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Official Move Approval III
(03-31-2016, 08:31 AM)Alex Wrote:
(03-25-2016, 04:31 PM)Somerled Murdoch Wrote: Violent Updraft (Area, Debuff, Super Jumping) (300): Somerled vaults into the air as high as he can, with a powerful, uplifting burst of wind. The vicious gust drags anyone within a 5 meter radius into the sky with him. Those immediately next to him are tossed as high as he jumps, and the further away someone is while staying within the effective range, the lower they are launched, down to a mere fraction of the height of his jump at 5 meters. While the wind can't outright harm anyone, the large height that the victim is dropped from does, and the tumultuous air prevents people from righting themselves, rendering even those who know how to fly vulnerable to it. Those who are skilled enough can stop their tumbling, though without a method to safely land, it won't make the inevitable crash any softer.
It's a very intense attack that can wear Somerled out quickly if he's not careful. He needs to concentrate for about two seconds, channeling the wind in preparation, if he's to jump safely. Otherwise, he can cast it much faster, in around a second or less, but then he is also tossed around by the turbulence.

Seems good to me almost.  You left out what level of Super Jumping you have, as I imagine that, if someone is falling for say, 50 meters, they're probably going to have enough time to shake off some disorientation and figure out ways to land a little easier.

I left out which level of super jumping in case I decided to upgrade to Master, or someone with only Basic decided to mimic it. Or is that a no-go and I would need to change/get it re-approved if upgrading? Regardless, I'll note down in the move how high Somerled can jump (30 meters).
[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
Sith Assassin (Alternate Form) Cost: 2000 OM

Description: Before she learned that she was force sensitive, Revan always had a knack for being unseen and getting into seemingly unreachable places. This has always stayed with her and has been the key to her success on more than one occasion. In this form, she is much faster, more agile, and shows her dark side.

Original Stats:
ATK: 3
DEF: 1
SPD: 2
TEC: 4

New Stats:
ATK:2
DEF:0
SPD:4
TEC:4


In this form, Revan casts off her cumbersome armor and robes, opting for a much more sleek and versatile choice of clothing. This form is often the one she uses when she is not directly in battle, or expecting to run into a fight.

[Image: 686257d0ad12f767a7182711d5dd63bf.jpg]
Move: Force Choke (Requires Telekinesis, Debuff prof.) Cost: 600 OM

Description: An invisible hand that wraps itself around the opponent's throat, the Force Choke is a move associated with the Sith. Often used when she is lashing out in anger, Revan has been known to repeatedly use this power to incapacitate or kill foes. She holds her hand in a claw-like position, her hand reaching out to the opponent. The closer the enemy, the stronger it is and therefore, harder to break. The move is designed to restrict the breathing of opponents rather than crush their windpipe. At half her maximum range, the Force Choke does little more than distract an opponent. If an opponent's ATK is equal to or higher than Revan's, this move is ineffective. Period.
I was not aware that I needed phasing. I'll just buy the normal arrows.
*The emperor of mankind yeets erik into a sun*
[Today 08:03 pm] Erik Vrell : Bruh
[Today 08:03 pm] The emperor of mankind : don't worship gods
Move: Dr. Crane's Gas Grenade (300 OM)
(Requires: Area Attack Pro, Debuff pro, Ranged pro)

Red acquired some of Johnathan Crane's(Scarecrow) fear toxin enabling him to create a grenade that causes those affected in a 6 foot radius to hallucinate their worst fears. Due to the experimental and possible danger of self harm Red only carries one of these at a time. Once thrown it takes about 5 seconds to detonate and another 5 for the gas to be fully dispersed in the target area
You can't stop crime. That's what you never understood. I'm controlling it. You wanna rule them by fear, but what do you do with the ones who aren't afraid? I'm doing what you won't, I'm taking them out.
Ki Disc - By compressing a ki ball, Seventeen can turn it into a whirling disk of energy that he can hurl at people. It's a quick process to create the disk (just slightly longer than creating a normal ki ball). The discs are thrown in a mostly straight line, but like any projectile, a little bit of curve can be added depending on the release. Stronger than a standard ki blast/ball, the design of the disk centralizes the power with the intent of punching the disk through its target, rather than simply exploding. The disks can saw through most weaker materials and individuals, but against stronger metals and primes, impact would only result in some surface abrasion or bleeding. (300 OM)
[Image: 17.jpg]
Not going to be including this in my character right now, but plan on possibly acquiring it later. Want to see if I understand the whole powers system.

Build Dispenser (Buff Proficiency, Homing Proficiency, possibly Healing and all its prerequisites) 600-900 OM

Dell deploys a dispenser from his toolbox, the dispenser building over the course of 20 seconds. During this time Dell can channel (hit the building with his wrench) to halve the cast (construction) time, but he will be vulnerable as he focuses. 

While active, the dispenser will increase the Def stat of any prime or secondary within a small radius (approximately 3 feet) by 1, and provide health regeneration as if Dell were healing them directly, without taxing Dell directly. 

Due to the nature of the healing provided and since it doesn't tax Dell directly, a dispenser will only last 10 minutes or until it is destroyed. The dispenser has 6(?) HP, but takes double damage from blunt force and explosions. 

The dispenser is bright red, stands about 3 1/2 feet tall, has a large display on the front and back that doesn't appear to do anything, and says 'Provisions' above the gauges in big white letters.
[Image: BI09os2.jpg]
(03-31-2016, 05:48 PM)Darth Revan Wrote: Sith Assassin (Alternate Form) Cost: 2000 OM

Description: Before she learned that she was force sensitive, Revan always had a knack for being unseen and getting into seemingly unreachable places. This has always stayed with her and has been the key to her success on more than one occasion. In this form, she is much faster, more agile, and shows her dark side.

Original Stats:
ATK: 3
DEF: 1
SPD: 2
TEC: 4

New Stats:
ATK:2
DEF:0
SPD:4
TEC:4


In this form, Revan casts off her cumbersome armor and robes, opting for a much more sleek and versatile choice of clothing. This form is often the one she uses when she is not directly in battle, or expecting to run into a fight.

[Image: 686257d0ad12f767a7182711d5dd63bf.jpg]

Approved

(03-31-2016, 06:44 PM)Darth Revan Wrote: Move: Force Choke (Requires Telekinesis, Debuff prof.) Cost: 600 OM

Description: An invisible hand that wraps itself around the opponent's throat, the Force Choke is a move associated with the Sith. Often used when she is lashing out in anger, Revan has been known to repeatedly use this power to incapacitate or kill foes. She holds her hand in a claw-like position, her hand reaching out to the opponent. The closer the enemy, the stronger it is and therefore, harder to break. The move is designed to restrict the breathing of opponents rather than crush their windpipe. At half her maximum range, the Force Choke does little more than distract an opponent. If an opponent's ATK is equal to or higher than Revan's, this move is ineffective. Period.

Why is this 600? How much concentration is needed for her to perform this? How long can she use it for before it starts to become too taxing on her stamina?

(03-31-2016, 08:14 PM)Red-Hood Wrote: Move: Dr. Crane's Gas Grenade (300 OM)
     (Requires: Area Attack Pro, Debuff pro, Ranged pro)

Red acquired some of Johnathan Crane's(Scarecrow) fear toxin enabling him to create a grenade that causes those affected in a 6 foot radius to hallucinate their worst fears. Due to the experimental and possible danger of self harm Red only carries one of these at a time. Once thrown it takes about 5 seconds to detonate and another 5 for the gas to be fully dispersed in the target area

Can this be avoided if the people, that the gas grenade is thrown at, hold their breath? How long does the gas stick around for before it dissipates?

(04-01-2016, 08:20 PM)Android 17 Wrote: Ki Disc - By compressing a ki ball, Seventeen can turn it into a whirling disk of energy that he can hurl at people.  It's a quick process to create the disk (just slightly longer than creating a normal ki ball). The discs are thrown in a mostly straight line, but like any projectile, a little bit of curve can be added depending on the release.  Stronger than a standard ki blast/ball, the design of the disk centralizes the power with the intent of punching the disk through its target, rather than simply exploding.  The disks can saw through most weaker materials and individuals, but against stronger metals and primes, impact would only result in some surface abrasion or bleeding.  (300 OM)

Approved.
Click Me
[Image: lIBxrEK.jpg?1]

Made by Ruby
"In order to save something dear, wars are waged."
Ring of Lightning - Power-up - 1000 OM

Link activates the Vongola Ring of Lightning. Emerald green electricity dances across the surface of his body before finally settling within the Master Sword and Hylian Shield, bolstering Link's defense and sharpening his attacks.

ATK: +2
DEF: +2
SPD: N/A
TEC: +1
(Tuesday, March 29th, 2016, 04:14 am)Red-Hood Wrote: Wrote:Move: Dr. Crane's Gas Grenade (300 OM)
     (Requires: Area Attack Pro, Debuff pro, Ranged pro)

Red acquired some of Johnathan Crane's(Scarecrow) fear toxin enabling him to create a grenade that causes those affected in a 6 foot radius to hallucinate their worst fears. Due to the experimental and possible danger of self harm Red only carries one of these at a time. Once thrown it takes about 5 seconds to detonate and another 5 for the gas to be fully dispersed in the target area


Quote:Can this be avoided if the people, that the gas grenade is thrown at, hold their breath? How long does the gas stick around for before it dissipates? 
 I mean I guess, I dont think someone would think to do that, plus the gas would stick around long enough they'd have to inhale. Also I'm not sure what a fair amount of time to say, a minute? If that's too long that's fine
You can't stop crime. That's what you never understood. I'm controlling it. You wanna rule them by fear, but what do you do with the ones who aren't afraid? I'm doing what you won't, I'm taking them out.
(04-03-2016, 08:05 AM)Red-Hood Wrote:
(Tuesday, March 29th, 2016, 04:14 am)Red-Hood Wrote: Wrote:Move: Dr. Crane's Gas Grenade (300 OM)
     (Requires: Area Attack Pro, Debuff pro, Ranged pro)

Red acquired some of Johnathan Crane's(Scarecrow) fear toxin enabling him to create a grenade that causes those affected in a 6 foot radius to hallucinate their worst fears. Due to the experimental and possible danger of self harm Red only carries one of these at a time. Once thrown it takes about 5 seconds to detonate and another 5 for the gas to be fully dispersed in the target area


Quote:Can this be avoided if the people, that the gas grenade is thrown at, hold their breath? How long does the gas stick around for before it dissipates? 
 I mean I guess, I dont think someone would think to do that, plus the gas would stick around long enough they'd have to inhale. Also I'm not sure what a fair amount of time to say, a minute? If that's too long that's fine
 Also I'd like to pint out that if the person affected by the gas has some sort of breathing apparatus or undead(doesnt normally breath, something of that sort) the. This obviously doesn't affect them at all.
You can't stop crime. That's what you never understood. I'm controlling it. You wanna rule them by fear, but what do you do with the ones who aren't afraid? I'm doing what you won't, I'm taking them out.
(04-03-2016, 08:57 AM)Red-Hood Wrote:
(04-03-2016, 08:05 AM)Red-Hood Wrote:
(Tuesday, March 29th, 2016, 04:14 am)Red-Hood Wrote: Wrote:Move: Dr. Crane's Gas Grenade (300 OM)
     (Requires: Area Attack Pro, Debuff pro, Ranged pro)

Red acquired some of Johnathan Crane's(Scarecrow) fear toxin enabling him to create a grenade that causes those affected in a 6 foot radius to hallucinate their worst fears. Due to the experimental and possible danger of self harm Red only carries one of these at a time. Once thrown it takes about 5 seconds to detonate and another 5 for the gas to be fully dispersed in the target area


Quote:Can this be avoided if the people, that the gas grenade is thrown at, hold their breath? How long does the gas stick around for before it dissipates? 
 I mean I guess, I dont think someone would think to do that, plus the gas would stick around long enough they'd have to inhale. Also I'm not sure what a fair amount of time to say, a minute? If that's too long that's fine
 Also I'd like to pint out that if the person affected by the gas has some sort of breathing apparatus or undead(doesnt normally breath, something of that sort) the. This obviously doesn't affect them at all.

"Moves, whether offensive or defensive, may not have benefits against particular elements or character types."
Click Me
[Image: lIBxrEK.jpg?1]

Made by Ruby
"In order to save something dear, wars are waged."
That's not a benefit though? That makes my gas bomb weaker? But if you'd rather that stay a thing that's fine with me. Just trying to add another drawback to it to balance it out
You can't stop crime. That's what you never understood. I'm controlling it. You wanna rule them by fear, but what do you do with the ones who aren't afraid? I'm doing what you won't, I'm taking them out.
Please bump any moves that haven't been input'd by staff or post anything you've been holding on to. This thread'll be closed down in ~12 hours to allow for complete processing.

Thanks everyone.
Quote:M2859 Materiel Acquisition Pods: Fodder

The M2859 Materiel Acquisition Pod is a type of ordnance pod developed by Misriah Armory and commonly employed in the years following the Human-Covenant War. The M2859 pod is equipped with a short-range thruster on top for acceleration during deployment. The hatches are secured into the extremely durable casing by a pressurized locking mechanism and magnetic latches on the sides. On its underside, the pod features a weighted anchor and a tapered nose, allowing it to breach most types of terrain and remain upright. The pod is 242.1 centimeters (95.3in) tall, 82.5 cm (32.5in) wide on one side and 83.5 cm (32.9in) on the other.
War Games exercises train Spartan-IV personnel to summon these pods in the battlefield to a maximum efficiency.

[Image: H4-Concept-OrdnancePod.jpg] 


813 has these in a 5x5 array system, labeled similarly to a chess board (A1, B1, C1, D1, E1, A2, ect…), Valkyrie has complete control over the system. Also, 813 and Valkyrie come up with different names for the pods, in order to leave enemies in wonder. The pods cannot be called on to anyone here in the Omniverse, and do to the force that they land with, cannot be summoned within three feet of 813. Additionally, depending on what items he has, 813, must replace the item that was inside the pod with what he is currently carrying. Expanding on this, 813 can only carry, one two-handed weapon, three one handed weapons, and one Armor ability at a time. The pods themselves can hold two two-handed weapons, four one handed weapons, and one Armor ability at a time.

*bump*
(04-03-2016, 09:01 AM)Minato Namikaze Wrote:
(04-03-2016, 08:57 AM)Red-Hood Wrote:
(04-03-2016, 08:05 AM)Red-Hood Wrote:
(Tuesday, March 29th, 2016, 04:14 am)Red-Hood Wrote: Wrote:Move: Dr. Crane's Gas Grenade (300 OM)
     (Requires: Area Attack Pro, Debuff pro, Ranged pro)

Red acquired some of Johnathan Crane's(Scarecrow) fear toxin enabling him to create a grenade that causes those affected in a 6 foot radius to hallucinate their worst fears. Due to the experimental and possible danger of self harm Red only carries one of these at a time. Once thrown it takes about 5 seconds to detonate and another 5 for the gas to be fully dispersed in the target area


Quote:Can this be avoided if the people, that the gas grenade is thrown at, hold their breath? How long does the gas stick around for before it dissipates? 
 I mean I guess, I dont think someone would think to do that, plus the gas would stick around long enough they'd have to inhale. Also I'm not sure what a fair amount of time to say, a minute? If that's too long that's fine
 Also I'd like to pint out that if the person affected by the gas has some sort of breathing apparatus or undead(doesnt normally breath, something of that sort) the. This obviously doesn't affect them at all.

"Moves, whether offensive or defensive, may not have benefits against particular elements or character types."
Can I turn this into a tier 1 super move for 1000 instead?
I'll have
You can't stop crime. That's what you never understood. I'm controlling it. You wanna rule them by fear, but what do you do with the ones who aren't afraid? I'm doing what you won't, I'm taking them out.
(04-03-2016, 06:14 AM)Link Wrote: Ring of Lightning - Power-up - 1000 OM

Link activates the Vongola Ring of Lightning. Emerald green electricity dances across the surface of his body before finally settling within the Master Sword and Hylian Shield, bolstering Link's defense and sharpening his attacks.

ATK: +2
DEF: +2
SPD: N/A
TEC: +1

Le bump
(04-02-2016, 02:07 AM)Dell Conagher Wrote: Not going to be including this in my character right now, but plan on possibly acquiring it later. Want to see if I understand the whole powers system.

Build Dispenser (Buff Proficiency, Homing Proficiency, possibly Healing and all its prerequisites) 600-900 OM

Dell deploys a dispenser from his toolbox, the dispenser building over the course of 20 seconds. During this time Dell can channel (hit the building with his wrench) to halve the cast (construction) time, but he will be vulnerable as he focuses. 

While active, the dispenser will increase the Def stat of any prime or secondary within a small radius (approximately 3 feet) by 1, and provide health regeneration as if Dell were healing them directly, without taxing Dell directly. 

Due to the nature of the healing provided and since it doesn't tax Dell directly, a dispenser will only last 10 minutes or until it is destroyed. The dispenser has 6(?) HP, but takes double damage from blunt force and explosions. 

The dispenser is bright red, stands about 3 1/2 feet tall, has a large display on the front and back that doesn't appear to do anything, and says 'Provisions' above the gauges in big white letters.

Bumping as instructed
[Image: BI09os2.jpg]
(04-03-2016, 09:59 AM)Red-Hood Wrote:
(04-03-2016, 09:01 AM)Minato Namikaze Wrote:
(04-03-2016, 08:57 AM)Red-Hood Wrote:
(04-03-2016, 08:05 AM)Red-Hood Wrote:
(Tuesday, March 29th, 2016, 04:14 am)Red-Hood Wrote: Wrote:Move: Dr. Crane's Gas Grenade (300 OM)
     (Requires: Area Attack Pro, Debuff pro, Ranged pro)

Red acquired some of Johnathan Crane's(Scarecrow) fear toxin enabling him to create a grenade that causes those affected in a 6 foot radius to hallucinate their worst fears. Due to the experimental and possible danger of self harm Red only carries one of these at a time. Once thrown it takes about 5 seconds to detonate and another 5 for the gas to be fully dispersed in the target area


Quote:Can this be avoided if the people, that the gas grenade is thrown at, hold their breath? How long does the gas stick around for before it dissipates? 
 I mean I guess, I dont think someone would think to do that, plus the gas would stick around long enough they'd have to inhale. Also I'm not sure what a fair amount of time to say, a minute? If that's too long that's fine
 Also I'd like to pint out that if the person affected by the gas has some sort of breathing apparatus or undead(doesnt normally breath, something of that sort) the. This obviously doesn't affect them at all.

"Moves, whether offensive or defensive, may not have benefits against particular elements or character types."
Can I turn this into a tier 1 super move for 1000 instead?
I'll have

You can make this a super move, but what sort of super move would it be? And T1 super moves cost 600 OM not 1000. 

(04-03-2016, 10:39 AM)Link Wrote:
(04-03-2016, 06:14 AM)Link Wrote: Ring of Lightning - Power-up - 1000 OM

Link activates the Vongola Ring of Lightning. Emerald green electricity dances across the surface of his body before finally settling within the Master Sword and Hylian Shield, bolstering Link's defense and sharpening his attacks.

ATK: +2
DEF: +2
SPD: N/A
TEC: +1

Le bump

Approved

(04-03-2016, 11:39 AM)Dell Conagher Wrote:
(04-02-2016, 02:07 AM)Dell Conagher Wrote: Not going to be including this in my character right now, but plan on possibly acquiring it later. Want to see if I understand the whole powers system.

Build Dispenser (Buff Proficiency, Homing Proficiency, possibly Healing and all its prerequisites) 600-900 OM

Dell deploys a dispenser from his toolbox, the dispenser building over the course of 20 seconds. During this time Dell can channel (hit the building with his wrench) to halve the cast (construction) time, but he will be vulnerable as he focuses. 

While active, the dispenser will increase the Def stat of any prime or secondary within a small radius (approximately 3 feet) by 1, and provide health regeneration as if Dell were healing them directly, without taxing Dell directly. 

Due to the nature of the healing provided and since it doesn't tax Dell directly, a dispenser will only last 10 minutes or until it is destroyed. The dispenser has 6(?) HP, but takes double damage from blunt force and explosions. 

The dispenser is bright red, stands about 3 1/2 feet tall, has a large display on the front and back that doesn't appear to do anything, and says 'Provisions' above the gauges in big white letters.

Bumping as instructed

Increasing someone's stats by an actual number requires the use of a super move and SP. On top of that, I am going to say that you may only increase the stat of one person.

As for healing; this would only mitigate, not nullify, damage. Expect it to slowly close up/ heal cuts and bruises, rather than heal them completely.
Click Me
[Image: lIBxrEK.jpg?1]

Made by Ruby
"In order to save something dear, wars are waged."
Mmm that's tough it could be arguged either way. I'll say its an offensive?
You can't stop crime. That's what you never understood. I'm controlling it. You wanna rule them by fear, but what do you do with the ones who aren't afraid? I'm doing what you won't, I'm taking them out.


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