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Move Approval V
(05-19-2018, 12:55 PM)Ash Wrote: Masochist's Climax 600 OM
Area of Attack, Ranged, Debuff. Foresight.
Description:
[spoiler]
Ash has always been the type to focus on avoiding attacks through dodging, netralizing, or escape. After her fight with the Ultramarine she understands her frailty can also become a great weapon. Ash focuses on taking hits from the other fighter instead of dodging using foresight to assist with this task, however, much of the strength from these attacks are absorbed leading them to do the same damage as if they only glanced her - ie as if she tried to dodge - leading to a more enjoyable situation. This absorbtion happens for any attack she would be able to dodge and normally would dodge. For 10 seconds of esctacy Ash cannot attack/counter or dodge the attacks.
After 10 seconds the the stored pleasure energy is too much to contain and is realeased in a single loud but lewd moan. This forms a weaponized sound wave that explodes from her in the form of jagged translucent pink shards which spray out in a 30-ft radius around her. These shards do more damage based on how much damage Ash absorbed and leaves the unfortunate victims dazed for 3 seconds and causes them to lose sight of Ash with both their vision and enhanced senses.
Ash is exhausted for a few seconds after this, especially after a particularly harsh beating~! <3[/spoiler]

Edit: How fast do the shards go? Also, roughly how big is each shard?
Masochist's Climax 600 OM
Description:
Ash has always been the type to focus on avoiding attacks through dodging, netralizing, or escape. After her fight with the Ultramarine she understands her frailty can also become a great weapon. Ash focuses on taking hits from the other fighter instead of dodging using foresight to assist with this task, however, much of the strength from these attacks are absorbed leading them to do the same damage as if they only glanced her - ie as if she tried to dodge - leading to a more enjoyable situation. This absorbtion happens for any attack she would be able to dodge and normally would dodge. For 10 seconds of esctacy Ash cannot attack/counter or dodge the attacks.
After 10 seconds the the stored pleasure energy is too much to contain and is realeased in a single loud but lewd moan. This forms a weaponized sound wave that explodes from her in the form of jagged translucent pink dagger sized shards of energy which spray out in a 30-ft radius around her at the speed of sound. These shards do more damage based on how much damage Ash absorbed and leaves the unfortunate victims dazed for 3 seconds and causes them to lose sight of Ash with both their vision and enhanced senses.
Ash is exhausted for a few seconds after this, especially after a particularly harsh beating~! <3
[Image: tumblr_maolcpnQS61qakj1do1_500.gif]

Warning: Anything that involves Ash should be rated M. Possibly higher.

Erik Vrell : Ash has a 'love' fourth dimensional shape
Erik Vrell : As in its wide and unfathomable for us mere mortals
(05-19-2018, 02:40 PM)Ash Wrote: Masochist's Climax 600 OM
Area of Attack, Ranged, Debuff. Foresight.
Description:
[spoiler]
Ash has always been the type to focus on avoiding attacks through dodging, netralizing, or escape. After her fight with the Ultramarine she understands her frailty can also become a great weapon. Ash focuses on taking hits from the other fighter instead of dodging using foresight to assist with this task, however, much of the strength from these attacks are absorbed leading them to do the same damage as if they only glanced her - ie as if she tried to dodge - leading to a more enjoyable situation. This absorbtion happens for any attack she would be able to dodge and normally would dodge. For 10 seconds of esctacy Ash cannot attack/counter or dodge the attacks.
After 10 seconds the the stored pleasure energy is too much to contain and is realeased in a single loud but lewd moan. This forms a weaponized sound wave that explodes from her in the form of jagged translucent pink dagger sized shards of energy which spray out in a 30-ft radius around her at the speed of sound. These shards do more damage based on how much damage Ash absorbed and leaves the unfortunate victims dazed for 3 seconds and causes them to lose sight of Ash with both their vision and enhanced senses.
Ash is exhausted for a few seconds after this, especially after a particularly harsh beating~! <3[/spoiler]

... approved.
Just some moves i wrote up before DA happened and should be good in any case.

Magical flask (300) (requires ranged proficiency, area attack proficiency.)

Marisa has five magical explosive flasks at any one time (in her apron). They are five inches in height and two inches in width; with a stopper at the top and fly at the speed of a fairly good toss (about 20-30 mph) with a max range of 25 feet. They have an explosive radius of 10 feet and will explode if they hit the ground or a target but not on her body (and can explode any time once out of her grasp), with a prolonged burning of another five seconds (nothing major just some slight burns). She can’t toss them all at once and she must spend a couple seconds to grab another flask before throwing it. This isn’t a very exhausting attack nor is it very concentration heavy. the explosions are very weak except for the epicenter where it does moderate damage.

Love-sign mini spark(300) (requires ranged, area attack)

Marisa stops in place whether it’s in flight or on land and pulls out her mini hakkero and charges it up for three seconds before firing a 5 meter in diameter and 20 meter long beam in distance, before it peters out; and it moves at the speed of 30 mph. Marisa needs full concentration on the spell and it's quite exhausting to use. This is a fairly strong attack that is dependent on Marisa's current atk stat. The mini hakkero only has fuel to use this four times before she has to spend time out of combat to refuel it.
                                            [Image: tenor.gif?itemid=10243242]
"While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
(05-19-2018, 02:46 PM)Marisa Kirisame Wrote: Just some moves i wrote up before DA happened and should be good in any case.

Magical flask (300) (requires ranged proficiency, area attack proficiency.)
[spoiler]Marisa has five magical explosive flasks at any one time (in her apron). They are five inches in height and two inches in width; with a stopper at the top and fly at the speed of a fairly good toss (about 20-30 mph) with a max range of 25 feet. They have an explosive radius of 10 feet and will explode if they hit the ground or a target but not on her body (and can explode any time once out of her grasp), with a prolonged burning of another five seconds (nothing major just some slight burns). She can’t toss them all at once and she must spend a couple seconds to grab another flask before throwing it. This isn’t a very exhausting attack nor is it very concentration heavy. the explosions are very weak except for the epicenter where it does moderate damage.[/spoiler]
Love-sign mini spark(300) (requires ranged, area attack)
[spoiler]Marisa stops in place whether it’s in flight or on land and pulls out her mini hakkero and charges it up for three seconds before firing a 5 meter in diameter and 20 meter long beam in distance, before it peters out; and it moves at the speed of 30 mph. Marisa needs full concentration on the spell and it's quite exhausting to use. This is a fairly strong attack that is dependent on Marisa's current atk stat. The mini hakkero only has fuel to use this four times before she has to spend time out of combat to refuel it.[/spoiler]

Magical flask: You'll need debuff proficiency to keep people on fire for 5 seconds. So, approved. But with debuff proficiency.

Love-sign mini spark: Approved.
Let's just get rid of the burn time for now then.

Magical flask (300) (requires ranged proficiency, area attack proficiency.)

Marisa has five magical explosive flasks at any one time (in her apron). They are five inches in height and two inches in width; with a stopper at the top and fly at the speed of a fairly good toss (about 20-30 mph) with a max range of 25 feet. They have an explosive radius of 10 feet and will explode if they hit the ground or a target but not on her body (and can explode any time once out of her grasp). She can’t toss them all at once and she must spend a couple seconds to grab another flask before throwing it. This isn’t a very exhausting attack nor is it very concentration heavy. the explosions are very weak except for the epicenter where it does moderate damage.
                                            [Image: tenor.gif?itemid=10243242]
"While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
(05-19-2018, 03:03 PM)Marisa Kirisame Wrote: Let's just get rid of the burn time for now then.

Magical flask (300) (requires ranged proficiency, area attack proficiency.)
[spoiler]Marisa has five magical explosive flasks at any one time (in her apron). They are five inches in height and two inches in width; with a stopper at the top and fly at the speed of a fairly good toss (about 20-30 mph) with a max range of 25 feet. They have an explosive radius of 10 feet and will explode if they hit the ground or a target but not on her body (and can explode any time once out of her grasp). She can’t toss them all at once and she must spend a couple seconds to grab another flask before throwing it. This isn’t a very exhausting attack nor is it very concentration heavy. the explosions are very weak except for the epicenter where it does moderate damage.[/spoiler]

Approved.
M32 Combat Knife- 600 OM( Requires Physical and Ranged Proficiency)


[Image: 300?cb=20100409075854]

A sharp, hard hitting 13' blade. This blade is a hardened, wear-resistant cobalt/chromium alloy, which ensures that it has a long life and doesn't chip.Dangerous in the hands of a Shadow Marshall such as Lucas. Standard Issue Shadow Marshall Combat Knife used in continual hand to hand combat. Being a Shadow Marshall, he can sneak up on the back of a unsuspecting victim.

Also useful for cutting down various items.

The enemy must be in close range in order to use the attack.

He can also throw the knife at a enemy.
(05-20-2018, 11:53 AM)Lucas Kellan Wrote: M32 Combat Knife- 600 OM( Requires Physical and Ranged Proficiency)


[Image: 300?cb=20100409075854]

A sharp, hard hitting 13' blade. This blade is a hardened, wear-resistant cobalt/chromium alloy, which ensures that it has a long life and doesn't chip.Dangerous in the hands of a Shadow Marshall such as Lucas.  Standard Issue Shadow Marshall Combat Knife used in continual hand to hand combat. Being a Shadow Marshall, he can sneak up on the back of a unsuspecting victim.

Also useful for cutting down various items.

The enemy must be in close range in order to use the attack.

He can also throw the knife at a enemy.

Approved.

Side note: please link your log and your roster on your post bit.
Seeing about upgrading this.

Lanor: (900 OM) [Requires Physical Strength, Healing, Buff]
Is a 4’7”ft long, 5 inch width, double edged broad sword that has a stainless steel look to it with a brown handle and cross-guard, being balanced in speed and weight. After a five second channel time the blade can be toggled too close small wounds of any living things it slices, leaving non painful glowing gashes that mend small cuts on the body and vanish after contact with the blade has ended. For large wounds he would need to deliver one strong slash or stab after a three second wind-up, which makes the wound stop bleeding, closing it and ensuring it doesn't again unless another wound is made along the same location. This doesn't heal the wounds sustained but more so mitigates bleeding out from them and minor pain as well. After another five second channel it may return to a normal blade, the blade cannot damage or harm any organic targets while charged and it behaves normally to metal contact.
Ricter CasengerPurchases LogATK: 1 • DEF: 7 • SPD: 3 • TEC: 3
(05-20-2018, 01:21 PM)Ricter Wrote: Seeing about upgrading this.

Lanor: (900 OM) [Requires Physical Strength, Healing, Buff]
Is a 4’7”ft long, 5 inch width, double edged broad sword that has a stainless steel look to it with a brown handle and cross-guard, being balanced in speed and weight. After a five second channel time the blade can be toggled too close small wounds of any living things it slices, leaving non painful glowing gashes that mend small cuts on the body and vanish after contact with the blade has ended. For large wounds he would need to deliver one strong slash or stab after a three second wind-up, which makes the wound stop bleeding, closing it and ensuring it doesn't again unless another wound is made along the same location. This doesn't heal the wounds sustained but more so mitigates bleeding out from them and minor pain as well. After another five second channel it may return to a normal blade, the blade cannot damage or harm any organic targets while charged and it behaves normally to metal contact.

To clarify (just checking I'm understanding this correctly): You can close a larger wound. But, they're still fucked up under the surface. So it's sorta like stitching it up, growing a thin layer of skin over the wound, and stopping the bleeding, right? (And then giving them some painkillers)
Making some small edits here. I increased the range, removed the debuff, and increased the general flame strength a bit. Changed the description for the defensive part (basically does the same thing - incinerates weak attacks, weakens stronger ones). Changes in bold.

Old: T2SU - Undying Pheonix (800) Requires: Physical, Debuff, Area Defense, Area Attack
[spoiler]
Ebony focuses, channelling her mana for 5 seconds. Once she starts charging, she can't stop, move, or use any other moves, powers, or attacks. During this time, the air around Ebony begins to heat up painfully. After the charging period, dark purple flames violently erupt from her, setting her on fire for 1 round of combat. These reach out around 1ft from her body and will burn anyone who touches them. If someone remains in direct contact with the fire for longer than a second, the flames spread to them doing continued damage to the burning area for the following three seconds at half strength. Also, should anyone touch the fire on someone else for longer than a second, it spreads to them for three seconds (again, at half the potency as before). And so on. The fire could spread to the same person twice, should they touch their burning shoulder with their hand for a second, for example. Flames at one-eighth strength cannot set anything else on fire and are easy to pat out (so can be easily removed before the 3 seconds are up).

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

The primary reason this move is so tiring and mana intensive is due to the duration, rather than the potency of its effects. The flames tend to do moderate damage while very close, and only lighter damage when further away (or when passed on). They won't melt steel or anything like that (unless Ebony receives a large increase to her ATK stat). But, naturally, if staying too close it will build up over time.[/spoiler]
New: T2SU - Undying Pheonix (800) Requires: Physical, Area Defense, Area Attack
[spoiler]Ebony focuses, channelling her mana for 5 seconds. Once she starts charging, she can't stop, move, or use any other moves, powers, or attacks. During this time, the air around Ebony begins to heat up painfully. After the charging period, dark purple flames violently erupt from her, setting her on fire for 1 round of combat. These reach out up to 2ft from her body, but anyone within 10ft of Ebony also slowly suffers due to the proximity to the heat - although even outside this range, the fire still feels uncomfortably hot. While Ebony will never take damage due to her own flames, this move may leave her feeling dizzy. Combustible objects ignited by this may still burn her, if not completely destroyed first. Ebony usually has enough passive control over her fire to prevent it from igniting the floor beneath her, but it may still leave scorch marks.

In addition to damaging near people and objects, the flames also weaken or block attacks passing directly through them by incinerating them. This effect will be non-existent to a normal sword (unless it's very weak), and primarily affects ranged attacks. As a result, weaker bullets and projectiles will rarely reach Ebony's skin before being destroyed unless many are fired at roughly the same point (when some will break through). Meanwhile, stronger ranged attacks will simply be weakened a little bit. Anything that can reasonably be burnt or damaged by her magic (including energy attacks, and even water or something that isn't typically "flammable") will be. So, for example, if someone poured acid on Ebony while this move was active, even if it managed to stick to her skin, her fire would continue to work to damage it causing it to be destroyed before it would normally expire. The effectiveness of this "defensive" aspect is based on Ebony's ATK verses the strength (or durability) of the attacks passing through her flames.

While active, Ebony cannot travel faster than half speed or use Immortal Flames. She cannot end this move prematurely but may choose to prolong it by spending an additional 2 SP per round. Using Undying Pheonix is very tiring, and it can take Ebony some time to recover after its use, so she can barely move or attack for 10 seconds afterwards, and once she gets over that she'll still be very tired. The primary reason this move is so tiring and mana intensive is due to the duration, rather than the potency of its effects. Assuming someone's DEF is equal to her ATK, the flames tend to do moderate damage while very close, and only lighter damage when further away. They won't melt steel without prolonged contact or anything like that (unless Ebony receives a large increase to her ATK stat). But, naturally, if staying too close it will quickly build up over time.[/spoiler]
Giving Spider Silk a buff to web-spinning speed in preparation for some variants I'm adding to it. (Mainly nets and webs and such).
Changes to the original in bold.

Spider Silk (Physical Strength, Ranged Proficiency, Area Attack, Debuff) (1500):
Kumoko can produce a centimeter-thick rope of sticky silk from her abdomen at a rate of about 3 meters per second. The stickiness will not affect Kumoko herself, and so she can safely manipulate the threads to her heart's content, attaching them to people, objects, or themselves.
Anyone or anything that touches the webbing will that the silk sticks to them very firmly, with a grip equivalent to Kumoko's own ATK + TEC. Thus, if someone gets themselves wrapped up in it, they'll have a much easier time breaking free (whether by tearing the strands or by tearing them off of themselves) if their ATK + TEC is greater than hers. Those without Physical Strength have a disadvantage when trying to break free. When it comes to things that can cut it, it's as durable as normal rope. Anything that could cut a rope can cut the silk, though since it's sticky, failing to sever it in one swing leaves the weapon stuck, and it again comes down to normal struggling to break it free.
Kumoko’s body can produce a theoretically inexhaustible supply of silk, but the act of doing so is slightly draining and requires most of her concentration, preventing her from using other moves that require concentration, though she can still move as normal, allowing her to connect it from place to place easier if constructing a web or something. Since she can only spin 3 meters of silk per second, she can't actually construct a full-on spider web in a fight unless someone leaves her alone for minutes.
Variant - Casting Net: [spoiler]One of the things Kumoko can make in combat is a small casting net, done by simply tying a long length of thread together into a net/web shape as she spins it. Easy and Effective. While the designs of the various nets she can create look complex and tricky on the outside, due to her skill, they don't take any longer to create than it takes her to spin the length of webbing that she needs. Of course, as she's weaving together the net as she's spinning the web, it takes her absolute full concentration to do, and she is completely incapable of moving or using other moves as she's doing it (though she can be clinging to a wall or something with Spider Walk), and due to her incredibly fragile body, any attacks thrown at her will often force her to abandon construction and flee. All net designs start off as a small ball that, when thrown, flare out to full diameter and fall over the thing she's trying to ensnare. With her strength, she's only capable of throwing these nets up to about 20 meters horizontally (or potentially a lot further if her target is directly below her or something) at a speed of about 10m/s. As spinning the web isn’t really energy intensive, and throwing something as light as the webs isn’t exactly difficult, the only real limiting factor to how many nets she can make and throw in a fight is the time she’s capable of dedicating to actually making them. Additionally, due to their tendency to get tangled, she can only hold onto one at a time, having to use it before she can make another.
The most basic forms of this net measure anywhere from 1 to 4 meters in diameter, consisting of a simple design of an outer ring, a smaller, inner ring halfway to the center, and 4 threads stretching from one end of the outer ring, through the center, and over to the opposite end, holding the inner ring in place. These webs take a total length of thread 9 times the diameter of them, and a total time that corresponds to how fast she can physically spin that thread (so a 1-meter diameter net would take 9 meters of thread and 3 seconds, while a 4-meter one would take 36 meters of thread and about 12 seconds).
The basic 1m net can snare targets for up to 5 seconds - or at least the parts of their body it covers. It may remain longer if they don't actively struggle against it, and the time taken for someone to free themselves by struggling is reduced proportionally based on their ATK + TEC vs Kumoko's ATK + TEC (their ATK stat doesn't count if they don't have physical strength, however). So, if someone has physical strength and an ATK + TEC double Kumoko's, they will only remain stuck for half as long as someone with the same ATK + TEC as Kumoko's or lower. Nets not fully stuck to someone can be removed quicker due to the lower contact area. Larger nets are capable of restraining people for longer, so a 2m one would trap someone for twice as long as a 1m net. And a 4m one could trap someone for up to 4 times as long - however, this bonus time only increases if the extra net actually works to help trap the target (so, for most people, a 3m net would be just as strong as a 4m net). The size of the larger nets also makes it possible to tangle up multiple people, in which case the ATK + TEC check is made individually, since, due to the sticky nature of the webbing, they’re all technically tangled up separately. One person might be able to wrestle free, but since they only tore off the webs sticking to them, their friend would still be ensnared by separate sticky webs.
Additionally, Kumoko can also spend extra time reinforcing the webbing, adding in more threads, thereby making it even harder to escape from. She can use up to double the amount of webbing used in the base versions (this in turn would double the time it takes to make the net), which doesn’t increase the size at all, but does increase the time that someone’s tangled up for. Up to twice the time if she goes for the full net.
The final alteration Kumoko is capable of making to this net is giving herself the ability to haul in her catch. To do this, she simply attaches a web to the center of the net equal to or greater than the distance she intends to throw it. This adds more charge time proportional to how far she wants to be able to retrieve someone from. At the full 20 meters, this adds about 7 seconds.[/spoiler]
[Image: 1NDUEKD.png?1]
(05-20-2018, 01:36 PM)Dane Regan Wrote:
(05-20-2018, 01:21 PM)Ricter Wrote: Seeing about upgrading this.

Lanor: (900 OM) [Requires Physical Strength, Healing, Buff]
Is a 4’7”ft long, 5 inch width, double edged broad sword that has a stainless steel look to it with a brown handle and cross-guard, being balanced in speed and weight. After a five second channel time the blade can be toggled too close small wounds of any living things it slices, leaving non painful glowing gashes that mend small cuts on the body and vanish after contact with the blade has ended. For large wounds he would need to deliver one strong slash or stab after a three second wind-up, which makes the wound stop bleeding, closing it and ensuring it doesn't again unless another wound is made along the same location. This doesn't heal the wounds sustained but more so mitigates bleeding out from them and minor pain as well. After another five second channel it may return to a normal blade, the blade cannot damage or harm any organic targets while charged and it behaves normally to metal contact.

To clarify (just checking I'm understanding this correctly): You can close a larger wound. But, they're still fucked up under the surface. So it's sorta like stitching it up, growing a thin layer of skin over the wound, and stopping the bleeding, right? (And then giving them some painkillers)

Yup pretty much.
Ricter CasengerPurchases LogATK: 1 • DEF: 7 • SPD: 3 • TEC: 3
(05-20-2018, 01:21 PM)Ricter Wrote: Seeing about upgrading this.

Lanor: (900 OM) [Requires Physical Strength, Healing, Buff]
Is a 4’7”ft long, 5 inch width, double edged broad sword that has a stainless steel look to it with a brown handle and cross-guard, being balanced in speed and weight. After a five second channel time the blade can be toggled too close small wounds of any living things it slices, leaving non painful glowing gashes that mend small cuts on the body and vanish after contact with the blade has ended. For large wounds he would need to deliver one strong slash or stab after a three second wind-up, which makes the wound stop bleeding, closing it and ensuring it doesn't again unless another wound is made along the same location. This doesn't heal the wounds sustained but more so mitigates bleeding out from them and minor pain as well. After another five second channel it may return to a normal blade, the blade cannot damage or harm any organic targets while charged and it behaves normally to metal contact.

Approved.
(05-02-2018, 11:07 PM)Sasuke Uchiha Wrote: Silence

(Tier 1 Super Move)(600)(Requires: Telepathy, Insight, Debuff Proficiency)[spoiler]
Through the use of Sharingan and after making eye contact, Sasuke is able to discern an opponent’s Tier 1 Super move that is problematic and shut down/prevent its activation for that round and every round after at a cost of 1 sp per round. This ability takes concentration and about six seconds to cast, in addition to the normal insight cast time, during which Sasuke may dodge and move, but is unable to attack and severe damage will interrupt his ability to cast this technique. This technique also gradually fatigues Sasuke throughout its duration, though not a grievous amount. He may only have one move or super move silenced at a time, per opponent, and no more than two opponents can be silenced at a time. His opponents remain silenced until Sasuke exhausts all of his sp or until he casts the move again, exceeding his cap of two opponents/one super per. Only works on super moves, can’t affect suppression players with equal or higher tech than Sasuke, and a Super Defense of appropriate tier negates the technique's effect.[/spoiler]
(Tier 2 Super Move)(800)(Requires: Telepathy, Insight, Debuff Proficiency)[spoiler]
Through the use of Sharingan and after making eye contact, Sasuke is able to discern an opponent’s Tier 2 Super move that is problematic and shut down/prevent its activation for that round and every round after, at a cost of 2 sp per round. This ability takes concentration and about six seconds to cast, in addition to the normal insight cast time, during which Sasuke may dodge and move, but is unable to attack and severe damage will interrupt his ability to cast this technique. This technique also gradually fatigues Sasuke throughout its duration, though not a grievous amount. He may only have one move or super move silenced at a time, per opponent, and no more than two opponents can be silenced at a time. His opponents remain silenced until Sasuke exhausts all of his sp, or casts the move again, exceeding his cap of two opponents/one super per. Only works on super moves, can’t affect suppression players with equal or higher tech than Sasuke, and a Super Defense of appropriate tier negates the technique's effect.[/spoiler]

This is a super move, and the SP is enough to pay for its effects so:
>You can remove the part about damage ending this early (if you want).
>You can remove the fatigue cost (if you want)
>You can lower any charge times (if you want)

You need to add something here about the execution, but I'd assume this probably isn't aimed or anything so you'll need ranged and homing profs.

I'm fine with you just knowing about and being able to identify the move. So you can seal their super move if you've seen them use it before, or you've insighted them (this may mean that you don't need to spend the full 30 second insight time to use this, and maybe only like 5 to 10 seconds if you're just looking for their strong moves - you don't need to state that specifically in the move, it's implied)

Lastly, though. This is the bigger thing about it. You'll need to reuse this every round if you want to sustain it, rather than simply spending more SP. All super moves work in that way, with only generic stuff that impacts an area or yourself being able to be sustained by spending more SP. Yeah, this might make your move seem sucky... but, you're spending SP to stop someone spending SP - it was never going to give you lots of bang for your buck. So, while it might have uses for stopping someone using their utility buff moves, this is pretty niche.

(05-02-2018, 11:07 PM)Sasuke Uchiha Wrote: Silence

(Basic Move)(300)(Requires: Telepathy, Insight, Debuff Proficiency)[spoiler]
Through the use of Sharingan and after making eye contact, Sasuke is able to discern an opponent’s basic move that is problematic and shut down/prevent its activation. This ability takes concentration and about fifteen seconds to cast, in addition to the normal insight cast time, during which Sasuke may dodge and move, but is unable to attack, and severe damage will interrupt his ability to cast this technique. This technique also gradually fatigues Sasuke throughout its duration, though not a grievous amount. He may only have one move or super move silenced at a time, per opponent, and no more than two opponents can be silenced at a time. His opponents will remain silenced indefinitely unless Sasuke is incapacitated/overwhelmed immensely, exhausts to much fatigue, or until he casts the move again, exceeding his cap of two opponents/one move per. Only works on moves that are not linked to other moves and weapon moves only if they have yet to be summoned. This technique can’t affect suppression players with equal or higher tech than Sasuke.[/spoiler]

This is doable. As with the super move version, I'm fine with you just knowing about and being able to identify the move. So you can seal their move if you've seen them use it before, or you've insighted them (this may mean that you don't need to spend the full 30 second insight time to use this, and maybe only like 5 to 10 seconds if you're just looking for their strong moves - you don't need to state that specifically in the move, it's implied by saying you need to know about it). So Suppression doesn't need to prevent this. It'd just prevent you using it on something that you don't know about. That said, this is a normal move, so the targets TEC should make this harder (or even impossible) regardless of suppression if it's higher than yours.

You need to add something here about the execution, but I'd assume this probably isn't aimed or anything so you'll need ranged and homing profs (you say it needs eye contact at the start, but the way you write it makes it sound like the eye contact is just to decide on a move, rather than target someone). Also, add what it feels like to have this move used on you. There's so much raw mechanics that your move looks more like something from a manual than something to actually write in a roleplay. "Fodder" aspects are important. There are very few people I'll ever say this to, since the converse (adding too much fodder into moves) tends to be a larger problem. But please add in some useful description for someone else writing your moves.

The main problem here is that it's too easy to use (since like, this isn't dodgeable or blockable). You can literally just run about at the start of a fight and then seal someone's move and there's nothing that they can do about it. And that it can last waaaayyy too long. You'd be hard-pressed to find any normal move that can last for a whole fight (or even a while round) that isn't either so weak that it's basically fodder, highly limited (like portable cover that stays in once place), requires constant concentration, or limits the user in some way. I'd give you a 5-second charge for maybe removing something for like... 30 seconds or so. 15 seconds could give you like 90 seconds tops, or 60 seconds with a lower fatigue cost. You could shift some of those by making this move harder to use. Or, if you want longer durations, maybe a super move to seal a normal move for a round. 

Point is, removing someone's move for minimal drawbacks and not really giving them any way to actually counter this (without having lots of TEC) isn't fun for anyone. Confusing someone for a bit and stopping them from shooting their signature spell? Yeah, that could be great fun to write. But being like, "I don't like this move of yours, you don't get to use it in fights with me" is just, no. Outside of the poor balance here, it's lame.

For reference, Strazio's God-Mind: Begone Thought! is what I consider to be a good move that achieves a similar thing to what you want. I'd use that as a basis for balance.
The Watch -- 900 OM (Requires: Ranged)

Roger's watch, worn on his left wrist. A handy tool, which features myriad functions concealed within it. Its primary function is to call the Big O, but its other uses are not to be forgotten. Chief among them are its grappling line and cutting laser tool, but it has other functions beside.
  • Grappling Hook -- The grappling line is a razor-thin wire, typically almost impossible to see save for when it glints in the light. It is capped by a small hook on the end, which provides it enough weight to accurately launch it, and to hook it in place when it hits a target. It has a maximum range of 20 meters, and travels at the speed of an arrow. It functions similarly to a grappling hook, allowing Roger to scale walls, swing across gaps, or retrieve distant small items in typical fashion for such a tool; the wire is more than strong enough to bear his weight, though far from unbreakable -- a fairly strong blow, especially a cutting one, can break it. If it is broken, it takes nearly a minute to repair and re-summon the missing wire and hook. Once the hook and wire is securely anchored and grappled onto something, it can be reeled in with surprising force for the watch's tiny mechanism, more than sufficient to easily pull an average sized human off their feet, though individuals stronger than Roger or particularly large targets can resist; the line can even haul Roger himself up to a higher point at a fairly decent speed.
  • Bladed Hook -- The grappling line's hook can also be adjusted to unsheathe small blades. Their small size makes them of only minimal use in combat, but allows the hook to be used to cut through objects with a well-placed shot, or by wrapping around and sawing through them. It is highly ineffective as a weapon, but can be an effective tool in the proper circumstances.
  • Cutting Laser -- The watch features a laser cutting tool. It is incredibly short ranged, only reaching up to about a foot, but puts out a tremendous amount of energy, chiefly in the form of heat. It can cut through most mundane objects in a matter of seconds, and with sustained use can eventually carve through almost anything, limited mostly by its short range and small size. It is cumbersome and impractical to use as a weapon thanks mostly to its short range, but it is fairly powerful and can inflict horrible burns if successfully used. It is somewhat troublesome to use, requiring the exterior edge of the watch to be rotated, and then a second and a half for the watch face to rise up and reveal the laser emitter, though at that point it can be fired with only a thought from Roger, and hidden away again simply by pushing the watch face back down. While it theoretically has a limitless supply of power, thanks to the unknown technology used to construct it, using it for more than roughly 12 continuous seconds will cause it to begin to overheat, and can burn Roger himself quite badly; thus it is used typically in only short bursts.
  • It can be used to remotely start and call Roger's car, the Griffon, to his location. As of now this serves little purpose other than convenience, without the car's other tools summoned yet.
[Image: kUpgBYg.gif]
[Tier 1 Super Utility] Restoration: (600 OM) [Requires Physical Strength, Healing, Buff]

With a bright glimmer of his sword he would soon make a slash or stab at a friendly target, the energy from the sword would heal them by a modest amount and allowing them to recover from serious injuries over the course of three seconds. This move can restore lost body parts but It can only be used on one friendly target at a time.
Ricter CasengerPurchases LogATK: 1 • DEF: 7 • SPD: 3 • TEC: 3
(05-21-2018, 02:07 PM)Ricter Wrote: [Tier 1 Super Utility] Restoration: (600 OM) [Requires Physical Strength, Healing, Buff]

With a bright glimmer of his sword he would soon make a slash or stab at a friendly target, the energy from the sword would heal them by a modest amount and allowing them to recover from serious injuries over the course of three seconds. This move can restore lost body parts but It can only be used on one friendly target at a time.

Two things:

Firstly, you don't need a move to heal people with SP. That comes with the base power. You can touch one person and heal with 3hp per sp spent already without any moves (healing multiple people or healing at range would require moves though). I'd consider using a sword to apply healing to be fodder.

Secondly, to restore body parts via normal healing, you'll usually need to spend about 3sp or so. Since removing actual wounds requires healing the damage that wound was worth. That said, I would allow you to spend 1sp via a T1 super move (like this) to do a "patch up" type job, restoring their body part but taking biomass from the rest of their body (or however you wish to fodder it), leading to the end result of you allowing someone to regrow a limb for 1sp, but without them actually regaining any hitpoints (basically, you'd be trading off actual "healing" for giving the target a working limb).
(05-21-2018, 02:45 PM)Dane Regan Wrote:
(05-21-2018, 02:07 PM)Ricter Wrote: [Tier 1 Super Utility] Restoration: (600 OM) [Requires Physical Strength, Healing, Buff]

With a bright glimmer of his sword he would soon make a slash or stab at a friendly target, the energy from the sword would heal them by a modest amount and allowing them to recover from serious injuries over the course of three seconds. This move can restore lost body parts but It can only be used on one friendly target at a time.

Two things:

Firstly, you don't need a move to heal people with SP. That comes with the base power. You can touch one person and heal with 3hp per sp spent already without any moves (healing multiple people or healing at range would require moves though). I'd consider using a sword to apply healing to be fodder.

Secondly, to restore body parts via normal healing, you'll usually need to spend about 3sp or so. Since removing actual wounds requires healing the damage that wound was worth. That said, I would allow you to spend 1sp via a T1 super move (like this) to do a "patch up" type job, restoring their body part but taking biomass from the rest of their body (or however you wish to fodder it), leading to the end result of you allowing someone to regrow a limb for 1sp, but without them actually regaining any hitpoints (basically, you'd be trading off actual "healing" for giving the target a working limb).

Ah okay I understand, so the base power allows me to heal someone by 3 damage points for 1 sp normally. So for this move I'd just be able to effectively use the 1 SP to just regrow the limb then, at least for this use of it, but not heal any damage points. If I'm understanding correctly then dose this work?

[Tier 1 Super Utility] [b]Restoration:[/b] (600 OM) [i][Requires Physical Strength, Healing, Buff][/i]

With a bright glimmer of his sword he would soon make a slash or stab at a friendly target, the energy from the sword would magically restore the use of lost body parts by regrowing them in a green glowing light over the course of three seconds. It can only be used on one friendly target at a time, in addition too only restoring one limb at a time but doesn't in fact heal them of damage points they my have sustained.
Ricter CasengerPurchases LogATK: 1 • DEF: 7 • SPD: 3 • TEC: 3


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