks he normally wouldn’t be able to dodge during normal combat, as it allows him to use the Burst Movement Power more than once per second. It requires such focus he won’t be able to attack during dodging. Evading at this speed does come with a toll. A single dodge isn't much of a problem, continual dodging makes him feel like he ran a marathon within seconds; making this much more tiring than using Burst Movement with the usual 1 second gaps between each 'burst'
[Image: giphy.gif]
You're naive. We're destroyers, not saviors. - Yu Kanda
Charisma A+ (Requires Buff, Ranged Proficiency) 300 OM:

Gilgamesh being the natural born leader he is was able at one point was able to command entire armies with ease. Now in the Omniverse his words has an almost magical characteristic. One per fight, Gilgamesh stops attacking and starts to withdraw to the backline. Once there, Gilgamesh says something inspirational that gets his allies amped up to fight for him. Any ally in earshot feels as if they have the Survival Power and forget about previous fatigue for a minute. They will still experience damage as normal and will continue to accumulate fatigue, although they feel as if they just got a second wind. Afterwards, their injuries and fatigue hit them again like a wall of bricks. Gilgamesh must finish his entire speech, 5-10 seconds, to have an affect. If Gilgamesh is interrupted, the effect doesn't occur and cannot occur for the rest of the battle.
[Image: GilgameshDAsig_zpsecqjfngm.png][Image: NB_BadgeRight.png][Image: RhzfCY6.gif] - Credit to Ezzy
@Yu:
Alternate form - This has 13 stats, but you only have 2 stat increases. This is approved for use after you get a 3rd stat increase. Otherwise, post it again with one less stat. Your alt form is approved. Please update your roster (the unlocks section) to include the third stat upgrade your bought.

Innocence corruption: Does this have any drawbacks? At the moment, you're getting a debuff to all your attacks for free. I'd advise adding it as an effect one of your weapons does or something (and if it always does that, then it won't actually cost you 300 more OM).

Flash Steps: This seems alright. Approved.

@Gilgamesh: Charisma A+ is Approved.
Requesting this as one of the moves I'm going to need for an NPC Prime I'm working on. 

Clarent - Red Thunder (600 OM, Physical Strength, Ranged Proficiency, Debuff.): 

Clarent Red Thunder is a blade that is about 2 feet long, including the handle. A simple sword, this can send an arcing blast of Red Lightning that has a range of 30 feet but does minor if any damage. The blast takes about seven seconds to charge up, and requires a hand to wield. During the charge time, the blade cannot be used for melee. In addition, this weapon requires the entire concentration of Mordred. The blast of electricity can paralyze for about 5 seconds.
(05-06-2018, 07:42 PM)Warren Zimmer Wrote: Requesting this as one of the moves I'm going to need for an NPC Prime I'm working on. 

Clarent - Red Thunder (600 OM, Physical Strength, Ranged Proficiency, Debuff.): 

Clarent Red Thunder is a blade that is about 2 feet long, including the handle. A simple sword, this can send an arcing blast of Red Lightning that has a range of 30 feet but does minor if any damage. The blast takes about seven seconds to charge up, and requires a hand to wield. During the charge time, the blade cannot be used for melee. In addition, this weapon requires the entire concentration of Mordred. The blast of electricity can paralyze for about 5 seconds.

How fast does the lightning travel? Lightning speed? Or slower, like a bullet? Or arrow speed? Also, you can up the damage of the lightning to light/moderate if you want.
Clarent -Blood Arthur (600 OM, Physical Strength, Ranged Proficiency, Debuff.): 

Clarent Blood Arthur is a blade that is about 5 feet long, including the handle. A simple sword, this can send an arcing blast of Red Lightning that has a range of 30 feet but does moderate damage. The blast takes about seven seconds to charge up, and requires a hand to wield. During the charge time, the blade cannot be used for melee. In addition, this weapon requires the entire concentration of Mordred. The blast of electricity can paralyze for about 5 seconds. The lightning travels at the speed of an arrow. 
[float=right][Image: clarent_blood_arthur_by_10shadow10-d77u3o3.jpg][/float]
(05-06-2018, 09:48 PM)Warren Zimmer Wrote: Clarent -Blood Arthur (600 OM, Physical Strength, Ranged Proficiency, Debuff.): 
[spoiler]
Clarent Red Thunder is a blade that is about 2 feet long, including the handle. A simple sword, this can send an arcing blast of Red Lightning that has a range of 30 feet but does moderate damage. The blast takes about seven seconds to charge up, and requires a hand to wield. During the charge time, the blade cannot be used for melee. In addition, this weapon requires the entire concentration of Mordred. The blast of electricity can paralyze for about 5 seconds. The lightning travels at the speed of an arrow. 
[float=right][Image: clarent_blood_arthur_by_10shadow10-d77u3o3.jpg][/float][/spoiler]

Awesome. Approved. That said, are you sure you didn't mean 3ft instead of 2ft for the sword length? 3ft seems more reasonable for the size of a normal sword blade, so 2ft for the whole thing is pretty small. But if you wanted it short, sure. I'd suggest having the sword blade being 3ft long, and the handle being large enough to accommodate up to two hands.
Changed it to 3 feet, and thanks for approving that. Will submit the rest of the character's moves tomorrow, when I'm not dead tired.
(05-06-2018, 09:56 PM)Warren Zimmer Wrote: Changed it to 3 feet, and thanks for approving that. Will submit the rest of the character's moves tomorrow, when I'm not dead tired.

Sure thing dude. I did some quick googling, and if this is meant for Mordred from the Fate anime/VNs, you'd probably want the sword to be able 4 to 5 ft in total length since it's close to her height. I'd definitely go for 4ft at least.
I have a new RP Fodder Move I'd like approved:
[spoiler]
Ahana Varma Wrote:The Fires that Conjure Strange Devices; Communications of the Golden Conflagration! (0) (RP Fodder Move)
(Mobile Dataverse Device, Communicator)
A small, roughly cuboid, golden fire (which can’t deal damage but feels warm to anyone with DEF less than twice her ATK) appears somewhere within 3 metres of Ahana (and keeps its position in relation to her body if she moves), lasting half a second before winking out to reveal a small, plain tablet made of pure gold. None of its edges are sharp, but the bottom corners are more rounded than those on the front face. The object’s dimensions are 15cm x 7cm x 1cm. These are almost effortless to create and there is no limit to the maximum number she can have, though she can only summon up to two at a time. She has no method of un-summoning them, so will typically just throw one away when done using it. Using this in combat would be extraordinarily inefficient, though, as they would deal extremely low damage even compared to other Incidental Weapons.

The real purpose of these things is that they serve as Dataverse Devices for her. They are magical rather than technological in nature, but still function much like ordinary smartphones; with the front face being covered by an ‘illusion spell’ (i.e. a monitor) when in use (they’re also able to do other phone-like things such as produce sounds and take photos, despite having neither speakers nor cameras). They only work as Dataverse Devices when Ahana herself is touching them, though; in anyone else’s hands they are just small blocks of gold.
[/spoiler]
In case it matters at all, the summoning process I used for these is the same (though worded a little more succinctly) as that used in this Move here:
[spoiler]
Ahana Varma Wrote:The Fires that Forge Endless Spines; Creations of the Golden Conflagration!
(Physical Strength, Ranged Proficiency, Ranged Materialise Proficiency)
Reference image for the javelins’ shape and approximate size in relation to her:
https://image.ibb.co/j1k1s7/Jav_Scale_Small.png
A thin, straight line of golden fire, 3 cm thick, shoots (at a speed of 22 m/s) from one point within 3 metres of Ahana to another point just a little over 2.2 metres away from the first. This fire cannot deal damage, though anyone with DEF less than twice her ATK will feel some warmth emanating from it. After an additional 0.4 seconds (i.e. it has half a second total summoning time), the fire vanishes, revealing a javelin made of pure gold. Creating one of these is almost effortless and requires some concentration, but not complete Focus, meaning she can still move about as normal (the fire follows her if she does, maintaining its position in relation to her body) and she can use Physical Strength defensively (e.g. to bat away a sword if someone tried to stab her). Alternatively, she can choose to summon two at once, in which case she can move at no faster than walking speed whilst summoning and cannot defend herself. It is entirely possible for her to wield one of these in each hand, if she wishes, or she can opt to use only one at a time.

The javelins are 220 cm long, 2.5 cm thick at their widest, and have sharp points on either end. Due to being made entirely of gold and being completely solid, they weigh far more than sporting javelins, which are hollow. As a result of this additional weight, they can only be thrown at about half the speed and a quarter as far as someone with her ATK would be able to throw a regular javelin, though this extra weight does also mean that they deal a fair bit more damage than normal ones. They can be used for either melee or ranged attacks, though due to being made from such a soft metal as gold, they can be dented, bent and broken much more easily than most weapons. Ahana has no limit to the number she can summon in total and no method of un-summoning them. This makes it entirely plausible for anyone nearby to get their hands on one of her javelins and use it as an Incidental Weapon.
[/spoiler]



And I'd also like to update this Move now that I have Ranged Proficiency:
[spoiler]
China Wrote:Abyssal Screech
(Area Attack Proficiency, Physical Strength)
This Move can only be used when China's mouth is in its second form (see 'Resilient China Fangs'). China opens his mouth wide and lets loose a piercing shriek so loud and so high-pitched that it is actually capable of causing real harm to those hearing it from close by.

Abyssal Screech damages the eardrums of affected parties, so generally the only visible sign of any injuries caused will be blood running from the ears, at the most. The distance at which one can stand from China before being within range of having their eardrums ruptured depends on their DEF compared to his ATK. For each point that his ATK exceeds their DEF, add 1 foot of distance; so, for example, if his ATK was 10 and his opponent's DEF was 0, he could harm them from up to 10' away from his head. Note that whilst Ranged Proficiency is not required for this Move, China cannot harm anyone more than 12' away without it. Enemies outside the damage range may still feel some pain, but will not be harmed by it and will be assumed to be capable of ignoring it well enough to continue fighting unless the character's owner states otherwise. Characters whose DEF matches or exceeds China's ATK will not be harmed by this Move (unless their owner wishes them to be).

This Move can be maintained for a maximum of 20 seconds and in order to take enough damage to actually have their eardrums burst, an individual must remain close enough to China to be affected for at least 2 seconds. China himself will not be harmed by Abyssal Screech, but otherwise it will affect enemies and allies alike. China must remain stationary whilst using this Move and must Focus on it completely, so cannot use any other Moves or Powers at the same time. Also, this Move tires him significantly, has a 15 minute cooldown period, and prevents him from speaking at all for 5 minutes after each use.

Abyssal Screech can theoretically deal lethal damage, though in order for it to do so China would have to keep an opponent at very close proximity (1/2 of their affected range) for twice the standard effect duration (4 seconds). This will generally only be possible for lesser Secondaries or Primes too weakened to fight back (i.e. I could have him use it as a finisher move after having won a graded fight).
[/spoiler]
The only changes I'm making are adding Ranged Proficiency to the requirements and removing the line "Note that whilst Ranged Proficiency is not required for this Move, China cannot harm anyone more than 12' away without it." from the description:
[spoiler]
China Wrote:Abyssal Screech (300)
(Area Attack Proficiency, Physical Strength, Ranged Proficiency)
This Move can only be used when China's mouth is in its second form (see 'Resilient China Fangs'). China opens his mouth wide and lets loose a piercing shriek so loud and so high-pitched that it is actually capable of causing real harm to those hearing it from close by.

Abyssal Screech damages the eardrums of affected parties, so generally the only visible sign of any injuries caused will be blood running from the ears, at the most. The distance at which one can stand from China before being within range of having their eardrums ruptured depends on their DEF compared to his ATK. For each point that his ATK exceeds their DEF, add 1 foot of distance; so, for example, if his ATK was 10 and his opponent's DEF was 0, he could harm them from up to 10' away from his head. Enemies outside the damage range may still feel some pain, but will not be harmed by it and will be assumed to be capable of ignoring it well enough to continue fighting unless the character's owner states otherwise. Characters whose DEF matches or exceeds China's ATK will not be harmed by this Move (unless their owner wishes them to be).

This Move can be maintained for a maximum of 20 seconds and in order to take enough damage to actually have their eardrums burst, an individual must remain close enough to China to be affected for at least 2 seconds. China himself will not be harmed by Abyssal Screech, but otherwise it will affect enemies and allies alike. China must remain stationary whilst using this Move and must Focus on it completely, so cannot use any other Moves or Powers at the same time. Also, this Move tires him significantly, has a 15 minute cooldown period, and prevents him from speaking at all for 5 minutes after each use.

Abyssal Screech can theoretically deal lethal damage, though in order for it to do so China would have to keep an opponent at very close proximity (1/2 of their affected range) for twice the standard effect duration (4 seconds). This will generally only be possible for lesser Secondaries or Primes too weakened to fight back (i.e. I could have him use it as a finisher move after having won a graded fight).
[/spoiler]

I'm not totally sure where the line is regarding being able to attack people in melee range with a ranged move, but I don't think I should need to pay an extra 300 OM for this, since I've never seen anyone buying a gun Move being told that they can't shoot people less than 12' away unless they pay an extra 300 OM and buy Physical Strength.
[Image: Remote_Sensor_Tower_and_the_Fire_Warriors_2.png]
(05-07-2018, 11:04 AM)Reece Wrote: [spoiler]
Ahana Varma Wrote:The Fires that Conjure Strange Devices; Communications of the Golden Conflagration! (0) (RP Fodder Move)
(Mobile Dataverse Device, Communicator)
A small, roughly cuboid, golden fire (which can’t deal damage but feels warm to anyone with DEF less than twice her ATK) appears somewhere within 3 metres of Ahana (and keeps its position in relation to her body if she moves), lasting half a second before winking out to reveal a small, plain tablet made of pure gold. None of its edges are sharp, but the bottom corners are more rounded than those on the front face. The object’s dimensions are 15cm x 7cm x 1cm. These are almost effortless to create and there is no limit to the maximum number she can have, though she can only summon up to two at a time. She has no method of un-summoning them, so will typically just throw one away when done using it. Using this in combat would be extraordinarily inefficient, though, as they would deal extremely low damage even compared to other Incidental Weapons.

The real purpose of these things is that they serve as Dataverse Devices for her. They are magical rather than technological in nature, but still function much like ordinary smartphones; with the front face being covered by an ‘illusion spell’ (i.e. a monitor) when in use (they’re also able to do other phone-like things such as produce sounds and take photos, despite having neither speakers nor cameras). They only work as Dataverse Devices when Ahana herself is touching them, though; in anyone else’s hands they are just small blocks of gold.
[/spoiler]
[spoiler]
China Wrote:Abyssal Screech (300)
(Area Attack Proficiency, Physical Strength, Ranged Proficiency)
This Move can only be used when China's mouth is in its second form (see 'Resilient China Fangs'). China opens his mouth wide and lets loose a piercing shriek so loud and so high-pitched that it is actually capable of causing real harm to those hearing it from close by.

Abyssal Screech damages the eardrums of affected parties, so generally the only visible sign of any injuries caused will be blood running from the ears, at the most. The distance at which one can stand from China before being within range of having their eardrums ruptured depends on their DEF compared to his ATK. For each point that his ATK exceeds their DEF, add 1 foot of distance; so, for example, if his ATK was 10 and his opponent's DEF was 0, he could harm them from up to 10' away from his head. Enemies outside the damage range may still feel some pain, but will not be harmed by it and will be assumed to be capable of ignoring it well enough to continue fighting unless the character's owner states otherwise. Characters whose DEF matches or exceeds China's ATK will not be harmed by this Move (unless their owner wishes them to be).

This Move can be maintained for a maximum of 20 seconds and in order to take enough damage to actually have their eardrums burst, an individual must remain close enough to China to be affected for at least 2 seconds. China himself will not be harmed by Abyssal Screech, but otherwise it will affect enemies and allies alike. China must remain stationary whilst using this Move and must Focus on it completely, so cannot use any other Moves or Powers at the same time. Also, this Move tires him significantly, has a 15 minute cooldown period, and prevents him from speaking at all for 5 minutes after each use.

Abyssal Screech can theoretically deal lethal damage, though in order for it to do so China would have to keep an opponent at very close proximity (1/2 of their affected range) for twice the standard effect duration (4 seconds). This will generally only be possible for lesser Secondaries or Primes too weakened to fight back (i.e. I could have him use it as a finisher move after having won a graded fight).
[/spoiler]

Your fodder move and your changes to Abyssal Screech are approved. Also, you have quite a few drawbacks for your screech move and the range is very limited. Are you sure you don't want it to work with double China's ATK instead (for range, obviously - not damage)? With one point of ATK adding 2ft, and someone else's DEF subtracting 1ft. You do you, but I don't see a problem with you upgrading it like that.
(05-07-2018, 11:21 AM)Dane Regan Wrote: Your fodder move and your changes to Abyssal Screech are approved. Also, you have quite a few drawbacks for your screech move and the range is very limited. Are you sure you don't want it to work with double China's ATK instead (for range, obviously - not damage)? With one point of ATK adding 2ft, and someone else's DEF subtracting 1ft. You do you, but I don't see a problem with you upgrading it like that.

Oh. Sure, thanks, that'd be great.
Is this okay for the new version then?:

[spoiler]
China Wrote:Abyssal Screech (300)
(Area Attack Proficiency, Physical Strength, Ranged Proficiency)
This Move can only be used when China's mouth is in its second form (see 'Resilient China Fangs'). China opens his mouth wide and lets loose a piercing shriek so loud and so high-pitched that it is actually capable of causing real harm to those hearing it from close by.

Abyssal Screech damages the eardrums of affected parties, so generally the only visible sign of any injuries caused will be blood running from the ears, at the most. The distance at which one can stand from China before being within range of having their eardrums ruptured depends on their DEF compared to his ATK. For each point of ATK he has 2' of distance is added, then 1' is deducted for each point of DEF the affected character has; so, for example, if his ATK was 10 and his opponent's DEF was 5, he could harm them from up to 15' away from his head. Enemies outside the damage range may still feel some pain, but will not be harmed by it and will be assumed to be capable of ignoring it well enough to continue fighting unless the character's owner states otherwise. Characters whose DEF is at least twice China's ATK will not be harmed by this Move (unless their owner wishes them to be).

This Move can be maintained for a maximum of 20 seconds and in order to take enough damage to actually have their eardrums burst, an individual must remain close enough to China to be affected for at least 2 seconds. China himself will not be harmed by Abyssal Screech, but otherwise it will affect enemies and allies alike. China must remain stationary whilst using this Move and must Focus on it completely, so cannot use any other Moves or Powers at the same time. Also, this Move tires him significantly, has a 15 minute cooldown period, and prevents him from speaking at all for 5 minutes after each use.

Abyssal Screech can theoretically deal lethal damage, though in order for it to do so China would have to keep an opponent at very close proximity (1/2 of their affected range) for twice the standard effect duration (4 seconds). This will generally only be possible for lesser Secondaries or Primes too weakened to fight back (i.e. I could have him use it as a finisher move after having won a graded fight).
[/spoiler]
[Image: chinasig3.png]
(05-07-2018, 12:07 PM)China Wrote: [spoiler]
Abyssal Screech (300)
(Area Attack Proficiency, Physical Strength, Ranged Proficiency)
This Move can only be used when China's mouth is in its second form (see 'Resilient China Fangs'). China opens his mouth wide and lets loose a piercing shriek so loud and so high-pitched that it is actually capable of causing real harm to those hearing it from close by.

Abyssal Screech damages the eardrums of affected parties, so generally the only visible sign of any injuries caused will be blood running from the ears, at the most. The distance at which one can stand from China before being within range of having their eardrums ruptured depends on their DEF compared to his ATK. For each point of ATK he has 2' of distance is added, then 1' is deducted for each point of DEF the affected character has; so, for example, if his ATK was 10 and his opponent's DEF was 5, he could harm them from up to 15' away from his head. Enemies outside the damage range may still feel some pain, but will not be harmed by it and will be assumed to be capable of ignoring it well enough to continue fighting unless the character's owner states otherwise. Characters whose DEF is at least twice China's ATK will not be harmed by this Move (unless their owner wishes them to be).

This Move can be maintained for a maximum of 20 seconds and in order to take enough damage to actually have their eardrums burst, an individual must remain close enough to China to be affected for at least 2 seconds. China himself will not be harmed by Abyssal Screech, but otherwise it will affect enemies and allies alike. China must remain stationary whilst using this Move and must Focus on it completely, so cannot use any other Moves or Powers at the same time. Also, this Move tires him significantly, has a 15 minute cooldown period, and prevents him from speaking at all for 5 minutes after each use.

Abyssal Screech can theoretically deal lethal damage, though in order for it to do so China would have to keep an opponent at very close proximity (1/2 of their affected range) for twice the standard effect duration (4 seconds). This will generally only be possible for lesser Secondaries or Primes too weakened to fight back (i.e. I could have him use it as a finisher move after having won a graded fight).
[/spoiler]

Yeah. This is good. Approved. The larger area might make it do a bit less damage, but it'll still be pretty solid (I mean, without a powerup, no one's really going to expect a max range larger than 10ft or so - which ain't super big).
Weapon: Playing Cards.

Hisoka's weapon of choice is a set of ordinary French playing cards, which he uses in combat to lethal effects by wielding or throwing them in conjunction with his Shu. The cards have white borders, with a checkered pattern composed by small, light and dark fuchsia squares.

With the aid of Shu, Hisoka can turn his cards into mortal edge weapons or projectiles. He employs them by targeting his opponent's vital spots, generally the throat, but also to incapacitate them by severing their tendons. He can throw them with deadly accuracy and speed, and also incorporate them in surprise attacks with Bungee Gum. (Cost: 600 OM)

Hatsu Ability
Bungee Gum
(Elastic Love)

Hisoka's main ability allows him to make his aura sticky and elastic. Its extreme durability, flexibility and adhesive properties make it an exceptionally versatile ability with several offensive, defensive, and supplementary applications. He can activate it from his fingers, hands, and feet. He can attach it both through physical contact and remotely, by extending it towards the target, which can make it very difficult to avoid. He can give it the command to contract at will, and it snaps back with greater force the more it is stretched. It is extremely resilient, allowing it to absorb the kinetic energy and stretch before returning that energy in the direction of its sender, making it an effective defense against projectiles.

Offensively, Bungee Gum can be used to pull the opponent towards Hisoka, or to create flail-like weapons. He can also separate it from his body - most commonly to attach projectiles to his opponent, such as his Shu-enhanced cards, while concealing it with In. The combination of the latter technique and Bungee Gum allows Hisoka to lay multi-layered traps that spring all at once.

Bungee Gum also has a wide range of auxiliary applications. Hisoka can attach it to a solid surface to retreat at extreme speed when the need arises. By using it on his feet, he can adhere to the ground or run on walls. It is also useful for sticking objects in place for traps, or to keep hold of them, even after throwing them. By covering a wound with it, he can instantly stop hemorrhages. (Requires Elasticity, Basic Regeneration, Ranged Proficiency, Physical Proficiency, Homing Proficiency, Remote Control Proficiency) (Cost: 2700 (?) OM)

Hatsu Ability
Texture Surprise

(Flimsy Lies)


Hisoka can apply his aura to any smooth, flat surface, such as paper or cloth, and manifest imagery on it to change its appearance and texture for deception. He can replicate over one thousand different textures. He has tricked Nen users of the Spiders' caliber with this ability, with none of them realizing he had used it, either by sight or by touch. It can also be applied to pure aura, such as Hisoka's Bungee Gum, to alter his own appearance.

Since no aura is detectable once Texture Surprise is active, its effects are also visible to individuals unable to use Nen. (Cost: 300 OM)
Uh oh. Those boys got me all tingly...
[Image: ezgif-1-a370e630e1.gif]
I must calm it.

@Belle:

Playing Cards: If he's throwing the cards any faster than would be normally possible, can you state how fast they travel specifically? Also, this needs Physical Attack and Ranged Proficiency, so make sure to note that in the move description somewhere.

Bungee Gum: I would advise just splitting this into multiple different moves (one for wall walking, one for pulling people about, etc.), but, for now, can you give me a quick checklist for why you think it's (probably) 2700 OM.

Texture Surprise: How big are the textures (like, what's the maximum size) and how long does it take to do this? Also, I'd add a note about enhanced senses seeing through the illusion.
(05-07-2018, 02:42 PM)Dane Regan Wrote: @Belle:
Bungee Gum: I would advise just splitting this into multiple different moves (one for wall walking, one for pulling people about, etc.), but, for now, can you give me a quick checklist for why you think it's (probably) 2700 OM.

A defensive shield against melee attacks 300
A defensive shield against ranged attacks 600
Can pull Hisoka towards an object 900
Can pull Hisoka towards an opponent 1200
Can pull an opponent towards Hisoka 1500
Can pull an opponent towards an object 1800
Can pull an opponent towards an opponent 2100
Can pull an object towards Hisoka 2400
Can pull an object towards an opponent 2700
Can pull an object towards an object 3000
Can create improvised weapons (ie. flails) 3300
Can anchor Hisoka onto an object. 3600
Base cost 300, for 3900

I realize I may be going overboard with what's considered a 'use', but after looking at the notes under writing moves, I'm now kinda paranoid about having to delineate every single potential use of an ability that, by its very nature, invites creativity.

Feel free to simplify this or clarify officially what is considered a 'use'.
Uh oh. Those boys got me all tingly...
[Image: ezgif-1-a370e630e1.gif]
I must calm it.

(05-06-2018, 05:18 PM)Dane Regan Wrote: @Yu:
Innocence corruption: Does this have any drawbacks? At the moment, you're getting a debuff to all your attacks for free. I'd advise adding it as an effect one of your weapons does or something (and if it always does that, then it won't actually cost you 300 more OM).

The thing is, every attack uses innocence energy, hence the seperate move. The drawback is the time it takes before it actually becomes effective. With a low DEF character it might become a little noticable halfway through the fight, perhaps even near the end, depending on writing, with high defense characters it might never effect them at all.
[Image: giphy.gif]
You're naive. We're destroyers, not saviors. - Yu Kanda
(05-07-2018, 04:35 PM)Yu Kanda Wrote: The thing is, every attack uses innocence energy, hence the seperate move. The drawback is the time it takes before it actually becomes effective. With a low DEF character it might become a little noticable halfway through the fight, perhaps even near the end, depending on writing, with high defense characters it might never effect them at all.

The time it takes to come into effect isn't a drawback. It's simply a weakness in the base effect. This is essentially a passive move, and those aren't really a thing in the OV. So, you'll have to rework this. There needs to be an actual drawback of some sort for the effects you want.

The only passive moves I can name are Ebony's Immortal Flames and Enel's lightning thing - both of them are identical though. They do weak damage to anyone who touches them - which is more 'a bit painful' than actually damaging. They're allowed only because they're weaker effects close to fodder that are hard to actually use.
(05-07-2018, 03:23 PM)Belle Wrote: A defensive shield against melee attacks 300
A defensive shield against ranged attacks 600
Can pull Hisoka towards an object 900
Can pull Hisoka towards an opponent 1200
Can pull an opponent towards Hisoka 1500
Can pull an opponent towards an object 1800
Can pull an opponent towards an opponent 2100
Can pull an object towards Hisoka 2400
Can pull an object towards an opponent 2700
Can pull an object towards an object 3000
Can create improvised weapons (ie. flails) 3300
Can anchor Hisoka onto an object. 3600
Base cost 300, for 3900

I think you can cut this down to:
300 - Shield that blocks attacks (melee or ranged)
300 - Can pull two things together
300 - Can create improvised weapons (using objects he sticks to himself effectively to attack)
300 - Sticky feet/hands.
=1200

This could end up more expensive than that though (for example, if you wanted the shields to be of variable size, that would add 300 OM).
While waiting for a senior staffer to give haste a look over, I figured I'd give it another rework. I think these changes to Haste should fix most/some issues people have. This makes it so Viola kinda sorta has to spend SP, without this actually being a super utility. I also added a bunch of clarifications on exactly what happens twice as fast (which is basically everything). It might look basically the same, but I've essentially doubled the fatigue cost and forced Viola to spend SP. While this isn't a super utility, it has to be used in conjunction with a specific one.

Summary of benefits/drawbacks of Haste:
[spoiler]
Benefits:
>Target moves, acts, thinks, and charges stuff at double speed for 15 seconds.
>Mechanical attributes of their weapons are twice as fast, so their gun can unload all its bullets in half the time.
>To them everything else is moving in slow motion (half speed) and they're the normal one.
>Debuffs cast directly on them (and not a lingering effect that applies to everyone who remains in the area) last half as long.
>Any bullets/spells they fire, explosions they cause, or weapons they throw move twice as fast. This applies to all their actions, so bullets from stolen guns and thrown rocks will also 
>They jump and fall twice as fast - every movement is double speed.

Drawbacks:
>5 second charge time (complete focus)
>Viola and the target have to be inside the effects of Viola's Infinity Mend super utility (halves fatigue for all allies within a 60m diameter sphere for 1 round)
>Viola can't do anything while this is active (including continue to spend energy on any moves, regardless of if they require focus)
>Person under the effects of haste suffers double fatigue for every action, the halved fatigue is already accounted for with this number. 
>This works out as quadruple fatigue since they're doing twice as much.
>Buffs cast directly on them (and not a lingering effect that applies to everyone who remains in the area) last half as long.
>The duration of lingering moves the target uses are halved (so if they have a move that sets their sword on fire for 5 seconds, to others it will only look like 2.5 seconds), this includes something used on an opponent.
>A constantly channelled move based on fatigue (such as them having to keep spending energy to keep their sword on fire) may only last a quarter as long (it will look half as long to them and a quarter as long to an outsider) due to the double fatigue of actions within haste.

General:
>They're not twice as strong, if they couldn't normally lift a rock, they can't now.
>A constantly channelled spell cast on them will act as usual. So if someone freezes them in ice and needs to keep focus to stop them breaking free, it will last the usual time. (Whereas a fire and forget freeze spell will last half as long).
>Super moves used on the target or by the target are unaffected by haste (however, haste may still impact the execution time of the target's super moves).[/spoiler]
Haste (300) Requires: Time Manipulation, Buff, Ranged, Homing
[spoiler]
Viola focuses for 5 seconds, where she can has to focus completely, stand still, and cannot defend herself. Afterwards, she can choose to delay the casting of this spell for up to 3 seconds (with similar concentration requirements to charging it - however if she wishes to use this time to cast Infinity Mend she can). Viola can only cast this move while within the effects of her Infinity Mend super utility (or an identical super utility she and the target benefit from), as the energy requirements are too great for usual use. Her target must also be within the effects of that spell, and remain there to continue to benefit from haste. All fatigue requirements mentioned in this move description already account for Infinity Mend (so the actual values would be double). This spell is moderately tiring for Viola to cast.

Once cast, the flow of time around the target is sped up for the following 15 seconds (real time). This allows them to move, think, and act twice as fast as well as charge moves and powers twice as quickly as normal. All normal time constraints are halved, including execution times (so burst movement would seem like 0.5 seconds on and 0.5 seconds off to an outsider) as well as lingering durations (so their 5-second long burning debuff would only last for 2.5 seconds). This also applies to other lingering moves used on them (so a 5-second stun spell would only stun them for 2.5 seconds), but not channelled effects (so if someone freezes them in ice and needs to keep focus to stop them breaking free, it will last the usual time). Furthermore, similarly to their melee attacks being twice as fast, their thrown weapons and bullets they fire will travel at double speed. Their explosions will detonate twice as fast. Despite any speed or timing changes, all attacks done by the target still deal the usual damage. This applies to incidental weapons as well (stolen guns, thrown rocks, etc.), but the haste effect on incidental weapons and ammo runs out after 3 seconds of leaving the target's body or the moment anyone else touches them.

However, this move saps energy from those under its effects. In addition to passively suffering 30 seconds of fatigue over 15 seconds (due to them acting and experiencing twice as much), the fatigue costs of all their moves, powers, and actions (even walking and running) are actively doubled, essentially quadrupling the energy they need to spend. While under this moves effects, the target perceives everything else as moving at half speed. Furthermore, while this move is active, Viola has to stand still and divert her complete focus towards maintaining it. Due to this, Viola cannot even expend energy towards anything (such as a lingering buff she cast beforehand, or a non-concentration based effect). If she loses concentration, this spell ends early. Both Viola and her target can choose to end this move at any time.

Notably, the speed boost gained can be stacked with burst movement or super speed. However, whenever someone uses one of these powers while under the effects of haste, Viola suffers twice the fatigue those actions would take under normal conditions. Super moves may be executed twice as fast by the target, but no super moves used on or by the target see any change in effectiveness (so a super utility would last just as long as usual and do the exact same thing, a super attack would do just as much damage, etc.). Lastly, while under the effects of haste, the target perceives everything besides their own actions to be in slow motion. To them, everything else is moving at half speed. As every movement they make is twice as fast, this also applies to jumps and falls.[/spoiler]
(The utility Viola needs to use with this - which is already approved here: http://omniverse-rpg.com/showthread.php?...#pid130916)
T1SU - Infinity Mend (600) Requires: Buff, Ranged, Time Manipulation 
[spoiler]
Viola closes her eyes for one second. Once she opens them, a blue-violet sweeping wave of magic flows outwards in a 30m radius sphere, forcing the most desirable future upon the land. Even deserts or steam-punk workshops will find nature quickly taking a hold. Grass, shrubbery and flowers all grow, bending around any obstructions rather than damaging them. It's as if many years pass for the terrain at once, but rather than it being left to its own devices, it's more akin to the whole area being gardened for years. As a result, changes are more aesthetic than chaotic, and Viola has a fair control over the rough décor - although any new plants won't be noticeably disruptive to anyone's movements. But, the most notable effect of this spell is how Viola's time magic permeates the air, giving a lush and rejuvenating feel to her and all of her allies so long as they remain in the area. This magic lasts for one round (~10 minutes out of combat), and all moves, powers, abilities, and actions cost half as much stamina/mana/etc. as they would normally (sp costs remain the same). Even simple actions such as walking are easier. After the magic disperses, the changes to the landscape remain. While most of the changes happen at the start, new flowers and plants bloom and grow throughout this move, just not as fast (a rose bush might slowly grow over a few minutes, for example). Viola can choose to continue spending SP to sustain this effect (1sp = 1 extra round).
[/spoiler]


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