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Bump!
(07-22-2018, 02:37 PM)Little Ghost Wrote: Woop woop! Smol Spookie's first Supah Attacku!
SmolSpook Wrote:T1 Super Attack - Duality Drive: Radiant Charge
With Soul and Void in violent harmony, blast off and strike down all pretenders to the throne!
Cost: 500 OM
Requirements: The Pure Nail, Monarch Wings, Physical Strength Proficiency, Burst Movement.
Picking a target, Little Ghost focuses and takes a low, crouching stance as the majestic Monarch Wings spread out behind him. The wings of soul swirl and concentrate, shrinking in size but gaining luminosity as an orb of blackest void begin to hover behind Little Ghost's back. The concentrated Monarch Wings then act as the controlling gimbal and/or nozzle in a rocket engine, guiding the propulsion effect of the void sphere as said sphere spouts out energy while collapsing in on itself, driving Little Ghost forwards in a blazing, violent charge trailing void and soul.
Travelling at such violent speeds, letting the swirling aura suffuse his weapon, Little Ghost becomes the hammer that drives the Nail. A massive strike ensues, unloading the collective soul, void, and kinetic energy into the target for massive damage. Since this attack can be performed with any relatively solid melee weapon, even improvised ones or unarmed, the specific form of the strike is not important. However, since it was initially designed to be used with The Pure Nail and similar weapons (bladed, non-hafted ones), users of this super attack must have at least Tech 5 to not suffer a slight reduction in damage if used with a non-fitting weapon. As this move is at least partially "weapon agnostic", the range of the strike is dependant on the "melee" weapon used.
"So you'd pursue the deeper truth? It isn't one the weak could bear."
"Prove yourself ready to face it. I'll not hold back. My needle is lethal and I'd feel no sadness in a weakling's demise."
"Show me you can accept this Kingdom's past and claim responsibility for its future."
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I'm guessing this was left out of the initial app because it is crazy complex... which is more than fair! I have no idea if I did it right, but here's the move for consideration:
Meteor Hammer (1200 OM Three variants- Physical, Ranged, Debuff proficiencies)
Gogo's signature weapon is an extremely flexible Meteor Hammer. Twenty feet of chain with a 5kg steel ball on the end, the weapon is famously difficult to control, but Gogo is a master in the art and (rarely) risks clobbering herself in the back of the head when she's swinging it around.
The weapon can be used in three primary ways.
In its standard mode it is a hefty spiked ball on a chain; this can be swung around very rapidly and produces heavy, but (mostly) blunt, impacts when it strikes a target and may be bounced off hard surfaces or used to smash through them if sufficiently charged.
The second configuration has a set of serrated blades spring around the middle of the weight. This is capable of causing slashing injuries and is even more damaging, but will also tend to get lodged in terrain (and sometimes people) and is therefore the slowest to recover from, though sometimes 'anchoring' the weight is very handy.
Thirdly, it is a chain. It can be wrapped around someone's throat to choke them out, or their limbs to bind them up.
The longer that Gogo spends spinning the chain to build momentum, the more powerful the attack will be. It takes about 1 second to complete a decent loop, and there are diminishing returns after more than seven or eight rotations to build maximum energy.
All uses of the Meteor Hammer have a maximum range of 20 feet. The weight can be swung in vertical blows for a closer-ranged fighting style or flung out, though it takes a second or two for her to pull it back in depending on how much chain was required to reach the target.
(1200 for base, bladed, chain and charging attacks - debuff for the choking/binding).
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Quote:Main move is here, bellow are additions.
Lanor: (1800 OM) [Requires Physical Strength, Healing, Buff]
[spoiler]Is a 4’7”ft long, 5 inch width, double edged broad sword that has a stainless steel look to it with a brown handle and cross-guard, being balanced in speed and weight.
Mend: After a five second channel time the blade can be toggled too close small wounds of any living things it slices, leaving non painful glowing gashes that mend small cuts on the body and vanish after contact with the blade has ended. For large wounds he would need to deliver one strong slash or stab after a three second wind-up, which makes the wound stop bleeding, closing it and ensuring it doesn't again unless another wound is made along the same location. This doesn't heal the wounds sustained but more so mitigates bleeding out from them and minor pain as well. After another five second channel it may return to a normal blade, the blade cannot damage or harm any organic targets while charged and it behaves normally to metal contact.
Alleviate: Touching the face of his sword while staying still he can hold it there for over five seconds before pulling it away and touching someone, leaving a glowing paw print on them after two seconds of contact, which can be done while in motion. The mark effectively turns pain into rapture as any damage they are suffering is still present, but the feeling of discomfort is reduced to being very minor to just being numb to it for the duration. The mark lasts for around a minute and can be applied and maintained so long as it’s himself, or an ally that stays with in thirty meters of him. He can hold the power for up to ten seconds before it needs to be administered or else he loses it entirely and suffers some energy loss. After applying it once he needs to wait more than a minute to apply it again on someone once the duration is over.
Cure: If he chooses he may also aim to stab someone with his blade and keep it inside of them for up to five seconds, for which he can move but if he dose the sword must stay in contact with the target and in his hands. The weapon would soon pull out any foreign agents inside of the body, that includes poisons, viruses, and parasites then either destroy or cure the illness as a mark is left in its place. The mark lessons the effect of the same poison for up to thirty seconds, but is dependant on the attackers TEC Vs his own DEF. If the attackers TEC is less than half Ricters DEF then target is immune to the same poison, if its even to his DEF then its half as effective, and if its more than double his own DEF just negates the mark entirely. This requires some energy on his own part to do, minor but repeated uses can lead to being fatigued and has a thirty second cool down before it can be reapplied after the mark vanishes. This can't heal those afflicted by super debuff moves.
Sharpen: After charging for twelve seconds he can tap someone with his blade or touch them personally and they will be have a dazzling glow around their body which only they would notice. Being filled with energy their very next attack would hit as hard as if they charged up a ten second attack themselves and used it, over all empowering their attack to hit harder but not reducing the time in which they cast their very next move. However it drains some of his own energy and what ever attack they make seems to add to the power of their attack but only once and only for the move they use right after he passes on the energy. He can only use this skill every minute in battle lest he risks offering too much of his energy and growing fatigued, and the energy can be held for over eight seconds before it needs to be given or used before it vanishes completely. He needs some focus for this and can only defend himself while channeling, being unable to do attacks in the mean time, he can move around freely while using this but artful evades are out of the question.[/spoiler]
Aroma Therapy: (300) [Requires Healing, Buff, Area Defense, Telepathy, Ranged Proficiency]
Thanks to all the herbal remedies he’s enchanted his weapon with, and some alcohol, his body can be engulfed in an aura that eludes the smell of vanilla with a mix of different kinds of herbs, in addition to a bit of sake from a friend of his to add some joyful inebriation. After a ten second channel time, that cant be interrupted, and five seconds of being in his generalized area he can use the allure of the smells to impose minor hypnotic effects on those who stay near him. One of which makes those who are around him very relaxed, a content state of lulled indulgence, similar to feeling a bit tipsy or drunk but having not drunken anything at all. They can choose to act normal however, or simply go along with the sensations as it was more so made to aid them than cause harm.
The aroma fights off the effects of foreign mental disturbances that may change the way someone acts, thinks, or anything affecting their five senses by matching his DEF vs their aggressors TEC. If they have double his DEF then the disturbance go’s through naturally, if they are nearly even then they are half as effective, less than half his DEF and they become immune to them for the duration. The effect can only afflict those in a five meter radius from his location. Leaving his general area makes the relaxing sensation go away, he can keep the mental blocking aspect of the skill going for one minute but on use it drains a moderate amount of energy from him. Flavor wise he can always smell like this while not giving an in combat effect, additionally this can't help those afflicted by super debuff moves.
Shatter & Reforge: (300) [Requires Healing, Buff, Area Defense, Physical Strength, Ranged Proficiency]
With minor enchantments on his sword he can willingly allow his blade to shatter and reform in either of his hands. The process takes around one second and takes very little energy to do, the blade can also reform from any physical distance its at currently. For every thirty or so meters from his current location it takes an additional second to reform in his hands.
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Bumping once more!!!
(07-25-2018, 06:27 PM)Little Ghost Wrote: Bump!
(07-22-2018, 02:37 PM)Little Ghost Wrote: Woop woop! Smol Spookie's first Supah Attacku!
SmolSpook Wrote:T1 Super Attack - Duality Drive: Radiant Charge
With Soul and Void in violent harmony, blast off and strike down all pretenders to the throne!
Cost: 500 OM
Requirements: The Pure Nail, Monarch Wings, Physical Strength Proficiency, Burst Movement.
Picking a target, Little Ghost focuses and takes a low, crouching stance as the majestic Monarch Wings spread out behind him. The wings of soul swirl and concentrate, shrinking in size but gaining luminosity as an orb of blackest void begin to hover behind Little Ghost's back. The concentrated Monarch Wings then act as the controlling gimbal and/or nozzle in a rocket engine, guiding the propulsion effect of the void sphere as said sphere spouts out energy while collapsing in on itself, driving Little Ghost forwards in a blazing, violent charge trailing void and soul.
Travelling at such violent speeds, letting the swirling aura suffuse his weapon, Little Ghost becomes the hammer that drives the Nail. A massive strike ensues, unloading the collective soul, void, and kinetic energy into the target for massive damage. Since this attack can be performed with any relatively solid melee weapon, even improvised ones or unarmed, the specific form of the strike is not important. However, since it was initially designed to be used with The Pure Nail and similar weapons (bladed, non-hafted ones), users of this super attack must have at least Tech 5 to not suffer a slight reduction in damage if used with a non-fitting weapon. As this move is at least partially "weapon agnostic", the range of the strike is dependant on the "melee" weapon used.
"So you'd pursue the deeper truth? It isn't one the weak could bear."
"Prove yourself ready to face it. I'll not hold back. My needle is lethal and I'd feel no sadness in a weakling's demise."
"Show me you can accept this Kingdom's past and claim responsibility for its future."
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Water-Gel Bullets (300 OM, Requires Ranged, Debuff, Area)
Holding out her water wings at their maximum length, and after focusing for 4 seconds, Aquamarine begins shooting various needles made of water from her wings. Much like her Wing Flap technique, this move also hits everything in a 15 foot cone in front of her, but unlike the Wing Flap, Aquamarine sends out many small, bullet sized drops of water to hit her opponents. These water bullets travel at 50 MPH, and when they hit, they quickly harden into the form of a soft gel, which minimally damages the opponent, and also weighs down and slows the opponent for 5 seconds. The technique creates up to 100 of these water bullets, and Aquamarine can move around and use her wand moves while charging and firing this technique, but using this move ends up wasting a substantial amount of stamina, and will cause her wings to wear out and disappear for the day if she overuses the technique, preventing her from using moves involving her water wings.
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Rainstorm (300 OM, requires Flight, Area, Ranged)
Sunshine takes to the air, before spinning at rapid speeds and causing raindrops to fly from her body to hit opponents around her. This attack takes 3 turns to charge, with 2 seconds being used to fly into the air, but when this skill is activated Sunshine will spin at 40 MPH, meanwhile launching many water droplets from her body in a 30 foot radius from herself for 5 seconds, before she gets too dizzy and has to deactivate the move. These water droplets move as fast as bullets, and will slightly damage opponents over time while they are in the radius.
This move requires quite a bit of stamina and focus from Sunshine in order to use, and while Sunshine can move horizontally while using the attack, she cannot move vertically or use her other Moves while using this move. In addition, while her water droplets are moving as fast as bullets, they are still water, and act as such if they are somehow stopped.
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T2 Super Attack: Mom Said It’s My Turn to Use the Master Spark (Ranged, Area Attack) (800):
A powerful attack Clownpiece ripped off learned from Yuuka. Holding her hands out in front of her, she conjures up a small ball of light, shimmering in radiant reds, whites, and blues, which shoots a thin, harmless beam of light in front of her, marking where the attack will go. She then announces the name of the attack (Hell Sign "Master Spark"), and the thin beam of light explodes outward into massive, patriotic laser, measuring 10 meters wide and reaching up to 40 meters in front of her, shining in the very same colors that made up the orb, and smelling quite overpoweringly of smoke and sulfur. This beautiful burning beam of light rages on for 5 seconds before petering back off to the original, thin laser, and disappearing completely, leaving Clownpiece winded.
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
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07-31-2018, 06:43 PM
(This post was last modified: 07-31-2018, 07:07 PM by Lucas Kellan.)
StA61 Vultur with Silencer- 300 OM (Requires Ranged Proficiency)
![[Image: 400?cb=20140315202945]](https://vignette.wikia.nocookie.net/killzone/images/0/04/Kzsf_in_2013-10-18_sta61-rifle_01.jpg/revision/latest/scale-to-width-down/400?cb=20140315202945)
The STA61 Vultur is a advanced sniper rifle with a silencer and crosshair with targeting system for shooting long distance targets. The sniper rifle has a high rate of fire and a large magazine.
The weapon shoots about 12 shells per magazine fitting in it and it's able to fire 1 shot every two seconds quickly.
Echo takes about 5 seconds to reload.
![[Image: OfMKNG0.gif]](https://i.imgur.com/OfMKNG0.gif) (Thanks Ez!)
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07-31-2018, 10:06 PM
(This post was last modified: 07-31-2018, 10:22 PM by Meriwa.)
Hi.
[spoiler] Nargacuga Greatbow
A masterfully crafted greatbow, firing fletched spears like arrows designed to take down monstrous foes.
Cost: 900 OM
Requirements: Physical Strength, Ranged Proficiency, Homing Proficiency
Crafted from the bones and sinews of the Great Nargacuga Wyvern, this ancient 2.4 meters tall bow fires great arrows, literal fletched spears to strike down dragons and other large beasts so similar to what it was made from. The amount of force required to even draw the bow prevents full powered rapid fire from any but the strongest of wielders. Sympathetic runes, material properties, and tricks during its construction allows the Nargacuga Greatbow to impart ever greater strength to its shots by keeping the bow slightly overdrawn for longer periods of time before loosening it. Relaxing it slightly, letting the arrow settle back in a full draw halts the charge, which can be built for up to 30 seconds. Meriwa can, at her absolute fastest, go through a full sight-draw-knock-pull-center-loose cycle about once every second and not suffer from poorer accuracy. Given her background and prior experiences she does prefer to accomplish this cycle in at least 3 times as long, devoting the extra time to let the bow further charge its formidable shots. Given how higher levels of charge increases the difficulty to keep your aim on target, you only remain accurate up to 4 times your TEC in charge time, requiring the use of the target-seeking arrows runic array if you go past that limit.
Runes inlaid in the grip of the bow allows one to focus, decreasing the power and speed of the arrows, investing the lost energy to give them the property of always homing in on their target, swerving around obstacles in their path. As the runes activate, a magic circle forms like a scope attached to the bow itself (see the gif in the spoiler below for a general idea). Keeping the target firmly ensconced in their mind's eye, the homing property activates, only requiring that the arrow be loosened in the target's general direction. The magic circle is an actinic blue in color, as are the glowing runes visible along the arrowheads and shaft of the arrows that are loosed with this "seeking property" activated.
Essentially this, but actinic blue, not being a pentagram, and having a similar, larger circle hovering by the bow limb.
https://78.media.tumblr.com/d213db738632...o2_500.gif
The quiver, situated at its wielder's back contain up to 15 great arrows, almost fletched spears, which continuously refill at a rate of one great arrow every 10 seconds. The inlaid runes that keep the arrows in place during acrobatic maneuvers can also be used to completely fill the quiver in bursts, but this drains stamina equivalent to a light 100 meter jog.
When the bow is not in use gripping the handle, thumbing a small button there, and making a specific push-twist-pull motion disengages the locks and folds up the bow along four points (just above and below the handle and about halfway out each "limb" of the weapon) into a much more compact form for travel. A push-pull-twist-push, essentially the "fold-up" motion in reverse, while pressing the same button makes the bow snap back out to its full glory. Shifting the weapon between the "travel" and "usage" modes takes about a second either way.[/spoiler]
Well, I fucked up...
Nezha speaks/thinks/writes in #4183a4
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(07-22-2018, 02:37 PM)Little Ghost Wrote: Woop woop! Smol Spookie's first Supah Attacku!
SmolSpook Wrote:T1 Super Attack - Duality Drive: Radiant Charge
With Soul and Void in violent harmony, blast off and strike down all pretenders to the throne!
Cost: 500 OM
Requirements: The Pure Nail, Monarch Wings, Physical Strength Proficiency, Burst Movement.
Picking a target, Little Ghost focuses and takes a low, crouching stance as the majestic Monarch Wings spread out behind him. The wings of soul swirl and concentrate, shrinking in size but gaining luminosity as an orb of blackest void begin to hover behind Little Ghost's back. The concentrated Monarch Wings then act as the controlling gimbal and/or nozzle in a rocket engine, guiding the propulsion effect of the void sphere as said sphere spouts out energy while collapsing in on itself, driving Little Ghost forwards in a blazing, violent charge trailing void and soul.
Travelling at such violent speeds, letting the swirling aura suffuse his weapon, Little Ghost becomes the hammer that drives the Nail. A massive strike ensues, unloading the collective soul, void, and kinetic energy into the target for massive damage. Since this attack can be performed with any relatively solid melee weapon, even improvised ones or unarmed, the specific form of the strike is not important. However, since it was initially designed to be used with The Pure Nail and similar weapons (bladed, non-hafted ones), users of this super attack must have at least Tech 5 to not suffer a slight reduction in damage if used with a non-fitting weapon. As this move is at least partially "weapon agnostic", the range of the strike is dependant on the "melee" weapon used.
The price of a T1 is 600, other than that, approved.
(07-30-2018, 03:21 AM)Gogo Yubari Wrote: I'm guessing this was left out of the initial app because it is crazy complex... which is more than fair! I have no idea if I did it right, but here's the move for consideration:
Meteor Hammer (1200 OM Three variants- Physical, Ranged, Debuff proficiencies)
Gogo's signature weapon is an extremely flexible Meteor Hammer. Twenty feet of chain with a 5kg steel ball on the end, the weapon is famously difficult to control, but Gogo is a master in the art and (rarely) risks clobbering herself in the back of the head when she's swinging it around.
The weapon can be used in three primary ways.
In its standard mode it is a hefty spiked ball on a chain; this can be swung around very rapidly and produces heavy, but (mostly) blunt, impacts when it strikes a target and may be bounced off hard surfaces or used to smash through them if sufficiently charged.
The second configuration has a set of serrated blades spring around the middle of the weight. This is capable of causing slashing injuries and is even more damaging, but will also tend to get lodged in terrain (and sometimes people) and is therefore the slowest to recover from, though sometimes 'anchoring' the weight is very handy.
Thirdly, it is a chain. It can be wrapped around someone's throat to choke them out, or their limbs to bind them up.
The longer that Gogo spends spinning the chain to build momentum, the more powerful the attack will be. It takes about 1 second to complete a decent loop, and there are diminishing returns after more than seven or eight rotations to build maximum energy.
All uses of the Meteor Hammer have a maximum range of 20 feet. The weight can be swung in vertical blows for a closer-ranged fighting style or flung out, though it takes a second or two for her to pull it back in depending on how much chain was required to reach the target.
(1200 for base, bladed, chain and charging attacks - debuff for the choking/binding).
What is the difference between the regular configuration and the bladed configuration? You say the blades "spring" around the middle of the weight, or did you mean "spin"?
(07-30-2018, 07:25 PM)Ricter Wrote: Quote:Main move is here, bellow are additions.
Lanor: (1800 OM) [Requires Physical Strength, Healing, Buff]
[spoiler]Is a 4’7”ft long, 5 inch width, double edged broad sword that has a stainless steel look to it with a brown handle and cross-guard, being balanced in speed and weight.
Mend: After a five second channel time the blade can be toggled too close small wounds of any living things it slices, leaving non painful glowing gashes that mend small cuts on the body and vanish after contact with the blade has ended. For large wounds he would need to deliver one strong slash or stab after a three second wind-up, which makes the wound stop bleeding, closing it and ensuring it doesn't again unless another wound is made along the same location. This doesn't heal the wounds sustained but more so mitigates bleeding out from them and minor pain as well. After another five second channel it may return to a normal blade, the blade cannot damage or harm any organic targets while charged and it behaves normally to metal contact.
Alleviate: Touching the face of his sword while staying still he can hold it there for over five seconds before pulling it away and touching someone, leaving a glowing paw print on them after two seconds of contact, which can be done while in motion. The mark effectively turns pain into rapture as any damage they are suffering is still present, but the feeling of discomfort is reduced to being very minor to just being numb to it for the duration. The mark lasts for around a minute and can be applied and maintained so long as it’s himself, or an ally that stays with in thirty meters of him. He can hold the power for up to ten seconds before it needs to be administered or else he loses it entirely and suffers some energy loss. After applying it once he needs to wait more than a minute to apply it again on someone once the duration is over.
Cure: If he chooses he may also aim to stab someone with his blade and keep it inside of them for up to five seconds, for which he can move but if he dose the sword must stay in contact with the target and in his hands. The weapon would soon pull out any foreign agents inside of the body, that includes poisons, viruses, and parasites then either destroy or cure the illness as a mark is left in its place. The mark lessons the effect of the same poison for up to thirty seconds, but is dependant on the attackers TEC Vs his own DEF. If the attackers TEC is less than half Ricters DEF then target is immune to the same poison, if its even to his DEF then its half as effective, and if its more than double his own DEF just negates the mark entirely. This requires some energy on his own part to do, minor but repeated uses can lead to being fatigued and has a thirty second cool down before it can be reapplied after the mark vanishes. This can't heal those afflicted by super debuff moves.
Sharpen: After charging for twelve seconds he can tap someone with his blade or touch them personally and they will be have a dazzling glow around their body which only they would notice. Being filled with energy their very next attack would hit as hard as if they charged up a ten second attack themselves and used it, over all empowering their attack to hit harder but not reducing the time in which they cast their very next move. However it drains some of his own energy and what ever attack they make seems to add to the power of their attack but only once and only for the move they use right after he passes on the energy. He can only use this skill every minute in battle lest he risks offering too much of his energy and growing fatigued, and the energy can be held for over eight seconds before it needs to be given or used before it vanishes completely. He needs some focus for this and can only defend himself while channeling, being unable to do attacks in the mean time, he can move around freely while using this but artful evades are out of the question.[/spoiler]
Aroma Therapy: (300) [Requires Healing, Buff, Area Defense, Telepathy, Ranged Proficiency]
Thanks to all the herbal remedies he’s enchanted his weapon with, and some alcohol, his body can be engulfed in an aura that eludes the smell of vanilla with a mix of different kinds of herbs, in addition to a bit of sake from a friend of his to add some joyful inebriation. After a ten second channel time, that cant be interrupted, and five seconds of being in his generalized area he can use the allure of the smells to impose minor hypnotic effects on those who stay near him. One of which makes those who are around him very relaxed, a content state of lulled indulgence, similar to feeling a bit tipsy or drunk but having not drunken anything at all. They can choose to act normal however, or simply go along with the sensations as it was more so made to aid them than cause harm.
The aroma fights off the effects of foreign mental disturbances that may change the way someone acts, thinks, or anything affecting their five senses by matching his DEF vs their aggressors TEC. If they have double his DEF then the disturbance go’s through naturally, if they are nearly even then they are half as effective, less than half his DEF and they become immune to them for the duration. The effect can only afflict those in a five meter radius from his location. Leaving his general area makes the relaxing sensation go away, he can keep the mental blocking aspect of the skill going for one minute but on use it drains a moderate amount of energy from him. Flavor wise he can always smell like this while not giving an in combat effect, additionally this can't help those afflicted by super debuff moves.
Shatter & Reforge: (300) [Requires Healing, Buff, Area Defense, Physical Strength, Ranged Proficiency]
With minor enchantments on his sword he can willingly allow his blade to shatter and reform in either of his hands. The process takes around one second and takes very little energy to do, the blade can also reform from any physical distance its at currently. For every thirty or so meters from his current location it takes an additional second to reform in his hands.
Lanor - Mend, Cure and Sharpen all look fine to me. Alleviate, the maintaining of the mark part I'm going to say you won't be able to do unless Ricter is able to maintain physical contact with the person, not to mention it would require constant energy use to maintain.
Aroma therapy - Looks good to me.
Shatter & Reforge - Sounds fine to me
(07-30-2018, 11:45 PM)Aquamarine Wrote: Water-Gel Bullets (300 OM, Requires Ranged, Debuff, Area)
Holding out her water wings at their maximum length, and after focusing for 4 seconds, Aquamarine begins shooting various needles made of water from her wings. Much like her Wing Flap technique, this move also hits everything in a 15 foot cone in front of her, but unlike the Wing Flap, Aquamarine sends out many small, bullet sized drops of water to hit her opponents. These water bullets travel at 50 MPH, and when they hit, they quickly harden into the form of a soft gel, which minimally damages the opponent, and also weighs down and slows the opponent for 5 seconds. The technique creates up to 100 of these water bullets, and Aquamarine can move around and use her wand moves while charging and firing this technique, but using this move ends up wasting a substantial amount of stamina, and will cause her wings to wear out and disappear for the day if she overuses the technique, preventing her from using moves involving her water wings.
Approved
(07-31-2018, 05:37 PM)Clownpiece Wrote: T2 Super Attack: Mom Said It’s My Turn to Use the Master Spark (Ranged, Area Attack) (800):
A powerful attack Clownpiece ripped off learned from Yuuka. Holding her hands out in front of her, she conjures up a small ball of light, shimmering in radiant reds, whites, and blues, which shoots a thin, harmless beam of light in front of her, marking where the attack will go. She then announces the name of the attack (Hell Sign "Master Spark"), and the thin beam of light explodes outward into massive, patriotic laser, measuring 10 meters wide and reaching up to 40 meters in front of her, shining in the very same colors that made up the orb, and smelling quite overpoweringly of smoke and sulfur. This beautiful burning beam of light rages on for 5 seconds before petering back off to the original, thin laser, and disappearing completely, leaving Clownpiece winded.
Approve-a-fried
(07-31-2018, 06:43 PM)Lucas Kellan Wrote: StA61 Vultur with Silencer- 300 OM (Requires Ranged Proficiency)
![[Image: 400?cb=20140315202945]](https://vignette.wikia.nocookie.net/killzone/images/0/04/Kzsf_in_2013-10-18_sta61-rifle_01.jpg/revision/latest/scale-to-width-down/400?cb=20140315202945)
The STA61 Vultur is a advanced sniper rifle with a silencer and crosshair with targeting system for shooting long distance targets. The sniper rifle has a high rate of fire and a large magazine.
The weapon shoots about 12 shells per magazine fitting in it and it's able to fire 1 shot every two seconds quickly.
Echo takes about 5 seconds to reload.
Approved
(07-31-2018, 10:06 PM)Meriwa Wrote: Hi.
[spoiler]Nargacuga Greatbow
A masterfully crafted greatbow, firing fletched spears like arrows designed to take down monstrous foes.
Cost: 900 OM
Requirements: Physical Strength, Ranged Proficiency, Homing Proficiency
Crafted from the bones and sinews of the Great Nargacuga Wyvern, this ancient 2.4 meters tall bow fires great arrows, literal fletched spears to strike down dragons and other large beasts so similar to what it was made from. The amount of force required to even draw the bow prevents full powered rapid fire from any but the strongest of wielders. Sympathetic runes, material properties, and tricks during its construction allows the Nargacuga Greatbow to impart ever greater strength to its shots by keeping the bow slightly overdrawn for longer periods of time before loosening it. Relaxing it slightly, letting the arrow settle back in a full draw halts the charge, which can be built for up to 30 seconds. Meriwa can, at her absolute fastest, go through a full sight-draw-knock-pull-center-loose cycle about once every second and not suffer from poorer accuracy. Given her background and prior experiences she does prefer to accomplish this cycle in at least 3 times as long, devoting the extra time to let the bow further charge its formidable shots. Given how higher levels of charge increases the difficulty to keep your aim on target, you only remain accurate up to 4 times your TEC in charge time, requiring the use of the target-seeking arrows runic array if you go past that limit.
Runes inlaid in the grip of the bow allows one to focus, decreasing the power and speed of the arrows, investing the lost energy to give them the property of always homing in on their target, swerving around obstacles in their path. As the runes activate, a magic circle forms like a scope attached to the bow itself (see the gif in the spoiler below for a general idea). Keeping the target firmly ensconced in their mind's eye, the homing property activates, only requiring that the arrow be loosened in the target's general direction. The magic circle is an actinic blue in color, as are the glowing runes visible along the arrowheads and shaft of the arrows that are loosed with this "seeking property" activated.
Essentially this, but actinic blue, not being a pentagram, and having a similar, larger circle hovering by the bow limb.
![[Image: tumblr_nwderaYCRl1rvva9so2_500.gif]](https://78.media.tumblr.com/d213db73863260094aa1b735ee6a52a4/tumblr_nwderaYCRl1rvva9so2_500.gif)
https://78.media.tumblr.com/d213db738632...o2_500.gif
The quiver, situated at its wielder's back contain up to 15 great arrows, almost fletched spears, which continuously refill at a rate of one great arrow every 10 seconds. The inlaid runes that keep the arrows in place during acrobatic maneuvers can also be used to completely fill the quiver in bursts, but this drains stamina equivalent to a light 100 meter jog.
When the bow is not in use gripping the handle, thumbing a small button there, and making a specific push-twist-pull motion disengages the locks and folds up the bow along four points (just above and below the handle and about halfway out each "limb" of the weapon) into a much more compact form for travel. A push-pull-twist-push, essentially the "fold-up" motion in reverse, while pressing the same button makes the bow snap back out to its full glory. Shifting the weapon between the "travel" and "usage" modes takes about a second either way.[/spoiler]
Well, I fucked up...
So, 300 for base bow, 300 for charged shots, and 300 for a homing option, Looks fine to me, Approved. If I missed something about the bow, let me know.
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They spring out of the middle - the blades themselves then remain stationary and the ball spins.
The bladed version is sharp (so can be used to 'anchor' in pieces of scenery and cut where a blunt ball couldn't) and can't ricochet, so is ultimately slower to recover from/throw out a lot than the blunt version, which can bounce.
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(07-31-2018, 04:24 AM)Professor Sunshine Wrote: Rainstorm (300 OM, requires Flight, Area, Ranged)
Sunshine takes to the air, before spinning at rapid speeds and causing raindrops to fly from her body to hit opponents around her. This attack takes 3 turns to charge, with 2 seconds being used to fly into the air, but when this skill is activated Sunshine will spin at 40 MPH, meanwhile launching many water droplets from her body in a 30 foot radius from herself for 5 seconds, before she gets too dizzy and has to deactivate the move. These water droplets move as fast as bullets, and will slightly damage opponents over time while they are in the radius.
This move requires quite a bit of stamina and focus from Sunshine in order to use, and while Sunshine can move horizontally while using the attack, she cannot move vertically or use her other Moves while using this move. In addition, while her water droplets are moving as fast as bullets, they are still water, and act as such if they are somehow stopped.
By "Takes 3 turns" do you mean it takes 3 rotations before the move begins?
(08-01-2018, 03:14 AM)Gogo Yubari Wrote: They spring out of the middle - the blades themselves then remain stationary and the ball spins.
The bladed version is sharp (so can be used to 'anchor' in pieces of scenery and cut where a blunt ball couldn't) and can't ricochet, so is ultimately slower to recover from/throw out a lot than the blunt version, which can bounce.
Ohh, okay then, well yeah, that makes sense. Roughly how large are these blades?
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08-01-2018, 03:20 AM
(This post was last modified: 08-01-2018, 03:21 AM by Professor Sunshine.)
Sorry, meant 3 seconds. Here's the very quick revision.
Rainstorm (300 OM, requires Flight, Area, Ranged)
Sunshine takes to the air, before spinning at rapid speeds and causing raindrops to fly from her body to hit opponents around her. This attack takes 3 seconds to charge through spinning, with 2 seconds being used to fly into the air, but when this skill is activated Sunshine will spin at 40 MPH, meanwhile launching many water droplets from her body in a 30 foot radius from herself for 5 seconds, before she gets too dizzy and has to deactivate the move. These water droplets move as fast as bullets, and will slightly damage opponents over time while they are in the radius.
This move requires quite a bit of stamina and focus from Sunshine in order to use, and while Sunshine can move horizontally while using the attack, she cannot move vertically or use her other Moves while using this move. In addition, while her water droplets are moving as fast as bullets, they are still water, and act as such if they are somehow stopped.
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(08-01-2018, 03:19 AM)Daniel Wrote: ogo YubariThey spring out of the middle - the blades themselves then remain stationary and the ball spins.
(08-01-2018, 03:14 AM)Gogo Yubari Wrote: The bladed version is sharp (so can be used to 'anchor' in pieces of scenery and cut where a blunt ball couldn't) and can't ricochet, so is ultimately slower to recover from/throw out a lot than the blunt version, which can bounce.
Ohh, okay then, well yeah, that makes sense. Roughly how large are these blades?
They form approximately a six inch 'frill' around the centre of the ball, looking at it closer with this nifty picture!
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(08-01-2018, 03:20 AM)Professor Sunshine Wrote: Sorry, meant 3 seconds. Here's the very quick revision.
Rainstorm (300 OM, requires Flight, Area, Ranged)
Sunshine takes to the air, before spinning at rapid speeds and causing raindrops to fly from her body to hit opponents around her. This attack takes 3 seconds to charge through spinning, with 2 seconds being used to fly into the air, but when this skill is activated Sunshine will spin at 40 MPH, meanwhile launching many water droplets from her body in a 30 foot radius from herself for 5 seconds, before she gets too dizzy and has to deactivate the move. These water droplets move as fast as bullets, and will slightly damage opponents over time while they are in the radius.
This move requires quite a bit of stamina and focus from Sunshine in order to use, and while Sunshine can move horizontally while using the attack, she cannot move vertically or use her other Moves while using this move. In addition, while her water droplets are moving as fast as bullets, they are still water, and act as such if they are somehow stopped.
&
(08-01-2018, 03:23 AM)Gogo Yubari Wrote: (08-01-2018, 03:19 AM)Daniel Wrote: ogo YubariThey spring out of the middle - the blades themselves then remain stationary and the ball spins.
(08-01-2018, 03:14 AM)Gogo Yubari Wrote: The bladed version is sharp (so can be used to 'anchor' in pieces of scenery and cut where a blunt ball couldn't) and can't ricochet, so is ultimately slower to recover from/throw out a lot than the blunt version, which can bounce.
Ohh, okay then, well yeah, that makes sense. Roughly how large are these blades?
They form approximately a six inch 'frill' around the centre of the ball, looking at it closer with this nifty picture!
![[Image: ballblades.jpg]](http://www.bountyhardware.com/killbill/ballblades.jpg)
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Alleviate: Touching the face of his sword while staying still he can hold it there for over five seconds before pulling it away and touching someone, leaving a glowing paw print on them after two seconds of contact, which can be done while in motion. The mark effectively turns pain into rapture as any damage they are suffering is still present, but the feeling of discomfort is reduced to being very minor to just being numb to it for the duration. The mark lasts for around a minute and can be applied and maintained so long as it’s himself, or an ally that stays with in thirty meters of him. He can hold the power for up to ten seconds before it needs to be administered or else he loses it entirely and suffers some energy loss. After applying it once he needs to wait more than a minute to apply it again on someone once the duration is over. It takes minor energy to use and maintain but can't be used for extened periods with out backlash.
Would this work if I added ranged pro to it?
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Alleviate was already approved a while back. You can keep it as it is dude. Don't bother making any changes.
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08-01-2018, 01:04 PM
(This post was last modified: 08-01-2018, 01:21 PM by Ricter.)
Okay, thanks :3
Are the other two moves approved?
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(08-01-2018, 01:04 PM)Ricter Wrote: Okay, thanks :3
Are the other two moves approved?
Aroma Therapy and Shatter & Reforge are approved. Lanor, including the Alleviate part, is also fine so long as you include the Ranged proficiency in the list of required Profs.
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
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08-01-2018, 09:31 PM
(This post was last modified: 08-01-2018, 09:32 PM by Professor Sunshine.)
Throwing these to be approved too, but not purchased just yet...
Fog Breath (300 OM, Requires Area, Ranged, Debuff)
Sunshine swallows up a big amount of air, causing her chest area to grow a bit, before releasing the air in a big stream of dense, cloudy fog. Sunshine requires 3 seconds of sucking up air before she can create a Fog Breath, but she can hold it for up to 5 seconds after charging before she has to fire this technique, allowing her to use other moves while holding the breath as long as they don't require her to use her mouth. Once she releases her breath, it takes the form of a dense fog that takes shape 30 feet around her, going up 10 feet high and turning the area around her into a foggy place for about 30 seconds or until the fog is blown away.
Sunshine requires quite a bit of stamina in order to use this move, and while it does not need a lot of focus to create a Fog Breath, it will leave Sunshine winded after using it, leaving the cloudy woman gasping for air for 3 seconds before turning back to normal. In addition, the fog, while obscuring opponent's vision, will also obscure Sunshine's own vision while in the fog, as well as the vision of her allies. Lastly, while opponent's sight will be obscured while in the fog, they can still hear Sunshine while in the fog, as well as any other loud noise created in the fog.
Water Harness (600 OM, Requires Ranged, Remote Control, Debuff)
Sunshine creates a ball of water, which she sends out at the opponent while holding a string of water for when it catches up to the opponent. The ball of water Sunshine creates is about a foot in height and width, and can be controlled by Sunshine by using the string of water it leaves behind from it's travel. Once it hits the opponent, the water takes form of a harness around the opponent, wrapping all around the opponent and slowing their movement. From that point onward Sunshine can either tighten the harness to deal some constricting damage, or pull the string of water, detonating the harness and causing the opponent to be launched 10 feet into the air. Either way, the harness dissipates after 15 seconds.
The Water Harness takes 5 seconds for Sunshine to charge, and while she can move while charging, she cannot use other Moves or Powers besides Flight while charging the technique. The ball of water and the resulting harness travel only 40 MPH, and have a maximum radius of 50 feet, and the ball can be dispersed by a powerful technique. In addition, due to being made of water, the harness can conduct electricity, and if this electricity reaches Sunshine it can cause her to lose focus and prematurely dissipate the Water Harness. Using this move requires a lot of focus, and ends up causing Sunshine to be winded out after the technique.
Wind Shear (600 OM, Requires Physical, Ranged, Area)
Sunshine spins rapidly before jumping forward in a line, taking the area in front of her as she delivers a kick that creates a cut of air that travels out at fast speeds. This technique takes 3 seconds to charge, but as soon as Sunshine jumps she travels forward 15 feet, building up wind energy as she prepares to kick the air. If she kicks the opponent during this jump, she will unleash a series of wind-powered jumps, dealing a bunch of physical damage to the opponent, but if she reaches her maximum distance, she will unleash a massive downward kick, creating a 5 foot tall and 3 foot wide wind shear that will travel forward another 10 feet at 75 MPH, damaging opponents heavily with the high wind pressures as it passes through them.
Sunshine requires a bunch of stamina and focus in order to use this move, and she must have both of her legs available in order to pull off this move, otherwise she will not be able to jump the required distance. In addition, Sunshine will not be able to fly, move around, or use moves while charging up this technique, and afterwards she will be very winded, preventing herself from flying for the rest of a battle. Lastly, Sunshine can still be attacked while in the air, and if she is attacked while she is travelling through the air, then the attack will be cancelled.
Snowball (300 OM, Requires Ranged, Debuff)
Sunshine creates a snowball from her body, before throwing a snowball at the opponent at full force. This technique takes one second to charge, and the snowball is created at around the size of a baseball, before being thrown at speeds of 80 MPH at the opponent. Once the Snowball hits the opponent, they will take a bit of damage and end up feeling chills around the limb struck by the snowball, causing that limb to be shaky and harder to control for 3 seconds, which can be refreshed by being hit by another snowball. This snowball can be created and thrown while using other moves or while moving, and Sunshine requires little stamina and focus to create one.
P.O.I.N.T Trooper (T1 Assist)
By pressing a button on her remote, Sunshine can cause a weak Secondary citizen nearby to temporarily transform into a P.O.I.N..T Trooper, a strong soldier wearing armor reminiscent to the soldiers in P.O.I.N.T. These troopers rarely ever display any emotions besides aggression and happiness, but during the time they are in the form of a P.O.I.N.T Trooper they are incredibly loyal to Sunshine, unwilling to betray her. They are usually only available for 1 post by using 1 SP, or can stay for multiple rounds by using 2 SP per round, though once they run out of SP they end up returning to their regular Secondary form, with only vague memories of what just happened.
Stats
ATK: 2
DEF: 1
SPD: 1
TEC: 1
Plasma Pistol (300 OM, Requires Ranged)
Every P.O.I.N.T Trooper comes with a standard uniform Plasma Pistol, a sort of rifle capable of shooting small bits of plasma from it's nozzle at the opponent. These guns are reminiscant to a shotgun from the 80's, and are capable of holding up to 5 shots, each shot taking around 6 seconds to fire. When fired, these plasma bullets cause a small explosion upon impact, dealing substantial damage and causing the opponent to be pushed back 3 feet. These guns take 3 seconds to reload, and the shots are carried between all P.O.I.N.T Troopers, which means if one P.O.I.N.T Trooper fires all of it's bullets, then the next one will have to reload before firing again. These guns have a maximum range of 100 feet, and the plasma bullets move at the speeds of a bullet.
Cloud Wave (T1 Super Move, Requires Ranged, Area Attack)
Sunshine charges for 10 seconds, charging the winds around her body before launching what appears to be a wave of fog like clouds with high wind speeds. Upon finishing charging the move, Sunshine creates a 5 feet long, 5 feet wide, and 3 feet tall column of clouds right in front of her, before pushing it out 50 feet away, picking up opponents and dealing damage as they are continually pushed away up to the maximum distance over time, before dissipating. Sunshine has to stay still while charging and firing the technique, and the technique can be stopped by a strong Super Defense. Using the move ends up leaving all of Sunshine's muscles very sore afterwards, due to all the power she puts into the technique.
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