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Official Move Approval IV
(08-20-2017, 11:35 AM)Jak Mar Wrote: T2 Powered Up Form-
Armor of Mar- Jak dons the Precursor armor of the great hero Mar in his world.
Attack: +7
Def: +6
Spd: +4
Tec: +4

(Fixed)

Approved!

(08-20-2017, 12:20 PM)Jak Mar Wrote: T2 Powered up Form- Dark Jak- Feeding the Beast- Insanity slowly overcomes the beast fueled by bloodlust and his pure dark eyes start to turn yellowish.  During this form, His horns become more formed out and his fingernails are even sharper. Even this form is able to overcome the light.

Attack +8
Def: +3
Spd: +6
Tech: +4


[Image: tumblr_inline_ns2u2rc94z1r3hql2_540.png]

Approved!
[Image: hnc9xy5]
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.
Some NPC moves/transformations here (for a techy paladin dude I'm making), should be simple enough. I have a couple of other moves I'd like to get preapproved for my dude as well, so if possible I'd like to get those done after this.

T1SD - Shield of Light (600) Requires: Area Defence

The Paladin slams his or her shield onto the ground, or if flying in the sky they simply hold it steady and brace themselves. Regardless of the shield's usual size, a translucent glowing white screen expands out of if, curving slightly. The end result is an 8ft high wall that's 10ft long (although due to its arc each side edge is 8ft from the other). The Paladin's shield stays attached to the wall while this move is being used. They cannot move while bracing themselves.

This can be used to block a T1 Super Attack/Utility.

T2SD - Divine Body (800) Requires: Advanced Regeneration, Area Defence

The Paladin takes an enemy attack head on, standing still and bracing themselves. While this would normally damage them heavily, their powerful holy magic allows them to instantly heal all wounds and remove all negative effects as they are made. Visually, this looks like they simply glowed white with holy energy and shrugged the attack off due to how quick the regeneration is.

This can be used to block a T2 Super Attack/Utility or lower.

T2SA - Divine Smite (800) Requires: Physical Proficiency

The Paladin raised their melee weapon of choice, be it a hammer, spear, sword, fist or something else. Regardless of the location, non-damaging holy lightning strikes down from the sky (or ceiling if inside) imbuing their weapon with divine power. Once charged, they execute a thrust, stab, slam or slash in the air with their weapon, from this a point blast shoots forwards travelling straight towards their target. This blast travels 12ft from the Paladin, and if left unblocked it will pierce into the opponent.

This can be blocked by a T2 Super Defence or higher.

T1 Transformation - Justice (1000)

With the power of justice, the Paladin channels their might, brimming with energy. They look exactly the same as usual, except for a distinct white glow.

ATK: +2
DEF: +2
SPD: +0
TEC: +1

T2 Transformation - Processing System (1500)

A high-tech suit of mechanical armour. When activated, mechanical metal struts materialise about the wearer's body, reinforcing their legs, arms, and previous armour set with refined steel pistons. These pistons assist with all movements, and the internal processor also helps for more accurate movements (hence the TEC boost). Despite this, it provides no bonus to speed as the mechanisms, while strong, are only just able to compensate for their mass. There are a few stray wires, but cutting them seems to have little effect. The shoulder, knee, hip and elbow sections all glow blue, and a strong thick steel gauntlet appears around the user's hands.

ATK: +4
DEF: +3
SPD: +0
TEC: +3
Shield of Light: How long can he hold the shield?

Divine Body: Is the glowing thing instantaneous or no? How long does this last? How exhausting? Not sure if you need Area Defense, unless it blocks an area.

Divine Smite: How long does the charging process take? How much effort? How long can they imbue their weapon with holy power? If something somehow got in the way between this melee weapon and the lightning, or if someone forced him to drop his melee weapon, what effects would that have? Should also probably put in something about how much damage it does. Also, 12 feet needs Ranged Attack.

Justice: Approved, but that's a Power-Up.

Processing System: See "Justice".
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@Vision: I'm not sure if you noted this or not, but all the moves there are super attack/super defence moves. So the general time scale thing and drawbacks and such don't apply considering they play out like cutscenes. So the defence moves last as long as the opponent's super attack and such. Example super attacks in the rules have similar amounts of information. Drawbacks like charge time and fatigue for them is considered fodder. If you still want me to add more, I will.

Also (from the rules), "For the purposes of clarity, any move that reaches further than 12 feet away from yourself requires the Ranged proficiency."

So the super attack move doesn't need ranged.

Quote:If something somehow got in the way between this melee weapon and the lightning, or if someone forced him to drop his melee weapon, what effects would that have?
I modified Divine Smite to note that:
T2SA - Divine Smite (800) Requires: Physical Proficiency

The Paladin raised their melee weapon of choice, be it a hammer, spear, sword, fist or something else. Regardless of the location, non-damaging holy lightning strikes down from the sky (or ceiling if inside) imbuing their weapon with divine power (it generally zig-zags around all obstacles, but if touched by someone besides the Paladin they would feel a tingling sensation; n.b. this is a visual effect with little impact on the actual attack). Once charged, they execute a thrust, stab, slam or slash in the air with their weapon, from this a point blast shoots forwards travelling straight towards their target. This blast travels 12ft from the Paladin, and if left unblocked it will pierce into the opponent. If someone blocked the weapon before the blast was meant to be shot out, it fires prematurely towards the person who blocked it.

This can be blocked by a T2 Super Defence or higher.
In terms of the Physical Strength thing, I missed that somehow. Fair enough.

And as far as I understand, Super Move or not, you still need to put in some sort of fodder about how much energy it takes. I know I did. If you want, I can write you a PM with my reasoning. As such, I'd like you to put in charge-up times and exhaustion.
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(am also Dane)

I would like to hear your reasoning in PMs then. Simply because when SP is there drawbacks are irrelevant and fodder (since a more tiring super attack is not going to be stronger than a less tiring one). I mean, I'd probably still rp as being tired after blocking a super attack (similarly to how someone else would while doing it), but it's not something that needs to explicitly be in the moves. It takes 1sp of energy or 2sp of energy, etc.

That said, I guess I'll still change the moves just to make everything easier. I don't think it's needed but more description is never a bad thing.

T1SD - Shield of Light (600) Requires: Area Defence

The Paladin slams his or her shield onto the ground, or if flying in the sky they simply hold it steady and brace themselves. Regardless of the shield's usual size, a translucent glowing white screen expands out of if, curving slightly. The end result is an 8ft high wall that's 10ft long (although due to its arc each side edge is 8ft from the other). The Paladin's shield stays attached to the wall while this move is being used. They cannot move while bracing themselves. In general, the Paladin maintains the shield until the danger is gone or until the attack breaches through.

This can be used to block a T1 Super Attack/Utility.

T2SD - Divine Body (800) Requires: Advanced Regeneration, Area Defence

The Paladin takes an enemy attack head on, standing still and bracing themselves. While this would normally damage them heavily, their powerful holy magic allows them to instantly heal all wounds and remove all negative effects as they are made. Visually, this looks like they simply glowed white with holy energy and shrugged the attack off due to how quick the regeneration is. The Paladin will usually come out of this tired, unless used as an unnecessary show of force to block something weaker.

This can be used to block a T2 Super Attack/Utility or lower.

(Probably needs area defense because it's protecting his whole body, which is more than 3ft by 3ft)

T2SA - Divine Smite (800) Requires: Physical Proficiency

The Paladin raised their melee weapon of choice, be it a hammer, spear, sword, fist or something else. Regardless of the location, non-damaging holy lightning strikes down from the sky (or ceiling if inside) imbuing their weapon with divine power (it generally zig-zags around all obstacles, but if touched by someone besides the Paladin they would feel a tingling sensation; n.b. this is a visual effect with little impact on the actual attack). Once charged (which takes about a second or so, longer if the Paladin wishes to use it as a show of force but no more than 5 seconds - that would get excessive), they execute a thrust, stab, slam or slash in the air with their weapon, from this a point (fist sized) blast shoots forwards travelling straight towards their target. This blast travels 12ft from the Paladin, and if left unblocked it will pierce into the opponent. If someone blocked the weapon before the blast was meant to be shot out, it fires prematurely towards the person who blocked it. It can be fairly tiring to channel divine wrath.

This can be blocked by a T2 Super Defence or higher.

(Didn't describe damage as you asked because 2sp of damage is 2sp of damage.)
[Image: latest?cb=20140217023920]

Your Honor, while it's true that Vision was incorrect throughout a meaningful portion of his evaluation, there is also another glaringly important factor to consider—

Who wouldn't be?!

[Image: phoenix-deskslammed.gif]

The Omniverse's staff team is a group of volunteers, hand-picked for being nice and willing to help other users along. These moves appeared to have such a great amount of technical information, most of it inconsequential, that it was easy to mistake them for regular moves that do not expend SP.

But, that isn't what my client did, contrary to what you might believe! Vision just wanted more information, for which he shouldn't be criticized. Here's why.

[Image: phoenixevidence.gif]

Look at the evidence. What super moves go beyond the bare minimum of information? Not many! Hellscythe is right on that count, for sure, but they were innocent enough questions. They might not serve the typical function of drawbacks, but they still provide helpful information.

[Image: tumblr_ltaesqzw7g1r0089n.gif]

I mean, it's pretty embarrassing to admit that a move can be too vague even for a seasoned member, but we're talking about the roleplaying process here! Having information about the time needed to execute a move (or how tiring it can be) doesn't outright affect the outcome of the super move, yes, but it can help the other writers roleplaying on the receiving end of the attack to accurately depict what is taking place.

And, in my opinion, a super defense needs a specific amount of time that it can be maintained to prevent a user from simply camping out on the battlefield beneath their shielding when there is not another super to disrupt it.

Honestly, it's a matter of simple courtesy to your fellow writers, but thank you for making the edits that you did, Deathscythe.

[Image: tumblr_lvedv2QwnE1qhwnxs.gif]

This sure is something to think about!
[Image: hnc9xy5]
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.
Fire powder (300 OM, not using area attack proficiency because the area it affects is 30cm Ranged proficiency, I didn't put it in because I plan to only make moves that I can use as soon as I can afford them):
13 grabs one glass containers that contain the powder that he uses on his bullets and he throws it at his enemy or something he wants to burn down. The Shape of the container is a 7cm high dome that is around 4cm wide, when thrown it will erupt in a shower of red powder that will more or less make a circle with a 30cm diameter on the ground. 13 can only throw this up to 5 meters and it won't actually erupt into flames as soon it it comes into contact with someone, instead some form of kinetic energy will need to be applied and it will then burst into flames, what this means is that if 13 immediately shoots or even punches someone coated in the powder they will be set on fire. Enemies can set themselves on fire in this way as well if they try to brush it off. The powder starts to fall off within 5 seconds of being on exposed skin and taking a lot longer on enemies who are wet or have fur. This move is especially powerful against anyone who can turn themselves into a liquid or sand because the grains will stay on them when they turn back, this can make the phospher pistol much more effective but if they turn into animals, can teleport or move extemely fast the dust will fall off. The glass that hold the powder is made to cause damage, it will annoy the opponent and possibly cut them but the glass shattering isn't the point of the move. The glass can trigger the powder though but this is highly unlikely with the amount of time it takes for it to settle and with the chances of the glass staying in the area. The fire will only set the person on fire where the dust touched which will be a reasonably small area. When it sets on fire the dust can be brushed off extremely easily. 13 can only have five of these on his belt at once and taking them out of his backpack and putting them onto his belt will around 10 seconds. They are farily accurate but travel slow so dodging isn't hard. The fire is used mainly as a distraction but if left can cause up to a second degree burn. 13 throws them at 50 KMh so an opponent who is skilled enough could easily catch them and send throw them back.

If I just need to add area attack I don't think that requires a new post but apart from that I think I've done your requirements.
The soul of the Machine God surrounds thee. The power of the Machine God invests thee. The hate of the Machine God drives thee. The machine god endows thee with life. Live!

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(08-24-2017, 03:04 AM)13-Jzall Wrote: Fire powder (300 OM, not using area attack proficiency because the area it affects is 30cm Ranged proficiency, I didn't put it in because I plan to only make moves that I can use as soon as I can afford them):
13 grabs one glass containers that contain the powder that he uses on his bullets and he throws it at his enemy or something he wants to burn down. The Shape of the container is a 7cm high dome that is around 4cm wide, when thrown it will erupt in a shower of red powder that will more or less make a circle with a 30cm diameter on the ground. 13 can only throw this up to 5 meters and it won't actually erupt into flames as soon it it comes into contact with someone, instead some form of kinetic energy will need to be applied and it will then burst into flames, what this means is that if 13 immediately shoots or even punches someone coated in the powder they will be set on fire. Enemies can set themselves on fire in this way as well if they try to brush it off. The powder starts to fall off within 5 seconds of being on exposed skin and taking a lot longer on enemies who are wet or have fur. This move is especially powerful against anyone who can turn themselves into a liquid or sand because the grains will stay on them when they turn back, this can make the phospher pistol much more effective but if they turn into animals, can teleport or move extemely fast the dust will fall off. The glass that hold the powder is made to cause damage, it will annoy the opponent and possibly cut them but the glass shattering isn't the point of the move. The glass can trigger the powder though but this is highly unlikely with the amount of time it takes for it to settle and with the chances of the glass staying in the area. The fire will only set the person on fire where the dust touched which will be a reasonably small area. When it sets on fire the dust can be brushed off extremely easily. 13 can only have five of these on his belt at once and taking them out of his backpack and putting them onto his belt will around 10 seconds. They are farily accurate but travel slow so dodging isn't hard. The fire is used mainly as a distraction but if left can cause up to a second degree burn. 13 throws them at 50 KMh so an opponent who is skilled enough could easily catch them and send throw them back.

If I just need to add area attack I don't think that requires a new post but apart from that I think I've done your requirements.

Since it only covers a small area you're fine without Area Attack. Approved.
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

I thought you guys might prefer to get these moves approved here rather than my joining app, as they are kinda weird. Thank you in advance <3

Slap (300 OM) Requires- Physical Strength, Debuff Proficiency

Heidi winds up for two seconds and delivers an open-handed slap to a target, most often across the face. The strike rattles the target for up to five seconds, causing dizziness and disorientation in weaker targets, or simply shame in more resilient targets. This attack leaves a pink handprint for up to an hour on the target.

This causes Heidi to chip a nail, causing Incidental Damage to Heidi.



Do a Handstand (300 OM) Requires- Physical Strength, Debuff Proficiency

Heidi rolls on the ground towards an opponent, performing a sommersault. This takes two seconds. While on the ground beneath her target Heidi turns the roll into a handstand and kicks upwards with both legs. If the attack connects, the target is launched directly upwards to a maximum height of 30 meters (half of Heidi’s jump range).

This move does very little damage to the target, as it is a more of a push than a kick, although it may push targets through a roof.



Bouncy (300 OM) Requires- Super Jumping, Master Acrobat, Elasticity

Heidi is just kinda bouncy.

This move is a passive ability that indicates Heidi’s various combined uses of SUper Jumping, Master Acrobat, and Elasticity. It basically means Heidi can use her Super Jump power with any part of her body. For example, Heidi might do a headstand, and use her arms to launch herself up to her normal jumping height. She might jump into a wall shoulder-first, and then rebound off of it her full jumping height. Heidi also will automatically bounce about five feet of a surface if thrown into one (unless that wall breaks). She can also attack immediately before and after bouncing.

The downside to this move is the 300 OM investement, as the benefits are relatively small.



Bubblegum shield (300 OM) Recuires- Physical Strength

Heidi inflates a pink piece of bubblegum with her mouth, creating a large bubble around 2 feet in radius directly in front of her face. This takes less than a second, and is almost reflexive. This bubble acts as a shield, but while it mitigates damage it is affected normally by force. For example, a punch to the bubble shield may still send Heidi flying backwards even if the shield negates the damage. Under sufficent damage, the bubble will pop. Heidi can also use this bubble to Super Jump to her normal height.

This shield has drawbacks and benefits compared to a hand-held shield.

One of the benefits is that it can be used without hands. One of the drawbacks is that it is stationary, and does not cover lower than her torso.




Backhand (Tier 1 Attack Supermove)- 600 OM- Requires Physical Strength, Debuff Proficiency

Heidi spins a full 360 degrees to deliver a backhand slap to a target, then giggles. This takes three seconds and inflicts concussive damage and a deep, lasting sense of humiliation upon the target. This humiliation may cause an opponent to attack Heidi more savagely, and less strategically than they normally would.

This costs 1SP.
(08-25-2017, 09:04 PM)Heidi Wrote: I thought you guys might prefer to get these moves approved here rather than my joining app, as they are kinda weird. Thank you in advance <3

Slap (300 OM) Requires- Physical Strength, Debuff Proficiency

Heidi winds up for two seconds and delivers an open-handed slap to a target, most often across the face. The strike rattles the target for up to five seconds, causing dizziness and disorientation in weaker targets, or simply shame in more resilient targets. This attack leaves a pink handprint for up to an hour on the target.

This causes Heidi to chip a nail, causing Incidental Damage to Heidi.



Do a Handstand (300 OM) Requires- Physical Strength, Debuff Proficiency

Heidi rolls on the ground towards an opponent, performing a sommersault. This takes two seconds. While on the ground beneath her target Heidi turns the roll into a handstand and kicks upwards with both legs. If the attack connects, the target is launched directly upwards to a maximum height of 30 meters (half of Heidi’s jump range).

This move does very little damage to the target, as it is a more of a push than a kick, although it may push targets through a roof.



Bouncy (300 OM) Requires- Super Jumping, Master Acrobat, Elasticity

Heidi is just kinda bouncy.

This move is a passive ability that indicates Heidi’s various combined uses of SUper Jumping, Master Acrobat, and Elasticity. It basically means Heidi can use her Super Jump power with any part of her body. For example, Heidi might do a headstand, and use her arms to launch herself up to her normal jumping height. She might jump into a wall shoulder-first, and then rebound off of it her full jumping height.  Heidi also will automatically bounce about five feet of a surface if thrown into one (unless that wall breaks). She can also attack immediately before and after bouncing.

The downside to this move is the 300 OM investement, as the benefits are relatively small.



Bubblegum shield (300 OM) Recuires- Physical Strength

Heidi inflates a pink piece of bubblegum with her mouth, creating a large bubble around 2 feet in radius directly in front of her face. This takes less than a second, and is almost reflexive. This bubble acts as a shield, but while it mitigates damage it is affected normally by force. For example, a punch to the bubble shield may still send Heidi flying backwards even if the shield negates the damage. Under sufficent damage, the bubble will pop. Heidi can also use this bubble to Super Jump to her normal height.

This shield has drawbacks and benefits compared to a hand-held shield.

One of the benefits is that it can be used without hands. One of the drawbacks is that it is stationary, and does not cover lower than her torso.




Backhand (Tier 1 Attack Supermove)- 600 OM- Requires Physical Strength, Debuff Proficiency

Heidi spins a full 360 degrees to deliver a backhand slap to a target, then giggles. This takes three seconds and inflicts concussive damage and a deep, lasting sense of humiliation upon the target. This humiliation may cause an opponent to attack Heidi more savagely, and less strategically than they normally would.

This costs 1SP.

These are all approved!
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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.
(08-22-2017, 05:02 PM)Ebonywood Hellscythe Wrote: [spoiler]T1SD - Shield of Light (600) Requires: Area Defence

The Paladin slams his or her shield onto the ground, or if flying in the sky they simply hold it steady and brace themselves. Regardless of the shield's usual size, a translucent glowing white screen expands out of if, curving slightly. The end result is an 8ft high wall that's 10ft long (although due to its arc each side edge is 8ft from the other). The Paladin's shield stays attached to the wall while this move is being used. They cannot move while bracing themselves. In general, the Paladin maintains the shield until the danger is gone or until the attack breaches through.

This can be used to block a T1 Super Attack/Utility.

T2SD - Divine Body (800) Requires: Advanced Regeneration, Area Defence

The Paladin takes an enemy attack head on, standing still and bracing themselves. While this would normally damage them heavily, their powerful holy magic allows them to instantly heal all wounds and remove all negative effects as they are made. Visually, this looks like they simply glowed white with holy energy and shrugged the attack off due to how quick the regeneration is. The Paladin will usually come out of this tired, unless used as an unnecessary show of force to block something weaker.

This can be used to block a T2 Super Attack/Utility or lower.

(Probably needs area defense because it's protecting his whole body, which is more than 3ft by 3ft)

T2SA - Divine Smite (800) Requires: Physical Proficiency

The Paladin raised their melee weapon of choice, be it a hammer, spear, sword, fist or something else. Regardless of the location, non-damaging holy lightning strikes down from the sky (or ceiling if inside) imbuing their weapon with divine power (it generally zig-zags around all obstacles, but if touched by someone besides the Paladin they would feel a tingling sensation; n.b. this is a visual effect with little impact on the actual attack). Once charged (which takes about a second or so, longer if the Paladin wishes to use it as a show of force but no more than 5 seconds - that would get excessive), they execute a thrust, stab, slam or slash in the air with their weapon, from this a point (fist sized) blast shoots forwards travelling straight towards their target. This blast travels 12ft from the Paladin, and if left unblocked it will pierce into the opponent. If someone blocked the weapon before the blast was meant to be shot out, it fires prematurely towards the person who blocked it. It can be fairly tiring to channel divine wrath.

This can be blocked by a T2 Super Defence or higher.

(Didn't describe damage as you asked because 2sp of damage is 2sp of damage.)
[/spoiler]

It's been about 5 days. I don't think the changed moves for the NPC I'm working on ever actually got approved.
(08-27-2017, 04:57 PM)Dane Regan Wrote: T1SD - Shield of Light (600) Requires: Area Defence

The Paladin slams his or her shield onto the ground, or if flying in the sky they simply hold it steady and brace themselves. Regardless of the shield's usual size, a translucent glowing white screen expands out of if, curving slightly. The end result is an 8ft high wall that's 10ft long (although due to its arc each side edge is 8ft from the other). The Paladin's shield stays attached to the wall while this move is being used. They cannot move while bracing themselves. In general, the Paladin maintains the shield until the danger is gone or until the attack breaches through.

This can be used to block a T1 Super Attack/Utility.

Approved.

Quote:T2SD - Divine Body (800) Requires: Advanced Regeneration, Area Defence

The Paladin takes an enemy attack head on, standing still and bracing themselves. While this would normally damage them heavily, their powerful holy magic allows them to instantly heal all wounds and remove all negative effects as they are made. Visually, this looks like they simply glowed white with holy energy and shrugged the attack off due to how quick the regeneration is. The Paladin will usually come out of this tired, unless used as an unnecessary show of force to block something weaker.

This can be used to block a T2 Super Attack/Utility or lower.

(Probably needs area defense because it's protecting his whole body, which is more than 3ft by 3ft)

The wording about it "instantly healing all wounds and removing all negative effects as they are made" worries me. While logically it is just a fodder application of Advanced Regen. and all of the work falls on the Super Defense itself, I would like you to make a note that this move does NOT alter damage gained prior to a Super Attack, but merely prevents any additional damage like an ordinary shield.

Quote:T2SA - Divine Smite (800) Requires: Physical Proficiency

The Paladin raised their melee weapon of choice, be it a hammer, spear, sword, fist or something else. Regardless of the location, non-damaging holy lightning strikes down from the sky (or ceiling if inside) imbuing their weapon with divine power (it generally zig-zags around all obstacles, but if touched by someone besides the Paladin they would feel a tingling sensation; n.b. this is a visual effect with little impact on the actual attack). Once charged (which takes about a second or so, longer if the Paladin wishes to use it as a show of force but no more than 5 seconds - that would get excessive), they execute a thrust, stab, slam or slash in the air with their weapon, from this a point (fist sized) blast shoots forwards travelling straight towards their target. This blast travels 12ft from the Paladin, and if left unblocked it will pierce into the opponent. If someone blocked the weapon before the blast was meant to be shot out, it fires prematurely towards the person who blocked it. It can be fairly tiring to channel divine wrath.

This can be blocked by a T2 Super Defence or higher.

Approved.
[Image: hnc9xy5]
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.
@Ebony - you don't really need to include what does and doesn't block it, that's pretty self explanatory.

Other than that, they look fine.
@Jade: That was my intention. Edited super move to spell out that it doesn't heal past the state he was in when it is used:

T2SD - Divine Body (800) Requires: Advanced Regeneration, Area Defence

The Paladin takes an enemy attack head on, standing still and bracing themselves. While this would normally damage them heavily, their powerful holy magic allows them to instantly heal all new wounds and remove all negative effects as they are made (so prior wounds will remain). Visually, this looks like they simply glowed white with holy energy and shrugged the attack off due to how quick the regeneration is. The Paladin will usually come out of this tired, unless used as an unnecessary show of force to block something weaker.

This can be used to block a T2 Super Attack/Utility or lower.
For my new NPC Prime as well:

(300 OM)Requires: Physical Proficiency, Ranged Proficiency
.45 AMT Hardballer Longslide with laser sighting- This gun is based on the .45 ACP Colt M1911. This gun can hold 7 box magazines. The 10.5 length, the 7 inch barrel contains a wide target style trigger with adjustable trigger stop. Included with the gun is laser sighting that can aim at enemies.

[Image: 400px-ED_45.jpg]

[Image: 350px-Model15a.jpg]

(300 OM)Requires: Physical Proficiency, Ranged Proficiency

Smith & Wesson Model 15
- This gun was commonly used by police early 1950s to 1980's. This gun can hold 4 bullets in its gun.

Weight: 2.13 lbs (0.96 kg)
Length: 9.13 in (23.2 cm) (4 in barrel)

(300 OM)Requires: Physical Proficiency, Ranged Proficiency

[Image: 450px-Uzi.jpg]
IMI Uzi

Type: Submachine Gun
Calibers: 9x19mm
Weight: 7.72 lbs (3.5 kg)
Length: 18.5 in (47 cm) (Stock Collapsed),
Barrel length: 10.2 in (26 cm)
Capacity: 20, 25, 32, 40, 50 (9x19mm)
Fire Modes: Safe/Semi-Auto/Full-Auto

(300 OM)Franchi SPAS-12(300 OM)Requires: Physical Proficiency, Ranged Proficiency
[Image: 600px-SPAS12.jpg]
Type: Shotgun
Caliber(s): 12 gauge
Weight: 9.7 lbs (4.4 kg)
Length: 41 in (104.1 cm)
Barrel length(s): 22 in (54.6 cm)
Capacity: 5, 6, or 8-round tube magazine +1 chambered
Fire Modes: Pump-Action, Semi-Auto
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]
(08-28-2017, 12:53 PM)Ebonywood Hellscythe Wrote: @Jade: That was my intention. Edited super move to spell out that it doesn't heal past the state he was in when it is used:

T2SD - Divine Body (800) Requires: Advanced Regeneration, Area Defence

The Paladin takes an enemy attack head on, standing still and bracing themselves. While this would normally damage them heavily, their powerful holy magic allows them to instantly heal all new wounds and remove all negative effects as they are made (so prior wounds will remain). Visually, this looks like they simply glowed white with holy energy and shrugged the attack off due to how quick the regeneration is. The Paladin will usually come out of this tired, unless used as an unnecessary show of force to block something weaker.

This can be used to block a T2 Super Attack/Utility or lower.

Okay, great! Approved.
[Image: hnc9xy5]
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Powder shot 300 OM, requires ranged proficiency and area attack proficiency: a version of the powder grenade but different enough to be a new move, 13 loads a special pellet into his gun and when it fires it lightly dusts the opponent with the fire dust which is about half the amount of the grenades. The area it reaches is around 1.5 meters squared sideways and 3 meters forward. It is almost impossible to miss if the enemy is close enough and the amount that they are covered by, 1/4 the amount of a powder grenade to 1/2 of a powder grenade, will depend on how far away they are. It is reasonably silent and can normally be used to burn down a wooden wall or door. 13 will have to exchange the entire barrel of his gun if he wants to switch the type of bullet between normal and powder. When the vial of liquid metal is poured into a powder bullet the bullet is a bit weaker but also sends a lingering cloud dust through the air and a 15cm sphere (side to side) will appear whenever it hits something.
The soul of the Machine God surrounds thee. The power of the Machine God invests thee. The hate of the Machine God drives thee. The machine god endows thee with life. Live!

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I'd like to upgrade one of my moves into a Super-Utility. If that isn't something we can do, then I'd like to simply purchase the Super-Utility. 

Original: 
Quote:PASSING ON ONE FOR ALL - 300 OM - Buff Proficiency, Burst Movement, Master Super Jump

All Might gives an ally some of his DNA, usually a plucked hair, but drinking blood would also work, with intent to transfer his power to them. 

As opposed to My Hero Academia, the effect here is both immediate, and temporary. For about a minute after taking in All Might's DNA (usually in the form of a plucked hair), the intended recipient will gain some of All Might's powers, specifically, temporary stat increase of 1 in ATK and SPD, as well as temporary use of Burst Movement and Master Super Jump. (This does not give the recipient Super Speed however, as they aren't experienced at handling the power)

The consequence of this is that during that minute, All Might temporarily loses 1 point of SPD and ATK stats. In addition he will also be unable to use Master Super Jump, Super Speed, or Burst Movement for the duration of that minute. 

Once his powers and stats have returned at the end of the minute, for approximately an hour afterwards he will be exhausted and in pain, which will hamper his ability to fight.

New: 

Tier One Super Utility: PASSING ON ONE FOR ALL - 600 OM - Buff Proficiency

All Might gives an ally some of his DNA to eat, with intent to transfer his power to them. This takes the form of him plucking a hair from his head, and giving it to them to eat. Upon consuming the hair, his ally gains +2 ATK and +2 SPD. The power however lasts only for a minute or so (One post).

[spoiler][Image: c5a06cd653b85892f2eb7d25468151f0ecdba45b_hq.jpg][/spoiler]
(I'm going to be earning the last 100 OM needed for Syn for this Move by doing a post while waiting for the approval of this Move, BTW)

Sword of Hardened Malice (600 OM, Requires Physical Strength, Integration)

Syn's personal sword, upon which he crafted from the malice within him, as well as some scales that have fallen off of him, which he keeps holstered around his back. The sword is 5 feet long and 1 foot wide, and while it is not as fast as his usual punches or quick swords, it is quite a bit more powerful than his punches, and can do more damage than his punches as a result. In addition, Syn Shenron can absorb nearby metals and rocks in order to extend the blade up to 12 feet, allowing him to extend his close range combat as well as increase it's strength a bit more. This costs Syn Shenron a lot of concentration, and as such Syn cannot use other moves while using this variation, though he can still move and attack. It takes 5 seconds for Syn Shenron to extend the Sword of Hardened Malice, and lasts for 15 seconds before the metal and rocks start to fall off. This variation also costs Syn Shenron a bit of stamina to extend the blade, though he barely even loses stamina with the normal variation.

The sword looks like this:
[spoiler][Image: bc0178be1cfd7110f644e3eb32cf3aef964e2623...-small.jpg][/spoiler]


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