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07-24-2017, 10:31 PM
(This post was last modified: 07-25-2017, 06:01 AM by Summer.)
Okay on second thought (mostly since I'm probably not gonna have enough for Debuff for a while), I'm shoving "Sun and Parhelia" to the sidelines. So uh... just pretend it doesn't exist or something. Sorry >.>
Replacing it with this:
High Pressure System(Ranged, Ranged Materialize, Area Shield, Buff) (600): [spoiler]
As the same spirit of weather that his other half is, Sonny isn’t any sturdier than Somerled. His resilience instead comes from the half of their split power he was left with, dispersion and destruction. He is naturally enveloped in a warm, glowing aura that softens oncoming blows (this is simply represented through his DEF, just being a fancy way to describe it.) This aura can be channeled even further, however, granting him something a bit tougher than his standard defense. By slightly increasing the strength of his aura over the course of 5 seconds, a process he must remain totally still for, it becomes just powerful enough to deflect attacks that would otherwise have been glancing blows, allowing him to take less needless damage. However, this doesn’t affect direct hits in the least. If it hits him straight on, he’s still taking the full force of it. This increased defense, though not incredibly taxing to maintain, is something he’s only capable of sustaining it for around a minute at a time, and leaves him unable to use other magic while he is concentrating on it. He is, however, able to move about, strike, and defend freely during this time, only his spell use is hindered.
Alternatively, he’s capable of granting this aura to an ally for a short time. Sonny concentrates for 10 seconds, slowly enveloping a chosen ally within 10 meters of him in a self-sustaining, miniaturized high pressure system. Both of them must remain still for this to work. This system looks and acts exactly like his own natural dispersion aura, being a defense that works through deflecting glancing damage and keeping needless hurt down, while doing nothing to direct hits. Despite being a boon, the spell is crafted more like a curse, as it feeds off the energy of the person it is attached to rather than Sonny’s energy, though it drains their energy at twice the rate, only allowing them to maintain it for about half a minute. There is a slight tweak to the curse-like nature of the spell which allows the shielded person to break it when they want, however, preventing him from wearing out allies too much, but also preventing him from placing it on an enemy and drain their energy without a fight. However, unlike Sonny's own version, which he must maintain, this version of the aura is a passive spell, and allies who are granted it aren't hindered, being able to fight, use spells and powers, and in general do everything they could do as if they didn't have it.[/spoiler]
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07-25-2017, 03:12 AM
(This post was last modified: 07-25-2017, 03:12 AM by Undyne.)
Need more moves! All anime heroes have a whole lot of moves!
Hope this one is okay as it is, or did I miss anything? Also, would the cost be 600 or 900?
Steel Rain (600/900, Ranged Proficiency, Ranged Materialize Proficiency)
For those occasions where Undyne needs to cover an area with her spears without expending as much energy as she does with Spearstorm, she uses Steel Rain. By extending her open hand or her weapon outwards she summons up to ~16 of blue glowing spots on any surface or in the air anywhere within a 20 meter radius that she can see or sense with Enhanced Senses, covering an area of up to one square meter (4x4 spots). Undyne can also opt to summon fewer spots at a time, to tire herself out less. After ~4 seconds arrow-sized spears of blue magic erupt out of the spots, one for each spot, and fly in a straight line at ~50km/h (~30mph) for a maximum distance of 30 meters before dissipating. Undyne typically accompaigns this eruption with a sweeping motion with her hand/weapon, but this is mostly theatrics. The spots disappear after shooting out their respective spear. Each spear deals little damage, especially by itself.
In order to use the attack Undyne must focus enough that she cannot defend herself nor use other moves from the moment that the blue spots are summoned until when the spears start flying after ~4 seconds. She can move freely but not do complex movements such as acrobatics that would require her focus. If her concentration is broken the spots will fizzle away. Once the spears are flying they will not dissipate if Undyne’s focus is broken, however. Finally, regardless of whether or not the attack succeeds it tires out Undyne relatively little: only if she “spams” the attack four or five times in a row at maximum strength does it impact her stamina enough that she needs to take a moment to catch her breath afterwards. Undyne is also able to summon multiple “instances” of Steel Rain one after another, with the fastest she can do being one new instance each second.
The strength of Steel Rain is its versatility as it can be used while moving and multiple instances can be summoned at a time to surround and hit an opponent from multiple angles or to create patterns, like an advancing “wall of doom” of spears shooting out from the ground (or indeed, raining down from above), driving an opponent backwards if they want to avoid being hit. The price that Undyne pays for this versatility is that Steel Rain’s spears deal chip damage by themselves, being a mini Spearstorm - they’re more of a support ability than a damage-dealing one.
"(Note to self: insert quote & picture once I find stuff)"
Quote:PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
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Thunder Clap(300 OM)
Requires: Strength Prof and Debuff prof.
Used at close range, no further than 5ft away, Ash fuses her palms with magic before smacking them together in a clap. This creates a white sound wave that explodes from her hands to throw the target off their feet, and up to 10 feet back if they are particularly light. The power of this attack is gauged by how wide her hands are when she claps; the wider her hands and the more force she uses the more powerful the clap. (At least 1ft[30cm] apart to activate, and up to 5ft[1.5m]. Power meaning bigger targets need more force to be pushed down.)
This leaves a harsh ringing in their ears and deafens a target for 5 seconds, leaving them confused and disorientated, as well as open to any sneak attacks. The closer the target and the more distance between her hands before she claps risks real damage to the eardrums, which can be healed by normal means after the fight.
Ash can do this as many times as she can endure the painful sting in her hands after each smack. (Usually, only 3-6 times in a row without rest, depending on how hard she claps. But if she is desperate she can continue to do so.)
-
Chain Lightning(300 OM)
Requires Ranged Attack Prof, Debuff prof, and Homing Prof.
Ash concentrates for 15 seconds - which she can do while still moving - to charge up a large amount of blue electrical energy which she then releases at a target within 20 feet of her. It strikes as fast as natural lightening at the intended target, and continued to course through the group of people with little to no slowing or lowering of power. Hitting up to seven people almost simultaneously, the electricity jumps randomly from the original target to the next within 10 feet but never back as it follows the direction its casted. She can only control the aim of the spell to the first person but cannot control it enough to spare any friendlies in the group if any. No one is safe from becoming a lightning rod except herself as it does not move backwards.
On top of a powerful shock, every successfully hit target suffers paralysis for 10 vulnerable seconds. In these spare moments, Ash and anyone who can still move, can attack the paralyzed target(s), bind said targets with whatever will work at the time, or steal what they deem valuable at the time.
Ash can only do this move twice a fight before she needs a rest, and really should only have to do it one.
Warning: Anything that involves Ash should be rated M. Possibly higher.
Erik Vrell : Ash has a 'love' fourth dimensional shape
Erik Vrell : As in its wide and unfathomable for us mere mortals
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(07-18-2017, 08:21 PM)Proto Man Wrote: I got Power Up Boost I, which grants +1 to my T1 Power Ups and +2 to my T2 Power Ups. I'm just going to resubmit all of them so that I know my math ain't janked.
Total Base Stats - 13 (10 + 3 stat upgrades)
Red Robot Proto Man (Normal Form)
ATK: 6 (9) [12]
DEF: 2 (4) [3]
SPD: 3 (3) [5]
TEC: 2 (3) [5]
Tier 1 (Sys Upgrade) - 6 Stats
+3
+2
+0
+1
Tier 2 (Overlock) - 12 Stats
+6
+1
+2
+3
Champion of Heroes (Alternate Form)
ATK: 3 (6) [9]
DEF: 5 (7) [6]
SPD: 3 (3) [4]
TEC: 2 (3) [5]
Rush Adapter (T2 Powered Up Form) - 20 Base Stats + 3 Stat Upgrades + 2 Power Up Boost I = 25 Stats
ATK: 8
DEF: 6
SPD: 6
TEC: 5
Sorry.
Bump >_>
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07-25-2017, 10:30 PM
(This post was last modified: 07-25-2017, 10:56 PM by James Knight.)
Adding this to Veritas's arsenal as well, since I've purchased the Energy Saber - Training Model:
Replica Dark Saber:
An ancient incarnation of the lightsaber, the Darksaber is a unique weapon that produces a flat, black-colored blade of plasma. Thin and curved to a point, a shape with more similarities to a metal sword than contemporary lightsabers, the Darksaber's black blade is a meter in length and appears to draw in the very light and color around it like a black hole. This effect left the Darksaber with a faint aura of white light around the edges of its blade and makes looking at it for an extended period uncomfortable. The hilt of the Darksaber is thin and rectangular, and long enough to be grasped with two hands. It features an angled cross-guard as well as a serrated blade emitter. When the Darksaber's blade is activated by pressing its activation stud, the hum and pitch of the blade are notably higher than contemporary lightsabers, and the blade giveches, and the white outer aura that surrounds the black core of the blade crackles. When the Darksaber comes into contact with another object or an opposing lightsaber, the blade screeches, and the white outer aura that surrounds the black core of the blade crackles.
Created based off of the designs of the Dark Saber that was in possession of Trixie, this Replica is every bit as functional as the original was. There are some differences, such as the blade having a "non-lethal" aka "training saber" type setting that can be used when the wielder wishes to not hurt someone too badly, but also having the traditional setting. Switching between the settings takes about 10 seconds.
This requires the Physical Strength Proficiency, and costs 600 OM.
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Gildartz
[spoiler]
(07-23-2017, 07:28 PM)Gildarts Wrote: Gil’s original stats (+ power ups for easy reference)
ATK: 6(+2) (+4)
DEF: 3 (+1) (+2)
SPD: 3 (+2) (+3)
TEC: 3 (+0) (+1)
(I have five stat increases, meaning 15 total to work with)
Alternate form: Shadow Gildarts (2000 OM)
ATK:2
DEF:2
SPD:4
TEC:7
Not yet qualified for, but I’ll get there eventually:
T3 Assist: Acnologia, the Dragon of Death 2000 om
(25 stats total, counting 5 SU’s)
ATK:8
DEF:6
SPD:4
TEC:7
[important question:] (this is my first assist and alternate form too!) Does my T3 assist have a baseline of Gildarts stats or is it more like a summoned alternate form where I can do whatever with? (Either or is fine but I would like to know for the way i put it on my roster) Also pertaining to the latter- what if I’m in an alternate form when I summon the assist?
T3 Transformation for Gildarts 2000 om
(30 Stats, plus 5 stat unlocks/upgrades =35 total)
ATK: 6 [+6] =12
DEF:3 [+3]= 6
SPD:3 [+5]=8
TEC:3 [+6]= 9
EDIT: had to edit the above one because I added incorrectly please doublecheck my math
Alt form and T3 Power-Up are approved. It would be a good idea to describe what these look like in your Roster, but number-wise you’re good. Like Alex mentioned, your assists don’t scale with your stats at all, so you’d have 20 points to allocate and it wouldn’t change whether you’re in an alt form or your base form.
[/spoiler]
Summer Lad
[spoiler]
(07-24-2017, 10:31 PM)Somerled Murdoch Wrote: Okay on second thought (mostly since I'm probably not gonna have enough for Debuff for a while), I'm shoving "Sun and Parhelia" to the sidelines. So uh... just pretend it doesn't exist or something. Sorry >.>
Replacing it with this:
High Pressure System(Ranged, Ranged Materialize, Area Shield, Buff) (600):
As the same spirit of weather that his other half is, Sonny isn’t any sturdier than Somerled. His resilience instead comes from the half of their split power he was left with, dispersion and destruction. He is naturally enveloped in a warm, glowing aura that softens oncoming blows (this is simply represented through his DEF, just being a fancy way to describe it.) This aura can be channeled even further, however, granting him something a bit tougher than his standard defense. By slightly increasing the strength of his aura over the course of 5 seconds, a process he must remain totally still for, it becomes just powerful enough to deflect attacks that would otherwise have been glancing blows, allowing him to take less needless damage. However, this doesn’t affect direct hits in the least. If it hits him straight on, he’s still taking the full force of it. This increased defense, though not incredibly taxing to maintain, is something he’s only capable of sustaining it for around a minute at a time, and leaves him unable to use other magic while he is concentrating on it. He is, however, able to move about, strike, and defend freely during this time, only his spell use is hindered.
Alternatively, he’s capable of granting this aura to an ally for a short time. Sonny concentrates for 10 seconds, slowly enveloping a chosen ally within 10 meters of him in a self-sustaining, miniaturized high pressure system. Both of them must remain still for this to work. This system looks and acts exactly like his own natural dispersion aura, being a defense that works through deflecting glancing damage and keeping needless hurt down, while doing nothing to direct hits. Despite being a boon, the spell is crafted more like a curse, as it feeds off the energy of the person it is attached to rather than Sonny’s energy, though it drains their energy at twice the rate, only allowing them to maintain it for about half a minute. There is a slight tweak to the curse-like nature of the spell which allows the shielded person to break it when they want, however, preventing him from wearing out allies too much, but also preventing him from placing it on an enemy and drain their energy without a fight. However, unlike Sonny's own version, which he must maintain, this version of the aura is a passive spell, and allies who are granted it aren't hindered, being able to fight, use spells and powers, and in general do everything they could do as if they didn't have it.
Approved. Nice job balancing that, by the way.
[/spoiler]
Undyne
[spoiler]
(07-25-2017, 03:12 AM)Undyne Wrote: Need more moves! All anime heroes have a whole lot of moves!
Hope this one is okay as it is, or did I miss anything? Also, would the cost be 600 or 900?
Steel Rain (600/900, Ranged Proficiency, Ranged Materialize Proficiency)
For those occasions where Undyne needs to cover an area with her spears without expending as much energy as she does with Spearstorm, she uses Steel Rain. By extending her open hand or her weapon outwards she summons up to ~16 of blue glowing spots on any surface or in the air anywhere within a 20 meter radius that she can see or sense with Enhanced Senses, covering an area of up to one square meter (4x4 spots). Undyne can also opt to summon fewer spots at a time, to tire herself out less. After ~4 seconds arrow-sized spears of blue magic erupt out of the spots, one for each spot, and fly in a straight line at ~50km/h (~30mph) for a maximum distance of 30 meters before dissipating. Undyne typically accompaigns this eruption with a sweeping motion with her hand/weapon, but this is mostly theatrics. The spots disappear after shooting out their respective spear. Each spear deals little damage, especially by itself.
In order to use the attack Undyne must focus enough that she cannot defend herself nor use other moves from the moment that the blue spots are summoned until when the spears start flying after ~4 seconds. She can move freely but not do complex movements such as acrobatics that would require her focus. If her concentration is broken the spots will fizzle away. Once the spears are flying they will not dissipate if Undyne’s focus is broken, however. Finally, regardless of whether or not the attack succeeds it tires out Undyne relatively little: only if she “spams” the attack four or five times in a row at maximum strength does it impact her stamina enough that she needs to take a moment to catch her breath afterwards. Undyne is also able to summon multiple “instances” of Steel Rain one after another, with the fastest she can do being one new instance each second.
The strength of Steel Rain is its versatility as it can be used while moving and multiple instances can be summoned at a time to surround and hit an opponent from multiple angles or to create patterns, like an advancing “wall of doom” of spears shooting out from the ground (or indeed, raining down from above), driving an opponent backwards if they want to avoid being hit. The price that Undyne pays for this versatility is that Steel Rain’s spears deal chip damage by themselves, being a mini Spearstorm - they’re more of a support ability than a damage-dealing one.
Approved at 600.
[/spoiler]
Ash
[spoiler]
(07-25-2017, 08:49 PM)Ash Wrote: Thunder Clap(300 OM)
Requires: Strength Prof and Debuff prof.
Used at close range, no further than 5ft away, Ash fuses her palms with magic before smacking them together in a clap. This creates a white sound wave that explodes from her hands to throw the target off their feet, and up to 10 feet back if they are particularly light. The power of this attack is gauged by how wide her hands are when she claps; the wider her hands and the more force she uses the more powerful the clap. (At least 1ft[30cm] apart to activate, and up to 5ft[1.5m]. Power meaning bigger targets need more force to be pushed down.)
This leaves a harsh ringing in their ears and deafens a target for 5 seconds, leaving them confused and disorientated, as well as open to any sneak attacks. The closer the target and the more distance between her hands before she claps risks real damage to the eardrums, which can be healed by normal means after the fight.
Ash can do this as many times as she can endure the painful sting in her hands after each smack. (Usually, only 3-6 times in a row without rest, depending on how hard she claps. But if she is desperate she can continue to do so.)
-
Chain Lightning(300 OM)
Requires Ranged Attack Prof, Debuff prof, and Homing Prof.
Ash concentrates for 15 seconds - which she can do while still moving - to charge up a large amount of blue electrical energy which she then releases at a target within 20 feet of her. It strikes as fast as natural lightening at the intended target, and continued to course through the group of people with little to no slowing or lowering of power. Hitting up to seven people almost simultaneously, the electricity jumps randomly from the original target to the next within 10 feet but never back as it follows the direction its casted. She can only control the aim of the spell to the first person but cannot control it enough to spare any friendlies in the group if any. No one is safe from becoming a lightning rod except herself as it does not move backwards.
On top of a powerful shock, every successfully hit target suffers paralysis for 10 vulnerable seconds. In these spare moments, Ash and anyone who can still move, can attack the paralyzed target(s), bind said targets with whatever will work at the time, or steal what they deem valuable at the time.
Ash can only do this move twice a fight before she needs a rest, and really should only have to do it one.
Thunder Clap: Does this do any damage or just the toss and debuff? Does this have a cast time? Can this be used while moving? Can she use other moves or attack and defend while using this, or would it break her focus? How draining is this on her energy/stamina? When you say that it risks damage to eardrums, is that just a fodder thing or does repeated use of this ramp up the debuff?
Chain Lightning: You’ll need to either decrease the range on this or make the power dwindle or something similar. Right now this can cover a range of 90 feet instantly without losing power, which is kinda excessive. How damaging is the shock? Can she use other moves or take hits while channeling this or would she lose concentration? I’d like it if you added in a “is very draining” or something along with what you already have there for stamina drain, just so no one sees that as just a cooldown on that one particular move. Also, I’d say you wouldn’t need Homing but you would need Area Attack for this since it hits a group of people.
[/spoiler]
Proto Mahn
[spoiler]
(07-25-2017, 10:03 PM)Proto Man Wrote: (07-18-2017, 08:21 PM)Proto Man Wrote: I got Power Up Boost I, which grants +1 to my T1 Power Ups and +2 to my T2 Power Ups. I'm just going to resubmit all of them so that I know my math ain't janked.
Total Base Stats - 13 (10 + 3 stat upgrades)
Red Robot Proto Man (Normal Form)
ATK: 6 (9) [12]
DEF: 2 (4) [3]
SPD: 3 (3) [5]
TEC: 2 (3) [5]
Tier 1 (Sys Upgrade) - 6 Stats
+3
+2
+0
+1
Tier 2 (Overlock) - 12 Stats
+6
+1
+2
+3
Champion of Heroes (Alternate Form)
ATK: 3 (6) [9]
DEF: 5 (7) [6]
SPD: 3 (3) [4]
TEC: 2 (3) [5]
Rush Adapter (T2 Powered Up Form) - 20 Base Stats + 3 Stat Upgrades + 2 Power Up Boost I = 25 Stats
ATK: 8
DEF: 6
SPD: 6
TEC: 5
Sorry.
Bump >_>
Sorry for the wait. You’re missing a point in your Alt Form, but otherwise you’re good.
[/spoiler]
Veritas
[spoiler]
(07-25-2017, 10:30 PM)Veritas Night Wrote: Adding this to Veritas's arsenal as well, since I've purchased the Energy Saber - Training Model:
Replica Dark Saber:
An ancient incarnation of the lightsaber, the Darksaber is a unique weapon that produces a flat, black-colored blade of plasma. Thin and curved to a point, a shape with more similarities to a metal sword than contemporary lightsabers, the Darksaber's black blade is a meter in length and appears to draw in the very light and color around it like a black hole. This effect left the Darksaber with a faint aura of white light around the edges of its blade and makes looking at it for an extended period uncomfortable. The hilt of the Darksaber is thin and rectangular, and long enough to be grasped with two hands. It features an angled cross-guard as well as a serrated blade emitter. When the Darksaber's blade is activated by pressing its activation stud, the hum and pitch of the blade are notably higher than contemporary lightsabers, and the blade giveches, and the white outer aura that surrounds the black core of the blade crackles. When the Darksaber comes into contact with another object or an opposing lightsaber, the blade screeches, and the white outer aura that surrounds the black core of the blade crackles.
Created based off of the designs of the Dark Saber that was in possession of Trixie, this Replica is every bit as functional as the original was. There are some differences, such as the blade having a "non-lethal" aka "training saber" type setting that can be used when the wielder wishes to not hurt someone too badly, but also having the traditional setting. Switching between the settings takes about 10 seconds.
This requires the Physical Strength Proficiency, and costs 600 OM.
Approved.
[/spoiler]
Kelly MacKaiju
[spoiler]
(07-17-2017, 08:40 PM)King Ghidorah Wrote: More fun with telekinesis: some for Kelly, some for NPC, some technikal, some not so technikal - is party for whole family keptic:
Point-Source Explosion: requires telekinesis, ranged-materialize proficiency, area attack proficiency, 3+ ATK (600 OM)
By concentrating on a single point in space within his line of sight (or the range of his enhanced senses) and stretching it along a fourth-dimensional axis in order to build up tension, Kelly can then release that tension to create a highly disruptive shockwave in 'real' space, resembling the surface of a rapidly-expanding soap bubble. In order to build enough tension for a noticeable explosion, Kelly must concentrate for a minimum of 0.5 seconds, which will result in a spherical burst that expands to 1.5 meters in diameter at several times the speed of sound before dissipating, with a maximum force at the center capable of shattering a 2-inch thick wooden plank. The force of the blast is constant within a 0.3 meter radius, falling off by percentages after that - 50% distance to the outer edge = 50% of the maximum force.
If this attack is charged for longer than 0.5 seconds, it becomes more powerful, and the radius of the explosion increases. At a 1 second charge, the shockwave is powerful enough to break soft marble, and the blast-zone increases to 2 meters. At 2 seconds, it can crack concrete (diameter 2.5 meters), and at the maximum charge time of 2.5 seconds it can dent steel plating (2.75 meters diameter). The rules for force-distribution-by-distance remain constant.
Point-Source explosions are difficult to generate. Kelly can't take any other action while charging this attack, including movement, as it requires his total concentration. The charge-time can be interrupted - although notably, if he's already achieved the minimum charge-time, the attack will still go off - just in an uncontrolled fashion, at half it's usual minimum potency. The energy cost is also very high. At the minimum charge time, it's the equivalent of a fit man having run a mile - breathing hard and slightly fatigued, but still capable of taking prompt action - though repeated uses stack accordingly. Each second of charge doubles this effect (2 mile run at 1.5 - slightly winded, would prefer to go sit down. Four mile run at 2.5 - tired, slow to react.) If he uses the attack at full charge, he cannot use it again for the rest of the fight.
Kelly cannot change the location he has chosen for Point-source explosion once he has begun to charge it. While charging, the area that will become the blast-radius stretches and smears, expanding as the charge builds, the line-of-sight view through that space vanishing towards the focus-point. Being in or passing through the location of the in-progress charge isn't harmful. It feels like the universe is licking you aggressively on the inside of your skin (very uncomfortable, but not actually painful or dangerous).
With a Wave of my Hand!: requires telekinesis, ranged proficiency, area attack proficiency, 3+ ATK (300 OM)
By sweeping their hand disparagingly through the air, a sufficiently powerful psychic can send their opponents flying. This attack requires a one second wind-up, in order for the user to draw a hand across their body, palm facing the opposite ear as though chambering a perfectly-formed pimp-slap (naturally, the sweep is backhanded; For maximum SCORN!)
When the arm is swung (which takes about 1/10th of a second), anyone standing within a 180 degree arc in front of the user (within the range of their telekinesis and the plane of the swing) is pushed violently backwards, as though kicked hard in the chest by someone extremely powerful (users ATK score). If a targets DEF equals or exceeds the user's ATK, the effect is negligible, though if their TEC is lower than 2 they may still stumble. This attack deals no actual damage, unless a target hurts themselves falling (or the users ATK exceeds a targets DEF by 3 or more, in which case the damage is equivalent to being struck barehanded by someone with the user's ATK -2), and takes minimal energy to perform (though repeated uses will wind the psychic quickly, as flailing ones arms about wildly is wont to do.)
I WILL CRUSH YOU: Requires ranged materialize proficiency, area attack proficiency, 4+ ATK (600 OM)
A highly dramatic attack for the seriously annoyed mentat. The user throws one or both hands in the air and declares their intent in suitably dramatic fashion, which takes a minimum of 1 second (if they go with just 'Die'!) and a maximum of 4 seconds (if they say the whole thing, and dwell on the YOOUU). During this time, a plane of force three meters square and infinitely thin forms horizontally above the target, visible as a slight distortion in the air. The user then swings their hand (or hands) groundward, and the plane descends at the speed of a bullet, smashing the victim into the ground with tremendous force.
This attack is interruptable by a solid blow, both during the charge and during the execution.
The exact strength of the attack depends mostly on the user's ATK score - as though they were somehow leg-pressing a giant manhole cover down on the target's head. At the maximum charge time, the force of impact only goes up by about 20%.
This attack is inefficient, and thus very draining, and can be performed only three times without rest.
Point-Source: SO MANY WORDS. Also approved.
With a Wave of My Hand: How far does this wave move toward his foe?
I Will Crush You: How far from the user can this effect? Can it be used while moving or with other moves? Does the bit about only being able to use it 3 times mean at any charge level, or just the maximum power version?
[/spoiler]
Daniel Wrote:gonna milk the shit out of those milkies
Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.
Alex Wrote:clowns don't have marriage rights
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(07-23-2017, 06:25 PM)The Vision Wrote: (07-23-2017, 10:32 AM)Alex Wrote: (07-19-2017, 10:34 PM)The Vision Wrote: nitro.exe (300) Requires Area Attack
Vision explodes. The explosion is a spherical attack with radius 4 meters. It does decent damage and throws all people back exactly 1 meter away from where they were. However, using this move is EXTREMELY exhausting, since he has to spend four seconds collecting his molecules together again Humpty-Dumpty style. While he's reforming, he can't do anything, not even move. It is unclear why, but if you aim for the center of the explosion while the Vision is recovering, he will take damage. Also, he cannot repair any damage... while repairing himself... Theoretically, he could use this move repeatedly, but he'd probably collapse in the middle of the fight from lack of energy. This move has an Adaptoid cooldown of 4 seconds.
...does Vision literally explode outward into tiny Vision pieces? Which then slink back together? Or does he just send out a giant shockwave and has to take a few seconds to mend exterior damage or somethin?
I imagined him literally asploding. But functionally it's basically a giant shock wave with a recovery time. I added a little thingy which might be your concern.
Quote:Quote:grootroot.exe (300) Requires Area Attack, Debuff
Vision spawns tree roots like tentacles from the ground, which grapple and ensnare any non-friendly targets. This does no damage, but slows enemies and disrupts their focus. The roots can be damaged, and have Vision's DEF. The area-of-effect is a cylinder, centering around the Vision, with radius 1meter and height 2 meters. It lasts for the entire fight and can only be used once. This Move is pretty exhausting, can only be used once, and has an Adaptoid cooldown of 10 seconds.
Can the roots be destroyed?
Edited accordingly.
Um. I don't think you guys saw this one.
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@Vision: These both sound okay to me! nitro.exe (300) and grootroot.exe (300) are approved.
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
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07-26-2017, 01:47 PM
(This post was last modified: 07-26-2017, 01:49 PM by Ebonywood Hellscythe.)
I'm making some upgrades to my "Meta Magic: Elemental Blast" spell. Namely the "multi" modifier (allows preemptive chain casting) and also specifically changing how the "air" element works (but only the air element, the others are still cosmetic only). Air now converts all "damage" to "knockback" (10m/30ft by default, increased by charged spell). I've also changed the area of effect of the explosion modifier from 1m radius to 2m radius (although that will naturally make the splash damage more watered down). Changes from the original are in bold. I think having to spend a whole 5 seconds (often standing still, unable to attack, and yelling) should justify the increased AoE and general versatile and damaging potential of the spell in general.
Cost increased from 1200 to 1800 (so 600 OM to upgrade). 300 OM for the "multi". 300 OM for "air".
Meta Magic: Elemental Blast (1800) Requires: Ranged Proficiency, Area Attack, Homing Proficiency
Quick summary:
[spoiler]Base spell: 5 seconds, not fatiguing, Ebony cannot move, speed of an arrow, can be any of the elements listed, size of a fist (projectile and impact area), 5 seconds air time, needs 1 hand to chant, needs 1 hand to cast.
Charged: 5 seconds, fatiguing, Ebony cannot move, more damage, repeatable, needs 1 hand to chant, increases to 2 hands to cast.
Homing: 5 seconds, not fatiguing, Ebony can move, spell is now homing (3m/10ft radius turns), 10 seconds air time, decreasing damage after 5 seconds air time, needs 1 hand to chant.
Explosive: 5 seconds, not fatiguing, Ebony cannot move, area effect ( 2m/6.6ft radius), decreased overall damage, needs 1 hand to chant.
Multi: Start casting new spell, older spell(s) saved, then may cast each one after another with a 1-second delay between each, delay may exceed the 1-minute cap, fodder time may be used prior to or between each spell once casting starts.
Fodder: 2-3 seconds, not fatigue, does literally nothing but maybe sound cool and delay the spell by a few seconds, can go over the 1-minute limit, Ebony needs the same number of hands-free that are required to cast the spell, Ebony cannot move.
Spell time cannot exceed 1 minute. If it does the spell fails. If damage is taken the spell fails. If the casting stops then the spell fails.[/spoiler]
Current list of "elements" Ebony may use:[spoiler]
Raw Magic, Fire, Ice, Water, Air, Earth, Electric, Dark, Light.
Descriptions: all elements are the size of a fist (explosive effect are in brackets and have a radius of 1m/3ft). All effects are visual only unless specified otherwise. All damage and damaging effects will be the same regardless of the element. - Raw Magic: A swirling purple blob. Appears to melt away on impact, disappearing. (A dense purple fog explodes outwards, then fades away almost instantly.)
- Fire: A swirling mass of red flames. Disappears on impact. (A ball of flames explodes outwards, then fades away.)
- Ice: A solid lump of white/pale blue ice. Disintegrates on impact. (An outwards explosion of ice that creates a dense white/pale blue fog. Quickly fades away into the air.)
- Water: A swirling mass of blue water. Disperses into the atmosphere on impact. (A torrent of water explodes outwards, then fades away.)
- Air: A swirling mass of green airwaves. Disperses into the atmosphere on impact. See later section on detailed effects (An explosion of green air. Disappears quickly.)
- Earth: A solid lump of brown-orange rock. Disintegrates on impact. (An outwards explosion of rock and earth that creates a dense brown fog. Quickly fades away into the air.)
- Electric: A zig-zagging mess of yellow and blue lightning bolts confined to an invisible sphere. Disperses into the surroundings on impact. (An almost solid-looking mass of yellow and blue bolts that slowly fade away)
- Dark: A smooth pulsing solid black/dark purple sphere. Disperses instantly on impact into harmless purple flames that quickly fade away. (An explosion of dark purple flames that quickly fade away)
- Light: A smooth pulsing solid white sphere. Disappears instantly on impact. (An extremely quick explosion of white light. It's gone almost instantly and isn't blinding)[/spoiler]
Current list of the non-cosmetic effects each element has:[spoiler]
Every element not listed here just does the standard "magical burns" as damage.
Air converts all damage from the spell to knockback. Essentially changing the spells from acting like concrete breaking punches to car pushing shoves. The specific distance an opponent is pushed back depends on the difference between Ebony's ATK and their DEF, although if agreed OOC further or shorter than usual distances may occur for smaller and larger targets. The general floor and grip a target has on a surface could also have an impact. As a general guideline, the base spell can knock someone back 10m/30ft. Charging this adds another 10m/30ft for each charge. The explosive variant pushes people away from the centre of the explosion, and those on the edge won't be pushed back as far (but if hit by the main projectile directly the target will suffer the full knockback). Homing pushes a target away from where it made contact with them (by the same distance it would do if it was non-homing), so it's technically possible that the projectile could actually push someone towards Ebony. Naturally, the decrease in damage from a prolonged homing spell transfers proportionally to a decrease in knockback. The multi variant has no impact and each spell applies its knockback individually. While air doesn't do any damage directly (the attack feels like being shoved really hard), being hit into a wall, a rock, or off a cliff is probably still going to hurt. Lastly, targets with a high SPD and flight may be able to move against the knockback and prevent being pushed the full distance.[/spoiler]
Ebony begins the spell with a five-second incantation specifying an element to attack with. This element has no impact on the actual spell itself (unless specified above), besides appearances. Regardless of the element chosen, the effect is still the same. Anyone hit with it will take the same "magic burns" as damage. So while wind can blow someone over, Ice can't freeze someone. Fire can, however, still seem the same as usual besides not feeling hot as "magic burns" are indistinguishable from being burnt normally (to non-mages at least). In essence, the element is usually just the manifestation of Ebony's magic: a mere appearance. During these first five seconds, Ebony needs at least one free hand, cannot move (but can rotate), and must continue speaking (note that she doesn't need to be heard, so as long as her mouth can open and close, the spell will still work - hence it can be done under water). These five seconds are not very fatiguing. If Ebony takes damage while casting the spell, it fails and must be restarted. She may make any motions with the hands and arms required to be free that she chooses - if casting an earth spell they may be closed and rough, but for an air spell they may move and flow much more quickly.
After this, Ebony has two choices. Either cast the spell as it is (by which it will travel in a straight line at the speed of an arrow and dissipate after 5 seconds) or add any combinations of modifiers. Each modifier takes five seconds chant, can only be added to the spell once unless specified otherwise, and can be added in any order. The spell cannot be chanted for longer than 1 minute. Ebony can currently use the following modifiers:
Charged Spell: This incantation increases the power of the spell at the cost of time and fatigue. This can be added to the spell as many times as Ebony wishes providing the spell does not exceed a total casting length of one minute (the base spell + 11 modifiers). Ebony cannot move throughout the five seconds of this chant and must have at least one free hand. However, if this modification is added, Ebony needs to use both hands to actually cast the spell (i.e. when she's finished chanting, she needs 2 hands to shoot it).
Homing Spell: After adding this incantation, the spell will follow and curve towards her target. As a consequence, the spell can only travel at half speed, however, it will still travel the same total distance (it remains in the air for twice the time). But, once the spell has travelled for its initial 5 seconds, it slowly starts to dissipate at an even rate. So being hit after 7.5s will do half as much damage as being hit between 0 and 5s, and being hit at just before 10s will feel almost entirely painless. The spell curves after its target fairly quickly, and can make an 180 degree turn in a semicircle with a radius of 3m/10ft and will turn left, right, up and down to pursue its target. Ebony must be able to maintain sight for the 5 seconds that this part of the incantation is spoken, and she must be able to see her target when the spell is cast. The target cannot be changed unless Ebony decided to forfeit casting the spell and start again.
Explosive Spell: This modification increases the area of effect of the spell from being a simple point blast to exploding out in a sphere of a radius of 2m/6ft. The damage of the spell is distributed throughout this area (and weaker at the edges), so the overall damage one target will take is lower than the damage they would take from the non-explosive spell (unless they were hit by the exploding projectile when they will take the full normal damage). During the five seconds of chanting Ebony cannot move and must have 1 free hand. This modifier is not draining to add. Ebony is immune to the splash damage of her own spells (n.b. only the splash damage, shooting herself directly would still hurt).
Multi-Spell: This allows Ebony to essentially store spells during the chanting period to all cast together once she's ready to cast. Instead of simply spending 5 seconds modifying the spell, she starts speaking and channelling magic as if she were chanting the base spell. While this occurs the old spell is saved along with all its already existing modifiers (and may not be changed). This does not reset the maximum chanting time of 1 minute. After Ebony chants the new base spell (which may be different to or the same as the one before) she continues working on that spell as usual (being affected but the same restrictions and times, as well as the usual fatigue if any). Should she wish, she could even choose to add a "multi-spell" to the new spell, allowing another spell to be saved as well. Once she finishes chanting all the spells she wishes to cast, she may then choose to add a couple of fodder words as usual, or may proceed straight to casting them. During this, the first spell that was saved is cast as usual. Then, there is a 1 second delay (during which Ebony does not have to speak, but may choose to). This may be extended to up to 3 seconds with more fodder words. Once the delay is over, the next spell is then cast as usual and the cycle repeats. It is possible that, due to the occasional different speeds of spells (or them following nonlinear paths) two spells could collide. When this happens they phase through each other without interacting.
Multi-Spell Example:[spoiler]
Seeing a gap in combat (maybe an ally is fighting) Ebony chants for Fire, Charged, Homing and then chooses to make the spell multi. From there, that spell is saved so she moves onto the next spell. She chooses Air and then multis again. The next time she also chooses Air and then multis again. Then, the last time, she chooses Raw Magic and charges is three times. This takes 45 seconds total (making the spell a multi takes no time, but each other section takes 5 seconds).
She then shoots a Fire charged spell that swerves towards her target. 1 second later a blast of air travels out of her palm faster than the charged spell did and goes through the fire projectile (by random chance) yet misses the target. Nothing happens when they visually collide, but shortly after the fire spell hits the target. After that the next air spell shoots out 1 second later and hits. Being hit by the fire spell, and knocked back by one of the air spells (the other missed), her target charges towards her. From there she waits until the foe is in an optimal position and speaks a few fodder words to pass the time (3 seconds total). After this, she releases the powerful blast of raw magic into their chest doing heavy damage.[/spoiler]
Once Ebony has finished all the incantations she wishes to add, she needs to point the 1 or 2 hands required to cast the spell towards her target (unless the spell is homing when variation in the angle is possible to allow the shot to curve). The instant she finishes speaking the last word of the spell, the attack is fired. If the attack takes the form of a lump of rock or physical object, it disintegrates on impact (or explodes outwards if that modification was added). Lingering frostbite, flames, or other effects will not occur. If Ebony wishes, she can speak a couple of fodder words at the end of the spell, no more than 2 or 3 seconds or so. This is just to delay the casting of the spell slightly, and also make the incantation flow better. These words can go over the maximum casting length and have no impact on the actual spell. Ebony cannot move while saying them and needs to have the same number of hands free that are required to cast the spell. During this section, the spell is seen as visible in her hands.
Descriptive/General Example:
[spoiler]Ebony is fighting a fellow mage in a friendly duel. Her opponent is fast and mobile. Firstly she says, "Let the air be my ally, and the sky be your doom." This signifies that she will attack using the air. She can say whatever she wishes at this part, and really it had no effect on the actual spell besides appearances. Although in some cases the element chosen will have an impact - such as in this instance.
While speaking this first part, she notices her opponent is moving quickly in an attempt to dodge so she continues chanting, this time moving into a better position and keeping a line of sight with her target. "Your legs will fail you as my spell pursues for eternity." For this section, Ebony moves into a better position and adds the homing attribute to the spell. The general phrase can change, but it should be made obvious which modifier she's using - she can't talk about making it explode when actually making it homing, for example.
After this, the spell is ready to cast, as she doesn't feel the need to make it impact a large area, or do a significant amount more damage. She stops moving, looks at her opponent, and finishes off with the final word: "Elemental Blast". She could have said any short phrase, or simply nothing. In this instance, she felt like saying the name of the spell. The instant she starts the word 'elemental', a green swirling mass of air the size of her palm appears in her chosen hand (or between both). The instant she finishes the word 'blast', the swirling air shoots quickly towards her target, curving towards him as he tries to dodge. She could have shot fire or ice if she chose to earlier, but she wanted to avoid doing direct damage. Currently, however, both fire and ice would have the exact same impact of leaving magical burns.[/spoiler]
Note 1: Due to how tiring using the charged effect on a spell is, Ebony can only do about a minute's worth of it (12 uses) without resting. After that point, Ebony will barely be able to walk, so trying to cast it again could knock her out from the fatigue.
Note 2: Arrows from recurve bows travel at ~150mph (67m/s, 220ft/s). I'm using this speed.
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07-26-2017, 01:56 PM
(This post was last modified: 07-26-2017, 08:13 PM by James Knight.)
The Darksaber:
An ancient incarnation of the lightsaber, the Darksaber is a unique weapon that produces a flat, black-colored blade of plasma. Thin and curved to a point, a shape with more similarities to a metal sword than contemporary lightsabers, the Darksaber's black blade is a meter in length and appears to draw in the very light and color around it like a black hole. This effect left the Darksaber with a faint aura of white light around the edges of its blade and makes looking at it for an extended period uncomfortable. The hilt of the Darksaber is thin and rectangular, and long enough to be grasped with two hands. It features an angled cross-guard as well as a serrated blade emitter. When the Darksaber's blade is activated by pressing its activation stud, the hum and pitch of the blade are notably higher than contemporary lightsabers, and the blade gives off a sound like a whistle when it was swung through the air. When the Darksaber comes into contact with another object or an opposing lightsaber, the blade screeches, and the white outer aura that surrounds the black core of the blade crackles. Created based off of the designs of the Dark Saber that was in possession of Trixie, this Replica is every bit as functional as the original was. There are some differences, such as the blade having a "non-lethal" aka "training saber" type setting that can be used when the wielder wishes to not hurt someone too badly, but also having the traditional setting. Switching between the settings takes about 10 seconds. The blade also has a 2nd appearance that is purely cosmetic, but is preferred by Veritas most of the time.
This requires the Physical Strength Proficiency, and costs 600 OM.
RP Fluff: This was given to him by Doctor Johnson as an incentive for him not to do what he wants to do to Doctor Kratz to all of them. In other words, it was a bribe of sorts for Veritas.
Did some edits to the Dark Saber. Also bumping the below.
ECG - Tendrils:
The ECG - Tendrils is a device based off of his Shield Generator. While his shield generator was purely made for defensive purposes, the mechanic of the tendrils is that they are made to be used as both a tool, and an offensive item, as well as a defensive item. Should he be attacked he can use the tendrils to grasp things that are headed his way, so long as their durability doesn't exceed that of the tendrils (Atk of the player, versus DEF) in this case. They can also be used to grab someone, and throw them away from Veritas likely giving them a concussion for about ten seconds. Furthermore, they can also be used to restrict the airway of an individual if the individual is close enough, (IE within 30 feet) as it were. However, the tendrils will let go before they do any real harm, as these are made as more of a warning to individuals to leave him alone when he isn't home. The tendrils can also be used to pick up items, and hurl them at an opponent.
Another use of the tendrils is that they can be used to "grasp" into a wall, or anchor into it as it were, preventing him from falling to his death should someone fling him off of a building, or some such nonsense. The tendrils are spawned from his hands (2 at a time, one per hand) and can be regenerated, though doing so takes five minutes of uninterrupted concentration, in order to do so. The tendrils can be destroyed, IF someone were to cut them from his back, otherwise they would begin slowly regenerating on their own. The pain from having them cut off would debilitate him for a minute, leaving him completely vulnerable to all attacks. These can be used with other moves, so long as the other moves don't require the use of his hands.
This requires the Physical Strength, Remote Control, Telekinesis, Area Attack, and Area Defense Proficiencies.
Shield Generator:
A shoulder attached shield generator that looks similar to an arm-band. When worn by him this takes about ten seconds for him to charge up. Once this shield has been charged up, it can last for seven seconds. What the shield does is take kinetic impacts that are directed against it, doubles the force behind them and releases them back at the person who sent it. There are limitations, in that those with a higher ATK than his DEF would be able to penetrate the shield. The shield requires the Debuff Proficiency, the Physical Strength Proficiency, and the Area Shield Proficiency.
The shield redirecting the forces of energy attacks solely, such as blasters, fireballs, and many other such could likely have a dazing effect on an opponent. The nature of the shield leaves it with one glaring weakness. Physical attacks such as punches, kicks, real metal blades, actual guns and explosives could be of more use against the shield, and ignore it's existence entirely. It cannot be used with other moves, and requires ten seconds between uses of the shield for him to recharge, the shield lasting for eight seconds at a time.
Sonic Collar:
Created based off of information on Sonic Technology that was found in the library on Coruscant, Veritas took the sonic technology to the next level, and built a collar of sorts. This takes 17 seconds for him to turn on. It has a range of 30 feet in any direction from him. The first use of the Sonic Collar is that by using his voice when he works this, he can create a barrier of soundwaves around his body, equivalent to his Shield Generator, except with one difference. While the Shield Generator could block energy based attacks solely, this can block the ones that are physical instead, so long as they are not super moves. Another use of the Sonic Collar is pin-point shouts capable of knocking an unwanted guest, or attacker back about 20 or so feet without hurting them severely, other than giving them a severe pounding headache due to being blasted by it for 5 seconds. The collar can only be used for 2 minutes total, before the power pack must be changed out. Using the shield or blast feature for more than 20 seconds guarantees he will have to change the batteries which takes 30 seconds. The last function of the sonic collar is that the shouts are powerful enough to stop large vehicles that are coming his way. The shield can only be used for ten seconds at a time, much like the Shield Generator.
The blast, and the shield share the same range of 30 feet in any direction from his body. This cannot be used with other moves. Heavily draining on his stamina to use for prolonged periods.
Required Profs: Remote Control, Area Attack, Debuff, Area Defense, Ranged Proficiency, Ranged Materialize.
Crudely made Explosive:
A crudely made explosive device that cannot wait to go off. The true purpose of the crudely made explosives is to debuff someone by essentially detonating a flash bang in their face which is what the crudely made explosives are made to do. Each of these deals less than pitiful damage to an opponent that they are used against. However, because of the lesser damage of the explosives he is capable of using, Veritas was able to rig them to be like a flash bang. Unfortunately, they can only sustain the effect of blinding and deafening an opponent temporarily, for about six seconds. They are heavily draining on his stamina to create more than one of these at a time, and so he is limited at 3 per battle, if he can even muster the energy to do that much with them.
This requires the Ranged Proficiency, the Remote Control Proficiency, Area Attack Proficiency, and Debuff Proficiency.
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07-26-2017, 02:52 PM
(This post was last modified: 07-27-2017, 10:30 AM by Kelly MacAryn.)
Quote:With a Wave of my Hand!: requires telekinesis, ranged proficiency, area attack proficiency, 3+ ATK (300 OM)
By sweeping their hand disparagingly through the air, a sufficiently powerful psychic can send their opponents flying. This attack requires a one second wind-up, in order for the user to draw a hand across their body, palm facing the opposite ear as though chambering a perfectly-formed pimp-slap (naturally, the sweep is backhanded; For maximum SCORN!)
When the arm is swung (which takes about 1/10th of a second), anyone standing within a 180 degree arc in front of the user out to a distance of twenty meters (within the range of their telekinesis and the plane of the swing) is pushed violently backwards, as though kicked hard in the chest by someone extremely powerful (users ATK score). If a targets DEF equals or exceeds the user's ATK, the effect is negligible, though if their TEC is lower than 2 they may still stumble. This attack deals no actual damage, unless a target hurts themselves falling (or the users ATK exceeds a targets DEF by 3 or more, in which case the damage is equivalent to being struck barehanded by someone with the user's ATK -2), and takes minimal energy to perform (though repeated uses will wind the psychic quickly, as flailing ones arms about wildly is wont to do.)
I WILL CRUSH YOU: Requires ranged materialize proficiency, area attack proficiency, 4+ ATK (600 OM)
A highly dramatic attack for the seriously annoyed mentat. While standing still, (this move cannot be used while moving) the user throws one or both hands in the air and declares their intent in suitably dramatic fashion, which takes a minimum of 1 second (if they go with just 'Die'!) and a maximum of 4 seconds (if they say the whole thing, and dwell on the YOOUU). During this time, a plane of force three meters square and infinitely thin forms horizontally above the target, visible as a slight distortion in the air. The user then swings their hand (or hands) groundward, and the plane descends at the speed of a bullet, smashing the victim into the ground with tremendous force.
This attack is interruptable by a solid blow, both during the charge and during the execution. The target must be within fifteen meters of the user, and I WILL CRUSH YOU cannot be used in conjuction with other moves.
The exact strength of the attack depends mostly on the user's ATK score - as though they were somehow leg-pressing a giant manhole cover down on the target's head. At the maximum charge time, the force of impact only goes up by about 40%.
This attack is inefficient, and thus very draining, and can be performed only three times without rest, whether its been charged or not.
Changes in Bold. I tweaked the damage on the fully charged I WILL CRUSH YOU because considering the charge time and the caveats, looking at it again I thought it looked a bit anemic, even for an explicitly inefficient move.
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07-26-2017, 08:51 PM
(This post was last modified: 07-27-2017, 07:36 PM by Aquamarine.
Edit Reason: Oh almost forgot to add a Range.
)
(This is gonna be unavailable until my Faction Quest, but...)
Empire Cold Gun Prototype (300 OM, Requires Ranged, Debuff)
A small prototype gun based on a cyclotron that was built by the Empire to test if they could create a weapon that could freeze opponents solid so that they could easily arrest them, though the prototype is not as effective as they hoped. This prototype model can be drawn out from Aquamarine's Gem and is capable of launching a 3 inch wide beam of concentrated freezing solution at the opponent, and charging and firing the gun only takes one second. The beam travels as fast as a bullet, has a maximum range of 80 feet, and lasts for 8 seconds in the air before dissolving, but if it hits one of the opponent's limbs, the beam will cover the opponent's limb in the solution, which will quickly freeze the limb for 5 seconds and make it half as effective in combat for that duration, though it will not damage the opponent. Aquamarine does not need to focus while using the move and can use the move with other Moves and while moving, though after firing three beams the gun takes 6 seconds to reload.
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(07-26-2017, 08:27 AM)Mark Wrote: Thunder Clap: Does this do any damage or just the toss and debuff? Does this have a cast time? Can this be used while moving? Can she use other moves or attack and defend while using this, or would it break her focus? How draining is this on her energy/stamina? When you say that it risks damage to eardrums, is that just a fodder thing or does repeated use of this ramp up the debuff?
Chain Lightning: You’ll need to either decrease the range on this or make the power dwindle or something similar. Right now this can cover a range of 90 feet
instantly without losing power, which is kinda excessive. How damaging is the shock? Can she use other moves or take hits while channeling this or would she lose concentration? I’d like it if you added in a “is very draining” or something along with what you already have there for stamina drain, just so no one sees that as just a cooldown on that one particular move. Also, I’d say you wouldn’t need Homing but you would need Area Attack for this since it hits a group of people.
Thunder Clap(300 OM)
Requires: Strength Prof and Debuff prof.
Used at close range, no further than 5ft away, Ash takes up a defensive stance and fuses her palms with magic just before smacking them together in a clap making the spell instantaneous. This creates a white sound wave that explodes from her hands to throw the target off their feet harmlessly, and up to 10 feet back if they are particularly light. The power of this attack is gauged by how wide her hands are when she claps; the wider her hands and the more force she uses the more powerful the clap. (At least 1ft[30cm] apart to activate, and up to 5ft[1.5m]. Power meaning bigger targets need more force to be pushed down.) This leaves a harsh ringing in their ears and deafens a target for 5 seconds, leaving them confused and disorientated, as well as open to any sneak attacks.
The closer the target and the more distance between her hands before she claps risks real damage to the eardrums, which can be healed by normal means after the fight. (This is fodder.)
Ash can do this as many times as she can endure the painful sting in her hands after each smack. (Usually, only 3-6 times in a row without rest, depending on how hard she claps. She can do it more than this, but risks damaging her hands.) While its not that strenuous on her energy, it hurts her hands which are important to her. This is used more for defense and crowd control, but cannot be performed while moving or in combination with other moves; however as soon as the sound wave leaves her hands she can act normally.
(A hit and run/kick while they are down and run move.)
-
Chain Lightning(300 OM)
Requires Ranged Attack Prof, Debuff prof, and Area Attack Prof.
Ash concentrates for 15 seconds - as long as she remains unharmed she can maintain this concentration while moving but cannot use any other action - to charge up a large amount of destructive blue electrical energy which she then releases at a target within 20 feet of her. It strikes as fast as natural lightening at the intended target, and continued to course through the group of people with little to no slowing or lowering of power. Hitting up to seven people almost simultaneously, the electricity jumps randomly from the original target to the next within 3 feet but never back as it follows the direction its casted. She can only control the aim of the spell to the first person but cannot control it enough to spare any friendlies in the group if any. No one is safe from becoming a lightning rod except herself as it does not move backwards.
On top of a powerful shock that tears through the flesh (and flesh like substance) it touches and leaves multiple painful smoking rips in the body, every successfully hit target suffers paralysis for 10 vulnerable seconds. In these spare moments, Ash and anyone who can still move, can attack the paralyzed target(s), bind said targets with whatever will work at the time, or steal what they deem valuable at the time.
Ash can only do this move twice a fight before she needs a rest as it is very draining, and really should only have to do it once.
BOLD: Changes made.
I'm pretty sure I addressed everything, hopefully its more clear.
Warning: Anything that involves Ash should be rated M. Possibly higher.
Erik Vrell : Ash has a 'love' fourth dimensional shape
Erik Vrell : As in its wide and unfathomable for us mere mortals
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Explosive Trap (Tier One Supermove, Requires Area Attack Proficiency, 600 OM)
Vulre will freely admit that he is not a skilled alchemist. His brief foray into the science is evident in the burns upon his forearm, and the hard-won knowledge of the explosive nature of many, many seemingly innocuous substances. Using this move, Vulre takes roughly a minute to jury-rig an explosive roughly ten centimeters in each dimension. This device is detonated upon the introduction of fire, often caused by a simple flint and tinder attached to a trip wire or pressure-sensitive plate place over top of the device. Once it is triggered, the explosion is roughly five meters in diameter, with a variety of nails, stones, and the like used as shrapnel. Vulre can accidentally trigger the device himself, although it is highly unlikely he will simply walk over it. Due to the preparation time involved in using this super move, it is rarely set up mid-fight, and is rather set ahead of time in anticipation of the enemy's actions.
Torcher of tomes, slayer of sorcerers, taker of ears, and flayer of men. Reasonable rates.
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Light Screen - 300 OM
Xana builds up energy on her arms for a second, making them glow with a faint gold light. Then, she raises her arms, with the palms of her hands pointing towards the incoming attack or attacker. An screen will be projected from her hands at about 3ft away from her. The screen is made of a glass-like material and similar in form to a window. It is approximately 3ft tall and about 3 ft wide. It remains floating in front of her upper body and face, while her entire lower body is left exposed. Most attacks that hit the barrier, be them melee or ranged, will bounce off of its surface, except those that have been charged for more than 3 seconds. If an strong enough attacks hits the shield, it'll shatter in very smalls pieces, like a glass, leaving Xana very exhausted for several seconds. Xana can move herself and the shield around, but her arms must remain raised, rendering her unable to perform attacks, and the glass-like wall won't be farther or nearer to her than 3ft at all times. The shield can be maintained for a total of 5 seconds, growing considerably weaker each second it passes.
Xana talks in #FFB7C5 and thinks in that same color plus Italics.
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(07-28-2017, 09:50 AM)Vulre Oakenlimb Wrote: Explosive Trap (Tier One Supermove, Requires Area Attack Proficiency, 600 OM)
Vulre will freely admit that he is not a skilled alchemist. His brief foray into the science is evident in the burns upon his forearm, and the hard-won knowledge of the explosive nature of many, many seemingly innocuous substances. Using this move, Vulre takes roughly a minute to jury-rig an explosive roughly ten centimeters in each dimension. This device is detonated upon the introduction of fire, often caused by a simple flint and tinder attached to a trip wire or pressure-sensitive plate place over top of the device. Once it is triggered, the explosion is roughly five meters in diameter, with a variety of nails, stones, and the like used as shrapnel. Vulre can accidentally trigger the device himself, although it is highly unlikely he will simply walk over it. Due to the preparation time involved in using this super move, it is rarely set up mid-fight, and is rather set ahead of time in anticipation of the enemy's actions.
Apologies, but no, you can't have a move like that. Super Attacks are only allowed at the end of a post so a judge can determine how they have altered the fight. They're meant to be finishing moves that give your opponent time to put up their own Super Defense or Attack in retaliation; there has to be a window where your enemy can defend themselves. If you can alter this move to take place during a fight, like he throws some random explosive at their feet, then sure. As it is, no.
(07-28-2017, 12:00 PM)Xana Tanoshimu Wrote: Light Screen - 300 OM
Xana builds up energy on her arms for a second, making them glow with a faint gold light. Then, she raises her arms, with the palms of her hands pointing towards the incoming attack or attacker. An screen will be projected from her hands at about 3ft away from her. The screen is made of a glass-like material and similar in form to a window. It is approximately 3ft tall and about 3 ft wide. It remains floating in front of her upper body and face, while her entire lower body is left exposed. Most attacks that hit the barrier, be them melee or ranged, will bounce off of its surface, except those that have been charged for more than 3 seconds. If an strong enough attacks hits the shield, it'll shatter in very smalls pieces, like a glass, leaving Xana very exhausted for several seconds. Xana can move herself and the shield around, but her arms must remain raised, rendering her unable to perform attacks, and the glass-like wall won't be farther or nearer to her than 3ft at all times. The shield can be maintained for a total of 5 seconds, growing considerably weaker each second it passes.
Approved!
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A single thing to note. The bit about "except those that have been charged for more than 3 seconds" will be changed to "except those whose power is similar or higher than an attack charged for 3 seconds by someone with an ATK equal to Xana's DEF."
I was to change that on the workshop, but it slipped my mind. If you're wondering, if they have less ATK, the charge time will need to be higher, while if they have more, lesser. I hope this is not a problem.
Xana talks in #FFB7C5 and thinks in that same color plus Italics.
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Making some changes/additions to my fodder move. New parts are in bold. All non-damaging fodder stuff.
Fodder: Elemental Blast (0)
Ebony can replicate a minor version of un-modified variation of Elemental Blast for quick, non-damaging, effects. For example a gust of wind to knock someone's hat off or blow out a candle (could be warmed up or cooled down slightly for the purpose of providing air conditioning or drying hair); a small flame to ignite something not being worn or carried, or warm something up; a spray of ice to cool a small object down; a blast of water to fill a glass with drink; a stream of hot water, at the temperature to bathe in or make a cup of tea - it's not hot enough to be damaging and the magical origin of the water prevents it from hurting anyone anyway (but it could still be uncomfortable); a small fist sized sphere of darkness that does nothing but look cool (can also be broken at will or with a word command to burst into harmless purple flames); a ball of light that illuminates a 5m/16ft radius sphere. As of this moment, those are the only elements Ebony can use on this small scale. The incantation must be one word or a short phrase (1-2 seconds ish). Although she could say something longer if she really wanted. Ebony doesn't need to stay stationary. This non-damaging variant of the spell has a maximum range of 10m/32ft. Unlike the full spell, these elements do "exist". When the spell is cast in full (see above), the overwhelming and unique nature of Ebony's magic impacts the spell, and thus removes the impact of most elements.
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(07-28-2017, 12:07 PM)Jade Harley Wrote: Apologies, but no, you can't have a move like that. Super Attacks are only allowed at the end of a post so a judge can determine how they have altered the fight. They're meant to be finishing moves that give your opponent time to put up their own Super Defense or Attack in retaliation; there has to be a window where your enemy can defend themselves. If you can alter this move to take place during a fight, like he throws some random explosive at their feet, then sure. As it is, no.
Alright, fair. Would a move be more appropriate?
Torcher of tomes, slayer of sorcerers, taker of ears, and flayer of men. Reasonable rates.
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@ Xana: Edit this into your move, you don't need to have it reapproved, just link to my original approval when you purchase it.
@ Ebony: That's okay.
@ Vulre: We'd need a solid preparation/charging time for the explosive, so if you think you can rework this into a regular move, go ahead!
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
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