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Official Move Approval IV
Ghidorah
[spoiler]
(07-08-2017, 11:14 PM)King Ghidorah Wrote: Some basic psychic moves and a power-up for Kelly down the road - two of which will also be for Isolda van Harnburg, a less technical psychic NPC I'm putting together to make Ghidorah's life yet more complicated. For the NPC I'm going to give them different names (and different flavor), but they'll be functionally identical save for appropriate character-name-swapping in the descriptions. 


Vector Impulsion:  Requires Ranged Proficiency,  Ranged Materialize Proficiency, Area Attack Proficiency, Debuff Proficiency, Advanced Telekinesis, 3+ ATK - (900 OM)

By using his psychokinesis to temporarily warp space and create a set of persistent force-vectors within a specific area, Kelly can effectively alter the direction of gravity within a column up to seven meters in diameter and 30 meters long (minimum area 2 meter radius by five ten meter height) and/or enhance its pull. The column may be oriented in any direction within 3-dimensional space - vertically, horizontally, diagonally, whatever seems most effective at the time. Once active, anything within the effected area will 'fall' in the direction he has chosen until it either reaches the end of the column of warped space or collides with a free-standing object sturdy enough or large enough to remain upright within the column - the surface of which will be the affected object or person's new 'ground' until the effect ends. The column of warped space persists for five seconds, plus 1.5 additional seconds for every additional second of charge. Creatures with Master Acrobat or a  TEC of 3 or greater may be able to reorient themselves enough to minimize the disorienting effect of the sudden shift in perspective, but unless they have flight that won't stop them from 'falling'. 

In order to use this move, Kelly must charge it for a minimum of 2 seconds, during which time the air in the area he has selected will ripple like a desert mirage. While charging, he's limited to purely defensive actions  (blocking attacks with his staff, for example), cannot use other non-item moves, and suffers a -2 to TEC for any purpose not related to using Vector Impulsion. The charge can be interrupted by a solid blow.

The affected area must be be either within Kelly's line of sight, or the range of Kelly's enhanced senses.

The strength of the pull Vector Impulsion creates is dependent on Kelly's ATK. At 3, it's equivalent to one normal gravity, but it goes up by 1 G for every two points of ATK, meaning that at 5 a person's 'fall' would accelerate twice as fast as normal, 3 times as fast as normal at 7, etc.  Kelly may make create a weaker vector if he wishes ( A 1 G pull when his ATK is powered up to 5 for, for instance).

Alternatively, by using Vector Impulsion to enhance the normal pull of gravity rather cancel and redirect it, Kelly can create a zone wherein an additional 1 earth-gravity (At 3 ATK , +1 G per 2 additional ATK, as with other uses of this move) pulls groundward, making movement difficult. Creatures with an ATK  less than Kelly's by 1 or more will probably become pinned. Creature's with Higher ATK may be still be able to move with difficulty (if their ATK exceeds Kelly's by 2 or more, or if they possess flight and a SPD stat greater than Kelly's ATK ,  they can be considered practically unhindered).

The effects of vector impulsion are fixed in place - any creature that leaves the affected area while the attack is active is no longer effected. 

Regardless of the area affected, this attack takes a lot of power to execute - using it is equivalent to maxing out while weightlifting - and leaves Kelly unable to use any non-item normal move for fifteen seconds.

Kelly is not immune to the effects of Vector Impulsion. If he enters the affected area, he must contend with them as well. 


Personal Space: Requires Telekinesis, Area-Attack proficiency, 3+ ATK - variable (600 OM)

If Kelly needs a little breathing room, he can use his psychic powers to create some. He can do this in two ways. 

Version 1: By focusing intensely, he can generate an instantaneous telekinetic shockwave, invisible save for the wave-front of dust it produces at ground-level and the effect it has on anything in its path, expanding spherically outward to a range of about three meters before dissipating (Force decreasing proportionately after first meter of distance from Kelly's body - one meter= full power, two meters = 50% power, etc.). This shockwave isn't designed to be damaging - rather, it's like being shoved extremely hard (Kelly's ATK score) - potentially knocking less sturdy enemies off their feet and forcing tougher ones back to a less-threatening distance (Enemy DEF score). As generating the shockwave requires Kelly to muster a lot of force extremely quickly across his entire body, it puts a great deal of strain on his energy reserves. This version can only be used once per fight. 

Version 2: The second use of Personal Space is more powerful, but riskier in the heat of battle. By charging the attack for four seconds, Kelly can increase the power of  the shockwave to the point where its genuinely dangerous - capable of breaking wooden furniture at middle-distance or cracking marble at close range (or more if his ATK score goes up). This version of Personal Space  has a slightly increased range - four meters instead of three, and the drop-off in power begins at 1.5 meters instead of 1 meter, though otherwise the same rules of distance-ratio and effectiveness apply. Kelly can charge it while doing other things - moving, or even fighting, though attempting the latter splits his focus and effectively reduces his TEC score by 2 for the duration of the charge-time - and the decrease becomes -3 if he's trying to use other psychokinetically-based moves (this reduction can't bring his TEC below 0, and he can't take other combative action while charging Personal Space v2 if for some reason it would). The charge can be interrupted by a solid blow. This version of Personal Space can be used more often (once every minute or so, each use incurring mild general fatigue, like running a 100 meter dash), as the charge-time makes it less stressful to perform  - but it cannot be used at all if Kelly has already used version 1.   


Anatomical Psychokinetic Overlay: Tier-2 Powerup - (1500 OM)
With the return of Kelly's higher senses comes a vastly superior casual awareness of his own physical structure. This allows him to synchronize the forces he controls with the biological minutiae of his body to a far greater degree than was previously possible, creating a nigh-flawless vector-construct that compliments and enhances his durability and physical power. In addition to the obvious physical benefits, this higher-level melding of mind and body allows him to move almost as fast as he can think, and grants a glimpse through the keyholes of the locked doors in his head, giving him access to reserves of skill and psychic potency that are otherwise lost to him. 


Related Fluff: When this powerup is active powerful, subtle vector-harmonics react with elements in the air, creating a whispy, gas-like purple-and-blue glow that rolls off Kelly like candle-smoke.   


ATK: +3
DEF: +4
SPD: +2
TEC: +1

Vector Impulsion: The core of this move is fine, but you wouldn’t be able to have facets of your move scale like that with stats. It’s understood that having more ATK will make you stronger overall, but the way it’s written right now, the move is twice as strong with no additional downsides were Kelly to use his Power-Up, which sorta unbalances things. Also, when you mention the stamina drain does that reference the base 2 seconds or the charged form? Is it a flat rate or would a longer charge tire him more?

Personal Space: Does this require Kelly to be still when insta-casted? Can he use the instant form while performing other moves?

Power-Up is approved.

[/spoiler]


Sage
[spoiler]
(07-09-2017, 11:33 PM)The Humble Sage Wrote: Whelp, here's a whole bundle of moves inspired by the events of DA. No rush, I've got some pretty weird ones in there (sorry, I tried to pre-balance them as well as possible >.<)
I have not yet purchased homing proficiency, just wanted to confirm that I (a. need it for these, and b. it will do what I want done with these)

Words of Encouragement (T1 utility move: requires healing, homing and ranged proficiencies; 600 OM)
Ink-blood surges from the Sage’s wounds, forming into words in an undecipherable language. The tendrils of inky letters swirl upwards about 1.5 meters above the Sages head, before flying out to heal those around him to a maximum of 10 meters away. The ink-blood will splatter at/into their various injuries, working to fill in holes and sew up cuts. The longevity of the black ink stains on the person’s skin are up to the preferences of the individual writer, but the Sage’s healing usually does not leave one good as new. The Sage cannot use this move unless he has taken at least five points of damage or an otherwise noticeable injury from which the ink can flow, as such he must have a pre-existing injury/damage to use this move in the first round of a given fight.


A Martyr’s Verse (T1 utility move: requires healing, homing and ranged proficiencies; 600 OM)
Seeing his allies in a bad situation, the Sage gets involved in a reckless way. He takes a hit without defending it, instead opting to follow through with a strong melee attack of his own. The Sage will always take between 1 and 3 point of damage from using this move. As his inkblood sprays from the injury, it snakes through the air, moving to heal his allies who need it more, to a maximum distance of 8 meters away. Because this ink is fresh, it can do its job quite well, stitching slices and filling holes on the targets. (The 1-3 damage that the Sage takes can be converted to additional points healed on his targets) The Sage cannot use this move to deal himself more damage than he has remaining, attempts to overdraw will nullify the bonus healing, (though still deal damage to the Sage). He cannot use this move in non-combat situations and he must have witnessed at least some of the injuries that the allied targets have suffered. The Sage cannot use this move to target himself.

Avatar of an ink-stained soul (T2 power-up)
The Sage is enveloped in a coating of ink, taking on a black and liquid countenance. The ink coating covers both body and equipment, rendering him a shining black being, save for two eyes burning a brilliant white. This strange form is extremely powerful, far stronger than a human’s capabilities, with a speed and skill to match. The form is also extremely taxing on the Sage’s body, and prolonged use would likely kill him. At the end the ink will splatter off of the Sage onto the surroundings, like ink spraying from a leaky pen.

ATK: +5
DEF: -
SPD: +4
TEQ: +1


ATK: 1 --> 6
DEF: 3 --> 3
SPD: 2 --> 6
TEQ: 5 --> 6


An archer’s withdrawal (requires master acrobat, basic super jumping, physical proficiency; 300 OM)

A tactic that the Sage was taught by the wood elves he spent time with as a youth, the Sage can use this maneuver to gain distance on an enemy when in close combat. The Sage dodges a blow by bending backwards, far enough that he cannot maintain his balance. Catching himself with his hands, the Sage will snap his momentum back forward, intending to plant his feet on the attacker (the success of this would be dependent on the relative SPD and TEQ of the target). If successful the Sage then kicks off of his purchase on the target, leaping backwards approximately ten feet and hopefully staggering the target (an ATK or DEF higher than 3 would be enough to prevent the stagger effect). The Sage uses this move to distance himself from a bad situation quickly, and while the move does not draw any more stamina than the average bout of fighting, the surprise of the move is half of its effectiveness. If the Sage uses this move on an enemy who has seen it used recently their effective TEQ is doubled for their ability to predict this move. If the move is correctly countered, the Sage will be at an extreme disadvantage until he can rebalance himself, the perfect opportunity to press the attack.


A three-step waltz (requires Physical Proficiency 300 OM)

A technique from the Rhynish Steppes of the Sage’s homeland. The Sage steps into a feinted blow, ending up to the left of his attacker, facing the opposite direction. (see the arrows below to help with the positioning. The Sage than snap kicks at the side of his opponent’s knee (or a move to a similar effect if the target does not have the standard bipedal structure.) intending to cripple their stance and leave them vulnerable for the third step, a two-handed strike aimed at the back of the neck. The Rhynish warriors use blades specially designed for this technique, but the Sage’s dueling cane is still capable of landing significant blows to his foe’s head or neck with this sequence.


> <         >            >
              <            ^
1.            2.     3.


This sequence is anything but assured, however, what was described above is the ideal course of the maneuver. During the first step, the Sage and his target compare TEQ, to see how well the foe read the feint. In addition, both compare SPD, as those with fast enough reflexes could fall for the trick, but still get out of the way before the Sage can capitalize. The difference here is carried over to the second stage, where ATK is compared to see how well the Sage’s attempt to destabilize the opponent and open them up for a solid blow works. The relative values for all three of these stats will impact whether or not the Sage lands a blow with significant force, or if the sequence is neutralized by his opponent. Like any good magician, the Sage is loath to repeat his tricks. If the Sage uses this tactic against a foe who has recently seen it used, they may double their TEQ for the purpose of seeing the attack coming. Should the Sage be beaten on all three comparisons when attempting to use this move, his enemy has countered the tactic so well that the Sage himself is left wide open for an attack instead of his opponent.

Words of Encouragement: You’re correct in assuming you’ll need Homing here. How many targets can this hit? Bear in mind that with 3 DEF you’ll only have ~1.5 damage points to heal. So with the 1.5 efficacy modifier you’ll have ~1 damage point each for two people, less for additional people.

Marty’s Verse: Unless Omni wants to override me here, I’m going to say that this wouldn’t fly. It kinda indirectly does the whole “Trade HP for SP” thing that he recently turned down for Cell.

Power-Up is approved.

Archer’s Withdrawal: I’d say you’re fine to have this for free. This kind of tricky gymnastics comes with the Master Acrobat ability.

A Three-Step Waltz: How draining is this to perform and can it be used with other moves?
[/spoiler]


Lord Dominator
[spoiler]
(07-10-2017, 12:46 AM)Lord Dominator Wrote: Lava Jet (600, Ranged Proficiency, Debuff Proficiency)

Rather than bothering to create a weapon to focus her lava, Lord Dominator can just expel it in a stream from her palms. This is essentially a firehose, only instead of creating a jet of water to douse fires, it shoots out a pressurised burst of lava in order to start them! The size of the stream is variable; the smaller the stream the further it will travel but the weaker it will be. In addition, the lava is most dangerous up close, where the pressure is greatest. On its most common setting, the widest jet approximately two feet in diameter, it has enough force to carry a target of Dominator's mass approximately a hundred feet and pin them against a surface with the same strength as though Dominator were wrestling them herself. It can be focused down to a single finger, at which point it can shoot out about three hundred feet but is going to be barely a dribble - stinging but not that dangerous. As with her Magma Cannon, the burning, painful substance will harden when the stream stops and will attempt to cling and reform around whatever it has splattered against. The lava jet can only be fired if Dominator has summoned her Lava Gauntlets, which takes three seconds, and she can sustain it for as long as she has Volcanium X to channel; more than a minute of sustained use is going to be a significant drain on her resources, however. 

Volcanium Sword (600, Tier 1 Super Move, Physical Strength, Ranged Proficiency, Remote Control Proficiency)

[Image: gy4kFKN.jpg]

By using Volcanium X to cover her entire forearm, and extending it out into a jagged blade, Dominator can create a viciously sharp, burning weapon capable of inflicting extremely painful wounds on her opponent. The blade doesn't just cut, it leaves a trail of raw Volcanium X in its wake. Unlike the focused magma and lava that Dominator usually uses, this does not attempt to bind, constrict or harden; it only burns and will continue to burn until it is extinguished. The blade extends about six inches beyond the end of Dominator's arm; but given she can stretch her arm thanks to Elasticity that can be a surprisingly long distance indeed.

Emergency Shielding (600 Tier 1 Super Defense, Area Defense Proficiency)

[Image: sST7h4u.jpg]

If there is one thing Dominator has learned in the Omniverse, it is that there can be all manner of surprises, and her armour can't keep her safe against all of them. She's integrated a protective device into her helmet as a failsafe. If she has enough Volcanium X (coughSPcough) left, it will generate a powerful protective field of dark red energy using that power at a simple mental command. The shield covers her in a complete, 360 degree radius, though the only way for someone else to benefit from it would be for them to be literally hugging her... in which case, they probably have other problems to deal with. It takes relatively little power to sustain once it has been activated, but the shield is opaque and two-way, so Dominator can't see or attack whilst the shield is in force.

Lava Jet: How damaging is this? When you mention a minute of use, is that for either/both forms?

Supers are approved.
[/spoiler]


Vision
[spoiler]
(07-10-2017, 01:22 AM)The Vision Wrote: Editing some already approved Moves...

"mjolnir.exe" (300) [Physical Strength, "AdaptoidDatabase.zip"]
After processing the program for 0.5 1.5 seconds, Vision forms Thor's mystical hammer in his right hand. As shown in the picture, the handle is just long enough to barely fit two hands and a hammerhead with the dimensions of 133x133x219 mm. He may use it for two three swings before it dissipates into code, regardless of whether any of them land. A swing is defined as it is in baseball - a full swinging motion, hit or miss, and disregarding any slight preparatory twitches. While using his fists is much more efficient, Vision's Mjolnir is several times stronger than his punches. Plus, it has the added effect of slightly electrocuting the target. As powerful as the hammer is, it is still incredibly heavy (the Adaptoid's poor attempt at emulating the famous enchantment) and takes a lot of effort to swing. Furthermore, it is quite draining to summon (the math is really complicated). This move has an Adaptoid cooldown of 1 second and a general cooldown of 5 4 seconds.

"unibeam.exe" (300) [Ranged, Area Attack, "AdaptoidDatabase.zip"]
The center of Vision's chest transforms with minimal effort, turning into a glowing circle of light meant to emulate Tony Stark's arc reactor. Then it charges, preparing to fire a clumsy attack. The preparation sequence (the transforming + the charging) takes 1.5 seconds. The resulting blast can affect everyone within 2 meters in a cone of 90 60 degrees, centered around where he's pointing it. It doesn't do any damage, but it does some damage, and pushes you a little harder than a grown man would. Any damage done is caused by you being pushed really hard. As earlier mentioned, it affects everyone within the cone of influence - friendlies also get pushed. Vision must be completely stationary for the duration of this whole move, charging period included - this means no moving and no Moves. If he is Flying, he will remain exactly where he is. This move has an Adaptoid cooldown of 4 seconds.

"webshooters.exe" (300 600) [Ranged, Debuff, "AdaptoidDatabase.zip"]
Vision presses both of his middle and ring fingers to his palms, launching two projectiles with an effective range of 5 meters at a target up to two targets from his wrists. The projectiles cause no damage, but if the target is hit, they will envelop them in a sticky white substance resembling spiderwebs. One projectile renders the target unable to move at all for 1.5 seconds each - if both projectiles hit the same target, the target cannot move for 3 seconds. Alternatively, the Vision will fire two ropes of web with the same effective range at up to two targets. If any of these ropes land, the Vision will yank the target towards him. This action will generally pull the target around 3 meters. This Move has an Adaptoid cooldown of 1 second and can be used 6 times per fight before it needs to be recharged.

Unibeam: How much damage, roughly, is ‘some’?

Others are approved.
[/spoiler]


Abyss
[spoiler]
(07-10-2017, 01:23 AM)Abyss Wrote: (Since I am trying to get OM to buy some items, I'm not gonna buy this move until I'm in the Dark Data mission, but I will still try to get this approved.)

Whirlpool Kick (300 OM, Requires Physical Strength, Area Attack, Ranged Proficency)

Abyss starts spinning very rapidly and creates a whirlpool around herself, dragging opponents in so they can be kicked by Abyss in a very quick manner before being launched away by one last hook kick. The whirlpool around Abyss reaches up to 25 feet away from Abyss and lasts around 6 seconds, and the waters and Abyss spin at around 35 MPH, and dragging opponents in depends on how close a person is to the center/Abyss, with opponents being dragged more the closer they are to the center/Abyss. While the whirlpool only lightly hurts people with water, once a person reaches the center they are subject to a big amount of damage from a series of quick and powerful kicks moving as fast as  bullets.

A major disadvantage to the Whirlpool Kick is that it drags in both allies and enemies, and while the whirlpool will not damage allies, they are not immune to the kicks unleashed at the center, and will be damaged if they end up being dragged or knocked into the center. Using the Whirlpool Kick will also drain a large portion of Abyss's stamina, and will leave her winded after use. Abyss must stay in the same place while spinning to use the move, and as such, she will be unable to simultaneously use this move with other moves.

How long is the wind-up? Does it require concentration to charge or maintain?
[/spoiler]


Trixie
[spoiler]
(07-11-2017, 01:31 AM)Trixie Wrote: Incarnation of Abeloth - Tier 1 Transformation

Stat Points to Distribute: 17

ATK: 5
DEF: 8
SPD: 2
TEC: 2

Abeloth, also known as the Bringer of Chaos and Beloved Queen of the Stars, was a being very powerful in the dark side of the Force and the light side of the Force. She had no equal in power and only with the combined effort of the Jedi and Sith were they able to beat her into submission. Even so, Grandmaster Luke Skywalker was ever vigilant that she would return someday, because she was not something that could be destroyed permanently. The voices of her countless forms whisper to Trixie through the dark side and during a moment of extreme duress the Sith Warrior snaps and the two sides of the force that violently clash within the universe find balance within her body. Through the very use of the Force, Trixie taps into the wealth of power that Abeloth had at her control and becomes the Queen of the Stars. Her appearance is radically changed, becoming more like a spectre than that of a human. Whatever she is wearing is melted away, leaving her body naked and featureless, wearing nothing but a translucent silken gown. If it weren't for her feminine face you wouldn't know that the hideous amalgamation of razor teeth and black hole eyes belonged to a woman. Trixie is uncharacteristically evil in this form, desiring the destruction of everything around her, allies and enemies alike.

Approved!
[/spoiler]


Repliku
[spoiler]
(07-12-2017, 05:28 PM)Repliku Wrote: Changing some text on Soul Eater. It won't affect combat. 

Soul Eater (300, Physical Strength, Debuff)The Soul Eater is a falchion-esque sword, with a white, black and gold blade shaped like a demonic wing. Its handle bears a blue eye shaped gemstone and the handle itself consists of dark braids. It has a striking resemblance to Way to the Dawn, as well as Void Gear The weapon can be summoned at will, appearing in Repliku's hand when he needs it. It's an intermediary of the key-blade, and while it does possess some of the same powers, such as being able to vanquish Heartless, it cannot lock/unlock anything, unfortunately. The blade has been purified of the darkness it once possessed, because he has determined that he will become a good guy here in the Omniverse. This is the reason that the blade's color scheme has changed, to one that is more visually appealing. 

You took out the size when you rewrote this. Please add it back in.
[/spoiler]


Shinmen
[spoiler]
(07-12-2017, 06:45 PM)Shinmen Takezō Wrote: I will be revising Katana slightly.
Katana: (300)
Takezo carries on his person a katana stolen from the corpse of a previously slain enemy. The sword is overall 36 inches. 12 inches is the hilt and handle, with twenty four being the blade. For Takezo's height it is on the short side of proper length. The blade is proper length, but the long handle is abnormal on most swords. It is meant to allow a better leverage grip that many might see on cavelry weapons, emphasizing both control and strength, while reducing the length of the cutting edge. The sword possess a Koshi Sori, a bend closer to the tang. The most common Sori is a Tori Sori, or a curvature nearest the middle of the blade. Takezo's Sori depth is average in most ways. The Koshi Sori allows for a quicker draw and easier sheathing. Takezo always wields the Katana two handed for maximum strength and control.

Takezo has trained to aim for exposed major and minor arteries. As such, a victim of his blade is left with a bleeding wound, dealing extra damage to the wounded target for a few seconds before the bleeding stops. Repeated slashes add accumulative damage. The damage over time is mild, and the duration for each cut is no more than three seconds.

The underlined section from the first paragraph will be removed, since it caused issues.

The second part will be rewritten to:
Katana: Shallow Cut (Standard) 300:
(Insert first paragraph here)

Takezo breaks down his sword art into several techniques. His most commonly used technique is called Shallow Cut and originates from a torture and execution technique called Lingchi, or Death by a Thousand Cuts. The process was slow and painful - not to mention very bloody.

Takezo swings his sword effortlessly, leaving shallow wounds. The lack of force in each attack allows them to be quicker and more accurate, at the cost of immediate damage. Instead the wounds bleed for a few seconds. Repeated slashes add accumulative bleed damage. If Takezo lands five cuts in the span of one minute (from first to last) the target's defense lowers slightly for thirty seconds. If another five cuts land before the debuff duration ends, the timer is refreshed.

Wielding his katana in this manner is almost effortless, requiring more focus than actual physical exertion, and as such it is his most common method of attack. The fast strikes are more difficult to evade, but easier to block, and does not leave too many openings for counter strike.

New move (or possibly variant)c
Katana: Deep Cut (300)
Against particularly hearty foes, Takezo will apply a greater amount of force to his swings. These slower strikes hearken more towards traditional Samurai training, with far fewer directions and much more rigerous stance to maximize power. This technique is called Deep Cut. It sacrifices speed for power, making it easier to dodge. It also leaves openings for swift and skilled fighters to counter.

The power it bestows, however, allows Takezo to cut through defenses. Deep Cut does far greater initial damage than Shallow Cuts, but does not aim to leave any bleed damage. Trying to block Direct Cut forces a person or object not secured to the ground in the direction of the attack. For example, a shield or sword may be knocked from its owner's hand, or a blocking barbarian may be knocked down from the attack. The distance depends on how much lower the target's ATK (Ability to push back) is than Takezo's. Less than 2 points is a few feet or so, while 3 or more is a few yards. Matched or greater attack than Takezo does not suffer the Knockback effect.

If Deep Cut lands, the target is in shock for a couple of seconds. They do not feel the severity of the wound for up to ten seconds, allowing them to continue to act normally. At the end of ten seconds, the pain hits, leaving them stunned for two seconds. Repeated hits with Deep Cut extends the Shock and stun duration by half of the initial value.

The effort it takes per each Deep Cut prevents it from being used as common as Shallow Cuts, but Takezo can use it up to five times in a row before his hands hurt from the impact. It is often interspaced within Shallow Cuts or used to break through a target's shield or guard.

For Shallow Cut, you’ll need some kind of a downside here other than being able to parry it, since it can inflict a debuff.

Similar to the above, I’d like it if there were some mention of stamina drain for Deep Cut, since with the way it’s written currently it makes it sound like the user can avoid the downside by just varying the strikes.

You’ll need Debuff for both of these as well as Physical Strength. I know you have them both, but you need to list them with the move.
[/spoiler]


Aquamarine
[spoiler]
(07-13-2017, 02:09 AM)Aquamarine Wrote: Blinding Ball (300 OM, requires Ranged, Debuff, Area)
Aquamarine creates a ball of hard light from the tip of her wand before launching it at her opponent, causing a explosion that is meant to both hurt the opponent and to blind the opponents around him. The ball is around 1 foot in diameter, and can be launched as fast as a bullet at the opponent up to a range of 100 feet. Upon colliding with the opponent, the ball of solid light explodes, causing some blunt damage to the opponent and anyone in a 3 foot radius of the opponent, and blinds anyone who sees the explosion in a 30 foot radius of the blast for 5 seconds due to the explosion being extremely bright, including herself if she's within the range of the bright flash. Creating and launching the ball of light takes a good amount of stamina for Aquamarine, and the ball of light takes 4 seconds to create. Aquamarine can move around while creating the ball, but she must stand still in order to launch the ball of light at the opponent. Lastly, if the wand is taken from Aquamarine, she will be unable to use the move, though once she regains the wand she will be able to use the move again.

How damaging is the explosion? Can she take hits while charging this? Can she use other moves?
[/spoiler]


All Might
[spoiler]
(07-13-2017, 02:10 AM)All Might Wrote: CAROLINA SMASH - 300 OM - Requires physical strength, Burst Movement, Super Speed, Area Attack

All Might crosses his arms in front of himself, and then taking about a second using Burst Movement to rocket to full speed without needing to gather momentum, charges head-on towards his target. Once he collides head-on with his target he performs a cross-chop with enough force to radiate a shockwave forward. Due to the more focused strike than "Destoit Smash" the shockwave takes an X shape, the edges of the shockwave sharp and pointed. The shockwave only extends about five feet away from him. The edge of the shockwave feels like getting slashed by a sword, while getting caught by the center of the X feels like being pierced by a harpoon.

It takes about a second for the X shockwave to radiate outwards completely. 

All Might is able to control his strength, and will try to hold back on using this move against ordinary opponents. This move is also easier to dodge than the punch, as it really only harms what is directly in front of All Might. If an opponent is able to guess where All Might is heading, the attack is easy to side-step. All Might isn't able to change direction while charging without dropping his arms, thus he's only able to attack with Carolina Smash after heading down a straight line. 

[Image: e27.gif]

Does this have any charge-up? How draining is it to perform? Can he use other moves concurrently?
[/spoiler]


Jade
[spoiler]
(07-13-2017, 07:54 AM)Jade Harley Wrote: Grimbark (Tier 2 Powered-Up Form) – 23 stats total (from stat upgrades) – 2 SP per post – 1500 OM

[Image: tumblr_miax17niQa1r6pazeo1_500.png]

The transition into Grimbarkness is an irrepressible and terrifying process, characterized by Jade slipping into the fabled blackdeath trance of the woegothics, quaking all the while in the bloodeldritch throes of the broodfester tongues. Her skin becomes a sooty gray, and her eyes begin to glow an unholy, burning white, hungry green flames flickering within the iris. A thorny void-black aura mingled with more staticky green fire rings her frame, and her teeth and fingernails become pointed and wicked sharp. Jade’s personality is also wildly altered along with her physical appearance and strength, as she becomes bloodthirsty, irritable and outright callous, even toward her allies.

Stats:
ATK: 10
DEF: 6
SPD: 5
TEC: 2

Iron Lass (Tier 2 Power-Up) – Adds 10 stats – 2 SP per post – 1500 OM

[Image: jade_vs_jack_by_severumchameleon-d8otc2f.png]

Jade equips an armored suit riddled with integrated micro-circuitry. This suit helps to moderate her body temperature and mostly guards Jade from any attacks, although debuff attacks that alter body temperature will still bleed through the red and gold metal. The boots and gauntlets shoot out rays of bluish repulsion energy that allows for Jade to fly with increased speed, although the repulsor rays do not harm enemies or allies.

Stat Increase:
ATK: (+1)
DEF: (+5)
SPD: (+3)
TEC: (+1)

Double approval!
[/spoiler]


Tearen
[spoiler]
(07-13-2017, 01:50 PM)Tearen Wover Wrote: Psionic Intrusion Rebuttal (Requires Homing Proficiency, Ranged Attack Proficiency, Telepathy, Foresight, Insight) 300 OM

Tearen senses an imminent incoming telepathic attack, and prepares his own mind for defense, which takes 2 seconds of preparation, during which time he cannot take any other actions. In addition to negating any single mental attack, if the opponent has a lower TEC than Tearen, they are subjected to an immediate psychic counter-attack in the form of a surge of mental pain and confusion. This defense also applies to opponents that try to analyze Tearen with their Insight power, but in either case, Tearen must have the ability to predict and prepare Psionic Intrusion Rebuttal. Though retaliating in this manner doesn't use much energy, if Tearen cannot use his foresight for some reason, this defense cannot be used. If an opponent has a higher TEC than Tearen, this defense does not affect them.


Mutual Combat Hypothesis (Requires Homing Proficiency, Ranged Attack Proficiency, Telepathy, Insight, Foresight, Time Manipulation) 300 OM

Tearen selects one target and charges this move, which takes five seconds. He can move during this time, but he cannot attack or use any power that requires focus. Once the move is prepared, Tearen locks both himself and the target into a temporary physical time-stasis, while allowing the fight to continue between their linked minds. Five seconds of combat takes place in this mental battlefield, during which time Tearen analyzes the opponent's defense and techniques. Upon releasing the stasis, Tearen deletes the opponents' memory of the exchange, and allows combat to progress in the exact same manner, except this time, Tearen takes advantage of any analyzed openings and delivers one melee attack that cannot be blocked.

This technique is exhausting on many levels, and Tearen cannot use any extrasensory powers or time manipulation for the remainder of the round it is used. In addition, Tearen cannot use this technique if any other combatants are in the immediate area; otherwise it will cause a time paradox that results in Tearen's Time Manipulation burning out for the remainder of the fight.


Panic Infection [Tier 1 Utility Move] (Requires Homing Proficiency, Ranged Attack Proficiency, Debuff Proficiency, Telepathy, Enhanced Senses) 600 OM

Tearen focuses for three seconds, taking no other actions, before gripping the mind of a single person he can sense in range of his telepathy, and subjects them to horrifying full-sensory hallucinations for the span of one minute. The exact nature and appearance of the imagery can vary, but the practical effects are that the victim is overcome with panic and is unable to use any power or move that requires focus for the duration of this attack. The hallucinations cannot make any person appear somewhere they are not, nor conceal any combatants, nor 'alter' the basic layout of the battlefield. Though the target may still use simple attacks, they will be rushed and sloppy. Targets with high TEC or Insight may be able to tell the hallucinations are fake, but the images are still vivid enough that they can distract and demoralize with at least partial effectiveness.

Once the duration of this attack is complete, the hallucinations instantly end, but the target may still remain shaken for some time depending on their mental resiliency to abject horror, though this has no practical impact.


Panic Outbreak [Tier 2 Utility Move] (Requires Homing Proficiency, Ranged Attack Proficiency, Debuff Proficiency, Area Attack Proficiency, Telepathy, Enhanced Senses) 800 OM

This move has all the same effects as described in Panic Infection, except that its effect can be extended to three targets at once. All targets of this attack share their hallucination, and can 'see' what is happening to the other targets.


Rebuttal: This looks mostly good but I’m a little iffy about being about to block Insight without Supression. I’ll check with the bossman and get back to you.

Mutual Combat: Approved.

Utilities will need to make mention of being blockable by Super Defenses, but otherwise are good.

[/spoiler]


Renji
[spoiler]
(07-13-2017, 10:25 PM)Renji Wrote: Hoping to reword/update a few moves.

ORIGINAL

Blade of Lost Souls - Requires Physical Strength (300)

The cursed Blade of Lost Souls is a katana with a three foot long blade and foot and a half long red handle. Through wielding this blade Renji can speak with the demon Kuzuru and draw upon the demonic energies required for some of his other moves. The sword also grants Renji access to his acrobatic prowess and while he is skilled in his own right, without the blade he is no where near as agile. Renji's fighting style is a very fluid and mobile reactive style, preferrering to dodge or parry blows before exploiting mistakes and weaknesses.

UPDATE

Ouroboros Blade (300) (Requires Physical Strength)

A katana measuring about 40 inches overall, with 12 being the hilt and handle while the remaining 28 inches form the blade. The handle is wrapped in a scarlet strip of cloth, with the tail of this cloth hanging a few inches off the bottom. This cursed blade allows Renji to communicate with the demon Kuzuru and the other souls trapped within. While Renji is skilled in his own right the majority of his battle prowess is linked to the blade and if he is separated from it his strength greatly diminishes. With the blade Renji's fighting style is fluid and dynamic, preferring to dodge or redirect incoming attacks while waiting for a vulnerability to expose itself.

ORIGINAL

Metal-plated Geta - Requires Physical Strength (600)

Geta are traditional Japanese wooden sandals. Renji's geta have metal plates on the bottom of them which he can use to block incoming melee attacks. They also allow Renji to deliver nasty kicks.

UPDATE (I also think this one should be priced down to 300 rather than 600)

Metal-plated Sandals (300) (Requires Physical Strength)

Renji wears a pair of Japanese geta (wooden sandals) on his feet. These sandals have been fitted with several metal strips on the soles. These metal plates allow Renji to block incoming physical attacks. They also slightly increase the strength behind his kicks at the cost of speed.

ORIGINAL

Kuzuru (2000) Alternate Form

ATK - 4
DEF - 1
SPD - 3
TEC - 2

Renji skewers himself with his own sword, allowing the demon within the Blade of Lost Souls to consumed him. Renji's skin flushes a dark red and his body grows stronger and taller. The demon is much more aggressive than his human counterpart and thrives upon bloodshed and battle. However he isn't unintelligent, in fact Kuzuru is quite clever when he isn't bloodthirsty. He is more likely to preform risky maneuvers and trade equal blows with his opponents, because after all this isn't his actual body. Once in this form it is incredibly difficult for Renji to take back control, and oftentimes only death or a nearly fatal fight will be able to jar Kuzuru's hold loose. While in this form Renji is unable to use the Blade of Lost Souls  

UPDATE

Kuzuru (2000) Alternate Form

ATK - 4
DEF - 1
SPD - 3
TEC - 2

Renji skewers himself with his own sword, allowing the demon within the Ouroboros Blade to consume him. His body becomes bulkier and more athletic while his skin takes on a ruddy hue. Kuzuru is much more aggressive than his human counterpart and revels in bloodshed and calamity. While bloodthirsty he is not an idiot and is proven to be quite clever. Despite this he can be quite reckless with his body, because it really isn't his at the end of the day. Once Renji allows Kuzuru to take control it is quite difficult for him to regain control over his own body and will often stay in this form for weeks or months at a time. In this form Renji has access to a different set of moves and powers, this is spelled out in-depth in his roster.  

Approved!

[/spoiler]
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

Quote:How damaging is the explosion? Can she take hits while charging this? Can she use other moves?

Blinding Ball (300 OM, requires Ranged, Debuff, Area)
Aquamarine creates a ball of hard light from the tip of her wand before launching it at her opponent, causing a explosion that is meant to both hurt the opponent and to blind the opponents around him. The ball is around 1 foot in diameter, and can be launched as fast as a bullet at the opponent up to a range of 100 feet. Upon colliding with the opponent, the ball of solid light explodes, causing a medium amount of blunt damage to the opponent and anyone in a 3 foot radius of the opponent from the explosive force, and blinds anyone who sees the explosion in a 30 foot radius of the blast for 5 seconds due to the explosion being extremely bright, including herself if she's within the range of the bright flash.

Creating and launching the ball of light takes a good amount of stamina for Aquamarine, and the ball of light takes 4 seconds to create. Aquamarine can move around while creating the ball, but she must stand still in order to launch the ball of light at the opponent, and if she is hit while charging the ball will explode prematurely. Aquamarine also cannot use her other Wand moves or Wing Flap while using this Move, though she can use other moves while charging. Lastly, if the wand is taken from Aquamarine, she will be unable to use the move, though once she regains the wand she will be able to use the move again.

(Since I already put in the kind of damage the explosion can do I put it in Bold)
(07-13-2017, 06:03 PM)Daniel Wrote:
(07-07-2017, 10:55 PM)Hunter Hayes Wrote: -snip-

Lux Dei - Don't get into the habit of saying 'This move functions the same as this move only a little different'. Explain what the move does in the move's description. Shield and Flail approved, please edit the third move accordingly.

By shouting "Lux Dei" and pushing the shield forward, a blinding light shines forth from the front of the shield for a moment, as wide as the shield and extending up to 5 feet. Enemies caught within the light are briefly blinded and badly burned, especially if they can also get a good view of the light while they are inside it. Foes outside of it can still be momentarily blinded if they see it while no further than five feet away, but they don't get burned. Hunter needs to stand still to cast it, and is slightly tiring to use.

Changes are in bold.
[Image: m2c7s.jpg]
THANKS SO MUCH FOR TACKLING THAT MASSIVE PILE OF MOVES MARK, YOU DA BEAST!


Words of Encouragement: I didn't specify a maximum number of targets since the amount of healing would be dependent on his DEF. I assumed that the limit would be imposed by the healing effect itself, since I don't believe you can heal a fraction of an HP. I can add a hard cap of four people though if that's preferred, so I included the two wording options  in bold. (just since I don't like giving moves hard caps where it's avoidable) also added a clause stating that I can be one of the people getting healed as well (again in bold)

Quote:Words of Encouragement (T1 utility move: requires healing, homing and ranged proficiencies; 600 OM)
Ink-blood surges from the Sage’s wounds, forming into words in an undecipherable language. The tendrils of inky letters swirl upwards about 1.5 meters above the Sage's head, before flying out to heal (those/up to four people) around him to a maximum of 10 meters away. The Sage himself can be one of the targets. The ink-blood will splatter at/into their various injuries, working to fill in holes and sew up cuts. The longevity of the black ink stains on the person’s skin are up to the preferences of the individual writer, but the Sage’s healing usually does not leave one good as new. The Sage cannot use this move unless he has taken at least five points of damage or an otherwise noticeable injury from which the ink can flow, as such he must have a pre-existing injury/damage to use this move in the first round of a given fight.

Marty’s Verse: FINE....=P
Is there any point to the assured damage then? Or is it kind of so overshadowed by the SP payment effect-wise that I shouldn't even bother trying to come up with any benefit to give it? (not a huge loss, I don't NEED two group healing moves. I more curious to see how this kind of move would work.)  

Archer’s Withdrawal: I'm a bit confused here. Do you mean that I should list this as a fodder move under the realm of master acrobat? or just roll this under the blanket of master acrobat and not have a move at all? I had figured making this a move would establish it as something the Sage would use consistently (and also be available for other writers to use when fighting him), as opposed to just one example of a master acrobat fighting. Also wouldn't having it as move make it more effective than simply trying the maneuver using master acrobat? (perhaps I have a fundamental misunderstanding of how moves actually work... that would be interesting.)

A Three-Step Waltz: How draining is this to perform and can it be used with other moves?

Quote:A three-step waltz (requires Physical Proficiency 300 OM)

A technique from the Rhynish Steppes of the Sage’s homeland. The Sage steps into a feinted blow, ending up to the left of his attacker, facing the opposite direction. (see the arrows below to help with the positioning. The Sage than snap kicks at the side of his opponent’s knee (or a move to a similar effect if the target does not have the standard bipedal structure.) intending to cripple their stance and leave them vulnerable for the third step, a two-handed strike aimed at the back of the neck. The Rhynish warriors use blades specially designed for this technique, but the Sage’s dueling cane is still capable of landing significant blows to his foe’s head or neck with this sequence.


> <         >            >
              <            ^
1.            2.     3.


This sequence is anything but assured, however, what was described above is the ideal course of the maneuver. During the first step, the Sage and his target compare TEQ, to see how well the foe read the feint. In addition, both compare SPD, as those with fast enough reflexes could fall for the trick, but still get out of the way before the Sage can capitalize. The difference here is carried over to the second stage, where ATK is compared to see how well the Sage’s attempt to destabilize the opponent and open them up for a solid blow works. The relative values for all three of these stats will impact whether or not the Sage lands a blow with significant force, or if the sequence is neutralized by his opponent. The Technique requires his focus, preventing the use of any moves that require concentration to activate. The sequence in and of itself is no more physically draining than the average bout of swordplay, however, like any good magician, the Sage is loath to repeat his tricks. If the Sage uses this tactic against a foe who has recently seen it used, they may double their TEQ for the purpose of seeing the attack coming. Should the Sage be beaten on all three comparisons when attempting to use this move, his enemy has countered the tactic so well that the Sage himself is left wide open for an attack instead of his opponent.
If history is to become legend, it first must be recorded.
Soul Eater (300, Physical Strength, Debuff)The Soul Eater is a falchion-esque sword, with a white, black and gold blade shaped like a demonic wing. Its handle bears a blue eye shaped gemstone and the handle itself consists of dark braids. It has a striking resemblance to Way to the Dawn, as well as Void Gear The weapon can be summoned at will, appearing in Repliku's hand when he needs it. It's an intermediary of the key-blade, and while it does possess some of the same powers, such as being able to vanquish Heartless, it cannot lock/unlock anything, unfortunately. The blade has been purified of the darkness it once possessed, because he has determined that he will become a good guy here in the Omniverse. This is the reason that the blade's color scheme has changed, to one that is more visually appealing. This is the size of a hand and a half sword, but is a Falchion.

How's that?
Shinmen
[spoiler]
(07-12-2017, 06:45 PM)Shinmen Takezō Wrote: I will be revising Katana slightly.
Katana: (300)
Takezo carries on his person a katana stolen from the corpse of a previously slain enemy. The sword is overall 36 inches. 12 inches is the hilt and handle, with twenty four being the blade. For Takezo's height it is on the short side of proper length. The blade is proper length, but the long handle is abnormal on most swords. It is meant to allow a better leverage grip that many might see on cavelry weapons, emphasizing both control and strength, while reducing the length of the cutting edge. The sword possess a Koshi Sori, a bend closer to the tang. The most common Sori is a Tori Sori, or a curvature nearest the middle of the blade. Takezo's Sori depth is average in most ways. The Koshi Sori allows for a quicker draw and easier sheathing. Takezo always wields the Katana two handed for maximum strength and control.

Takezo has trained to aim for exposed major and minor arteries. As such, a victim of his blade is left with a bleeding wound, dealing extra damage to the wounded target for a few seconds before the bleeding stops. Repeated slashes add accumulative damage. The damage over time is mild, and the duration for each cut is no more than three seconds.

The underlined section from the first paragraph will be removed, since it caused issues.

The second part will be rewritten to:
Katana: Shallow Cut (Standard) 300:
(Insert first paragraph here)

Takezo breaks down his sword art into several techniques. His most commonly used technique is called Shallow Cut and originates from a torture and execution technique called Lingchi, or Death by a Thousand Cuts. The process was slow and painful - not to mention very bloody.

Takezo swings his sword effortlessly, leaving shallow wounds. The lack of force in each attack allows them to be quicker and more accurate, at the cost of immediate damage. Instead the wounds bleed for a few seconds. Repeated slashes add accumulative bleed damage.

Wielding his katana in this manner is almost effortless, requiring more focus than actual physical exertion, and as such it is his most common method of attack. The fast strikes are more difficult to evade, but easier to block, and does not leave too many openings for counter strike.

New move (or possibly variant)c
Katana: Deep Cut (300)
Against particularly hearty foes, Takezo will apply a greater amount of force to his swings. These slower strikes hearken more towards traditional Samurai training, with far fewer directions and much more rigerous stance to maximize power. This technique is called Deep Cut. It sacrifices speed for power, making it easier to dodge. It also leaves openings for swift and skilled fighters to counter.

The power it bestows, however, allows Takezo to cut through defenses. Deep Cut does far greater initial damage than Shallow Cuts, but does not aim to leave any bleed damage. Trying to block Direct Cut forces a person or object not secured to the ground in the direction of the attack. For example, a shield or sword may be knocked from its owner's hand, or a blocking barbarian may be knocked down from the attack. The distance depends on how much lower the target's ATK (Ability to push back) is than Takezo's. Less than 2 points is a few feet or so, while 3 or more is a few yards. Matched or greater attack than Takezo does not suffer the Knockback effect.

If Deep Cut lands, the target is in shock for a couple of seconds. They do not feel the severity of the wound for up to ten seconds, allowing them to continue to act normally. At the end of ten seconds, the pain hits, leaving them stunned for two seconds. Repeated hits with Deep Cut extends the Shock and stun duration by half of the initial value.

The effort it takes per each Deep Cut prevents it from being used as common as Shallow Cuts, but Takezo can use it up to five times in a row before his hands hurt from the impact. It is often interspaced within Shallow Cuts or used to break through a target's shield or guard. He is still limited stamina wise to about five Deep Cuts a minute.

For Shallow Cut, you’ll need some kind of a downside here other than being able to parry it, since it can inflict a debuff.

Similar to the above, I’d like it if there were some mention of stamina drain for Deep Cut, since with the way it’s written currently it makes it sound like the user can avoid the downside by just varying the strikes.

You’ll need Debuff for both of these as well as Physical Strength. I know you have them both, but you need to list them with the move.
[/spoiler]

Removed the debuff. It's the basic attack the sword does, it wouldn't make much sense for the equivelant of a "light" attack to be very taxing stamina wise. And yes, the point of the HEavy attack is to cover the weaknesses of the light attack, but switching to the heavy attack is pretty obvious in fodder, and I intend it to be easy to play around with a higher TEC character. However, the heavy attacks are still quite a bit more tiring if used repeatedly. Underlined bit has been added to help balance it out. I didn't mean he could ignore the tiring factor, just that he would rarely use it five times in a row.
(07-07-2017, 05:24 AM)Clownpiece Wrote:
(07-05-2017, 03:43 PM)Clownpiece Wrote: [spoiler]First, an addition to Lampad’s Torch

Paranoia (Ranged, Area Attack, Debuff) (300): Clownpiece concentrates for 5 seconds, channeling her powers of madness, before sweeping her torch out in front of her. Enemies within 20 meters who see the lunatic glow have a seed of paranoia planted in them for 15 seconds. On its own, this paranoia is too weak to do anything, and has no effect unless Clownpiece backs it up with something to inspire that paranoia. For this, she uses one of the cantrips taught by Dane during Dante's Abyss, "Ping."
With a quick moment of concentration, and a sound of some sort to go with it (be it a whisper, snap, footstep, or whatever), Clownpiece can throw that noise at a relatively flat surface within 10 meters, copying the sound where the spell hits and bouncing it off in a straight line. This process is repeated up to five times, each quieter than the last, as long as there’s a surface within 10 meters of the last bounce, creating an echoing effect. There’s approximately a 1 second delay between each bounce. On its own, this spell does absolutely nothing except sound cool. To those under the effects of her paranoia, however, this is the sound of an approaching foe, a spirit whispering in their ear, an ally trying to get their attention. The sounds spawned by Ping steal away precious seconds of their attention, fray their nerves, and just in general mess with their sanity.
This spell combo is about as draining as the other applications of her torch. She’s capable of inspiring paranoia a few times during a fight, but must be careful about overexerting. The Ping portion, however, is incredibly easy to do, with almost no noticeable energy drain. It’s just a fun little party trick, after all.

Barrage: Stars and Stripes (Ranged, Area Attack) (600): 
Stars: Clownpiece attempts to limit where enemies can move with a barrage of star-shaped, magical bullets. After charging up for 2 seconds, a process she needs to remain still during, she sweeps her torch out in front of her and conjures a line of 10 approximately 1 meter diameter shining stars, glowing in vibrant blues, reds, and whites. These shoot forward and spread out in a vaguely semi-circular pattern, flying forward up to 30 meters in 3 seconds before fizzling out. Each individual star is incredibly weak, doing little permanent damage, but hurting like a taser shot. The attack isn’t meant for its damage, however, as the spread is useful for forcing an enemy onto the defense for a short bit at least. Though if someone happens to be standing right in front of her as she casts it, they could potentially eat the entire barrage at once. She prefers to cast it by sweeping her torch out in front of her like she does for a lot of moves, but this attack doesn't require it. Her hand can be empty, or she could do it with a normal stick, or whatever. It's a normal use of her own magic, the torch is just for flair.

Stripes: An attack that’s a bit more direct than the curtain of stars. Clownpiece concentrates for 2 seconds, targeting a single point within 50 meters of her, and then releases an array of two, 1 meter diameter glowing magic orbs into the air just above her head, on either side of her. After a second of silence, the orbs, which shine in a random color between red, white, and blue, unleash a laser blast directly towards that single point, intersecting at it and continuing on. The lasers glow in the same color as the parent orb, measure half a meter in diameter, and travel their distance in an instant, burning bright for one second before fizzling out. Unlike the stars, which merely sting, the stripes burn intensely, with a heat similar to that of her charged Hellfire, though concentrated in a small area. Due to the delay between summoning the orbs and the lasers being fired, Clownpiece must guess where her opponent’s going to be in a second, making it fairly difficult to land.
Both versions of the attack have a moderate energy drain to them, allowing her to use them a good few times in a fight before she wears herself out.

T1 Assist: Torchlit Fairy (1000): Clownpiece calls a fellow fairy to her aide, bathed in the light of her torch. The lunacy makes her stronger and much more frenetic than the average fairy, but doesn't leave much room for smarts. Since Clownpiece is a hell fairy, this ally is a hell fairy as well, and stands around the same height as Clownpiece, give or take a few inches. Additionally, she's capable of using Hellfire, as well as the star/stripe bullet barrages. Fairies tend to be pretty hard to order around, but Clownpiece has found a way around that in the form of riling them up and pointing them at an enemy.
[Image: Sunflower.Fairy.full.1350473.jpg][
ATK: 2
DEF: 1
SPD: 2
TEC: 0[/spoiler]

ORIGINAL POST^

(07-05-2017, 04:28 PM)Clownpiece Wrote: [spoiler]
(07-05-2017, 04:10 PM)Omni Wrote:
Quote:Barrage: Stars and Stripes (Ranged, Area Attack) (600): 
Stars: Clownpiece attempts to limit where enemies can move with a barrage of star-shaped, magical bullets. After charging up for 2 seconds, a process she needs to remain still during, she sweeps her torch out in front of her and conjures a line of 10 approximately 1 meter sized shining stars, glowing in vibrant blues, reds, and whites. These shoot forward and spread out in a vaguely semi-circular pattern, flying forward up to 30 meters in 3 seconds before fizzling out. Each individual star is incredibly weak, doing little permanent damage, but hurting like a taser shot. The attack isn’t meant for its damage, however, as the spread is useful for forcing an enemy onto the defense for a short bit at least. Though if someone happens to be standing right in front of her as she casts it, they could potentially eat the entire barrage at once.
I'd add a 'moderate' energy drain to this, similar to the original Lampad's Torch. Those stars are pretty massive (I'm assuming you mean 1 meter in diameter - please add). and there are ten of them. That's gonna be hard to dodge. How fast are they?

Quote:Stripes: An attack that’s a bit more direct than the curtain of stars. Clownpiece concentrates for 2 seconds, targeting a single point within 50 meters of her, and then releases an array of two, 1 meter diameter glowing magic orbs into the air just above her head, on either side of her. After a second of silence, the orbs, which shine in a random color between red, white, and blue, unleash a laser blast directly towards that single point, intersecting at it and continuing on. The lasers glow in the same color as the parent orb, measure half a meter in diameter, and travel their distance in an instant, burning bright for one second before fizzling out. Unlike the stars, which merely sting, the stripes burn intensely, with a heat similar to that of her charged Hellfire, though concentrated in a small area. Due to the delay between summoning the orbs and the lasers being fired, Clownpiece must guess where her opponent’s going to be in a second, making it fairly difficult to land.
Both versions of the attack have a moderate energy drain to them, allowing her to use them a good few times in a fight before she wears herself out.
Oh right. Moderate energy drain. Gotcha.

Approved.

Quote:T1 Assist: Torchlit Fairy (1000): Clownpiece calls a fellow fairy to her aide, bathed in the light of her torch. The lunacy makes her stronger and much more frenetic than the average fairy, but doesn't leave much room for smarts. Since Clownpiece is a hell fairy, this ally tends to be a hell fairy as well, and is capable of using Hellfire, as well as the star/stripe bullet barrages. Usually fairies tend to be pretty hard to order around, but Clownpiece has found a way around that in the form of riling them up and pointing them at an enemy.
[Image: Sunflower.Fairy.full.1350473.jpg]
ATK: 2
DEF: 1
SPD: 2
TEC: 0

How big's this fairy? The 'tends' to be a hell fairy is a bit worrying. What else could it be? Please define if so.

Stars: They travel 30 meters in 3 seconds so they move at about 10 m/s, or 22 mph. Also adjusted to specify they're 1 meter in diameter.

Fairy: At first I thought "well she could be a normal, non-edgy fairy" but then I realized that would lock her out of using the moves so I changed it so she only calls upon hell fairies. She's also about Clownpiece's height, give or take a few inches (so like ranging between 4'2" and 4'8"). Changes made in bold to the original post.[/spoiler]

Realized I described a foddery bit wrong >.>
In addition to the things adjusted in the bottom of the second spoiler there, I also changed up the description for "Stars" to include that she doesn't require her torch to cast it, she just prefers using it.
All changes are made in bold in the top spoiler of this post in order to keep digging around to a minimum.

Bumperino
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
Quote:Vector Impulsion:  Requires Ranged Proficiency,  Ranged Materialize Proficiency, Area Attack Proficiency, Debuff Proficiency, Advanced Telekinesis, 3+ ATK - (900 OM)

By using his psychokinesis to temporarily warp space and create a set of persistent force-vectors within a specific area, Kelly can effectively alter the direction of gravity within a column up to seven meters in diameter and 30 meters long (minimum area 2 meter radius by five ten meter height) and/or enhance its pull. The column may be oriented in any direction within 3-dimensional space - vertically, horizontally, diagonally, whatever seems most effective at the time. Once active, anything within the effected area will 'fall' in the direction he has chosen until it either reaches the end of the column of warped space or collides with a free-standing object sturdy enough or large enough to remain upright within the column - the surface of which will be the affected object or person's new 'ground' until the effect ends. The column of warped space persists for five seconds, plus 1.5 additional seconds for every additional second of charge. Creatures with Master Acrobat or a  TEC of 3 or greater may be able to reorient themselves enough to minimize the disorienting effect of the sudden shift in perspective, but unless they have flight that won't stop them from 'falling'. 

In order to use this move, Kelly must charge it for a minimum of 2 seconds, during which time the air in the area he has selected will ripple like a desert mirage. While charging, he's limited to purely defensive actions  (blocking attacks with his staff, for example), cannot use other non-item moves, and suffers a -2 to TEC for any purpose not related to using Vector Impulsion. The charge can be interrupted by a solid blow.

The affected area must be be either within Kelly's line of sight, or the range of Kelly's enhanced senses.

Alternatively, by using Vector Impulsion to enhance the normal pull of gravity rather cancel and redirect it, Kelly can create a zone wherein movement is difficult. Creatures with an ATK  less than Kelly's by 1 or more will probably become pinned. Creature's with Higher ATK may be still be able to move with difficulty (if their ATK exceeds Kelly's by 2 or more, or if they possess flight and a SPD stat greater than Kelly's ATK,  they can be considered practically unhindered).

The effects of vector impulsion are fixed in place - any creature that leaves the affected area while the attack is active is no longer effected. 

Regardless of the area affected or charge time taken, this attack takes a lot of power to execute - using it is always equivalent to maxing out while weightlifting - and leaves Kelly unable to use any non-item normal move for fifteen seconds.

Kelly is not immune to the effects of Vector Impulsion. If he enters the affected area, he must contend with them as well. 


Personal Space: Requires Telekinesis, Area-Attack proficiency, 3+ ATK - variable (600 OM)

If Kelly needs a little breathing room, he can use his psychic powers to create some. He can do this in two ways. 

Version 1: By focusing intensely, he can generate an instantaneous telekinetic shockwave, invisible save for the wave-front of dust it produces at ground-level and the effect it has on anything in its path, expanding spherically outward to a range of about three meters before dissipating (Force decreasing proportionately after first meter of distance from Kelly's body - one meter= full power, two meters = 50% power, etc.). This shockwave isn't designed to be damaging - rather, it's like being shoved extremely hard (Kelly's ATK score) - potentially knocking less sturdy enemies off their feet and forcing tougher ones back to a less-threatening distance (Enemy DEF score). As generating the shockwave requires Kelly to muster a lot of force extremely quickly across his entire body, it puts a great deal of strain on his energy reserves. This version can only be used once per fight; It cannot be used while moving at anything quicker than a walking pace - though it can be used mid-air if Kelly has jumped - and cannot be used in conjunction with other non-item moves. 

Version 2: The second use of Personal Space is more powerful, but riskier in the heat of battle. By charging the attack for four seconds, Kelly can increase the power of  the shockwave to the point where its genuinely dangerous - capable of breaking wooden furniture at middle-distance or cracking marble at close range (or more if his ATK score goes up). This version of Personal Space  has a slightly increased range - four meters instead of three, and the drop-off in power begins at 1.5 meters instead of 1 meter, though otherwise the same rules of distance-ratio and effectiveness apply. Kelly can charge it while doing other things - moving, or even fighting, though attempting the latter splits his focus and effectively reduces his TEC score by 2 for the duration of the charge-time - and the decrease becomes -3 if he's trying to use other psychokinetically-based moves (this reduction can't bring his TEC below 0, and he can't take other combative action while charging Personal Space v2 if for some reason it would). The charge can be interrupted by a solid blow. This version of Personal Space can be used more often (once every minute or so, each use incurring mild general fatigue, like running a 100 meter dash), as the charge-time makes it less stressful to perform  - but it cannot be used at all if Kelly has already used version 1.   

Removed the Stat-based scaling from Vector Impulsion.
Other changes in bold.
(07-13-2017, 06:03 PM)Daniel Wrote:
(07-07-2017, 03:16 PM)Goku Wrote: Spirit Bomb (Ranged, Ranged Materialise Proficiency) (600 OM not including Proficiencies)

[Image: MPZXl1S.jpg]

The Spirit Bomb calls upon the power of all living things, beginning with those closest to the user and then spreading out within the same 'verse. Intelligent living creatures have to actively choose to give excess life energy to the Spirit Bomb by raising their hand, but unintelligent animals and plants will automatically lend their power to the attack. The Spirit Bomb can be gathered in two ways, either into the user's own hand, or into the sky above the user. The former version is more limited, only able to create a Spirit Bomb the size of a basketball, the latter can technically keep going until all the excess energy available has been taken - potentially creating a sphere up to fifty feet in diameter to drop out of the sky on the opponent. 

The power of a fully-charged Spirit Bomb is immense, and the technique has the advantage of taking very little of the user's own energy. However, the downside is the time it takes to charge. Even a one-handed Spirit Bomb takes at least ten seconds of uninterrupted concentration in which the user cannot defend themselves in any way. To completely charge a Spirit Bomb, the user has to stand with their hands in the air, completely unable to defend themselves, for five full minutes. Although it is possible to continue to charge the attack whilst being hurt, the user has to maintain absolute focus on the Spirit Bomb and is unable to take any other offensive or defensive actions during the charging process. 

When directed to attack, the Spirit Bomb moves about as fast as any other ki blast - roughly as swiftly as an arrow- and Goku is accurate out to 50 meters for every point of Tec, though once it is thrown the Spirit Bomb will keep going until it hits something and explodes. Goku cannot 'cancel' the Spirit Bomb or control its movement after setting its initial trajectory.


Super Kamehameha (Tier 1 Super Move) (600 OM)

[Image: QDIktnw.jpg]

The Super Kamehameha is an upgraded version of the Kamehameha. By really giving it his all (and a little bit of SP), Goku is able to circumvent the usual charge up time of the Kamehameha and throw out an incredibly powerful beam of energy some 30 feet in diameter in the time it takes him to cup his hands and intone the word 'Kamehameha' then throw them forwards. As with the regular Kamehameha, he is accurate out to approximately 50 meters for every point of Tec. The Super Kamehameha moves at the same speed as the regular kamehameha - about the speed of an arrow.

Just gonna need you to give me a max size for the sphere in the sky version of spirit bomb.
Edited a size into the original post and above - I have noooo idea if it is close to canon but sizes are hard and it sounds about right to me.  :fullderp:
[Image: x1oIYhu.jpg]
"unibeam.exe" (300) [Ranged, Area Attack, "AdaptoidDatabase.zip"]
The center of Vision's chest transforms with minimal effort, turning into a glowing circle of light meant to emulate Tony Stark's arc reactor. Then it charges, preparing to fire a clumsy attack. The preparation sequence (the transforming + the charging) takes 1.5 seconds. The resulting blast can affect everyone within 2 meters in a cone of 60 degrees, centered around where he's pointing it. It does mediocre damage, and pushes you a little harder than a grown man would. As earlier mentioned, it affects everyone within the cone of influence - friendlies also get pushed. Vision must be completely stationary for the duration of this whole move, charging period included - this means no moving and no Moves. If he is Flying, he will remain exactly where he is.This move has an Adaptoid cooldown of 4 seconds.
[Image: 2e90d321b01d5016a4116390e9d88ebd.jpg]
[Image: ytLTikp.png?1]
01001101 01100001 01100100 01100101
01111001 01101111 01110101
01101100 01101111 01101111 01101011
Aquamarine
[spoiler]
(07-13-2017, 11:47 PM)Aquamarine Wrote:
Quote:How damaging is the explosion? Can she take hits while charging this? Can she use other moves?

Blinding Ball (300 OM, requires Ranged, Debuff, Area)
Aquamarine creates a ball of hard light from the tip of her wand before launching it at her opponent, causing a explosion that is meant to both hurt the opponent and to blind the opponents around him. The ball is around 1 foot in diameter, and can be launched as fast as a bullet at the opponent up to a range of 100 feet. Upon colliding with the opponent, the ball of solid light explodes, causing a medium amount of blunt damage to the opponent and anyone in a 3 foot radius of the opponent from the explosive force, and blinds anyone who sees the explosion in a 30 foot radius of the blast for 5 seconds due to the explosion being extremely bright, including herself if she's within the range of the bright flash.

Creating and launching the ball of light takes a good amount of stamina for Aquamarine, and the ball of light takes 4 seconds to create. Aquamarine can move around while creating the ball, but she must stand still in order to launch the ball of light at the opponent, and if she is hit while charging the ball will explode prematurely. Aquamarine also cannot use her other Wand moves or Wing Flap while using this Move, though she can use other moves while charging. Lastly, if the wand is taken from Aquamarine, she will be unable to use the move, though once she regains the wand she will be able to use the move again.

(Since I already put in the kind of damage the explosion can do I put it in Bold)

Changes look good to me.  You can just say 'medium amount of damage'.[/spoiler]

Hayes

[spoiler]
(07-14-2017, 02:13 AM)Hunter Hayes Wrote:
(07-13-2017, 06:03 PM)Daniel Wrote:
(07-07-2017, 10:55 PM)Hunter Hayes Wrote: -snip-

Lux Dei - Don't get into the habit of saying 'This move functions the same as this move only a little different'. Explain what the move does in the move's description. Shield and Flail approved, please edit the third move accordingly.

By shouting "Lux Dei" and pushing the shield forward, a blinding light shines forth from the front of the shield for a moment, as wide as the shield and extending up to 5 feet. Enemies caught within the light are briefly blinded and badly burned, especially if they can also get a good view of the light while they are inside it. Foes outside of it can still be momentarily blinded if they see it while no further than five feet away, but they don't get burned. Hunter needs to stand still to cast it, and is slightly tiring to use.

Changes are in bold.

To me, at least, this doesn't seem balanced.  It's a momentary stun AND it 'badly burns' people?  It even blinds people who are outside the attack itself?  And it's only 'slightly tiring'?  This sounds like one of those skills you just spam endlessly in an MMO or RPG.

It'd be fine with this move as written if it did no damage OR if it was just a momentary debuff.  Or if you scaled down the damage and modified the spammability.
[/spoiler]

Sage
[spoiler]
(07-14-2017, 03:06 AM)The Humble Sage Wrote: THANKS SO MUCH FOR TACKLING THAT MASSIVE PILE OF MOVES MARK, YOU DA BEAST!


Words of Encouragement: I didn't specify a maximum number of targets since the amount of healing would be dependent on his DEF. I assumed that the limit would be imposed by the healing effect itself, since I don't believe you can heal a fraction of an HP. I can add a hard cap of four people though if that's preferred, so I included the two wording options  in bold. (just since I don't like giving moves hard caps where it's avoidable) also added a clause stating that I can be one of the people getting healed as well (again in bold)

Quote:Words of Encouragement (T1 utility move: requires healing, homing and ranged proficiencies; 600 OM)
Ink-blood surges from the Sage’s wounds, forming into words in an undecipherable language. The tendrils of inky letters swirl upwards about 1.5 meters above the Sage's head, before flying out to heal (those/up to four people) around him to a maximum of 10 meters away. The Sage himself can be one of the targets. The ink-blood will splatter at/into their various injuries, working to fill in holes and sew up cuts. The longevity of the black ink stains on the person’s skin are up to the preferences of the individual writer, but the Sage’s healing usually does not leave one good as new. The Sage cannot use this move unless he has taken at least five points of damage or an otherwise noticeable injury from which the ink can flow, as such he must have a pre-existing injury/damage to use this move in the first round of a given fight.

Marty’s Verse: FINE....=P
Is there any point to the assured damage then? Or is it kind of so overshadowed by the SP payment effect-wise that I shouldn't even bother trying to come up with any benefit to give it? (not a huge loss, I don't NEED two group healing moves. I more curious to see how this kind of move would work.)  

Archer’s Withdrawal: I'm a bit confused here. Do you mean that I should list this as a fodder move under the realm of master acrobat? or just roll this under the blanket of master acrobat and not have a move at all? I had figured making this a move would establish it as something the Sage would use consistently (and also be available for other writers to use when fighting him), as opposed to just one example of a master acrobat fighting. Also wouldn't having it as move make it more effective than simply trying the maneuver using master acrobat? (perhaps I have a fundamental misunderstanding of how moves actually work... that would be interesting.)

A Three-Step Waltz: How draining is this to perform and can it be used with other moves?

Quote:A three-step waltz (requires Physical Proficiency 300 OM)

A technique from the Rhynish Steppes of the Sage’s homeland. The Sage steps into a feinted blow, ending up to the left of his attacker, facing the opposite direction. (see the arrows below to help with the positioning. The Sage than snap kicks at the side of his opponent’s knee (or a move to a similar effect if the target does not have the standard bipedal structure.) intending to cripple their stance and leave them vulnerable for the third step, a two-handed strike aimed at the back of the neck. The Rhynish warriors use blades specially designed for this technique, but the Sage’s dueling cane is still capable of landing significant blows to his foe’s head or neck with this sequence.


> <         >            >
              <            ^
1.            2.     3.


This sequence is anything but assured, however, what was described above is the ideal course of the maneuver. During the first step, the Sage and his target compare TEQ, to see how well the foe read the feint. In addition, both compare SPD, as those with fast enough reflexes could fall for the trick, but still get out of the way before the Sage can capitalize. The difference here is carried over to the second stage, where ATK is compared to see how well the Sage’s attempt to destabilize the opponent and open them up for a solid blow works. The relative values for all three of these stats will impact whether or not the Sage lands a blow with significant force, or if the sequence is neutralized by his opponent. The Technique requires his focus, preventing the use of any moves that require concentration to activate. The sequence in and of itself is no more physically draining than the average bout of swordplay, however, like any good magician, the Sage is loath to repeat his tricks. If the Sage uses this tactic against a foe who has recently seen it used, they may double their TEQ for the purpose of seeing the attack coming. Should the Sage be beaten on all three comparisons when attempting to use this move, his enemy has countered the tactic so well that the Sage himself is left wide open for an attack instead of his opponent.
Archer Thing - Mark is saying that "flipping backwards while kicking someone in the chest and then springboarding X feet" is something you can do with Master Acrobat, Physical Strength, and Super Jumping.  You don't really need a move about it, especially one so reliant on more gamey features like stat numbers.

Waltz - This looks fine with the changes, although personally I don't think you need a move for this either -- it's just combat theatrics.

I'll send you a PM about the other stuff you listed.  Remind me if I get distracted in the next few minutes and that doesn't happen.
[/spoiler]

Repliku
[spoiler]
(07-14-2017, 09:42 AM)Repliku Wrote: Soul Eater (300, Physical Strength, Debuff)The Soul Eater is a falchion-esque sword, with a white, black and gold blade shaped like a demonic wing. Its handle bears a blue eye shaped gemstone and the handle itself consists of dark braids. It has a striking resemblance to Way to the Dawn, as well as Void Gear The weapon can be summoned at will, appearing in Repliku's hand when he needs it. It's an intermediary of the key-blade, and while it does possess some of the same powers, such as being able to vanquish Heartless, it cannot lock/unlock anything, unfortunately. The blade has been purified of the darkness it once possessed, because he has determined that he will become a good guy here in the Omniverse. This is the reason that the blade's color scheme has changed, to one that is more visually appealing. This is the size of a hand and a half sword,  but is a Falchion.

How's that?
Most people don't know what a falchion is (I do -- and be aware that there are several different sized falchions, depending on their usage and origin).  I believe Mark wanted you to say something along the lines of "the blade is X feet long"

[/spoiler]


Clownpiece
[spoiler]
(07-14-2017, 02:28 PM)Clownpiece Wrote:
(07-07-2017, 05:24 AM)Clownpiece Wrote:
(07-05-2017, 03:43 PM)Clownpiece Wrote: [*spoiler]First, an addition to Lampad’s Torch

Paranoia (Ranged, Area Attack, Debuff) (300): Clownpiece concentrates for 5 seconds, channeling her powers of madness, before sweeping her torch out in front of her. Enemies within 20 meters who see the lunatic glow have a seed of paranoia planted in them for 15 seconds. On its own, this paranoia is too weak to do anything, and has no effect unless Clownpiece backs it up with something to inspire that paranoia. For this, she uses one of the cantrips taught by Dane during Dante's Abyss, "Ping."
With a quick moment of concentration, and a sound of some sort to go with it (be it a whisper, snap, footstep, or whatever), Clownpiece can throw that noise at a relatively flat surface within 10 meters, copying the sound where the spell hits and bouncing it off in a straight line. This process is repeated up to five times, each quieter than the last, as long as there’s a surface within 10 meters of the last bounce, creating an echoing effect. There’s approximately a 1 second delay between each bounce. On its own, this spell does absolutely nothing except sound cool. To those under the effects of her paranoia, however, this is the sound of an approaching foe, a spirit whispering in their ear, an ally trying to get their attention. The sounds spawned by Ping steal away precious seconds of their attention, fray their nerves, and just in general mess with their sanity.
This spell combo is about as draining as the other applications of her torch. She’s capable of inspiring paranoia a few times during a fight, but must be careful about overexerting. The Ping portion, however, is incredibly easy to do, with almost no noticeable energy drain. It’s just a fun little party trick, after all.

Barrage: Stars and Stripes (Ranged, Area Attack) (600): 
Stars: Clownpiece attempts to limit where enemies can move with a barrage of star-shaped, magical bullets. After charging up for 2 seconds, a process she needs to remain still during, she sweeps her torch out in front of her and conjures a line of 10 approximately 1 meter diameter shining stars, glowing in vibrant blues, reds, and whites. These shoot forward and spread out in a vaguely semi-circular pattern, flying forward up to 30 meters in 3 seconds before fizzling out. Each individual star is incredibly weak, doing little permanent damage, but hurting like a taser shot. The attack isn’t meant for its damage, however, as the spread is useful for forcing an enemy onto the defense for a short bit at least. Though if someone happens to be standing right in front of her as she casts it, they could potentially eat the entire barrage at once. She prefers to cast it by sweeping her torch out in front of her like she does for a lot of moves, but this attack doesn't require it. Her hand can be empty, or she could do it with a normal stick, or whatever. It's a normal use of her own magic, the torch is just for flair.

Stripes: An attack that’s a bit more direct than the curtain of stars. Clownpiece concentrates for 2 seconds, targeting a single point within 50 meters of her, and then releases an array of two, 1 meter diameter glowing magic orbs into the air just above her head, on either side of her. After a second of silence, the orbs, which shine in a random color between red, white, and blue, unleash a laser blast directly towards that single point, intersecting at it and continuing on. The lasers glow in the same color as the parent orb, measure half a meter in diameter, and travel their distance in an instant, burning bright for one second before fizzling out. Unlike the stars, which merely sting, the stripes burn intensely, with a heat similar to that of her charged Hellfire, though concentrated in a small area. Due to the delay between summoning the orbs and the lasers being fired, Clownpiece must guess where her opponent’s going to be in a second, making it fairly difficult to land.
Both versions of the attack have a moderate energy drain to them, allowing her to use them a good few times in a fight before she wears herself out.

T1 Assist: Torchlit Fairy (1000): Clownpiece calls a fellow fairy to her aide, bathed in the light of her torch. The lunacy makes her stronger and much more frenetic than the average fairy, but doesn't leave much room for smarts. Since Clownpiece is a hell fairy, this ally is a hell fairy as well, and stands around the same height as Clownpiece, give or take a few inches. Additionally, she's capable of using Hellfire, as well as the star/stripe bullet barrages. Fairies tend to be pretty hard to order around, but Clownpiece has found a way around that in the form of riling them up and pointing them at an enemy.
[Image: Sunflower.Fairy.full.1350473.jpg][
ATK: 2
DEF: 1
SPD: 2
TEC: 0[/*spoiler]

ORIGINAL POST^

(07-05-2017, 04:28 PM)Clownpiece Wrote: [*spoiler]
(07-05-2017, 04:10 PM)Omni Wrote:
Quote:Barrage: Stars and Stripes (Ranged, Area Attack) (600): 
Stars: Clownpiece attempts to limit where enemies can move with a barrage of star-shaped, magical bullets. After charging up for 2 seconds, a process she needs to remain still during, she sweeps her torch out in front of her and conjures a line of 10 approximately 1 meter sized shining stars, glowing in vibrant blues, reds, and whites. These shoot forward and spread out in a vaguely semi-circular pattern, flying forward up to 30 meters in 3 seconds before fizzling out. Each individual star is incredibly weak, doing little permanent damage, but hurting like a taser shot. The attack isn’t meant for its damage, however, as the spread is useful for forcing an enemy onto the defense for a short bit at least. Though if someone happens to be standing right in front of her as she casts it, they could potentially eat the entire barrage at once.
I'd add a 'moderate' energy drain to this, similar to the original Lampad's Torch. Those stars are pretty massive (I'm assuming you mean 1 meter in diameter - please add). and there are ten of them. That's gonna be hard to dodge. How fast are they?

Quote:Stripes: An attack that’s a bit more direct than the curtain of stars. Clownpiece concentrates for 2 seconds, targeting a single point within 50 meters of her, and then releases an array of two, 1 meter diameter glowing magic orbs into the air just above her head, on either side of her. After a second of silence, the orbs, which shine in a random color between red, white, and blue, unleash a laser blast directly towards that single point, intersecting at it and continuing on. The lasers glow in the same color as the parent orb, measure half a meter in diameter, and travel their distance in an instant, burning bright for one second before fizzling out. Unlike the stars, which merely sting, the stripes burn intensely, with a heat similar to that of her charged Hellfire, though concentrated in a small area. Due to the delay between summoning the orbs and the lasers being fired, Clownpiece must guess where her opponent’s going to be in a second, making it fairly difficult to land.
Both versions of the attack have a moderate energy drain to them, allowing her to use them a good few times in a fight before she wears herself out.
Oh right. Moderate energy drain. Gotcha.

Approved.

Quote:T1 Assist: Torchlit Fairy (1000): Clownpiece calls a fellow fairy to her aide, bathed in the light of her torch. The lunacy makes her stronger and much more frenetic than the average fairy, but doesn't leave much room for smarts. Since Clownpiece is a hell fairy, this ally tends to be a hell fairy as well, and is capable of using Hellfire, as well as the star/stripe bullet barrages. Usually fairies tend to be pretty hard to order around, but Clownpiece has found a way around that in the form of riling them up and pointing them at an enemy.
[Image: Sunflower.Fairy.full.1350473.jpg]
ATK: 2
DEF: 1
SPD: 2
TEC: 0

How big's this fairy? The 'tends' to be a hell fairy is a bit worrying. What else could it be? Please define if so.

Stars: They travel 30 meters in 3 seconds so they move at about 10 m/s, or 22 mph. Also adjusted to specify they're 1 meter in diameter.

Fairy: At first I thought "well she could be a normal, non-edgy fairy" but then I realized that would lock her out of using the moves so I changed it so she only calls upon hell fairies. She's also about Clownpiece's height, give or take a few inches (so like ranging between 4'2" and 4'8"). Changes made in bold to the original post.[/*spoiler]

Realized I described a foddery bit wrong >.>
In addition to the things adjusted in the bottom of the second spoiler there, I also changed up the description for "Stars" to include that she doesn't require her torch to cast it, she just prefers using it.
All changes are made in bold in the top spoiler of this post in order to keep digging around to a minimum.

Bumperino

All the changes in bold seem good.
[/spoiler]

Goku
[spoiler]
(07-15-2017, 12:12 AM)Goku Wrote:
(07-13-2017, 06:03 PM)Daniel Wrote:
(07-07-2017, 03:16 PM)Goku Wrote: Spirit Bomb (Ranged, Ranged Materialise Proficiency) (600 OM not including Proficiencies)

[Image: MPZXl1S.jpg]

The Spirit Bomb calls upon the power of all living things, beginning with those closest to the user and then spreading out within the same 'verse. Intelligent living creatures have to actively choose to give excess life energy to the Spirit Bomb by raising their hand, but unintelligent animals and plants will automatically lend their power to the attack. The Spirit Bomb can be gathered in two ways, either into the user's own hand, or into the sky above the user. The former version is more limited, only able to create a Spirit Bomb the size of a basketball, the latter can technically keep going until all the excess energy available has been taken - potentially creating a sphere up to fifty feet in diameter to drop out of the sky on the opponent. 

The power of a fully-charged Spirit Bomb is immense, and the technique has the advantage of taking very little of the user's own energy. However, the downside is the time it takes to charge. Even a one-handed Spirit Bomb takes at least ten seconds of uninterrupted concentration in which the user cannot defend themselves in any way. To completely charge a Spirit Bomb, the user has to stand with their hands in the air, completely unable to defend themselves, for five full minutes. Although it is possible to continue to charge the attack whilst being hurt, the user has to maintain absolute focus on the Spirit Bomb and is unable to take any other offensive or defensive actions during the charging process. 

When directed to attack, the Spirit Bomb moves about as fast as any other ki blast - roughly as swiftly as an arrow- and Goku is accurate out to 50 meters for every point of Tec, though once it is thrown the Spirit Bomb will keep going until it hits something and explodes. Goku cannot 'cancel' the Spirit Bomb or control its movement after setting its initial trajectory.


Super Kamehameha (Tier 1 Super Move) (600 OM)

[Image: QDIktnw.jpg]

The Super Kamehameha is an upgraded version of the Kamehameha. By really giving it his all (and a little bit of SP), Goku is able to circumvent the usual charge up time of the Kamehameha and throw out an incredibly powerful beam of energy some 30 feet in diameter in the time it takes him to cup his hands and intone the word 'Kamehameha' then throw them forwards. As with the regular Kamehameha, he is accurate out to approximately 50 meters for every point of Tec. The Super Kamehameha moves at the same speed as the regular kamehameha - about the speed of an arrow.

Just gonna need you to give me a max size for the sphere in the sky version of spirit bomb.
Edited a size into the original post and above - I have noooo idea if it is close to canon but sizes are hard and it sounds about right to me.  :fullderp:

Spirit Bomb -- Good

[/spoiler]

Vis
[spoiler]
(07-15-2017, 02:17 AM)The Vision Wrote: "unibeam.exe" (300) [Ranged, Area Attack, "AdaptoidDatabase.zip"]
The center of Vision's chest transforms with minimal effort, turning into a glowing circle of light meant to emulate Tony Stark's arc reactor. Then it charges, preparing to fire a clumsy attack. The preparation sequence (the transforming + the charging) takes 1.5 seconds. The resulting blast can affect everyone within 2 meters in a cone of 60 degrees, centered around where he's pointing it. It does mediocre damage, and pushes you a little harder than a grown man would.  As earlier mentioned, it affects everyone within the cone of influence - friendlies also get pushed. Vision must be completely stationary for the duration of this whole move, charging period included - this means no moving and no Moves. If he is Flying, he will remain exactly where he is.This move has an Adaptoid cooldown of 4 seconds.
FORCE CONE.

Sounds good to me.
[/spoiler]

Still waiting

Shin
Ghidorah/Kelly
(07-13-2017, 07:47 PM)Veritas Night Wrote: Explosive Shield (requires Area Attack Proficiency and Area Defense Proficiency) – 600 OM

A sphere that surrounds a user with a protective barrier for as long as it is sustained. It takes about a second to activate. When the user chooses, the shield will either simply dissipate, or explode outwards, damaging anyone nearby at the cost of more energy. As it is a 360-degree sphere with a regular activation time, this won't block strong piercing attacks, but the explosive effect can be used to turn the tables on an overconfident opponent. This takes him about half a minute, or thirty seconds of charging up. As a result of this, this does medium damage. It can be used with other moves, but the moves must not be energy based. This also has a forty five second cool down, upon a single use of the Shield.

Rocket Blaster - (300, Ranged Proficiency.)

A replica of the weapon the RPM Rangers used known as the Rocket Blaster. This can hold up to 30 shots, per power pack and Veritas carries 3 power packs on him at a time. It can shoot 2 shots per second. This is a weapon that is kept in a pocket dimension when he is not using it. It's mildly taxing on his stamina, but can be used with other blaster type moves provided that he has at least one of his hands free. This takes seven seconds to summon, and 15 seconds to reload, per reload. This can be used with other moves, but using it on it’s own increases the accuracy because he can hold it with both hands, allowing him a 25% accuracy increase.

Fixed these two, I believe. Upon thinking about it, I realized that Malicious Blaze Kick wouldn't fit as is, so I am rewriting it from scratch.

Explosive Shield - Is this draining? What sort of fatigue does it cause on initial charge up/ activation?

Rocket Blaster - If wielding it with both hands increases accuracy, then it's gonna cost you 600.
I'm trying to make a non-lethal attack move for Ebony's scythe. In this case, it's for making the opponent tired. I already have a scythe move for her (aptly called "Ebonywood Hellscythe"). This is a new attack for the same weapon.

Soul Strike (300) Requires: Ebonywood Hellscythe, Physical Strength, Debuff Proficiency

A non-lethal attack that uses Ebony's scythe. Ebony focuses for three seconds. During this time she may move and dodge, but may not attack. Taking more than a small amount of damage or losing concentration will revert all progress towards this. After this, the previously silver blade glows a faint purple and appears slightly translucent. Ebony then may continue to attack with her scythe as usual besides from one key change. Once the blade reaches an opponent, it appears to phase through their armour and body (however the wooden staff will not). Any cuts that would usually have appeared on the opponents body instead glow with harmless purple flames for about a second before they fade away. The foe feels some pain, but it's very reduced from what the attack would normally feel like. Instead of actually doing any damage, the attack solely drains the foe's fatigue leaving them tired. This is a permanent drain for the whole fight, so should Ebony win by primarily using this, or attack with it as a finisher, the opponent would likely fall unconscious. Each individual strike is not draining to Ebony and won't seem very draining to her opponent. However, over time, the attacks will add up as the fatigue induced is cumulative. The impact on an opponent is based on Ebony's ATK against their DEF.

To revert back to normal attacks, Ebony has to focus for three seconds and again can only move and dodge during this time. As before taking more than a small amount of damage or losing concentration will revert all progress towards this. Also, if the scythe is dispelled, when resummoned it will always revert back to its normal form. So, Ebony has to spend a total of 8 seconds of focus at least (5 to create the scythe, 3 to change the attack mode) to start using Soul Strike without having her scythe initially on hand.
(07-13-2017, 11:10 PM)Mark Wrote: Lord Dominator
[spoiler]
(07-10-2017, 12:46 AM)Lord Dominator Wrote: Lava Jet (600, Ranged Proficiency, Debuff Proficiency)

Rather than bothering to create a weapon to focus her lava, Lord Dominator can just expel it in a stream from her palms. This is essentially a firehose, only instead of creating a jet of water to douse fires, it shoots out a pressurised burst of lava in order to start them! The size of the stream is variable; the smaller the stream the further it will travel but the weaker it will be. In addition, the lava is most dangerous up close, where the pressure is greatest. On its most common setting, the widest jet approximately two feet in diameter, it has enough force to carry a target of Dominator's mass approximately a hundred feet and pin them against a surface with the same strength as though Dominator were wrestling them herself. It can be focused down to a single finger, at which point it can shoot out about three hundred feet but is going to be barely a dribble - stinging but not that dangerous. Damage is proportional to the amount of lava the target can be doused with; it burns and sears, and is generally very painful where it touches and can't be easily brushed away. In addition, substance will harden when the stream stops and will attempt to cling and reform around whatever it has splattered against. The lava jet can only be fired if Dominator has summoned her Lava Gauntlets, which takes three seconds, and she can sustain it for as long as she has Volcanium X to channel; more than a minute of sustained use at its widest setting or five minutes at its weakest is going to be a significant drain on her resources, however. 


Volcanium Sword (600, Tier 1 Super Move, Physical Strength, Ranged Proficiency, Remote Control Proficiency)

[Image: gy4kFKN.jpg]

By using Volcanium X to cover her entire forearm, and extending it out into a jagged blade, Dominator can create a viciously sharp, burning weapon capable of inflicting extremely painful wounds on her opponent. The blade doesn't just cut, it leaves a trail of raw Volcanium X in its wake. Unlike the focused magma and lava that Dominator usually uses, this does not attempt to bind, constrict or harden; it only burns and will continue to burn until it is extinguished. The blade extends about six inches beyond the end of Dominator's arm; but given she can stretch her arm thanks to Elasticity that can be a surprisingly long distance indeed.

Emergency Shielding (600 Tier 1 Super Defense, Area Defense Proficiency)

[Image: sST7h4u.jpg]

If there is one thing Dominator has learned in the Omniverse, it is that there can be all manner of surprises, and her armour can't keep her safe against all of them. She's integrated a protective device into her helmet as a failsafe. If she has enough Volcanium X (coughSPcough) left, it will generate a powerful protective field of dark red energy using that power at a simple mental command. The shield covers her in a complete, 360 degree radius, though the only way for someone else to benefit from it would be for them to be literally hugging her... in which case, they probably have other problems to deal with. It takes relatively little power to sustain once it has been activated, but the shield is opaque and two-way, so Dominator can't see or attack whilst the shield is in force.

Lava Jet: How damaging is this? When you mention a minute of use, is that for either/both forms?

Supers are approved.
[/spoiler]

Edited the above to try and clear up the damage!
[Image: AwKNJPl.gif]

PvP FLAG: RED

Please message me before you attack my character or assault my base! Thanks!
Explosive Shield (requires Area Attack Proficiency and Area Defense Proficiency) – 600 OM

A sphere that surrounds a user with a protective barrier for as long as it is sustained. It takes about a second to activate. When the user chooses, the shield will either simply dissipate, or explode outwards, damaging anyone nearby at the cost of more energy. As it is a 360-degree sphere with a regular activation time, this won't block strong piercing attacks, but the explosive effect can be used to turn the tables on an overconfident opponent. This takes him about half a minute, or thirty seconds of charging up. As a result of this, this does medium damage. It can be used with other moves, but the moves must not be energy based. This also has a forty five second cool down, upon a single use of the Shield. 

Upon initial charge up of the shield, Veritas would be panting and unable to use other moves for thirteen seconds.  The shield would leave him heavily fatigued for 20 seconds after he finishes charging it up and activating it. 

Rocket Blaster - (600, Ranged Proficiency.)

A replica of the weapon the RPM Rangers used known as the Rocket Blaster. This can hold up to 30 shots, per power pack and Veritas carries 3 power packs on him at a time. It can shoot 2 shots per second. This is a weapon that is kept in a pocket dimension when he is not using it. It's mildly taxing on his stamina, but can be used with other blaster type moves provided that he has at least one of his hands free. This takes seven seconds to summon, and 15 seconds to reload, per reload. This can be used with other moves, but using it on it’s own increases the accuracy because he can hold it with both hands, allowing him a 25% accuracy increase. 
By shouting "Lux Dei" and pushing the shield forward, a blinding light shines forth from the front of the shield for a moment, as wide as the shield and extending up to 5 feet. Enemies caught within the light are briefly blinded and slightly burned, especially if they can also get a good view of the light while they are inside it. Foes outside of it can still be momentarily blinded if they see it while no further than five feet away, but they don't get burned. Hunter needs to stand still to cast it, and is somewhat tiring to use. The shield needs at least 10 seconds to cool down in between uses, or else he risks the shield becoming too hot to hold and he drops it.

Changes are in bold.
[Image: m2c7s.jpg]
(07-15-2017, 04:51 PM)Hunter Hayes Wrote: By shouting "Lux Dei" and pushing the shield forward, a blinding light shines forth from the front of the shield for a moment, as wide as the shield and extending up to 5 feet. Enemies caught within the light are briefly blinded and slightly burned, especially if they can also get a good view of the light while they are inside it. Foes outside of it can still be momentarily blinded if they see it while no further than five feet away, but they don't get burned. Hunter needs to stand still to cast it, and is somewhat tiring to use. The shield needs at least 10 seconds to cool down in between uses, or else he risks the shield becoming too hot to hold and he drops it.

Changes are in bold.

*thumbs up*
Kasenko-kaha (900 OM) –
Like most ki beams, this attack is charged within the confines of cupped palms. This technique can take the cyborg substantial time and effort to fully charge, but because of this, it is usually able to get the job done rather well. Seventeen must remain standing (or hovering in the air) while he draws the necessary ki, and during this time he cannot make any offensive or defensive maneuvers. As the attack charges toward its full potential, the color will descend the colors of the visible light spectrum (starting at red moving down to violet). The size of the beam ranges from 1 meter (red) to 7 meters (violet). The power (and likewise, the ‘fatigue cost’ of the beam ranges from the mundane (little more than a normal ki attack) to being a heavily damaging and draining attack at full charge.

With a declaration of the attack’s name, Seventeen throws his palms forward—unleashing the beam. The initial beam is concussive, which means it hits a target and attempts to carry them backwards (in lieu of a missed target, this attack is excellent for blasting through walls and buildings!). The bulk of the power comes at the end of the attack, when Seventeen releases a final, massive sphere of energy from his palms. The sphere travels along the length of the beam before hitting its target and exploding, emitting all the colors of the rainbow charged into the attack as a means to glorify its destructive prowess (so a briefly charged blast would explode red, whereas a fully charge blast would razzledazzle). The colors and light show is just that… for show.

Colloquially called ‘Rainbow Beam’, this attack represents Seventeen’s most powerful technique and usually his final gambit in intense, physical confrontations. In desperation, Seventeen can ‘fast charge’ the kasenko-kaha, but it its twice as exhausting to do so.


Kasenko-kaha (Tier 2 Super Attack) – This move functions identically to the normal version of the Kasenko-kaha. The only difference is that the charge time is vastly reduced, and instead of charging to violet, the beam charges to a brilliant white color that contains the full, destructive power of the attack. The resulting onslaught is the most powerful attack in Seventeen’s repertoire.

And for transparency, I'mma be buying a T2 version of my already approved T1 Super Defense

Quote:Ki Barrier - A translucent sphere of green energy surrounds Seventeen. The field is a complete sphere about a foot away from Seventeen's body. Once the shield has been summoned, he can no longer move. Moving with the field open is too taxing, so he doesn't do that. The field will absorb/deflect/negate a Tier 2 Super Move of any flavor. After doing its job, the 'super' ki barrier will vanish.
(07-15-2017, 10:58 AM)Ebonywood Hellscythe Wrote: I'm trying to make a non-lethal attack move for Ebony's scythe. In this case, it's for making the opponent tired. I already have a scythe move for her (aptly called "Ebonywood Hellscythe"). This is a new attack for the same weapon.

Soul Strike (300) Requires: Ebonywood Hellscythe, Physical Strength, Debuff Proficiency

A non-lethal attack that uses Ebony's scythe. Ebony focuses for three seconds. During this time she may move and dodge, but may not attack. Taking more than a small amount of damage or losing concentration will revert all progress towards this. After this, the previously silver blade glows a faint purple and appears slightly translucent. Ebony then may continue to attack with her scythe as usual besides from one key change. Once the blade reaches an opponent, it appears to phase through their armour and body (however the wooden staff will not). Any cuts that would usually have appeared on the opponents body instead glow with harmless purple flames for about a second before they fade away. The foe feels some pain, but it's very reduced from what the attack would normally feel like. Instead of actually doing any damage, the attack solely drains the foe's fatigue leaving them tired. This is a permanent drain for the whole fight, so should Ebony win by primarily using this, or attack with it as a finisher, the opponent would likely fall unconscious. Each individual strike is not draining to Ebony and won't seem very draining to her opponent. However, over time, the attacks will add up as the fatigue induced is cumulative. The impact on an opponent is based on Ebony's ATK against their DEF.

To revert back to normal attacks, Ebony has to focus for three seconds and again can only move and dodge during this time. As before taking more than a small amount of damage or losing concentration will revert all progress towards this. Also, if the scythe is dispelled, when resummoned it will always revert back to its normal form. So, Ebony has to spend a total of 8 seconds of focus at least (5 to create the scythe, 3 to change the attack mode) to start using Soul Strike without having her scythe initially on hand.

To me, this doesn't feel balanced.  The blade isn't a physical object, so the defender would be have to guard against the stick?  And its a permanent loss?  And there's no drawback to Ebony?  With something as amorphous as fatigue, that just feels too strong and too balanced.  I feel like I know what you're going for, having played a lot of DnD in my younger years (non-lethal damage?), but something like that doesn't translate very well to this system.
Dom

[spoiler]
(07-15-2017, 01:46 PM)Lord Dominator Wrote:
(07-13-2017, 11:10 PM)Mark Wrote: Lord Dominator
[*spoiler]
(07-10-2017, 12:46 AM)Lord Dominator Wrote: Lava Jet (600, Ranged Proficiency, Debuff Proficiency)

Rather than bothering to create a weapon to focus her lava, Lord Dominator can just expel it in a stream from her palms. This is essentially a firehose, only instead of creating a jet of water to douse fires, it shoots out a pressurised burst of lava in order to start them! The size of the stream is variable; the smaller the stream the further it will travel but the weaker it will be. In addition, the lava is most dangerous up close, where the pressure is greatest. On its most common setting, the widest jet approximately two feet in diameter, it has enough force to carry a target of Dominator's mass approximately a hundred feet and pin them against a surface with the same strength as though Dominator were wrestling them herself. It can be focused down to a single finger, at which point it can shoot out about three hundred feet but is going to be barely a dribble - stinging but not that dangerous. Damage is proportional to the amount of lava the target can be doused with; it burns and sears, and is generally very painful where it touches and can't be easily brushed away. In addition, substance will harden when the stream stops and will attempt to cling and reform around whatever it has splattered against. The lava jet can only be fired if Dominator has summoned her Lava Gauntlets, which takes three seconds, and she can sustain it for as long as she has Volcanium X to channel; more than a minute of sustained use at its widest setting or five minutes at its weakest is going to be a significant drain on her resources, however. 

Lava Jet: How damaging is this? When you mention a minute of use, is that for either/both forms?
[*spoiler]

Edited the above to try and clear up the damage!

[/spoiler]

You're good. You and that ferocious 2 ATK.


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