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Move Approval V
(05-11-2018, 12:06 PM)Whirda Wrote: [spoiler]Move Approval for Tia Dalma, my NPC submission.

Undead Companion (300 OM) (Ranged Proficiency, Homing Proficiency): Calling upon her latent necromantic powers, after five minutes of uninterrupted concentration Tia Dalma can raise a human or animal from the dead to serve as her companion.  While channeling this move Tia Dalma must remain stationary and completely focused.  In combat, the mindless companion will attack the closest target in defense of its master and cannot wield weapons or armor, performing only biting attacks and clumsy punches.  Much like a regular zombie, removing or bludgeoning the head will kill it, but it will persist through the loss of limbs or wounds that would otherwise be fatal. 

Outside of combat, the zombie is a faithful servant used to perform menial tasks and act as a sentry to protect Tia Dalma's island haven in the Vasty Deep. (I think this constitutes RP fodder but I can update this to 600OM if needed.)

Past and Future (0 OM): By concentrating briefly on a willing host, Tia Dalma can see their past and/or future in great detail, often discerning details of which the host itself is unaware.  As pointed out below this move is purely RP fodder, cannot be used in combat, and has no effect on an unwilling host.  It is only intended to be used for Whirda's return storyline and will not have any meta applications such as seeing future Prime enemies or OOC information or the like.

Fair Winds and Following Seas (600 OM) (Ranged Proficiency, Area Attack Proficiency, Area Defense Proficiency, Debuff Proficiency, Ranged Materialize Proficiency): The Sea Goddess has an innate control over the weather, able to conjure or quell wind, waves, and dangerous storm clouds to aid allies or impede and attack enemies.  As below, this move can be used as RP fodder out of combat but will not be used to gain any advantage other than better storytelling. 

Wind: By remaining stationary and concentrating for a few seconds Tia Dalma conjures gusts of wind up to thirty yards away.  The gusts last about ten seconds and buffet nearby enemies or objects, battering large enemies and throwing medium and small enemies several feet but deal no significant damage.  The gusts occupy an area of roughly ten square yards.  While the wind does no direct damage, it can blow objects that cause harm - such as rocks - and cause other effects you might expect such as waves at sea.

Waves: See Wind.

Storms: By remaining stationary and concentrating for a few seconds, Tia Dalma conjures storm clouds above an area of about 15 square yards (is this an appropriate size?).  The storm clouds persist for approximately five minutes, releasing loud thunderclaps and indiscriminate bolts of lightning, about one bolt of lightning per ten seconds.  This move cannot be aimed or controlled and lightning bolts travel at the speed of, well, a lightning bolt.

Cure (0 OM) (Healing): By concentrating for a few minutes to several days (depending on the severity of the affliction) on an ally, Tia Dalma can remove deadly toxins and diseases from her target.  This move cannot cure flesh wounds, but can cure everything from the common cold to the venom of a deadly serpent to the most dangerous diseases.  As below, Tia Dalma has the Healing power and cannot use this move in combat.  RP fodder.

Healing Stream (300 OM) (Healing, Ranged Proficiency): While remaining stationary and actively concentrating, Tia Dalma channels a beam of healing energy between herself and an ally within 30 yards.  This only applies to Tia Dalma's normal healing.  Tia Dalma can maintain this move indefinitely.

Calypso's Maelstrom(Tier 1 Offensive Super Move, 600 OM) (Ranged Proficiency, Area Attack Proficiency): Tia Dalma conjures a maelstrom fifteen yards square, quite similar to a condensed hurricane.  This move forms around Tia Dalma, and at the end she occupies the "eye" of the storm, a circle about five feet in diameter where the maelstrom has no effect.  Enemies near the maelstrom will be sucked in by its powerful winds and tossed like a ragdoll while skeins of rippling electricity shock and burn them and freezing rain pelts them, inflicting moderate damage.  The maelstrom lasts approximately thirty seconds.[/spoiler]

All of the above are approved, besides Fair Winds and Following Seas. I'll approve it with the following bolded changes, however (you can copy the below and quote this post as an approval):

Quote:Fair Winds and Following Seas (600 OM) (Ranged Proficiency, Area Attack Proficiency, Ranged Materialize Proficiency, Homing): The Sea Goddess has an innate control over the weather, able to conjure or quell wind, waves, and dangerous storm clouds to aid allies or impede and attack enemies.  As below, this move can be used as RP fodder out of combat but will not be used to gain any advantage other than better storytelling.  

Wind: By remaining stationary and concentrating for a few seconds Tia Dalma conjures gusts of wind up to thirty yards away.  The gusts last about ten seconds and buffet nearby enemies or objects, battering large enemies and throwing medium and small enemies several feet but deal no significant damage.  The gusts occupy an area of roughly ten square yards.  While the wind does no direct damage, it can blow objects that cause harm - such as rocks - and cause other effects you might expect such as waves at sea.

Waves: See Wind.

Storms: By remaining stationary and concentrating for a five seconds, Tia Dalma conjures storm clouds about 10 yards above an area of about 15 square yards within 30 yards of her.  The storm clouds persist for approximately one minute, releasing loud thunderclaps and indiscriminate bolts of lightning, about one bolt of lightning per ten seconds.  This move cannot be aimed or controlled and lightning bolts travel at the speed of, well, a lightning bolt.  While Tia cannot control this move, each strike of lightning will hit a random person within the area (except herself), or just random scenery if no one is there.  The lightning isn't highly damaging, but it still packs a punch. It can hurt, burn, and deliver a very painful shock, acting as a deterent from remaining in the area. Creating storms is moderately tiring, and Tia cannot create more than one at once.

>Reduced the duration and increased the charge time by a bit (otherwise this would be fairly weak)
>Added a fatigue cost
>Clarified that the lightning can actually hit people, since I'm not a fan of purely random moves (they're really hard to balance without forcing the randomness)
>Added some important numbers for detail
>Added a clarification of the lightning damage (since it may not have been obvious)
>Specified that no more than one storm can be created at once (just the lightning ones, you can make wind ones at the same time)
(I also removed area defence and debuff profs, since they're not needed for this, but added homing so the lightning can hit people)

I think this sort of thing is roughly what you wanted, and while I changed things that I probably didn't need to, I did so to help balance this. Anyway, feel free to repost with any prefered changes. Otherwise, you can just link this post as an approval and use my rewrite of your move.
Stardust rod (300 om) (Ranged proficancy): Shantotto’s personal mage staff, this two foot long weapon is nearly the same size as the mage who wields it. This weapon serves as a conduit to channel her spells.

It is best described as a polished wooden staff with gold embellishment holding a large opal like crystal focus on the tip held in place by more gold.

Summoning the stardust rod takes only the blink of an eye but requires a small bit of stamina to do multiple times, Shantotto can keep the weapon on her back at all times to reduce the need to summon it. The rod itself is a fragile tool and can break if struck hard.

The stardust rod is capable of being used to create a pulse of dark magic that expands outward from the focus of the rod to divert incoming attacks away from Shantotto’s body. The burst is a short range shield that activates prior to the incoming attack or projectile makes contact with the rod or Shantotto so as to prevent any damage to the rod itself. The magical pulse is a three foot wide bubble emitted from the acts as a reactive force to the incoming strike countering it with a similar counter directional force to block it. Doing so requires enough time for Shantotto to react and a 1/4th second to focus. As well as a small amount of her stamina however constantly using this to redirect incoming blows can quickly tire her out.

Blows that manage to strike the Stardust rod will often shatter its focus (the crystal orb on the tip, and heavy strikes risk breaking the rod entirely. Forcing her to resummon it should it be broken.) Due to the fragile nature this weapon can not be used as a melee weapon.



TLDR: She makes a dark magic shield using the pulse to stop attacks from hitting her
Umbral Cocoon - Tier Two Super Defense - 800 OM
Whirda draws on the thrumming leylines of umbral magic surrounding her, weaving an impenetrable cocoon of utter darkness. The cocoon is capable of blocking any move up to a Tier Two Super Move.
(05-11-2018, 01:29 PM)Shantotto Wrote: Stardust rod (300 om) (Ranged proficancy):
[spoiler]Shantotto’s personal mage staff, this two foot long weapon is nearly the same size as the mage who wields it. This weapon serves as a conduit to channel her spells.

It is best described as a polished wooden staff with gold embellishment holding a large opal like crystal focus on the tip held in place by more gold.

Summoning the stardust rod takes only the blink of an eye but requires a small bit of stamina to do multiple times, Shantotto can keep the weapon on her back at all times to reduce the need to summon it. The rod itself is a fragile tool and can break if struck hard.

The stardust rod is capable of being used to create a pulse of dark magic that expands outward from the focus of the rod to divert incoming attacks away from Shantotto’s body. The burst is a short range shield that activates prior to the incoming attack or projectile makes contact with the rod or Shantotto so as to prevent any damage to the rod itself. The magical pulse is a three foot wide bubble emitted from the acts as a reactive force to the incoming strike countering it with a similar counter directional force to block it. Doing so requires enough time for Shantotto to react and a 1/4th second to focus. As well as a small amount of her stamina however constantly using this to redirect incoming blows can quickly tire her out.

Blows that manage to strike the Stardust rod will often shatter its focus (the crystal orb on the tip, and heavy strikes risk breaking the rod entirely. Forcing her to resummon it should it be broken.) Due to the fragile nature this weapon can not be used as a melee weapon.[/spoiler]

This would not need ranged proficiency. It would, however, need physical proficiency because the "pulse" is physically pushing things (also, a 3ft pulse, 1.5ft radius, if fairly big for a 2ft rod). It's akin to bashing something with a shield. The following, however, would not need physical proficiency (as it literally just creates a small shield).

Stardust rod (300 om): 
[spoiler]Shantotto’s personal mage staff, this two foot long weapon is nearly the same size as the mage who wields it. This weapon serves as a conduit to channel her spells.

It is best described as a polished wooden staff with gold embellishment holding a large opal like crystal focus on the tip held in place by more gold.

Summoning the stardust rod takes only the blink of an eye but requires a small bit of stamina to do multiple times, Shantotto can keep the weapon on her back at all times to reduce the need to summon it. The rod itself is a fragile tool and can break if struck hard. 

The stardust rod is capable of being used to create a small shield of dark magic at the focus of the rod to block or deflect incoming attacks away from Shantotto’s body. The shield activates prior to the incoming attack or projectile makes contact with the rod or Shantotto so as to prevent any damage to the rod itself. The shield is a two-foot wide circle. Shantotto will usually create it at a slant to reduce the shield strength needed to deflect an attack. Doing so requires enough time for Shantotto to react and a 1/4th second to focus. As well as a small amount of her stamina, however constantly using this to redirect incoming blows can quickly tire her out. Once created, the shield does not move with the staff and if unbroken lingers for up to half a second (or until a new shield is created).

Blows that manage to strike the Stardust rod will often shatter its focus (the crystal orb on the tip, and heavy strikes risk breaking the rod entirely. Forcing her to resummon it should it be broken.) Due to the fragile nature this weapon can not be used as a melee weapon.[/spoiler]
You could naturally change the shield size or any of the other little things here, but the core point is: it's a shield. It's not directly pushing things. If you want to shove stuff away with a physical pulse, you're need physical prof. Or, you could make use telekinesis in close range or something. Either would work.

(05-11-2018, 01:42 PM)Whirda Wrote: Umbral Cocoon - Tier Two Super Defense - 800 OM
Whirda draws on the thrumming leylines of umbral magic surrounding her, weaving an impenetrable cocoon of utter darkness. The cocoon is capable of blocking any move up to a Tier Two Super Move.

Approved, but with area defence as a requirement (since you're larger than 3ft tall).
(05-11-2018, 02:00 PM)Dane Regan Wrote:
(05-11-2018, 01:29 PM)Shantotto Wrote: Stardust rod (300 om) (Ranged proficancy):
[spoiler]Shantotto’s personal mage staff, this two foot long weapon is nearly the same size as the mage who wields it. This weapon serves as a conduit to channel her spells.

It is best described as a polished wooden staff with gold embellishment holding a large opal like crystal focus on the tip held in place by more gold.

Summoning the stardust rod takes only the blink of an eye but requires a small bit of stamina to do multiple times, Shantotto can keep the weapon on her back at all times to reduce the need to summon it. The rod itself is a fragile tool and can break if struck hard.

The stardust rod is capable of being used to create a pulse of dark magic that expands outward from the focus of the rod to divert incoming attacks away from Shantotto’s body. The burst is a short range shield that activates prior to the incoming attack or projectile makes contact with the rod or Shantotto so as to prevent any damage to the rod itself. The magical pulse is a three foot wide bubble emitted from the acts as a reactive force to the incoming strike countering it with a similar counter directional force to block it. Doing so requires enough time for Shantotto to react and a 1/4th second to focus. As well as a small amount of her stamina however constantly using this to redirect incoming blows can quickly tire her out.

Blows that manage to strike the Stardust rod will often shatter its focus (the crystal orb on the tip, and heavy strikes risk breaking the rod entirely. Forcing her to resummon it should it be broken.) Due to the fragile nature this weapon can not be used as a melee weapon.[/spoiler]

This would not need ranged proficiency. It would, however, need physical proficiency because the "pulse" is physically pushing things (also, a 3ft pulse, 1.5ft radius, if fairly big for a 2ft rod). It's akin to bashing something with a shield. The following, however, would not need physical proficiency (as it literally just creates a small shield).

Stardust rod (300 om): 
[spoiler]Shantotto’s personal mage staff, this two foot long weapon is nearly the same size as the mage who wields it. This weapon serves as a conduit to channel her spells.

It is best described as a polished wooden staff with gold embellishment holding a large opal like crystal focus on the tip held in place by more gold.

Summoning the stardust rod takes only the blink of an eye but requires a small bit of stamina to do multiple times, Shantotto can keep the weapon on her back at all times to reduce the need to summon it. The rod itself is a fragile tool and can break if struck hard. 

The stardust rod is capable of being used to create a small shield of dark magic at the focus of the rod to block or deflect incoming attacks away from Shantotto’s body. The shield activates prior to the incoming attack or projectile makes contact with the rod or Shantotto so as to prevent any damage to the rod itself. The shield is a two-foot wide circle. Shantotto will usually create it at a slant to reduce the shield strength needed to deflect an attack. Doing so requires enough time for Shantotto to react and a 1/4th second to focus. As well as a small amount of her stamina, however constantly using this to redirect incoming blows can quickly tire her out. Once created, the shield does not move with the staff and if unbroken lingers for up to half a second (or until a new shield is created).

Blows that manage to strike the Stardust rod will often shatter its focus (the crystal orb on the tip, and heavy strikes risk breaking the rod entirely. Forcing her to resummon it should it be broken.) Due to the fragile nature this weapon can not be used as a melee weapon.[/spoiler]
You could naturally change the shield size or any of the other little things here, but the core point is: it's a shield. It's not directly pushing things. If you want to shove stuff away with a physical pulse, you're need physical prof. Or, you could make use telekinesis in close range or something. Either would work.

(05-11-2018, 01:42 PM)Whirda Wrote: Umbral Cocoon - Tier Two Super Defense - 800 OM
Whirda draws on the thrumming leylines of umbral magic surrounding her, weaving an impenetrable cocoon of utter darkness. The cocoon is capable of blocking any move up to a Tier Two Super Move.

Approved, but with area defence as a requirement (since you're larger than 3ft tall).

Yes sir I have area defense, thanks!

On that note, would this move protect an ally from a directional super move if they were behind the cocoon too?
(05-09-2018, 10:46 AM)Dane Regan Wrote: Trixie:
[spoiler]
(05-08-2018, 09:29 PM)Trixie Wrote: Creating a template move for a couple of NPC Primes. 

[Color] Lightsaber -- (300)

The standard issue weapon of a Sith Soldier trained and educated in the ways of the Force. Measuring at eleven inches long the hilt consists of a power supply, a primary crystal and a focusing crystal. Depending on the color crystal used a lightsaber produces a four and a half foot blade of that color. The blade is composed of pure plasma energy and capable of cutting through nearly anything within the reasonable limitations of the Omniverse. Aesthetic design of the hilt varies from user to user, but the function does not change nor does it improve the quality of the blade or cutting potential.

Remember to add your proficiencies, so this is approved with Physical Attack.

Just remember that someone with only 3 ATK won't normally be able to cut through a reinforced steel wall or something (due to OV limitations). That said, you could add in a comment like, "cutting through stronger objects (like steel) may take more time" if you want to be able to. 

(05-09-2018, 09:52 AM)Trixie Wrote: Thermal Detonator (300)

A palm sized, round grenade. Powered by a volatile baradium core encased in thermite, the Thermal Detonator is activated by pressing the button on the top of it. Once the pressure is released from the trigger the user has about six seconds before the core detonates in a violent fusion based explosion. The blast radius is about 20 meters. The very nature of the explosion is purely thermal damage causing severe burns to anyone caught in it’s explosion.

This needs area attack. Also, I assume you plan to throw it (which would need ranged prof). Can you add in a brief line either describing how far it can be thrown or just a rough comment on how heavy it is (which would imply how far someone could throw it). "It can be thrown about as far as a normal grenade" would work. If you don't plan to throw it, just specify that it's dropped or placed somewhere instead.

Lastly, while this might seem like a stupid question, is there anything stopping the user from just continuously throwing one of these every second or so? Since I assume ammo would probably be limited, you might want to specify that (or say how long it takes to make new ones and how many can be carried at once).
[/spoiler]
Vash:
[spoiler]
(05-09-2018, 07:36 AM)Vash Wrote: Projectile Deflection -300 OM (Ranged Attack Proficiency)
Vash, using his sharp senses and wit, can predict where many projectiles will end up. By throwing rocks or other hard objects in his vicinity Vash can deflect individual physical projectiles such as bullets, arrows, bolts, or other forms of small ballistic munitions one at a time. This will only work if Vash can see the source of the projectile (unless it moves at an exorbitantly slow pace), it isn't excessively large, and his TEC is equal to or exceeds the ATK of the weapon being used.

You realise bullets travel a lot faster than thrown rocks, right? In many cases, you would have to be throwing a rock before the bullet is even fired. I'm fine with you throwing a rock or something like that to bounce away a thrown grenade or another rock, or a magical spell that doesn't travel really fast, but even with 5 TEC, doing it against a bullet is just kinda silly. You would need a stupidly high SPD stat to be able to flick your arm fast enough for the rock to really leave your hand before a bullet hits you. Heck, you would have to be predicting where they're going to shoot before they've even finished aiming in some situations (which would naturally be impossible since they'd just aim somewhere where the rock isn't).

If you want to pull off something crazy like this, you'd be better off getting the foresight power and a move that lets you try to shoot enemy bullets or ranged attacks as the fire them. Or make your thrown rock move only work for enemy attacks that you'd reasonably be able to react to.[/spoiler]
Belle:
[spoiler]
(05-09-2018, 07:44 AM)Belle Wrote: Ten - Once a person has opened their aura nodes, they must learn to keep their aura from leaking away from their body. Ten (纏, Envelop; Shroud) is the process of keeping the nodes open, but also having aura flow through and around the body rather than away from it. Once maintained, it creates a shroud around the user that feels similar to standing in lukewarm, viscous fluid. Ten maintains youthful vigor and reduces one's aging, since the energy powering the body no longer leaks away; one can keep the body from breaking down and deter the aging process. Ten is the most basic defense against emotional Nen attacks, and it also offers limited protection against physical attacks, but hardly any when said attacks are enhanced with aura. Through frequent meditation and practice, one can improve the quality of their Ten and even maintain it in their sleep. Once it has been learned, it will never be forgotten, much like cycling and swimming. Despite being the most elementary technique of all, Ten is also one of the most important, as the more polished it is, the more precise one's control over their aura. (Cost: 0. This is an explanation for Hisoka's baseline durability and strength.)

Zetsu (AKA Suppression) - While Ten allows a user to keep aura from leaking away from their body, Zetsu (絶, Suppress; Null) stops the flow of aura from their body altogether. By closing all of their aura nodes, the user is able to halt all outflow of their aura like water from a valve, making their presence much harder or even impossible to sense. This technique is useful when tracking another person, as it will make it easier to follow them, preventing other users of Nen from noticing their pursuer. (Cost: 1000 OM. This is a flavored version of Suppression.)

Ren (Tier 2 Powerup) - Ren (練, Refine; Enhance) focuses on outputting a larger amount of aura than Ten, projecting it outwards explosively. This amplifies the user's physical strength and durability and provides a large pool of aura for any advanced techniques or individual skills they decide to use, albeit at the cost of expending said aura. One can train their Ren to extend its duration and increase the amount of aura at their disposal.

If Ten is considered purely defensive, Ren can be regarded as its offensive counterpart, although it also grants the user vastly enhanced defensive abilities.

Attack: +3
Defense: +2
Speed: +3
Technique: +2

(Cost: 1500 OM)

Hatsu - Hatsu (発, Release; Act) is one's personal expression of Nen. Its qualities are influenced by but not restricted to the Nen user's natural Nen category, one of the six available, which is decided by nature and nurture. Hatsu is used to project one's aura to carry out a certain function, creating a special and unique paranormal ability that is colloquially called "Nen ability", "Hatsu ability", or simply "Hatsu". (Cost: 0 OM. Flavor for explaining how Nen Hatsu abilities work.)

Advanced Nen Techniques

In - In (隱, Conceal) - is an advanced form of Zetsu used to render one's aura imperceptible, effectively concealing it. Unlike Zetsu, however, In does not stop the user's aura flow; instead, it hides it, making it difficult to perceive with any of the five senses. This is even true of those affected by Enhanced Senses, although in this case the effectiveness diminishes the closer an observer is to Hisoka's Technique stat. When matching or exceeding Hisoka's Technique, a nen object concealed by In becomes visible. Because of its abilities, this technique is perfect for launching sneak attacks or laying traps, as it can conceal not only the user's presence, but also Nen constructs generated with Emission, Transmutation, or Conjuration abilities.

Special: In can be countered completely by Gyo, or any similar move that boosts Enhanced Senses, regardless of Tech disparity. (Requires: Stealth, Suppression) (Cost: 300 OM)

En - En (圓, Circle) (Enhanced Senses) is an advanced application of Ten and Ren. In Ren, aura usually envelops only a small amount of space around the user's body. En is when one extends their Ren so that their aura extends further than normal, then uses Ten at the same time to contain and give shape to that aura, normally a sphere. Someone using En can feel the shape and movement of anything within the area covered by their aura, with the degree of awareness and finesse depending on their level of skill. Nen users can be told apart from regular people due to their stronger reactionto the En user's aura. Zetsu (Suppression) can suppress a Nen user's, or Prime's, response, making their position difficult to pinpoint.

As someone who has mastered En, Hisoka is capable of extending his coverage to a circle with a 100 meter radius. (Cost: 2000 OM. This is a flavored version of Enhanced Senses: Master)

Shu - Shu (周, Enfold) is an advanced application of Ten. Shu allows a user of Nen to enshroud an object with their aura, allowing them to use that object as an extension of their own body. For example, one could use Shu to extend their Ten around a weapon, which would strengthen and protect it. Hisoka uses this technique to sheathe his playing cards in his Nen, turning them into deadly weapons. (See Weapon: Playing Cards) (Flavor for explaining how Hisoka uses Nen to enhance objects like his playing cards. May need an OM cost if he intends to use Shu on improvised weapons, like picking up a chair and slamming someone with it.)

Ten - Sure thing, approved.

Zetsu - This is fine.

Ren - Approved.

Hatsu - Approved, but these fodder things are more suited for just general lore to be written on the roster. Fodder moves generally actually do something (but that something is a foddery thing).

In - I'm confused, isn't this just a flavour version of suppression+stealth? Why are you making a move for it?

En - Again, you don't even really need a fodder move for this. Since as far as I can see, it's just lore. You can literally just write it on your roster by the power. Also, note that enhanced senses don't inherently let you tell what someone's powers are (so you wouldn't actually be able to tell if someone is a 'Nen user'). That's just a fodder thing that'd need OOC permission.

Shu - This will cost you OM if you want to use it on anything besides the playing cards. Since you're essentially turning any incidental weapon into a non-incidental one.
[/spoiler]

Thermal Detonator:
>okay. I'll mention tossing it in the rewrite
>limit 2 per fight to account for having to resupply.
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
@Whirda: Depends. Some super moves attacks from above or fires from below, etc. You could only guarantee protection if you wrapped them in a cocoon with you.
(05-11-2018, 02:04 PM)Dane Regan Wrote: @Whirda: Depends. Some super moves attacks from above or fires from below, etc. You could only guarantee protection if you wrapped them in a cocoon with you.

Is that an option?  Would it cost more or require a second super move?
(05-11-2018, 02:06 PM)Whirda Wrote:
(05-11-2018, 02:04 PM)Dane Regan Wrote: @Whirda: Depends. Some super moves attacks from above or fires from below, etc. You could only guarantee protection if you wrapped them in a cocoon with you.

Is that an option?  Would it cost more or require a second super move?

You can protect allies by wrapping them inside your shield, yeah. Just say something like, "Whirda can expand the cocoon to up to X metres wide to protect both herself and nearby allies". One super move. Protects you and your bros.
(05-11-2018, 01:06 PM)Dane Regan Wrote:
(05-11-2018, 12:06 PM)Whirda Wrote: [spoiler]Move Approval for Tia Dalma, my NPC submission.

Undead Companion (300 OM) (Ranged Proficiency, Homing Proficiency): Calling upon her latent necromantic powers, after five minutes of uninterrupted concentration Tia Dalma can raise a human or animal from the dead to serve as her companion.  While channeling this move Tia Dalma must remain stationary and completely focused.  In combat, the mindless companion will attack the closest target in defense of its master and cannot wield weapons or armor, performing only biting attacks and clumsy punches.  Much like a regular zombie, removing or bludgeoning the head will kill it, but it will persist through the loss of limbs or wounds that would otherwise be fatal. 

Outside of combat, the zombie is a faithful servant used to perform menial tasks and act as a sentry to protect Tia Dalma's island haven in the Vasty Deep. (I think this constitutes RP fodder but I can update this to 600OM if needed.)

Past and Future (0 OM): By concentrating briefly on a willing host, Tia Dalma can see their past and/or future in great detail, often discerning details of which the host itself is unaware.  As pointed out below this move is purely RP fodder, cannot be used in combat, and has no effect on an unwilling host.  It is only intended to be used for Whirda's return storyline and will not have any meta applications such as seeing future Prime enemies or OOC information or the like.

Fair Winds and Following Seas (600 OM) (Ranged Proficiency, Area Attack Proficiency, Area Defense Proficiency, Debuff Proficiency, Ranged Materialize Proficiency): The Sea Goddess has an innate control over the weather, able to conjure or quell wind, waves, and dangerous storm clouds to aid allies or impede and attack enemies.  As below, this move can be used as RP fodder out of combat but will not be used to gain any advantage other than better storytelling. 

Wind: By remaining stationary and concentrating for a few seconds Tia Dalma conjures gusts of wind up to thirty yards away.  The gusts last about ten seconds and buffet nearby enemies or objects, battering large enemies and throwing medium and small enemies several feet but deal no significant damage.  The gusts occupy an area of roughly ten square yards.  While the wind does no direct damage, it can blow objects that cause harm - such as rocks - and cause other effects you might expect such as waves at sea.

Waves: See Wind.

Storms: By remaining stationary and concentrating for a few seconds, Tia Dalma conjures storm clouds above an area of about 15 square yards (is this an appropriate size?).  The storm clouds persist for approximately five minutes, releasing loud thunderclaps and indiscriminate bolts of lightning, about one bolt of lightning per ten seconds.  This move cannot be aimed or controlled and lightning bolts travel at the speed of, well, a lightning bolt.

Cure (0 OM) (Healing): By concentrating for a few minutes to several days (depending on the severity of the affliction) on an ally, Tia Dalma can remove deadly toxins and diseases from her target.  This move cannot cure flesh wounds, but can cure everything from the common cold to the venom of a deadly serpent to the most dangerous diseases.  As below, Tia Dalma has the Healing power and cannot use this move in combat.  RP fodder.

Healing Stream (300 OM) (Healing, Ranged Proficiency): While remaining stationary and actively concentrating, Tia Dalma channels a beam of healing energy between herself and an ally within 30 yards.  This only applies to Tia Dalma's normal healing.  Tia Dalma can maintain this move indefinitely.

Calypso's Maelstrom(Tier 1 Offensive Super Move, 600 OM) (Ranged Proficiency, Area Attack Proficiency): Tia Dalma conjures a maelstrom fifteen yards square, quite similar to a condensed hurricane.  This move forms around Tia Dalma, and at the end she occupies the "eye" of the storm, a circle about five feet in diameter where the maelstrom has no effect.  Enemies near the maelstrom will be sucked in by its powerful winds and tossed like a ragdoll while skeins of rippling electricity shock and burn them and freezing rain pelts them, inflicting moderate damage.  The maelstrom lasts approximately thirty seconds.[/spoiler]

All of the above are approved, besides Fair Winds and Following Seas. I'll approve it with the following bolded changes, however (you can copy the below and quote this post as an approval):

Quote:Fair Winds and Following Seas (600 OM) (Ranged Proficiency, Area Attack Proficiency, Ranged Materialize Proficiency, Homing): The Sea Goddess has an innate control over the weather, able to conjure or quell wind, waves, and dangerous storm clouds to aid allies or impede and attack enemies.  As below, this move can be used as RP fodder out of combat but will not be used to gain any advantage other than better storytelling.  

Wind: By remaining stationary and concentrating for a few seconds Tia Dalma conjures gusts of wind up to thirty yards away.  The gusts last about ten seconds and buffet nearby enemies or objects, battering large enemies and throwing medium and small enemies several feet but deal no significant damage.  The gusts occupy an area of roughly ten square yards.  While the wind does no direct damage, it can blow objects that cause harm - such as rocks - and cause other effects you might expect such as waves at sea.

Waves: See Wind.

Storms: By remaining stationary and concentrating for a five seconds, Tia Dalma conjures storm clouds about 10 yards above an area of about 15 square yards within 30 yards of her.  The storm clouds persist for approximately one minute, releasing loud thunderclaps and indiscriminate bolts of lightning, about one bolt of lightning per ten seconds.  This move cannot be aimed or controlled and lightning bolts travel at the speed of, well, a lightning bolt.  While Tia cannot control this move, each strike of lightning will hit a random person within the area (except herself), or just random scenery if no one is there.  The lightning isn't highly damaging, but it still packs a punch. It can hurt, burn, and deliver a very painful shock, acting as a deterent from remaining in the area. Creating storms is moderately tiring, and Tia cannot create more than one at once.

>Reduced the duration and increased the charge time by a bit (otherwise this would be fairly weak)
>Added a fatigue cost
>Clarified that the lightning can actually hit people, since I'm not a fan of purely random moves (they're really hard to balance without forcing the randomness)
>Added some important numbers for detail
>Added a clarification of the lightning damage (since it may not have been obvious)
>Specified that no more than one storm can be created at once (just the lightning ones, you can make wind ones at the same time)
(I also removed area defence and debuff profs, since they're not needed for this, but added homing so the lightning can hit people)

I think this sort of thing is roughly what you wanted, and while I changed things that I probably didn't need to, I did so to help balance this. Anyway, feel free to repost with any prefered changes. Otherwise, you can just link this post as an approval and use my rewrite of your move.

Sounds fine to me, thanks.
(05-11-2018, 01:42 PM)Whirda Wrote: Umbral Cocoon - Tier Two Super Defense - 800 OM
Whirda draws on the thrumming leylines of umbral magic surrounding her, weaving an impenetrable cocoon of utter darkness.  Whirda can expand the cocoon to approximately three square yards, allowing her to protect adjacent allies as well. The cocoon is capable of blocking any move up to a Tier Two Super Move.

Like dis?
@Trixie: Seems good. I'll approve your rewrite if you add those stuff.

(05-11-2018, 02:09 PM)Whirda Wrote:
(05-11-2018, 01:42 PM)Whirda Wrote: Umbral Cocoon - Tier Two Super Defense - 800 OM
Whirda draws on the thrumming leylines of umbral magic surrounding her, weaving an impenetrable cocoon of utter darkness.  Whirda can expand the cocoon to approximately three square yards, allowing her to protect adjacent allies as well. The cocoon is capable of blocking any move up to a Tier Two Super Move.

Like dis?

Approved, with area defence prof as a requirement.
Another go at it, edits are indicated by underlines, unless deleted altogether. 

Shadow Clone Jutsu!
 (Tier 1 Assist: 5 Stats – 1 SP/P– 1000 OM ; Tier 2 Assist: 10 Stats – 2SP/P– 1500 OM)
[spoiler][Image: multiform2.gif][Image: multiform.gif][/spoiler]
By concentrating one's chakra, this technique allows the user to create corporeal duplicates of their body. The clones are created immediately in the caster's vicinity and are nearly indistinguishable from the original, except for stat differences.
One clone represents one assist, regardless of tier. These copies carry out the user's wishes, attacking his foes, or managing difficult tasks, before being dispelled a short time later(SP), disappearing in a puff of smoke. Shadow clones can strike with force similar to the caster and are capable of mimicking the caster's techniques with exception to moves barring stat limitations.

       Tier 1         Tier 2
ATK:    1     –       2
DEF:    0     –       0
SPD:    2     –       3
TEC:    2     –       5


Taijutsu: Joint Locks 
(Basic Move)(300)(Requires Physical Proficiency, Debuff, Foresight, Acrobat, Burst Movement)
[spoiler][Image: Lock2.gif][Image: Lock1.gif][/spoiler] With the use of foresight, Sasuke is able to predict openings in an opponents combat style, allowing him to perform Joint locks. If Sasuke's foresight is suppressed, then he must spend several seconds of combat studding his opponent prior to executing any locks.Joint locks work by applying pressure on a joint and pushing it in an "unnatural" direction (i.e. locking an arm and forcing an elbow backward). This restricts an opponent's movement and/or causes the target to risk potential for a hyperextension or bone injury. This includes but not limited to elbows (armbar/kimura), shoulders (omoplata/americana), wrist locks, ankle locks, finger joints, and leg locks. The user is only able to perform the locks for a few seconds before having to release the hold, but once the hold is released the target suffers from lingering effects. What is minimal at first, becomes more problematic with each lock applied, varied by the difference between a target's DEF and the user's TEC. Examples of lingering effects, after two or three applied locks, could be moderate stiffness, slowness, and pain that can causes the target to favor their injury and/or be less effective in its use for a duration of a few to several minutes.

Taijutsu: Choke Holds
(Basic Move)(300)(Requires Physical Proficiency, Debuff, Foresight, Acrobat, Burst Movement)
[spoiler][Image: ChokeHold.gif][Image: ChokeHold2.gif][/spoiler]
With the use of foresight, Sasuke is able to predict openings in an opponents combat style, allowing him to perform Choke Holds. If Sasuke's foresight is suppressed, then he must spend several seconds of combat studding his opponent prior to executing any holds. Choke holds allow for the user to incapacitate an opponent by applying a tight grip around a target's neck, restricting their breathing until they lose conscious. Setting this move in takes five to eight seconds against someone with equal tech, fails against someone with higher tech, and shortens by a couple of seconds for each point lower than their own. Setting this move up is a battle for position, and during the time it takes to execute the move, an opponent can attack, resist, and cause damage to the user. Restraining an opponent as they struggle against you long enough to set this move in is extremely taxing and exhausting. Once incapacitated, a target will remain unconscious for fifteen seconds, unless struck with a moderate level of damage. The user is only able to perform one Taijutsu Choke technique once per fight, per target.
Dante's Abyss 2015
   GRAND CHAMPION   
[Image: Sasuke_DA_zpsb4vizgxd.png]                  
Mark Twain Wrote:"The difference between the right word and the almost right word is the difference between lightning and a lightning bug."
BioDynamics Heavy-Duty Leg Prosthetics with Manual Articulation Package - 900 OM (Physical Strength, Master Acrobatics, Basic Super Jumping)

While it's not immediately apparent, Drake's legs are actually armored, high power prosthetics that start around his mid-thigh. While they are just as dextrous and supple as human legs, they have the benefit of utilizing high-density materials for maximum durability. Kicks and knee jabs delivered by Drake tend to hit with the speed and power of a small battering ram. They can also block and deflect attacks much more safely than his arms or face, and can generally be considered to have a moderately higher DEF than the rest of his body.

Furthermore, Drake's prosthetic feet are augmented to have prehensile dexterity, and can grip like powerful hands to most surfaces. This allows him to wield any of his weapons or pilot any of his vehicles with his feet. Granted, Drake does wear shoes, so he needs to spend at least 2 seconds kicking them off to be able to use his robot monkey feet.

All of this power and dexterity comes at a cost. Though his prosthetics are armored, the bone and ligaments that they are grafted to are still human. Drake must take care not to do excessive lifting or striking at the risk of shattering what remain of his femurs. Additionally, if the legs do somehow become damaged, they cannot be repaired by normal healing moves. Drake must spend time mending them manually outside of combat, or, be administered by a move that specifically repairs machinery.
[Image: screen_shot_2018_02_16_at_4_33_57_pm_by_...c3dkog.png]
Alternate Form: Avatar of Magic (2000)
[spoiler]Ebony releases more of her magical potential, willingly or otherwise. While invisible to the naked eye, it flows powerfully throughout her body, leading to a boost in both might and defences. She might not look tough with her small frame, but she can comfortably take more than a few good hits - although she'd prefer not to take any. Due to the sheer strength contained in her body, it's very hard to control, even for more basic actions. She has enough practice to do simple every-day things as usual, but sniping spells and getting well-placed hits with her weapons are not things she can do intentionally. Then again, if you can blow stuff up into an explosion of fire and smash concrete into lots of little pieces with the wave of an arm, who cares about the finer things? With her magic distributed like this, Ebony simply walks everywhere - her attempts at running tend to look like awkward slow flailing.

ATK: 5
DEF: 5
SPD: 0
TEC: 1[/spoiler]
T2 Power Up - Fires of Darkness (1500)
(Can't buy this yet, but it's definitely on its way after a few thread bonuses)
[spoiler]Voluntarily or not, dark purple flames erupt out and around Ebony, swirling around her and heading upwards. After a few seconds, they settle down, only burning close to Ebony's skin. These flames aren't damaging, but do feel uncomfortably hot to be around. Ebony will often use this powerup with her Immortal Flames or Undying Pheonix moves to add more potency to the fire. As her magic is literally overflowing from her body, her attacks are much more powerful, and surprisingly easier to control. In addition, her flames passively reinforce her body, making it much harder to deal a strong and solid blow against her.

ATK: +5
DEF: +3
SPD: +0
TEC: +2[/spoiler]
Wand of Unity (600) Requires: Physical, Ranged
[spoiler]A 3ft long ebony staff with a fist-sized purple-black crystal orb at the top and a small silver sphere at the bottom. Ebony can use it effectively as a melee weapon to hit people with. The orb feels very hot to all but her and her allies, able to burn almost anyone who touches it. The staff is very sturdy and capable of blocking most melee attacks. The orb trails dark purple flames in the air behind it when it moves. Ebony can exchange her scythe for this weapon by concentrating for two seconds. She cannot have a copy of both this and her scythe summoned at the same time. Similarly to her scythe, this takes 5 seconds of stationary concentration to summon, where she spends the first three seconds forming the staff and spins it around for the last two seconds to form the heart. This disintegrates into small hearts if she makes a new one or if it's ever further than 5m/16ft away from her (unless she concentrates on it).

Ebony can also use this to project basic magical attacks. By simply swinging the wand, she can create coloured orbs of magic the same shape and size as the crystal on the top of the wand. These fly at the speed of an arrow, tend to be black/purple, and cause magical burns upon impact. They hit much more like a burning punch than a bullet, so will often cause targets to stagger. Ebony can shoot them as fast as she can swing the staff (usually about one every couple of seconds if she's pacing herself), and firing them is no more tiring than swinging the wand.[/spoiler]
Telekinetic Overdrive (300) Requires: Ranged, Telekinesis, Buff
[spoiler]By swinging her scythe or wand in time with an ally's attack and focusing on them, Ebony can use her telekinesis to reinforce them. Regardless of if they're executing a sword swing, a punch, firing a gun, or shooting a fireball, Ebony's magic will 'power up' their attack, giving it a bit of extra punch - the only requirement is that there's something moving for her to strengthen. Often this is accompanied by a dark purple glow around her ally's attack. This takes no longer swinging her weapon, and is no more tiring than doing so, but the strength drops off in range proportional to her telekinesis power. Ebony cannot boost an ally's attack while using her weapon to attack - there needs to be a clear space in front of her.[/spoiler]
Magical Ribbons (1200) Requires: Telekinesis - Advanced, Ranged, Ranged Control, Debuff, Wand of Unity
[spoiler]After standing still can focusing for 3 seconds, Ebony can shoot three long purple-black ribbons out of her Wand of Unity. These stick close together and travel in a straight line at about the speed of an arrow (~150mph). Ebony has to swing the staff to shoot these, telegraphing the attack somewhat. Once they hit something, they coil around it. From there it becomes a battle of strength between Ebony and the person or object (her ATK against theirs, but targets without Physical Attack proficiency are at a disadvantage). As the ribbons are linked to Ebony's telekinesis, they gradually become weaker at range, so unless someone is very frail, Ebony won't be able to overpower them closer to the maximum range. However, the ribbons amplify Ebony's telekinetic strength by 50%. Furthermore, regardless of strength, the ribbons are sturdy, with a durability based on Ebony's DEF. This typically makes it hard to cut through them without a charged or tiring attack without an ATK much larger than Ebony's DEF. While Ebony may struggle to hit someone, she can choose to fire the ribbons in front of them. And, should they run into them, they may become entangled even if they weren't hit directly (and the ribbons will then coil around them the same way as usual). If Ebony misses, the ribbons remain stretched out at the 60m distance until she stops concentrating on them.

Ebony can only manipulate her ribbons once they've wrapped around something, but has to keep concentrating on this move regardless (otherwise the ribbons detach from her wand and become inert). Should Ebony succeed in wrapping her ribbons around an object (this could be a rock, or even an opponent's weapon), she can manipulate it normally with her telekinesis. Furthermore, while she cannot actively use her telekinesis power for anything besides this move while it's active, her ribbons increase her effective telekinetic strength by 50% (against people and objects), allowing her to use this move to pick up heavier objects or not be as disadvantaged at range. Disarming an opponent with this move is mostly a battle of strength, but Ebony does need to get lucky to actually hit their weapon with the ribbons in the first place. Once she's stolen someone's weapon, she can't keep or use it, so she'll usually just toss it far away or hold it out of reach (but the latter option requires concentration).

It can take up to 5 seconds or so to properly restrain someone depending on how strong they are - or be impossible if she keeps missing or if they're much stronger than her ribbons. Once restrained, Ebony can then keep her hold of them for up to 10 seconds, where all their moves and powers are sealed by her magic - they can't do anything besides physically struggle. This requires her full concentration regardless of their strength, so while she can bring them closer to her and move them about at walking speed, she can't smash them into walls (unless they don't struggle). After these 10 seconds are up (or if Ebony loses focus early), the ribbons detach from the wand after all their stored magic being spent. They will still physically remain though, so someone who's trapped may take up to 5 seconds to free themselves fully (-1 second to escape per point of ATK if they have physical strength, or -1 second per point of TEC; whichever is higher). Assuming they struggle, any remaining ribbons will fall off them after this time (omniphysics). Naturally, other moves or powers can help someone escape during the last 5 seconds.

Alternatively, Ebony can choose to stand still and focus on this move for 10 seconds before casting, adding additional strength to her ribbons. While this does not impact the usual usage or time constraints directly, the additional strength is applied in the form of dark purple flames shrouding the ribbons, burning anyone who touches them. As a result, becoming entangled by these can lead to a very painful experience. While the fire-ribbons technically don't deal a lot of damage, it's painful and can stack up over the duration of being restrained, especially when in contact with a larger surface area. These ribbons only burn while Ebony concentrates on them.

Other primes cannot manipulate the ribbons with their telekinesis power while Ebony is focusing on them. Furthermore, people and objects trapped by her ribbons cannot be teleported so long as she's concentrating. Someone is considered 'trapped' once at least one ribbon has wrapped around them. All three ribbons will wrap around the same thing (whichever the first one hits). Ebony must stand completely still and can only twist or turn while focusing on her ribbons. The ribbons do not naturally decay, so if Ebony uses this move a lot she'll tend to litter the battlefield with them, potentially allowing them to be used as incidental weapons by herself and others, but she can't regain control of a ribbon for herself once she's lost it. The ribbons are soft and will never grip tightly enough to deal crushing damage. Using this move is no more tiring than using telekinesis for its respective applications. The ribbons have no maximum length and just become as long as they need to fulfil their task.

300 - Stronger telekinesis when using ribbons
300 - Disarming people
300 - Immobilising people
300 - Fire Ribbons
[/spoiler]
NFL Laser - Fire Blast (300, Ranged Prof, Debuff): 

A red laser that shoots out of the NFL- Laser. This travels at the speed of an arrow. The blast takes about 8 seconds to charge up. This leaves a burn mark that is agonizingly painful on the hand of the individual who is hit by it, causing them to be unable to concentrate effectively on moves and powers, particularly for primes with a lower TEC than Warren. The burn mark will disappear once 15 seconds pass. Hitting someone twice will remove the previous burn mark and apply a new one.

[float=right] [Image: dark_energy_blast_by_krazy_taco.jpg][/float]
Warren Wrote:A red laser that shoots out of the NFL- Laser. This travels at the speed of an arrow. The blast takes about 8 seconds to charge up. This leaves a burn mark that is agonizingly painful on the hand of the individual who is hit by it, causing them to be unable to concentrate effectively on moves and powers, particularly for primes with a lower TEC than Warren. The burn mark will disappear once 15 seconds pass. Hitting someone twice will remove the previous burn mark and apply a new one.

Approved!

Drake Wrote:BioDynamics Heavy-Duty Leg Prosthetics with Manual Articulation Package - 900 OM (Physical Strength, Master Acrobatics, Basic Super Jumping)

While it's not immediately apparent, Drake's legs are actually armored, high power prosthetics that start around his mid-thigh. While they are just as dextrous and supple as human legs, they have the benefit of utilizing high-density materials for maximum durability. Kicks and knee jabs delivered by Drake tend to hit with the speed and power of a small battering ram. They can also block and deflect attacks much more safely than his arms or face, and can generally be considered to have a moderately higher DEF than the rest of his body.

Furthermore, Drake's prosthetic feet are augmented to have prehensile dexterity, and can grip like powerful hands to most surfaces. This allows him to wield any of his weapons or pilot any of his vehicles with his feet. Granted, Drake does wear shoes, so he needs to spend at least 2 seconds kicking them off to be able to use his robot monkey feet.

All of this power and dexterity comes at a cost. Though his prosthetics are armored, the bone and ligaments that they are grafted to are still human. Drake must take care not to do excessive lifting or striking at the risk of shattering what remain of his femurs. Additionally, if the legs do somehow become damaged, they cannot be repaired by normal healing moves. Drake must spend time mending them manually outside of combat, or, be administered by a move that specifically repairs machinery.

Approved!

(05-11-2018, 04:15 PM)Ebonywood Hellscythe Wrote: Alternate Form: Avatar of Magic (2000)
[spoiler]Ebony releases more of her magical potential, willingly or otherwise. While invisible to the naked eye, it flows powerfully throughout her body, leading to a boost in both might and defences. She might not look tough with her small frame, but she can comfortably take more than a few good hits - although she'd prefer not to take any. Due to the sheer strength contained in her body, it's very hard to control, even for more basic actions. She has enough practice to do simple every-day things as usual, but sniping spells and getting well-placed hits with her weapons are not things she can do intentionally. Then again, if you can blow stuff up into an explosion of fire and smash concrete into lots of little pieces with the wave of an arm, who cares about the finer things? With her magic distributed like this, Ebony simply walks everywhere - her attempts at running tend to look like awkward slow flailing.

ATK: 5
DEF: 5
SPD: 0
TEC: 1[/spoiler]
T2 Power Up - Fires of Darkness (1500)
(Can't buy this yet, but it's definitely on its way after a few thread bonuses)
[spoiler]Voluntarily or not, dark purple flames erupt out and around Ebony, swirling around her and heading upwards. After a few seconds, they settle down, only burning close to Ebony's skin. These flames aren't damaging, but do feel uncomfortably hot to be around. Ebony will often use this powerup with her Immortal Flames or Undying Pheonix moves to add more potency to the fire. As her magic is literally overflowing from her body, her attacks are much more powerful, and surprisingly easier to control. In addition, her flames passively reinforce her body, making it much harder to deal a strong and solid blow against her.

ATK: +5
DEF: +3
SPD: +0
TEC: +2[/spoiler]
Wand of Unity (600) Requires: Physical, Ranged
[spoiler]A 3ft long ebony staff with a fist-sized purple-black crystal orb at the top and a small silver sphere at the bottom. Ebony can use it effectively as a melee weapon to hit people with. The orb feels very hot to all but her and her allies, able to burn almost anyone who touches it. The staff is very sturdy and capable of blocking most melee attacks. The orb trails dark purple flames in the air behind it when it moves. Ebony can exchange her scythe for this weapon by concentrating for two seconds. She cannot have a copy of both this and her scythe summoned at the same time. Similarly to her scythe, this takes 5 seconds of stationary concentration to summon, where she spends the first three seconds forming the staff and spins it around for the last two seconds to form the heart. This disintegrates into small hearts if she makes a new one or if it's ever further than 5m/16ft away from her (unless she concentrates on it).

Ebony can also use this to project basic magical attacks. By simply swinging the wand, she can create coloured orbs of magic the same shape and size as the crystal on the top of the wand. These fly at the speed of an arrow, tend to be black/purple, and cause magical burns upon impact. They hit much more like a burning punch than a bullet, so will often cause targets to stagger. Ebony can shoot them as fast as she can swing the staff (usually about one every couple of seconds if she's pacing herself), and firing them is no more tiring than swinging the wand.[/spoiler]
Telekinetic Overdrive (300) Requires: Ranged, Telekinesis, Buff
[spoiler]By swinging her scythe or wand in time with an ally's attack and focusing on them, Ebony can use her telekinesis to reinforce them. Regardless of if they're executing a sword swing, a punch, firing a gun, or shooting a fireball, Ebony's magic will 'power up' their attack, giving it a bit of extra punch - the only requirement is that there's something moving for her to strengthen. Often this is accompanied by a dark purple glow around her ally's attack. This takes no longer swinging her weapon, and is no more tiring than doing so, but the strength drops off in range proportional to her telekinesis power. Ebony cannot boost an ally's attack while using her weapon to attack - there needs to be a clear space in front of her.[/spoiler]
Magical Ribbons (1200) Requires: Telekinesis - Advanced, Ranged, Ranged Control, Debuff, Wand of Unity
[spoiler]After standing still can focusing for 3 seconds, Ebony can shoot three long purple-black ribbons out of her Wand of Unity. These stick close together and travel in a straight line at about the speed of an arrow (~150mph). Ebony has to swing the staff to shoot these, telegraphing the attack somewhat. Once they hit something, they coil around it. From there it becomes a battle of strength between Ebony and the person or object (her ATK against theirs, but targets without Physical Attack proficiency are at a disadvantage). As the ribbons are linked to Ebony's telekinesis, they gradually become weaker at range, so unless someone is very frail, Ebony won't be able to overpower them closer to the maximum range. However, the ribbons amplify Ebony's telekinetic strength by 50%. Furthermore, regardless of strength, the ribbons are sturdy, with a durability based on Ebony's DEF. This typically makes it hard to cut through them without a charged or tiring attack without an ATK much larger than Ebony's DEF. While Ebony may struggle to hit someone, she can choose to fire the ribbons in front of them. And, should they run into them, they may become entangled even if they weren't hit directly (and the ribbons will then coil around them the same way as usual). If Ebony misses, the ribbons remain stretched out at the 60m distance until she stops concentrating on them.

Ebony can only manipulate her ribbons once they've wrapped around something, but has to keep concentrating on this move regardless (otherwise the ribbons detach from her wand and become inert). Should Ebony succeed in wrapping her ribbons around an object (this could be a rock, or even an opponent's weapon), she can manipulate it normally with her telekinesis. Furthermore, while she cannot actively use her telekinesis power for anything besides this move while it's active, her ribbons increase her effective telekinetic strength by 50% (against people and objects), allowing her to use this move to pick up heavier objects or not be as disadvantaged at range. Disarming an opponent with this move is mostly a battle of strength, but Ebony does need to get lucky to actually hit their weapon with the ribbons in the first place. Once she's stolen someone's weapon, she can't keep or use it, so she'll usually just toss it far away or hold it out of reach (but the latter option requires concentration).

It can take up to 5 seconds or so to properly restrain someone depending on how strong they are - or be impossible if she keeps missing or if they're much stronger than her ribbons. Once restrained, Ebony can then keep her hold of them for up to 10 seconds, where all their moves and powers are sealed by her magic - they can't do anything besides physically struggle. This requires her full concentration regardless of their strength, so while she can bring them closer to her and move them about at walking speed, she can't smash them into walls (unless they don't struggle). After these 10 seconds are up (or if Ebony loses focus early), the ribbons detach from the wand after all their stored magic being spent. They will still physically remain though, so someone who's trapped may take up to 5 seconds to free themselves fully (-1 second to escape per point of ATK if they have physical strength, or -1 second per point of TEC; whichever is higher). Assuming they struggle, any remaining ribbons will fall off them after this time (omniphysics). Naturally, other moves or powers can help someone escape during the last 5 seconds.

Alternatively, Ebony can choose to stand still and focus on this move for 10 seconds before casting, adding additional strength to her ribbons. While this does not impact the usual usage or time constraints directly, the additional strength is applied in the form of dark purple flames shrouding the ribbons, burning anyone who touches them. As a result, becoming entangled by these can lead to a very painful experience. While the fire-ribbons technically don't deal a lot of damage, it's painful and can stack up over the duration of being restrained, especially when in contact with a larger surface area. These ribbons only burn while Ebony concentrates on them.

Other primes cannot manipulate the ribbons with their telekinesis power while Ebony is focusing on them. Furthermore, people and objects trapped by her ribbons cannot be teleported so long as she's concentrating. Someone is considered 'trapped' once at least one ribbon has wrapped around them. All three ribbons will wrap around the same thing (whichever the first one hits). Ebony must stand completely still and can only twist or turn while focusing on her ribbons. The ribbons do not naturally decay, so if Ebony uses this move a lot she'll tend to litter the battlefield with them, potentially allowing them to be used as incidental weapons by herself and others, but she can't regain control of a ribbon for herself once she's lost it. The ribbons are soft and will never grip tightly enough to deal crushing damage. Using this move is no more tiring than using telekinesis for its respective applications. The ribbons have no maximum length and just become as long as they need to fulfil their task.

300 - Stronger telekinesis when using ribbons
300 - Disarming people
300 - Immobilising people
300 - Fire Ribbons
[/spoiler]

All approved!
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Flash Freeze- T2 Super Defense- 800 OM (Requires Time Manipulation, Light Jak)

For a maximum of 30 seconds, Jak in his Light form is able to freeze a enemy in place by appearing to clap his hands above his head, allowing Jak (and others he desires) to move while time is temporary slowed.
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)

(05-11-2018, 02:27 PM)Sasuke Uchiha Wrote: Another go at it, edits are indicated by underlines, unless deleted altogether. 
[spoiler]
Shadow Clone Jutsu!
 (Tier 1 Assist: 5 Stats – 1 SP/P– 1000 OM ; Tier 2 Assist: 10 Stats – 2SP/P– 1500 OM)

By concentrating one's chakra, this technique allows the user to create corporeal duplicates of their body. The clones are created immediately in the caster's vicinity and are nearly indistinguishable from the original, except for stat differences.
One clone represents one assist, regardless of tier. These copies carry out the user's wishes, attacking his foes, or managing difficult tasks, before being dispelled a short time later(SP), disappearing in a puff of smoke. Shadow clones can strike with force similar to the caster and are capable of mimicking the caster's techniques with exception to moves barring stat limitations.

       Tier 1         Tier 2
ATK:    1     –       2
DEF:    0     –       0
SPD:    2     –       3
TEC:    2     –       5


Taijutsu: Joint Locks 
(Basic Move)(300)(Requires Physical Proficiency, Debuff, Foresight, Acrobat, Burst Movement)

With the use of foresight, Sasuke is able to predict openings in an opponents combat style, allowing him to perform Joint locks
.
If Sasuke's foresight is suppressed, then he must spend several seconds of combat studding his opponent prior to executing any locks.Joint locks work by applying pressure on a joint and pushing it in an "unnatural" direction (i.e. locking an arm and forcing an elbow backward). This restricts an opponent's movement and/or causes the target to risk potential for a hyperextension or bone injury. This includes but not limited to elbows (armbar/kimura), shoulders (omoplata/americana), wrist locks, ankle locks, finger joints, and leg locks. The user is only able to perform the locks for a few seconds before having to release the hold, but once the hold is released the target suffers from lingering effects. What is minimal at first, becomes more problematic with each lock applied, varied by the difference between a target's DEF and the user's TEC. Examples of lingering effects, after two or three applied locks, could be moderate stiffness, slowness, and pain that can causes the target to favor their injury and/or be less effective in its use for a duration of a few to several minutes.

Taijutsu: Choke Holds
(Basic Move)(300)(Requires Physical Proficiency, Debuff, Foresight, Acrobat, Burst Movement)

With the use of foresight, Sasuke is able to predict openings in an opponents combat style, allowing him to perform Choke Holds. If Sasuke's foresight is suppressed, then he must spend several seconds of combat studding his opponent prior to executing any holds. Choke holds allow for the user to incapacitate an opponent by applying a tight grip around a target's neck, restricting their breathing until they lose conscious. Setting this move in takes five to eight seconds against someone with equal tech, fails against someone with higher tech, and shortens by a couple of seconds for each point lower than their own. Setting this move up is a battle for position, and during the time it takes to execute the move, an opponent can attack, resist, and cause damage to the user. Restraining an opponent as they struggle against you long enough to set this move in is extremely taxing and exhausting. Once incapacitated, a target will remain unconscious for fifteen seconds, unless struck with a moderate level of damage. The user is only able to perform one Taijutsu Choke technique once per fight, per target.[/spoiler]

Shadow Clone Jutsu!: Approved.

Joint Locks: I'm fine with the idea of repeated executions to stack up to a stronger debuff. But there's still a bit of a problem with this line here:
"Joint locks work by applying pressure on a joint and pushing it in an "unnatural" direction (i.e. locking an arm and forcing an elbow backward). This restricts an opponent's movement and/or causes the target to risk potential for a hyperextension or bone injury."
It sounds a lot scarier than the effects your actually applying to someone.

Choke Holds: I've made a slight edit to your move timings to specify the minimum time (because right now, if someone has 0 TEC you can KO them instantly).

Quote:Taijutsu: Choke Holds
(Basic Move)(300)(Requires Physical Proficiency, Debuff, Foresight, Acrobat, Burst Movement)
[spoiler]
With the use of foresight, Sasuke is able to predict openings in an opponents combat style, allowing him to perform Choke Holds. If Sasuke's foresight is suppressed, then he must spend several seconds of combat studding his opponent prior to executing any holds. Choke holds allow for the user to incapacitate an opponent by applying a tight grip around a target's neck, restricting their breathing until they lose conscious. Setting this move in takes about seven seconds against someone with equal tech, fails against someone with higher tech, and shortens by a second for each point lower than their own to a minimum of four seconds. Setting this move up is a battle for position, and during the time it takes to execute the move, an opponent can attack, resist, and cause damage to the user. Restraining an opponent as they struggle against you long enough to set this move in is extremely taxing and exhausting. Once incapacitated, a target will remain unconscious for fifteen seconds, unless struck with a moderate level of damage. The user is only able to perform one Taijutsu Choke technique once per fight, per target.[/spoiler]
^This is approved.

(05-11-2018, 07:28 PM)Jak Mar Wrote: Flash Freeze- T2 Super Defense- 800 OM (Requires Time Manipulation, Light Jak)

For a maximum of 30 seconds, Jak in his Light form is able to freeze a enemy in place by appearing to clap his hands above his head, allowing Jak (and others he desires) to move while time is temporary slowed.

Are you sure this is a super defence...? It doesn't look like one. Also, are you trying to make a move that stops time for all your allies? Or some that stops time for a particular enemy, freezing them in place.
T2SA- Flash Freeze- Light Jak (800 OM)

For a maximum of 30 seconds, Jak in his Light form is able to freeze a enemy in place by appearing to clap his hands above his head, allowing him safe passage while his enemies are slowed down temporarly.
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)



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