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Move Creation Workshop
Bringin' some things back up. Made a couple more minor changes to things. Spoiler'd for reasons of page scrolling or something.

[spoiler]
Colonel Wrote:Dropping these off in here just to get a touch of feedback for any immediate issues before moving on to the approval thread:

Screen Divide: Rain (Requires: Ranged Proficiency, Area Attack Proficiency) -- 300 OM
Colonel charges his saber to critical levels over a period of six seconds, causing it to crackle and spark with electricity and glow a much brighter, deeper shade of green. When fully charged, he will thrust the blade toward the sky, releasing a powerful bolt of sizzling energy skyward. At approximately fifteen meters in height, it explodes into a shower of smaller bolts, raining down across an area fifteen meters in diameter. Each of these individual bolts that rain down does only moderate damage on its own, but their sheer number -- upward of several dozen -- makes dodging them all difficult.


Colonel Cape (Requires: Physical Strength, Ranged Proficiency, Debuff Proficiency) -- 600 OM
Grabbing hold of his cape, Colonel rips it from his shoulders and hurls it at a foe. It flies straight as an arrow, as if it had some weight to it, and should it hit, wraps about his target's head, effectively blinding them and rendering them much less able to fight effectively. The effect lasts for up to five seconds before the cape slackens and may be ripped away with relative ease, at which point it vanishes to reappear on Colonel's shoulders. In melee range, Colonel may instead simply wrap his opponent in the cape, effectively binding them and preventing them from moving effectively. This form of binding lasts up to five seconds, though physically stronger targets may break free sooner, and when that time is up, the cape loses its hold and returns shortly to Colonel's shoulders.


Blockade (Requires: Ranged Proficiency, Ranged Materialize Proficiency) -- 300 OM
Colonel points with his left arm, indicating a location within fifteen meters of his current position. Roughly two seconds later, a large cube bursts from the ground, composed of whatever substance the ground in the area is composed of. The cube is approximately two meters on all sides, and is durable enough to use as cover in the short term, but not indestructible. After approximately thirty seconds it will crack and after another 10 will crumble away as if it was never there.


Colonel Army (Requires: Physical Strength, Ranged Proficiency, Homing Proficiency) -- 600 OM
Colonel throws out one hand, as if giving the order to charge, and at his side, a single soldier appears. It looks relatively unremarkable, clad in armor similar to Colonel's but of a much smaller stature. A soldier wielding a simple energy blade may be summoned, or one wielding something akin to an assault rifle. Regardless of which weapon they wield, they will actively seek out and assault the nearest enemy target until they are destroyed -- which is not difficult, and a few solid blows from a reasonably strong opponent would do the trick. Only one Colonel Army soldier may be summoned at a time.


Colonel Army: Surprise Tactics (Requires: Ranged Proficiency, Ranged Materialize Proficiency, Homing Proficiency) -- 300 OM
Colonel summons a cube from the ground as in Blockade, but at any point in its lifespan he may choose to activate and summon a Colonel Army soldier armed with a rifle from within the cube, at which point a hatch on the top of the cube opens and the soldier emerges, opening fire on the nearest enemy target. When the cube expires or the soldier is defeated, both will crumble and vanish.


Crackout (Requires: Physical Strength, Debuff Proficiency) -- 600 OM
Raising his left hand, Colonel focuses power into it for two seconds, causing it to emit a glow similar to his saber. After fully charging it, he rushes his target and slams his open palm down at them, as if trying to flatten them to the ground with a powerful strike. If he succeeds in landing the blow, his foe is smashed brutally back, the energy contained within the blow inflicting a stunning blow designed to leave them unsteady and winded for several seconds afterward. If the initial strike misses, Colonel instead carries through, smashing his hand into the ground, producing a quaking blow that ruptures and fractures the ground, producing a deep pit three meters wide and five meters deep.


Induct Missile (Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency, Homing Proficiency) -- 900 OM
Holding out his hand, over a period of three seconds Colonel summons forth a weapon reminiscent of his Colonel Cannon, but with multiple, smaller barrels. Raising it toward the sky, he fires a volley of three missiles. After sailing fifty meters upward, the projectiles begin their descent back toward the earth, actively tracking the nearest enemy target. Upon impact, whether with their target or an obstacle, one of three payloads is activated:
Incendiary missiles explode in a six meter wide blast of liquid fire, causing damage over a wide area but sacrificing direct damage for splash potential, and leaving intense flames in their wake.
High-explosive missiles release a three-meter wide blast of devastating explosive force, capable of blowing huge holes in the ground or walls, or inflicting great damage on the target they strike.
Concussive missiles release a devastating sonic blast upon impact across a ten meter area, inflicting little direct damage but capable of hurling targets through the air and virtually deafening anything caught in the blast zone for up to ten seconds.
After firing a volley of missiles, the weapon is dismissed, and must 'reload' for a period of thirty seconds before it may be recalled for another use. In addition to this, Colonel must remain stationary for the duration of summoning and firing the weapon, leaving him terribly open to interruption in such time.

Edward Elric Wrote:For Colonel

I haven't done all of them, but I did the ones I had Ideas about/ input to give.

Screen Divide: Rain - I see nothing I would change. However, I assume that there is a small radius around Colonel that no lightning will fall in? If so, you may want to put that in there for clarification.

Colonel Cape - With this move, I wonder if Colonel is controlling the cape when it wraps around his opponent's face. Because I feel as though this specific part of the move would require remote control to work as intended. (of course, this is just how I'd play it and I don't really know your character or his source material, so you can wait for an admin/ mod to take a look at this one)

Colonel Army: Surprise Tactics - I would combine this with Blockade. I say this because it incorporates the move itself and because you're simply adding an extra aspect to the move. so just tack this on as part of blockade. That makes sense, right?

Crackout - This move seems good (to me). However, have you considered raising the charge time to five seconds, maybe more? because I feel like a 2 second charge time is somewhat... low for what this move actually does. I also think this could work efficiently as a nice T1 super move.

Indirect Missile - IT would be a good Idea how long it takes the missiles to travel the fifty meters that they do. Also, just for a little flavor, does the liquid fire stick around if it doesn't hit someone? or does it instantly dissipate if it doesn't come into contact with some sort of animal/ humanoid? if so, for how long does it burn? I feel like this would be good information to make role playing this move a lot more interesting, as you'd not only Role play it happening, but you'd also be moving around the residual flames (this goes for anyone you're role playing with as well).

I cannot remember if I ever mentioned it at the time, but I do appreciate the feedback you offered on this one. With the advice you gave in mind, and to keep from clogging the approval thread, here we go with another rendition of things. Minor changes on my end in addition to the feedback Ed offered.


Screen Divide: Rain (Requires: Ranged Proficiency, Area Attack Proficiency) -- 300 OM
Colonel charges his saber to critical levels over a period of six seconds, causing it to crackle and spark with electricity and glow a much brighter, deeper shade of green. When fully charged, he will thrust the blade toward the sky, releasing a powerful bolt of sizzling energy skyward. At approximately eighteen meters in height, it explodes into a shower of smaller bolts of energy, similar in appearance to the blade of Colonel's saber, raining down across an area fifteen meters in diameter, with a localized two-meter wide area centered on Colonel's position where none will fall. Each of these individual bolts that rain down does only moderate damage on its own, but their sheer number -- approximately 80 bolts of energy in all -- makes dodging them all difficult.


Colonel Cape (Requires: Physical Strength, Ranged Proficiency, Remote Control Proficiency, Debuff Proficiency) -- 600 OM
Grabbing hold of his cape, Colonel rips it from his shoulders and hurls it at a foe. It flies straight as an arrow, as if it had some weight to it, and should it hit, wraps about his target's head, effectively blinding them and rendering them much less able to fight effectively. The effect lasts for up to five seconds before the cape slackens and may be ripped away with relative ease, at which point it vanishes to reappear on Colonel's shoulders. In melee range, Colonel may instead simply wrap his opponent in the cape, effectively binding them and preventing them from moving effectively. This form of binding lasts up to five seconds, though physically stronger targets may break free sooner, and when that time is up, the cape loses its hold and returns shortly to Colonel's shoulders.


Blockade (Requires: Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Homing Proficiency) -- 600 OM
Colonel points with his left arm, indicating a location within fifteen meters of his current position. Roughly three seconds later, a large cube bursts from the ground, composed of whatever substance the ground in the area is composed of. The cube is approximately two meters on all sides, and is durable enough to use as cover in the short term, but not indestructible. After approximately thirty seconds it will crack and after another 10 will crumble away as if it was never there, though any damage it sustains in its duration will hasten its destruction. This move cannot be used in areas without solid ground underfoot.
Additionally, at any point in the lifespan of any summoned cube, he may choose to activate and summon a Colonel Army soldier armed with a rifle from within the cube, at which point a hatch on the top of the cube opens and the soldier emerges, opening fire on the nearest enemy target. When the cube expires or the soldier is defeated, both will crumble and vanish.


Crackout (Requires: Physical Strength, Debuff Proficiency) -- Tier One Offensive Super Move -- 600 OM
Raising his left hand, Colonel clenches it into a fist and focuses power into it for five seconds, causing it to emit a glow similar to his saber. After fully charging it, he rushes his target and slams his open palm down at them, as if trying to flatten them to the ground with a powerful strike. If he succeeds in landing the blow, his foe is smashed brutally into the earth with tremendous force and an explosion of the charged energy, producing a three meter deep by five meter wide crater.


Induct Missile (Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency, Homing Proficiency) -- 900 OM
Holding out his hand, over a period of three seconds Colonel summons forth a weapon reminiscent of his Colonel Cannon, but with multiple, smaller barrels. Raising it toward the sky, he fires a volley of three missiles. After rocketing fifty meters upward over the course of ten seconds, the projectiles begin their descent back toward the earth, actively tracking a specifically-designated target. Upon impact, whether with their target or an obstacle, one of three payloads is activated:
Incendiary missiles explode in a six meter wide blast of liquid fire, causing damage over a wide area but sacrificing direct damage for splash potential, and leaving intense flames in their wake. Upon contact with anything, the flames will burn intensely and persistently for several minutes before burning out, unless smothered beforehand.
High-explosive missiles release a three-meter wide blast of devastating explosive force, capable of blowing huge holes in the ground or walls, or inflicting great damage on the target they strike.
Concussive missiles release a devastating sonic blast upon impact across a ten meter area, inflicting little direct damage but capable of hurling targets through the air and virtually deafening anything caught in the blast zone for up to ten seconds.
After firing a volley of missiles, the weapon is dismissed, and must 'reload' for a period of thirty seconds before it may be recalled for another use. In addition to this, Colonel must remain stationary for the duration of summoning and firing the weapon, leaving him terribly open to interruption in such time.


And here's one more idea for a move I was toying with in my head.


Colonel Pressure (Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency) -- Tier One Utility Super Move -- 600 OM
Colonel adopts a ready stance and begins focusing energy over a period of six seconds, his entire frame emitting a blue glow that slowly grows in intensity. When the required energy is gathered, Colonel throws his saber out to one side in a confident gesture of challenge, as if mocking or taunting his foe(s), releasing a wave of energy across a 20-meter radius around him. Every enemy target within this range will feel weighed down and oppressed by an unseen force, inhibiting their ease of movement, reducing SPD by 1 for one minute, and making movement generally more energy intensive during this effect.[/quote][/spoiler]
[Image: kUpgBYg.gif]
New possible attachments for chains!

Quote:On each arm, Demetri has a device that is able to shoot out chains, each of which is able to have a different weapon attached to its end. The chains are retractable and take ten seconds to generate while in their holders, moving or not moving, and once functional, can be instantly shot out. They have a reach of ten meters but become less effective when his target gets close than a meter. When the chains are damaged or destroyed, they must retreat back into their mechanism for repairs before they can be fully functional again. The time spent repairing is proportional to the damage given to the chains. Minor damage takes a few seconds to repair, heavy damage can take up seven, and the full ten if the chains are completely destroyed. With acrobatic skills, the chains can be used as a tool for maneuverability and mobility, allowing him to grasp or hook onto his surroundings(dependent of attachment), and give himself a boost in speed and mobility, as well as extra force in attacks. Demetri can also grasp objects and people with his chains and pull them towards him. However, grasping foes with the chains pose a risk, as they can also use the chain to pull him before he gets the chance to pull them in.


[Chain]Hook(600, Debuff, Ranged, Senses)
This attachment is made for disabling enemies, and has a strong pull and grasp. Demetri can tether enemies and objects to anything he would like by shooting his target with the hook attachment, and then shooting the end of the chain somewhere else. When he does this, the chain is considered "broken" by its mechanism and takes the full 10 seconds to create a new one. Alternatively(and usually when not in immediate danger), Demetri can slam his palm into the floor and send his chain underground. The mechanism recognizes the action and supplies up to 100m of chains, which is used to find an opponent within Demetri's senses. The chains sprout from the ground, wrapping around any of the target's limbs, tethering them to the floor with a strong chain bond, tight and sturdy. This move can affect flying targets, but only if the are hovering less than a meter off the floor. During the time in which the chains are finding a target(one second per 10m), Demetri is tethered to his location, and disengages his chains once they have accomplished their task. Same with its alternate use, the chain must fully regenerate.

[Chain]Shot(600, ranged, debuff)
Demetri combines both of his chain mechanisms as they create bow-like weapon. The combined chain creates a reaction that allows for 50 meters of chain, allowing for a longer reach. To fire, Demetri must allow the gears to gain tension for three seconds, which is followed by a bullet-like shot that can pierce up to two targets, but is difficult to aim. Demetri then must retract the chain,forcing the enemy to be brought to him, in which he can execute a follow up attack. The enemy can break it or escape, but requires the reaction time and strength to either break the chain or pull it out of their body.

[Chain]Link(300, Ranged, Physical Strength, Debuff)
This allows the chains to have no end attachment, and become bare. These chains have a strong grip, but do no damage. Demetri can shoot his chains at an opponents limb, and force him opponent to be tethered to him. This allows for fluid hand to hand combat, and gives Demetri control over their limb. For example, if Demetri linked a limb, he would be able to lower his opponents guard by pulling on the chain to lower their arm. For a leg, a loss of balance. Demetri cannot retract this chain, and must either release his opponent, or possibly have his own chain used against him.

[Chain] Mail(300, physical strength)
Demetri can sacrifice the use of one chain in order to protect a limb, his torso, or his head. The chain loses any other use, and doubles in defense. This allows it whichever part of the body to become more resistant, and can even work as a splint for injured areas, allowing Demetri to regain lost mobility and effectiveness.

All Chained Up(Tier 1 Utility Supermove- 600, required debuff, ranged, senses)
Demetri slams both fists into the ground, as his chain mechanisms kick into overdrive, sending a mass amount of chains into the ground below. This takes ten total seconds(though same timed effects as Chain Hook), in which Demetri can be vulnerable, but affects closer targets first, within a 50m radius. Up to five primes or high levels secondaries can be restricted from any movement for fifteen seconds, or up to 10 lower levels secondaries for up to a minute, as the chains wrap their entire body.(not variable but just effectiveness dependent on strength, like 3 primes 4 secondaries, 2 primes 6 secondaries, etc)

Thieve's Scatter(Tier 1 Utility Supermove - 600)
By focusing on his own essence for ten seconds, not taking time to attack or defend(but can still move), Demetri can split his presence into 5 different bodies(including himself) for an entire minute. These clones are half as powerful as Demetri, and can defend themselves against oncoming attacks, but are only programmed to escape. Their will all attempt to leave their pursuer's sight, prioritizing mobility above all else. This forces enemies to gamble on a clone in order to catch the thief, or allow him to gain a head start in his escape.
All warfare is based on deception.
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METAL FIST OF PAIN!!! (300) - Physical strength

A quite simple attack, the left handed maiden of rock straps on a spiked glove that is used to bash in the faces of her enemies. The item is always strapped on her arm for quick use. Of course punching requires her to stop playing and the emeny has to be within her reach for it to be used. Mainly used if she can't shake a quick opponent.

Physical Strength is underlined because I do not own it.
"I've been neglected, harassed, beaten, and diminished all my life. What motivates me to continue? The glory of proving people wrong. Being worth more than the numbing existence offered me. To be a hero." - Amber
throwing up one for Raal:

Flame Wave:
Raal summons an orb of orange and red arcing energy to his hand, holding it within his open palm, before dropping it into the earth beneath him. In a flaming arc in front of him, flames appear, a wall of fire 1 foot high. While the height does not change, as the flames travel, they grow in width, starting only as Wide as Raal's body, but becoming a veritable wall of fire as it extends out to a width of 40 feet at it's maximum distance.
The flames travel starts off slower, at the rate of a human's walking speed, but increases in speed as it moves, accelerating to the speed of a car by the time it's moved 30 meters.
At max, the move travels 50 meters, with the flames becoming wider, proportionally, to how far the wave has moved.

Deadly embrace:

Raal's body, as a death Knight, is powered by the blackest of infernal magics. Those that strike him shall notice a unique phenomena, as disturbing the delicate mechanics of a body like the undead sorcerer's is dangerous for everyone involved. All who strike Raal shall find Dark arcane energy immediately lance out of the wound, appearing as black and purple lightning. This infernal energy strikes with the intensity and piercing power of a spear, and fires out of Raal's body only in response to physical trauma.
This move is literally Raal's physical manifestation in the spirit world leaking out of him, and as this implies, this move draws from his pool of energy. Raal is forced to use this move any time he takes moderate damage or more.
The blasts of arcane energy are small, shaped and forked like lightning, move as fast as a bullet, and have a maximum range of 50 feet. they will fire in the general direction of the opponent, but will not home.
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ISA Armor Padding- Requires (???) 300 OM

So here's my thing, Trying to get armor for Luger but not sure what proficiencies go with it.

Luger's armor in her camo suit allows her to go on the offensive, but on the bad part, she may be quicker but less able to take attacks on her.

I'm also wanting to improve Luger's Submachine gun here:

Flash and Noise suppressed Submachine gun equipped with laser sighting (??? OM) (Requires Physical Strength, Ranged Proficiency,????)

Luger added a few improvements to her usual submachine gun. Her usual submachine gun had a flash suppressed attachment, but now she's adding a laser sighting and noise suppression.
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Demetri Malius Wrote:New possible attachments for chains!

Quote:On each arm, Demetri has a device that is able to shoot out chains, each of which is able to have a different weapon attached to its end. The chains are retractable and take ten seconds to generate while in their holders, moving or not moving, and once functional, can be instantly shot out. They have a reach of ten meters but become less effective when his target gets close than a meter. When the chains are damaged or destroyed, they must retreat back into their mechanism for repairs before they can be fully functional again. The time spent repairing is proportional to the damage given to the chains. Minor damage takes a few seconds to repair, heavy damage can take up seven, and the full ten if the chains are completely destroyed. With acrobatic skills, the chains can be used as a tool for maneuverability and mobility, allowing him to grasp or hook onto his surroundings(dependent of attachment), and give himself a boost in speed and mobility, as well as extra force in attacks. Demetri can also grasp objects and people with his chains and pull them towards him. However, grasping foes with the chains pose a risk, as they can also use the chain to pull him before he gets the chance to pull them in.


[Chain]Hook(600, Debuff, Ranged, Senses)
This attachment is made for disabling enemies, and has a strong pull and grasp. Demetri can tether enemies and objects to anything he would like by shooting his target with the hook attachment, and then shooting the end of the chain somewhere else. When he does this, the chain is considered "broken" by its mechanism and takes the full 10 seconds to create a new one. Alternatively(and usually when not in immediate danger), Demetri can slam his palm into the floor and send his chain underground. The mechanism recognizes the action and supplies up to 100m of chains, which is used to find an opponent within Demetri's senses. The chains sprout from the ground, wrapping around any of the target's limbs, tethering them to the floor with a strong chain bond, tight and sturdy. This move can affect flying targets, but only if the are hovering less than a meter off the floor. During the time in which the chains are finding a target(one second per 10m), Demetri is tethered to his location, and disengages his chains once they have accomplished their task. Same with its alternate use, the chain must fully regenerate.

[Chain]Shot(600, ranged, debuff)
Demetri combines both of his chain mechanisms as they create bow-like weapon. The combined chain creates a reaction that allows for 50 meters of chain, allowing for a longer reach. To fire, Demetri must allow the gears to gain tension for three seconds, which is followed by a bullet-like shot that can pierce up to two targets, but is difficult to aim. Demetri then must retract the chain,forcing the enemy to be brought to him, in which he can execute a follow up attack. The enemy can break it or escape, but requires the reaction time and strength to either break the chain or pull it out of their body.

[Chain]Link(300, Ranged, Physical Strength, Debuff)
This allows the chains to have no end attachment, and become bare. These chains have a strong grip, but do no damage. Demetri can shoot his chains at an opponents limb, and force him opponent to be tethered to him. This allows for fluid hand to hand combat, and gives Demetri control over their limb. For example, if Demetri linked a limb, he would be able to lower his opponents guard by pulling on the chain to lower their arm. For a leg, a loss of balance. Demetri cannot retract this chain, and must either release his opponent, or possibly have his own chain used against him.

[Chain] Mail(300, physical strength)
Demetri can sacrifice the use of one chain in order to protect a limb, his torso, or his head. The chain loses any other use, and doubles in defense. This allows it whichever part of the body to become more resistant, and can even work as a splint for injured areas, allowing Demetri to regain lost mobility and effectiveness.

All Chained Up(Tier 1 Utility Supermove- 600, required debuff, ranged, senses)
Demetri slams both fists into the ground, as his chain mechanisms kick into overdrive, sending a mass amount of chains into the ground below. This takes ten total seconds(though same timed effects as Chain Hook), in which Demetri can be vulnerable, but affects closer targets first, within a 50m radius. Up to five primes or high levels secondaries can be restricted from any movement for fifteen seconds, or up to 10 lower levels secondaries for up to a minute, as the chains wrap their entire body.(not variable but just effectiveness dependent on strength, like 3 primes 4 secondaries, 2 primes 6 secondaries, etc)

Thieve's Scatter(Tier 1 Utility Supermove - 600)
By focusing on his own essence for ten seconds, not taking time to attack or defend(but can still move), Demetri can split his presence into 5 different bodies(including himself) for an entire minute. These clones are half as powerful as Demetri, and can defend themselves against oncoming attacks, but are only programmed to escape. Their will all attempt to leave their pursuer's sight, prioritizing mobility above all else. This forces enemies to gamble on a clone in order to catch the thief, or allow him to gain a head start in his escape.

I don't have feedback for all of these, just as a note, and I'm just tossing out ideas here.

Chain Shot -- I'm having a hard time imagining that even a focused attack like this seems to be could pierce even one target, with only 1 ATK. And similarly, retracting the chain to pull targets in probably wouldn't be easy, either, for the same reason.

Chain Link -- Just something to keep in mind and mention in the move itself, but physically stronger or sturdier targets might not be so easy to yank around, and this would be very easy to use against him if used against the wrong target.

Chain Mail -- This seems fairly reasonable, all in all... But the wording of how the chain "doubles in defense" has me a bit confused. It's a little ambiguous at best. And just a note that a split is kind of designed to restrict mobility, to offer support and keep things stable and still so they can heal more effectively, so it probably wouldn't have the effect you're after. Just a thought.

All Chained Up -- Just at a glance, this seems absurd for a Tier 1 move. A 50 meter radius is huge for any kind of attack, and while it being a Super Move and the time delay on using it balance it to an extent, it still just doesn't seem to....equal out, I guess is the word I'm going for. The number of targets that can be restricted is extremely vague, and doesn't really take into account the varying degrees of physical power someone might have, or how easy/difficult it would be to restrain them effectively. Also keep in mind that there really is no hard difference between Primes and Secondaries, so basing numbers off of that descriptor is kind of pointless.

Thieves Scatter -- I feel like all this needs is some kind of time limit as to how long it lasts and it...should be mostly good.
[Image: kUpgBYg.gif]
Raal Deathwind Wrote:a bit early but I'll bring up two right now 'cause I tend to earn OM like the dickens with Raal anyways:

Zul'gurand's wrath (900) (requires Ranged proficiency) (Requires Remote control Proficiency) (Requires Telekinesis)
An Axe Raal acquired after going through many different trials and tribulations to earn the respect of the trolls, "Zul'gurand's Wrath" is a Steel-bladed throwing axe. The axe itself is decorated with pieces of his slain foes - A giant's canine serves as a back spike to the weapon, A dwarf skull is loosely tied by hair to the bottom of the weapon, and the handle is reinforced by white dragonscale. Raal has also carved several red runes, along with the symbol of the horde, on both sides of the blade.

The axe itself is 2 feet in height including the full handle, and the blade curves out to one foot of total breadth. The blade extends out 4 inches, and the giant's back canine, with it's wicked tip, extends outwards for 2 inches.

Raal is capable of throwing this weapon up to thirty meters, the initial motion provided by his arm, and then enhanced with Raal's telekinetic force.

The Runes carved on the weapon allow Raal to do two different things with the weapon.
The first is that Raal is capable of curving the weapon's trajectory, allowing it to cut a crescent arc through the air, rather than a straight line, in order to hit the opponent. this takes slightly more energy from Raal than using the weapon on a straight trajectory.

The second is that Raal is, should he prepare it beforehand, able to use the weapon to deflect physical or magical attacks coming at him by magically shielding the weapon and then throwing it at the offending attack. this takes a couple seconds to prepare and is too slow to use after an attack's already been fired, but will allow the blade to "cut" through even energy or magically-based attacks, defying the laws of common logic, and thus destroying the offending attack.

Despite being made from relatively delicate materials, Raal has managed to fortify the weapon to the same level most primes have managed for their own weapons. Raal has stated this to be purely due to the runes he's enchanted the weapon with, but some say that when the tomahawk sings through the air, it's with the voice of a tortured and screaming troll...




And now I've got that big thing out of the way:

Death slash (300) (requires Debuff Proficiency) (Requires Ranged proficiency)

A technique Raal devised long ago to deal with encroaching enemies, this technique has a range of 2 to 10 feet. Green and black energy coalesces around his hand, and he waves his hand slowly through the air in an arc towards his opponent, as though he was moving his hand through water.
though invisible to an opponent without enhanced senses, a gray tendril of smoky energy fires directly towards the person Raal gestured towards at the speed of a walking human, at the speed of 10 meters per second.
If it strikes the opponent, no actual damage will be caused, but the effect causes the electrical impulses in the brain to be temporarily disrupted, similar to the effects of a powerful boxer shaking his opponent's braincase. The affected person will lose consciousness for a split-second, and their legs will fail to respond for one to three seconds(not sure what stat to make this dependent on - defense, tec, or even speed), causing them to fall over.
This is moderately taxing on Raal's energy reserves.

Zul'gurand's Wrath -- So, first things first, I gotta ask this: I'm assuming the cost breakdown for 900 OM is 'regular throw' 'curved throw' and 'i cut through your attacks throw'. Is that right? And if so, then the next question is thus: can you combine the two additional effects? As for the two effects themselves, they seem fairly reasonable, just keep in mind that the second function to cut through attacks and such would likely be based on Raal's ATK vs. his opponent's, with deviations for how strong/charged/focused/etc the attack in question is. And just for putting it out there: this wouldn't be entirely effective (actually not at all, honestly) against Super Moves.

Death Slash -- Just pointing out, but 10 meters per second is about 7~ times the speed of a walking human -- it's about 1.4 meters per second. Not that that matters much, as 10 meters per second would still be an acceptable level of speed for such a projectile. One more detail is how long does it take Raal to gather up the energy to toss this out? Everything else seems mostly fine, and I'd personally base effectiveness of something like this on maybe Raal's TEC vs his opponent's DEF. But I'm not positive on that.
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Adam Gaite Wrote:Zul'gurand's Wrath -- So, first things first, I gotta ask this: I'm assuming the cost breakdown for 900 OM is 'regular throw' 'curved throw' and 'i cut through your attacks throw'. Is that right? And if so, then the next question is thus: can you combine the two additional effects? As for the two effects themselves, they seem fairly reasonable, just keep in mind that the second function to cut through attacks and such would likely be based on Raal's ATK vs. his opponent's, with deviations for how strong/charged/focused/etc the attack in question is. And just for putting it out there: this wouldn't be entirely effective (actually not at all, honestly) against Super Moves.
Combining the two effects isn't possible. Outside of the fact it'd be pretty hard to make that trajectory, ti's a lot of different effects to bring out on the same axe at once.
one thing I do need to ask - would having the axe return to Raal's hand after each throw cost an extra 300 omnilium, provided that Raal could only bring it back to his hand and not inconvenience his opponent in any way by doing so?

As for the super moves, I assumed as such. "only super defenses", and all that.

Adam Gaite Wrote:Death Slash -- Just pointing out, but 10 meters per second is about 7~ times the speed of a walking human -- it's about 1.4 meters per second. Not that that matters much, as 10 meters per second would still be an acceptable level of speed for such a projectile. One more detail is how long does it take Raal to gather up the energy to toss this out? Everything else seems mostly fine, and I'd personally base effectiveness of something like this on maybe Raal's TEC vs his opponent's DEF. But I'm not positive on that.

Raal gathers the energy as part of firing the attack, so about two full seconds.
I was thinking either TEC vs DEF or TEC vs TEC but if TEC vs DEF works I've no issue going with that.
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Autumn Ellise Rose Wrote:METAL FIST OF PAIN!!! (300) - Physical strength

A quite simple attack, the left handed maiden of rock straps on a spiked glove that is used to bash in the faces of her enemies. The item is always strapped on her arm for quick use. Of course punching requires her to stop playing and the emeny has to be within her reach for it to be used. Mainly used if she can't shake a quick opponent.

Physical Strength is underlined because I do not own it.

This seems like just a standard sort of melee weapon. Should be fine as-is.
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Weiss Schnee Wrote:throwing up one for Raal:

Flame Wave:
Raal summons an orb of orange and red arcing energy to his hand, holding it within his open palm, before dropping it into the earth beneath him. In a flaming arc in front of him, flames appear, a wall of fire 1 foot high. While the height does not change, as the flames travel, they grow in width, starting only as Wide as Raal's body, but becoming a veritable wall of fire as it extends out to a width of 40 feet at it's maximum distance.
The flames travel starts off slower, at the rate of a human's walking speed, but increases in speed as it moves, accelerating to the speed of a car by the time it's moved 30 meters.
At max, the move travels 50 meters, with the flames becoming wider, proportionally, to how far the wave has moved.

Deadly embrace:

Raal's body, as a death Knight, is powered by the blackest of infernal magics. Those that strike him shall notice a unique phenomena, as disturbing the delicate mechanics of a body like the undead sorcerer's is dangerous for everyone involved. All who strike Raal shall find Dark arcane energy immediately lance out of the wound, appearing as black and purple lightning. This infernal energy strikes with the intensity and piercing power of a spear, and fires out of Raal's body only in response to physical trauma.
This move is literally Raal's physical manifestation in the spirit world leaking out of him, and as this implies, this move draws from his pool of energy. Raal is forced to use this move any time he takes moderate damage or more.
The blasts of arcane energy are small, shaped and forked like lightning, move as fast as a bullet, and have a maximum range of 50 feet. they will fire in the general direction of the opponent, but will not home.

Flame Wave -- This seems fine as it is, with just one thing to note: how long does it take to summon the initial orb of energy and get the attack ready? Also, you're more than welcome to keep it as it is, but a 1 foot high wall of fire would be really easy to just hop over for anyone with decent reflexes.

Deadly Embrace -- This one....I'm less sure on. The only thing I can offer at the moment is that the range might be a bit much, and the power for an autofire and auto-counter attack like this, with no preparation involved, may also be a bit much.
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“Steamliner” (Ranged, Debuff) 300 OM
Originally a heavy duty industrial piledriver, a “Gorrets High Penetration Apparatus for Builders” was repurposed and heavily customized for usage by Stephan. Normally it is just a collection of pipes, pressure chambers and a release mechanism, but when connected to a special exhaust vent at the end of Donnels’ left arm it turns into a powerful weapon capable of penetrating war-engine grade armor and making a short work of any infantryman too stupid to know better and dazzle the rest. Even a glancing blow from this monstrosity is devastating and it leaves an actual blastwave in its wake. Due to robust design and non-constrictive barrel and muzzle gun easily accepts modified ammunition which can make it even more devastating (And must be purchased as separate moves).
This is a heavy, bit oversized, pistol is about 45cm long. It holds 4 30cm long, 1.5cm wide pikes that serve as ammunition. It is impossible to replace the whole “clip” in combat as it requires partially disassembling the gun. Replacing one spent pike takes ~4-5 seconds. Before firing Stephan must charge the gun up for at least a second and up to five seconds for increased punch and penetration, during this time he can still move, but his left hand is locked in place. After charge is complete it can be held for maximum of 10 seconds, after which, depending on the level of the charge, it will either vent, or rupture from pressure. After firing gun takes around 2 seconds to load a next pike from the chamber before it can fire again. Even on a miss, especially a near-miss a blastwave from passage of the projectile can stun or even knock down weaker people off their feet. While gun has enough power to propel the devastating shot extremely far due to not being quite designed as a ranged weapon (more like industrial tool) its effective range is only 20m, increasing by 10m for every second beyond first it is charged.


Assist T2 – Gyrocopters (Fly, Ranged, AoE, Ranged Materialize) 1500 (later upgrade)
Atk: 3
Def: 2
Sdp: 3
Tec: 2
Stephan burst a few short orders into his Communicator, shortly after a squad of 3 Geramian Gyrocopters flies over the hills in the distance or descends from behind the clouds to provide limited Air Support.
Each copter holds a pilot and a gunner, thus being able to fire on the move with some degree of accuracy. The gunners are armed with Shrapnel Bursters (oversized shotguns loaded with sharp metal spikes) and a set of grenades.


Steam Burst (Ranged, AoE, Debuff) 600 OM
Straining his system Stephan vents overpressurized steam in his vicinity, blinding and scalding anyone caught up. Additionally, he might put that much less power behind the blast to simply cover the immediate area in thick steam-like smoke.
This covers area of up to 10x10 meters, which can be distributed in any form, from a jet, to a simple blast on everything around. This requires Stephan to stand still for at least 5 seconds, during this time he can only move his right arm.
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Stephan Donnel Wrote:“Steamliner” (Ranged, Debuff) 300 OM
Originally a heavy duty industrial piledriver, a “Gorrets High Penetration Apparatus for Builders” was repurposed and heavily customized for usage by Stephan. Normally it is just a collection of pipes, pressure chambers and a release mechanism, but when connected to a special exhaust vent at the end of Donnels’ left arm it turns into a powerful weapon capable of penetrating war-engine grade armor and making a short work of any infantryman too stupid to know better and dazzle the rest. Even a glancing blow from this monstrosity is devastating and it leaves an actual blastwave in its wake. Due to robust design and non-constrictive barrel and muzzle gun easily accepts modified ammunition which can make it even more devastating (And must be purchased as separate moves).
This is a heavy, bit oversized, pistol is about 45cm long. It holds 4 30cm long, 1.5cm wide pikes that serve as ammunition. It is impossible to replace the whole “clip” in combat as it requires partially disassembling the gun. Replacing one spent pike takes ~4-5 seconds. Before firing Stephan must charge the gun up for at least a second and up to five seconds for increased punch and penetration, during this time he can still move, but his left hand is locked in place. After charge is complete it can be held for maximum of 10 seconds, after which, depending on the level of the charge, it will either vent, or rupture from pressure. After firing gun takes around 2 seconds to load a next pike from the chamber before it can fire again. Even on a miss, especially a near-miss a blastwave from passage of the projectile can stun or even knock down weaker people off their feet. While gun has enough power to propel the devastating shot extremely far due to not being quite designed as a ranged weapon (more like industrial tool) its effective range is only 20m, increasing by 10m for every second beyond first it is charged.
Seeing as this move has a charge ability the cost for this move will be 600 OM. Also you need to be clear wether it stuns or knock people off their feet, there is a pretty big difference there.


Quote:Assist T2 – Gyrocopters (Fly, Ranged, AoE, Ranged Materialize) 1500 (later upgrade)
Atk: 3
Def: 2
Sdp: 3
Tec: 2
Stephan burst a few short orders into his Communicator, shortly after a squad of 3 Geramian Gyrocopters flies over the hills in the distance or descends from behind the clouds to provide limited Air Support.
Each copter holds a pilot and a gunner, thus being able to fire on the move with some degree of accuracy. The gunners are armed with Shrapnel Bursters (oversized shotguns loaded with sharp metal spikes) and a set of grenades.
i am very sorry to burst your bubble but a T2 assist requires you to have a level5 character.


Quote:Steam Burst (Ranged, AoE, Debuff) 600 OM
Straining his system Stephan vents overpressurized steam in his vicinity, blinding and scalding anyone caught up. Additionally, he might put that much less power behind the blast to simply cover the immediate area in thick steam-like smoke.
This covers area of up to 10x10 meters, which can be distributed in any form, from a jet, to a simple blast on everything around. This requires Stephan to stand still for at least 5 seconds, during this time he can only move his right arm.

This one seems alright, i presume you took in the debuff profficiency because they enemy can't see within the smoke ?
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You're naive. We're destroyers, not saviors. - Yu Kanda
Adam Gaite Wrote:
Autumn Ellise Rose Wrote:METAL FIST OF PAIN!!! (300) - Physical strength

A quite simple attack, the left handed maiden of rock straps on a spiked glove that is used to bash in the faces of her enemies. The item is always strapped on her arm for quick use. Of course punching requires her to stop playing and the emeny has to be within her reach for it to be used. Mainly used if she can't shake a quick opponent.

Physical Strength is underlined because I do not own it.

This seems like just a standard sort of melee weapon. Should be fine as-is.

Gonna love this. *Eyes Adam* hehe
"I've been neglected, harassed, beaten, and diminished all my life. What motivates me to continue? The glory of proving people wrong. Being worth more than the numbing existence offered me. To be a hero." - Amber
Yu Kanda Wrote:Seeing as this move has a charge ability the cost for this move will be 600 OM. Also you need to be clear wether it stuns or knock people off their feet, there is a pretty big difference there.
Thanks, i will note the increased cost. I specifically left the details vague, because they rely entirely on Atk/Def difference. A weaker opponent might get thrown back, while stronger might not even feel anything but a breeze.

Yu Kanda Wrote:i am very sorry to burst your bubble but a T2 assist requires you to have a level5 character.
I know, I even noted (Later Upgrade) in parenthesis, mostly throwing it here to clean up the problems (like the "charge" up there) before I post it in approval thread later at some point.

Yu Kanda Wrote:This one seems alright, i presume you took in the debuff profficiency because they enemy can't see within the smoke ?
Yes.
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Posting a few raw abilities that I'm on the fence about function here:

Sky Star - 300 OM (Requires Super Jumping)
While in mid-air, Dante concentrates magical energy at his feet to create a circular demonic glyph about a meter in diameter, which he then immediately uses as a surface to perform a 'double jump'. He cannot travel any higher than his height limit for Super Jumping, and cannot use this move again until he lands on the ground fully.

The question: This move ultimately allows Dante to perform a single free 'double jump' (as described in the Super Jumping power description). I am simply not in the knowing if this is an acceptable move to create.


Air Raid - ??? OM (Requires Flight)
Dante channels his inner devil, and transforms the tails of his coat into a pair of demonic wings. With these wings, he can stay aloft in mid-air by spreading them open, even if not actively flapping them. Whenever he stops flying, the wings fold and revert back to their normal form as coat-tails, the demonic energy retreating into Dante's form. These wings naturally appear whenever Dante assumes his devil form and cannot be dismissed then.

The question: If I already have Flight, would I have any need for a move like this which simply explains Dante's specific application of this power? My understanding (from what I studied) is that this is simply RP fodder and wouldn't cost anything, but I would like some confirmation.


Vortex - 300 OM (Requires Air Raid, Flight, Physical Proficiency)
While flying, Dante winds up and launches himself forward like a torpedo, spinning rapidly and crackling with red electricity. He can fly up to 10 meters at a time in one direction with this ability, flying at slightly below his current top speed. Repeated use of this ability can tire out Dante and his exhaust his ability to fly.

The question: When using Flight, is it still possible to retain your full SPD? The description says that "the speed of Flight is based on your SPD," but it doesn't explain if it is fully proportional or not. I feel like this is a silly thing to try and confirm, but I want clarification anyway so I can not make a fool of myself.
Quote:Screen Divide: Rain (Requires: Ranged Proficiency, Area Attack Proficiency) -- 300 OM
Colonel charges his saber to critical levels over a period of six seconds, causing it to crackle and spark with electricity and glow a much brighter, deeper shade of green. When fully charged, he will thrust the blade toward the sky, releasing a powerful bolt of sizzling energy skyward. At approximately eighteen meters in height, it explodes into a shower of smaller bolts of energy, similar in appearance to the blade of Colonel's saber, raining down across an area fifteen meters in diameter, with a localized two-meter wide area centered on Colonel's position where none will fall. Each of these individual bolts that rain down does only moderate damage on its own, but their sheer number -- approximately 80 bolts of energy in all -- makes dodging them all difficult.

This one sounds good, but how big are the bolts? You say they are similar to his saber, but is each bolt the same size as it?

Quote:Colonel Cape (Requires: Physical Strength, Ranged Proficiency, Remote Control Proficiency, Debuff Proficiency) -- 600 OM
Grabbing hold of his cape, Colonel rips it from his shoulders and hurls it at a foe. It flies straight as an arrow, as if it had some weight to it, and should it hit, wraps about his target's head, effectively blinding them and rendering them much less able to fight effectively. The effect lasts for up to five seconds before the cape slackens and may be ripped away with relative ease, at which point it vanishes to reappear on Colonel's shoulders. In melee range, Colonel may instead simply wrap his opponent in the cape, effectively binding them and preventing them from moving effectively. This form of binding lasts up to five seconds, though physically stronger targets may break free sooner, and when that time is up, the cape loses its hold and returns shortly to Colonel's shoulders.

This one also looks good, but how far is the range that the cape can travel? For the point blank, does Colonel have to actively hold the cape to his opponent or can he simply wrap it around and then continue an assault?

Quote:Blockade (Requires: Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Homing Proficiency) -- 600 OM
Colonel points with his left arm, indicating a location within fifteen meters of his current position. Roughly three seconds later, a large cube bursts from the ground, composed of whatever substance the ground in the area is composed of. The cube is approximately two meters on all sides, and is durable enough to use as cover in the short term, but not indestructible. After approximately thirty seconds it will crack and after another 10 will crumble away as if it was never there, though any damage it sustains in its duration will hasten its destruction. This move cannot be used in areas without solid ground underfoot.
Additionally, at any point in the lifespan of any summoned cube, he may choose to activate and summon a Colonel Army soldier armed with a rifle from within the cube, at which point a hatch on the top of the cube opens and the soldier emerges, opening fire on the nearest enemy target. When the cube expires or the soldier is defeated, both will crumble and vanish.

How many cubes can see summon at once? How much damage can the blockade withstand? How long does it take for Colonel to release the soldier from the cube? Also, an idea, but perhaps before the time runs out, he can take a few seconds to focus his energy and reset the timer on the Blockade?

Quote:Crackout (Requires: Physical Strength, Debuff Proficiency) -- Tier One Offensive Super Move -- 600 OM
Raising his left hand, Colonel clenches it into a fist and focuses power into it for five seconds, causing it to emit a glow similar to his saber. After fully charging it, he rushes his target and slams his open palm down at them, as if trying to flatten them to the ground with a powerful strike. If he succeeds in landing the blow, his foe is smashed brutally into the earth with tremendous force and an explosion of the charged energy, producing a three meter deep by five meter wide crater.

That's a pretty deep crater, but i think it's fine.

Quote:Induct Missile (Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency, Homing Proficiency) -- 900 OM
Holding out his hand, over a period of three seconds Colonel summons forth a weapon reminiscent of his Colonel Cannon, but with multiple, smaller barrels. Raising it toward the sky, he fires a volley of three missiles. After rocketing fifty meters upward over the course of ten seconds, the projectiles begin their descent back toward the earth, actively tracking a specifically-designated target. Upon impact, whether with their target or an obstacle, one of three payloads is activated:
Incendiary missiles explode in a six meter wide blast of liquid fire, causing damage over a wide area but sacrificing direct damage for splash potential, and leaving intense flames in their wake. Upon contact with anything, the flames will burn intensely and persistently for several minutes before burning out, unless smothered beforehand.
High-explosive missiles release a three-meter wide blast of devastating explosive force, capable of blowing huge holes in the ground or walls, or inflicting great damage on the target they strike.
Concussive missiles release a devastating sonic blast upon impact across a ten meter area, inflicting little direct damage but capable of hurling targets through the air and virtually deafening anything caught in the blast zone for up to ten seconds.
After firing a volley of missiles, the weapon is dismissed, and must 'reload' for a period of thirty seconds before it may be recalled for another use. In addition to this, Colonel must remain stationary for the duration of summoning and firing the weapon, leaving him terribly open to interruption in such time.

How long does it take for Colonel to summon and fire the weapon? You state that he is immobile during that time, and that it takes 10 seconds for the missiles to run their course, but this is not mentioned.(unless i missed it somehow :frog: , in which case ignore me and this is good).


Quote:Colonel Pressure (Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency) -- Tier One Utility Super Move -- 600 OM
Colonel adopts a ready stance and begins focusing energy over a period of six seconds, his entire frame emitting a blue glow that slowly grows in intensity. When the required energy is gathered, Colonel throws his saber out to one side in a confident gesture of challenge, as if mocking or taunting his foe(s), releasing a wave of energy across a 20-meter radius around him. Every enemy target within this range will feel weighed down and oppressed by an unseen force, inhibiting their ease of movement, reducing SPD by 1 for one minute, and making movement generally more energy intensive during this effect.

We generally try to stay away from exact stat affects right? Perhaps just take out the "by 1" and just say "speed for one minute". Other than that, good to go for me! frogc00l
All warfare is based on deception.
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Adam Gaite Wrote:Flame Wave -- This seems fine as it is, with just one thing to note: how long does it take to summon the initial orb of energy and get the attack ready? Also, you're more than welcome to keep it as it is, but a 1 foot high wall of fire would be really easy to just hop over for anyone with decent reflexes.
I'd say about a second? It's not very long, at the least.
I suppose I could probably increase the wave height to 3 feet, though I'll probably do so incrementally as it's meant to be easier to dodge the closer you are to Raal for Balance's sake.

Adam Gaite Wrote:Deadly Embrace -- This one....I'm less sure on. The only thing I can offer at the moment is that the range might be a bit much, and the power for an autofire and auto-counter attack like this, with no preparation involved, may also be a bit much.
for a spear-level attack? Don't people with physical guns generally have a similar fire rate, power and speed for something that doesn't require them to take injury first?(and basically hands the opponent a lot of the control).
Regardless, I can probably tone the range down. does 30 feet sound more alright?
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Thaal Sinestro Wrote:
Thaal Sinestro Wrote:Ring Duplicate (Requires: Fusion, Symbiosis)

Sinestro can use the Fusion and Symbiosis moves as described, including SP usage, except that his body and the target body remain separate. Only Sinestro's Moves and Powers are transferred to the target, and none of the target's Moves or Powers are given to Sinestro, and both party's Stats remain completely unchanged. Sinestro is the only one who may pay SP to maintain the "Fusion".

Essentially, Sinestro would transfer his Moves and Powers to another person while remaining separate for the same SP that a Fusion would cost.
Bamp.

What you've worked up here looks passable to me (for what my opinion is worth). An actual fusion has the upside of gaining stats but the downside of sharing damage, so I think removing both would balance it. Same thing with the one-way SP loss balancing the one-way power/move borrowing. My question, though: what about proficiencies?

This is a really cool idea, so I hope it comes to fruition and we get to see a Sinestro Corps in the Omniverse.
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Kakashi Hatake Wrote:
Thaal Sinestro Wrote:
Thaal Sinestro Wrote:Ring Duplicate (Requires: Fusion, Symbiosis)

Sinestro can use the Fusion and Symbiosis moves as described, including SP usage, except that his body and the target body remain separate. Only Sinestro's Moves and Powers are transferred to the target, and none of the target's Moves or Powers are given to Sinestro, and both party's Stats remain completely unchanged. Sinestro is the only one who may pay SP to maintain the "Fusion".

Essentially, Sinestro would transfer his Moves and Powers to another person while remaining separate for the same SP that a Fusion would cost.
Bamp.

What you've worked up here looks passable to me (for what my opinion is worth). An actual fusion has the upside of gaining stats but the downside of sharing damage, so I think removing both would balance it. Same thing with the one-way SP loss balancing the one-way power/move borrowing. My question, though: what about proficiencies?

This is a really cool idea, so I hope it comes to fruition and we get to see a Sinestro Corps in the Omniverse.
All the powers and proficiencies would go along with the sharing, just like a normal Fusion, but they would only go one way, into the person he's giving the Ring to.
Thaal Sinestro Wrote:
Thaal Sinestro Wrote:Ring Duplicate (Requires: Fusion, Symbiosis)

Sinestro can use the Fusion and Symbiosis moves as described, including SP usage, except that his body and the target body remain separate. Only Sinestro's Moves and Powers are transferred to the target, and none of the target's Moves or Powers are given to Sinestro, and both party's Stats remain completely unchanged. Sinestro is the only one who may pay SP to maintain the "Fusion".

Essentially, Sinestro would transfer his Moves and Powers to another person while remaining separate for the same SP that a Fusion would cost.
Bamp.

To me, that sounds like a different flavour of Fusion. In fact, I'd say it's a weaker form since there are no stat changes, which is one of the big boons of Fusion. Can't see anything wrong with it.
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