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Official Move Approval IV
@ Amber Veritz:
[spoiler]
(08-11-2017, 12:46 PM)Amber Veritz Wrote: Move for an NPC character

Ruyi-Bang and Jingu-Bang (Requires Physical Strength and Ranged Proficiency) (900)

The weapon of Sun Wukong and easily recognizable as Shotgun Nunchucks. This weapon is first seen as a simple quarterstaff type of melee weapon, which later is shown to also be a pair of nunchucks that can shoot shotgun shells from both sides. In its Quaterstaff form, the shotgun cannot be used. The quarterstaff form is roughly 4' 6in long, while the nunchucks can reach roughly 1ft past the users grip at maxium. The shotguns are used in 'lever-action mode' which requires the user to pull back the level on the bottom of the gun to fire a shot, then pull it forward to ready the next, making the use of bashing and blasting extremely easy on Ruyi and Jingu Bang. The range of the shotgun is fairly short, having effective spray at about 30ft. Each shotgun(four in total if you lost count) can hold six bullets, which need to be reloaded individually when emptied. This can take up to ten seconds without complication. If used in constant succession the damage can be devastating, but it is generally only good for a one time use given the reload takes too much time during a fight. They are used a fluid motion with intricate movements to work in conjunction with the shotgun to deliver the most damage. This weapon takes amazing technique to weild in nunchuck form.

What is the range of the nunchucks, how are they generally used by this character?[/spoiler]

Changes in bold.
[Image: giphy.gif]
The moves I had made previously, such as the shield and tendril and blaster were not detailed enough to fit my tastes. As a result, I have taken them back to the drawing board. However, I am submitting the following for approval.


[spoiler]

The Gear Blades are a set of prototype blades that were created by the Empire. Each of these is about eighteen inches long, in the blade. The hilt has a guard, much like that of an old school blade, such as a rapier, or a Cutlass. The Gear Blades can be attracted to his hands should he lose them, via magnets in the robotic arm that he possesses. The blades possess no special properties of any kind and are simply swords. They are however immune to being cut through by Lightsabers, unless the Lightsabers are stronger than the Gearblades. (Atk versus Def, respectively. ) These are only moderately draining on his stamina and cannot be used with other moves that require the use of his hands. They take him 4 seconds to materialize. 

Costs/Reqs:  300 OM?  Physical Strength. 

[Image: latest?cb=20150423184455]
[/spoiler]
(08-11-2017, 11:21 PM)Veritas Night Wrote: The moves I had made previously, such as the shield and tendril and blaster were not detailed enough to fit my tastes. As a result, I have taken them back to the drawing board. However, I am submitting the following for approval.


[spoiler]

The Gear Blades are a set of prototype blades that were created by the Empire. Each of these is about eighteen inches long, in the blade. The hilt has a guard, much like that of an old school blade, such as a rapier, or a Cutlass. The Gear Blades can be attracted to his hands should he lose them, via magnets in the robotic arm that he possesses. The blades possess no special properties of any kind and are simply swords. They are however immune to being cut through by Lightsabers, unless the Lightsabers are stronger than the Gearblades. (Atk versus Def, respectively. ) These are only moderately draining on his stamina and cannot be used with other moves that require the use of his hands. They take him 4 seconds to materialize. 

Costs/Reqs:  300 OM?  Physical Strength. 

[Image: latest?cb=20150423184455]
[/spoiler]

Which moves, exactly, are you taking back?
While the first move here could be written in as an additional fire method for Ebony's Meta Magic: Elemental Blast move, since that's already getting fairly large and cluttered I feel it's best to simply create a new move for what I'm doing for organisation purposes. Naturally, I'll list both next to each other and in a similar section of my roster.

Meta Magic: Preemptive Blast (300) Requires: Elemental Blast, Ranged

Sensing an opportunity, Ebony quickly fires an elemental bolt with the same properties of one of the usual 5-second base spells (speed of an arrow, fist sized projectile, travels in a straight line for 5 seconds before dissipating into the air, not very tiring). This could be any of the elements Ebony knows how to use (see Meta Magic: Elemental Blast), and keeps the effects of her chosen element (if any). While the only time taken for this is the time Ebony spends aiming the attack (so it could be fired instantly) it has a significant drawback: for the 5 seconds she would have spent charging the attack, her body goes on cooldown. She cannot move. She cannot speak. She cannot twist or dodge or start to use any other moves or powers during this time. All she can do is stand still, paralysed in the pose she was in while the spell was cast. Her mind is also a mess during this time, which would make any mental communication impossible for this period of time should an ally try to contact her that way (and also make her vulnerable to mental assaults). It's no more tiring to her than usually casting the spell (not very) but much more dangerous. This is because while normally casting she can simply choose to forgo finishing the spell to dodge an attack. Here, however, she doesn't have that option. Therefore, if Ebony cast this at a poor time against a smart or opportunistic opponent, she's very likely to come out of this significantly harmed.

RP Notes: The magic/body lock-up isn't intentional. Ebony doesn't realise it's going to happen in most cases. This spell is the textbook outcome of "I panicked", although the paralysis is likely to make her panic even more. Regardless of her not realising she'll get paralysed from it, she's not going to spam it because there's no incantation and incantations are cool (also, after a while she'd probably twig on the fact that quick casting paralyses her).

Counterspell (300) Requires: Ranged, Homing, Ranged Control

Ebony fires a fist sized bolt of magic from the palm of one of her hands with the intention of countering an opponent's ranged attack. This is not tiring for her to do, and she does so instantly (although she may take a short time to aim her wrist, this generally isn't necessary due to the nature of this spell). The blast of magic may take the cosmetic appearance of any element, although this is purely cosmetic. The projectile is very fast moving and travels at twice the speed of an arrow (~300 mph) for 5 seconds before dissipating (if it hasn't collided with anything already). The split second the spell is fired, Ebony's body locks up in paralysis. This paralysis lasts a minimum of 1 second but will continue for longer if the counterspell is still travelling through the air. After the first second, if the counterspell is still airborne, Ebony can choose to cause it to dissipate remotely and break the paralysis. While paralysed Ebony cannot physically or mentally do anything to stop people attacking her. She can't use moves or powers or attempt to dodge or speak. Her mind is also a mess, which would make any mental communication impossible for this period of time should an ally try to contact her that way (and also make her vulnerable to mental assaults).

Even though she's paralysed, once the spell is fired Ebony picks a target for it (she can do so instantly, so in some cases, it may look like she fired with the target already in mind). Ebony must be able to see the target at the time she chooses it, but beyond that, the spell acts independently. While the spell has no target it travels in a straight line. Ebony can choose any projectile as a target (such as an arrow, energy blast, or even a laser in some cases if it moves at a slow enough speed for her to see where the end of it is). Once the target is chosen, the spell heads straight towards where the target is heading. Essentially aiming to meet the opponent's spell before it reaches its target (think the cool people in books/movies who shoot other people's arrows with their own), which allows Ebony to potentially use this to protect an ally. Due to the homing nature of this spell, it locks onto the target and will follow the attack even if it curves. The spell is able to curve and make sharp turns nearly instantly and can do this to avoid key terrain features such as trees.

When the counterspell collides with an opponent's ranged attack, two things can occur:
  • If both projectiles are equal in strength (Ebony's ATK against the opponent's ATK, although fatiguing attacks or those with a charge time longer than about a second may be stronger even if used by a weaker opponent), or Ebony's spell is stronger, then they both dissipate.
  • If Ebony's spell was weaker than the opponent's attack, it transfers its momentum to the attack. This may cause it to bend or deflect slightly if it hits at an angle, otherwise, it'll simply slow it down and reduce the damage. Ebony's spell dissipates.
This spell does not damage people, only "high energy objects" (projectile attacks).

Homing clarifications: Where is Ebony's counterspell heading?
  • Take a snapshot in time and note the velocity and position of the opponent's spell and the speed and position of Ebony's spell.
  • Ebony's spell heads in a straight line to the closest point where both attacks would meet if they kept their respective speed and velocity. Rocks, trees, and general unmoving terrain are accounted for in this movement path, so Ebony's spell may curve if needed.
  • A controllable or homing attack may curve, Ebony's spell will still aim in the exact same way, changing its direction very quickly to accommodate. Although it will naturally still head towards the opponent's spell. The only real way to make a ranged attack dodge this is for it to go faster, or for it to hit its target before Ebony's spell hits it.
Core limitations: Outside of paralysing her for at least 1 second, there's another major limitation of this move. Ebony is not a skilful or fast fighter. She's human and thus has a reaction time. Therefore, unless she is able to anticipate the firing of a bullet, it's highly unlikely she'll be able to use this to counter a very fast moving object (without stat changes or transformations). 

RP Notes: if agreed, some explosive attacks may simply explode on impact with Ebony's spell regardless of the stats and strengths involved. Furthermore, Ebony does not intend to get paralysed while using this move, and will often not realise it's going to happen until too late. In most (not all) instances it's essentially an "I panicked" spell rather than something more calculated - although the short-term paralysis may make her panic more.
(08-11-2017, 10:56 PM)Kaylee Wrote: @ Amber Veritz:
[spoiler]
(08-11-2017, 12:46 PM)Amber Veritz Wrote: Move for an NPC character

Ruyi-Bang and Jingu-Bang (Requires Physical Strength and Ranged Proficiency) (900)

The weapon of Sun Wukong and easily recognizable as Shotgun Nunchucks. This weapon is first seen as a simple quarterstaff type of melee weapon, which later is shown to also be a pair of nunchucks that can shoot shotgun shells from both sides. In its Quaterstaff form, the shotgun cannot be used. The quarterstaff form is roughly 4' 6in long, while the nunchucks can reach roughly 1ft past the users grip at maxium. The shotguns are used in 'lever-action mode' which requires the user to pull back the level on the bottom of the gun to fire a shot, then pull it forward to ready the next, making the use of bashing and blasting extremely easy on Ruyi and Jingu Bang. The range of the shotgun is fairly short, having effective spray at about 30ft. Each shotgun(four in total if you lost count) can hold six bullets, which need to be reloaded individually when emptied. This can take up to ten seconds without complication. If used in constant succession the damage can be devastating, but it is generally only good for a one time use given the reload takes too much time during a fight. They are used a fluid motion with intricate movements to work in conjunction with the shotgun to deliver the most damage. This weapon takes amazing technique to weild in nunchuck form.

What is the range of the nunchucks, how are they generally used by this character?[/spoiler]

Changes in bold.

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.
(08-11-2017, 02:22 PM)Asriel Dreemurr Wrote: Chaos Blaster (900, requires Ranged, Remote Control and Ranged Materialize)
[Image: 5a4c1dd5317505822d81dfa61e159c98247d0a76_hq.jpg]

Asriel's left arm morphs into this blaster which takes 5 seconds to summon. This weapon is a highly ornate white metallic bazooka-like gun with many markings etched into it that is roughly 3 feet in diameter. It can alternate between shooting magic spheres, shurikens and rainbow lasers. He can instantly switch modes. He can re-aim the weapon once he fires it, except for when he fires shrikes.

The magic bullets have 3-inch radii and don’t drain his stamina. Their rate of fire is 3 per second. He can fire 4 lines of bullets that go in a 25° cone (12 bullets in total) The bullets go around the speed of a normal rifle bullet and go up to 25 feet. The drawback is that the bullets do little damage and that they are telegraphed by laser lines that Asriel uses to aim.

The rainbow laser is a magical blast of energy with a concussive force that is 3 feet in diameter. It travels as fast as an arrow, and will stop once it hits something or Asriel stops firing or Asriel is too tired and can't perpetuate the beam any longer. The longer the beam is fired, the more tired Asriel gets. He can't fire a laser again for two minutes. The beam requires some mental concentration to fire and he can’t move, attack or defend while firing it. It physically drains him the longer he fires it.

Asriel can also choose to fire out 25 magic shuriken-like stars one time per minute. They travel in a 45° cone angle and they're around the speed of a baseball. The range is 20 feet and they are fired for 10 seconds.

The drawbacks of the shurikens:
  • They each deal low-medium damage.
  • Asriel cannot cancel the attack, turn or move once he activates it.

Asriel can’t use this with other moves.

Even though it's quite weak, you'll still need at least a very slight stamina drain on the first form. Add that in and you're good.

(08-12-2017, 05:54 PM)Ebonywood Hellscythe Wrote: While the first move here could be written in as an additional fire method for Ebony's Meta Magic: Elemental Blast move, since that's already getting fairly large and cluttered I feel it's best to simply create a new move for what I'm doing for organisation purposes. Naturally, I'll list both next to each other and in a similar section of my roster.

Meta Magic: Preemptive Blast (300) Requires: Elemental Blast, Ranged

Sensing an opportunity, Ebony quickly fires an elemental bolt with the same properties of one of the usual 5-second base spells (speed of an arrow, fist sized projectile, travels in a straight line for 5 seconds before dissipating into the air, not very tiring). This could be any of the elements Ebony knows how to use (see Meta Magic: Elemental Blast), and keeps the effects of her chosen element (if any). While the only time taken for this is the time Ebony spends aiming the attack (so it could be fired instantly) it has a significant drawback: for the 5 seconds she would have spent charging the attack, her body goes on cooldown. She cannot move. She cannot speak. She cannot twist or dodge or start to use any other moves or powers during this time. All she can do is stand still, paralysed in the pose she was in while the spell was cast. Her mind is also a mess during this time, which would make any mental communication impossible for this period of time should an ally try to contact her that way (and also make her vulnerable to mental assaults). It's no more tiring to her than usually casting the spell (not very) but much more dangerous. This is because while normally casting she can simply choose to forgo finishing the spell to dodge an attack. Here, however, she doesn't have that option. Therefore, if Ebony cast this at a poor time against a smart or opportunistic opponent, she's very likely to come out of this significantly harmed.

RP Notes: The magic/body lock-up isn't intentional. Ebony doesn't realise it's going to happen in most cases. This spell is the textbook outcome of "I panicked", although the paralysis is likely to make her panic even more. Regardless of her not realising she'll get paralysed from it, she's not going to spam it because there's no incantation and incantations are cool (also, after a while she'd probably twig on the fact that quick casting paralyses her).

Counterspell (300) Requires: Ranged, Homing, Ranged Control

Ebony fires a fist sized bolt of magic from the palm of one of her hands with the intention of countering an opponent's ranged attack. This is not tiring for her to do, and she does so instantly (although she may take a short time to aim her wrist, this generally isn't necessary due to the nature of this spell). The blast of magic may take the cosmetic appearance of any element, although this is purely cosmetic. The projectile is very fast moving and travels at twice the speed of an arrow (~300 mph) for 5 seconds before dissipating (if it hasn't collided with anything already). The split second the spell is fired, Ebony's body locks up in paralysis. This paralysis lasts a minimum of 1 second but will continue for longer if the counterspell is still travelling through the air. After the first second, if the counterspell is still airborne, Ebony can choose to cause it to dissipate remotely and break the paralysis. While paralysed Ebony cannot physically or mentally do anything to stop people attacking her. She can't use moves or powers or attempt to dodge or speak. Her mind is also a mess, which would make any mental communication impossible for this period of time should an ally try to contact her that way (and also make her vulnerable to mental assaults).

Even though she's paralysed, once the spell is fired Ebony picks a target for it (she can do so instantly, so in some cases, it may look like she fired with the target already in mind). Ebony must be able to see the target at the time she chooses it, but beyond that, the spell acts independently. While the spell has no target it travels in a straight line. Ebony can choose any projectile as a target (such as an arrow, energy blast, or even a laser in some cases if it moves at a slow enough speed for her to see where the end of it is). Once the target is chosen, the spell heads straight towards where the target is heading. Essentially aiming to meet the opponent's spell before it reaches its target (think the cool people in books/movies who shoot other people's arrows with their own), which allows Ebony to potentially use this to protect an ally. Due to the homing nature of this spell, it locks onto the target and will follow the attack even if it curves. The spell is able to curve and make sharp turns nearly instantly and can do this to avoid key terrain features such as trees.

When the counterspell collides with an opponent's ranged attack, two things can occur:
  • If both projectiles are equal in strength (Ebony's ATK against the opponent's ATK, although fatiguing attacks or those with a charge time longer than about a second may be stronger even if used by a weaker opponent), or Ebony's spell is stronger, then they both dissipate.
  • If Ebony's spell was weaker than the opponent's attack, it transfers its momentum to the attack. This may cause it to bend or deflect slightly if it hits at an angle, otherwise, it'll simply slow it down and reduce the damage. Ebony's spell dissipates.
This spell does not damage people, only "high energy objects" (projectile attacks).

Homing clarifications: Where is Ebony's counterspell heading?
  • Take a snapshot in time and note the velocity and position of the opponent's spell and the speed and position of Ebony's spell.
  • Ebony's spell heads in a straight line to the closest point where both attacks would meet if they kept their respective speed and velocity. Rocks, trees, and general unmoving terrain are accounted for in this movement path, so Ebony's spell may curve if needed.
  • A controllable or homing attack may curve, Ebony's spell will still aim in the exact same way, changing its direction very quickly to accommodate. Although it will naturally still head towards the opponent's spell. The only real way to make a ranged attack dodge this is for it to go faster, or for it to hit its target before Ebony's spell hits it.
Core limitations: Outside of paralysing her for at least 1 second, there's another major limitation of this move. Ebony is not a skilful or fast fighter. She's human and thus has a reaction time. Therefore, unless she is able to anticipate the firing of a bullet, it's highly unlikely she'll be able to use this to counter a very fast moving object (without stat changes or transformations). 

RP Notes: if agreed, some explosive attacks may simply explode on impact with Ebony's spell regardless of the stats and strengths involved. Furthermore, Ebony does not intend to get paralysed while using this move, and will often not realise it's going to happen until too late. In most (not all) instances it's essentially an "I panicked" spell rather than something more calculated - although the short-term paralysis may make her panic more.

Preemptive Blast is good.

Counterspell: Can you clarify the bit about it not being tiring? Does that imply that it has no drain on his energy/fatigue/stamina at all? Also, when you say that it can change directions quickly, exactly how quickly is this? Is there a turning radius or does it make sharp turns on a dime with no loss in effectiveness? At face value this seems to be a no-cost spell (aside from needing to stand still and concentrate) that moves extremely fast and can instantly reaim itself around any obstacle, which doesn't really balance well.
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

@Mark: On that note, I guess I'll change the paralysis time of counterspell to be 5 seconds. That was it fits my 5-second theme better, and IC it feels like a last resort or like it's a more important move. For not being tiring, I mean like a casual thing you can do regularly every day. Like walking up stairs or just throwing a punch. It's second nature. So, once she's recovered from the new 5-second paralysis, not tiring at all. For quick turning, I mean near-instant. Like a lightning zig-zag (although it's not going to do anything like that outside of dodging around obstacles). As noted:
Quote:The spell is able to curve and make sharp turns nearly instantly
Changes are in bold. I added a comment about turn speed to the movement summary for clarity.

Counterspell (300) Requires: Ranged, Homing, Ranged Control

Ebony fires a fist sized bolt of magic from the palm of one of her hands with the intention of countering an opponent's ranged attack. This is not tiring for her to do (it's like throwing a non-forceful punch or walking up a small flight of stairs - the spell is second nature to her and not tiring at all), and she does so instantly (although she may take a short time to aim her wrist, this generally isn't necessary due to the nature of this spell). The blast of magic may take the cosmetic appearance of any element, although this is purely cosmetic. The projectile is very fast moving and travels at twice the speed of an arrow (~300 mph) for 5 seconds before dissipating (if it hasn't collided with anything already). The split second the spell is fired, Ebony's body locks up in paralysis. This paralysis lasts 5 seconds. While paralysed Ebony cannot physically or mentally do anything to stop people attacking her. She can't use moves or powers or attempt to dodge or speak. Her mind is also a mess, which would make any mental communication impossible for this period of time should an ally try to contact her that way (and also make her vulnerable to mental assaults).

Even though she's paralysed, once the spell is fired Ebony picks a target for it (she can do so instantly, so in some cases, it may look like she fired with the target already in mind). Ebony must be able to see the target at the time she chooses it, but beyond that, the spell acts independently. While the spell has no target it travels in a straight line. Ebony can choose any projectile as a target (such as an arrow, energy blast, or even a laser in some cases if it moves at a slow enough speed for her to see where the end of it is). Once the target is chosen, the spell heads straight towards where the target is heading. Essentially aiming to meet the opponent's spell before it reaches its target (think the cool people in books/movies who shoot other people's arrows with their own), which allows Ebony to potentially use this to protect an ally. Due to the homing nature of this spell, it locks onto the target and will follow the attack even if it curves. The spell is able to curve and make sharp turns nearly instantly and can do this to avoid key terrain features such as trees.

When the counterspell collides with an opponent's ranged attack, two things can occur:
  • If both projectiles are equal in strength (Ebony's ATK against the opponent's ATK, although more fatiguing attacks or those with a charge time longer than about 5 seconds may be stronger even if used by a weaker opponent), or Ebony's spell is stronger, then they both dissipate.
  • If Ebony's spell was weaker than the opponent's attack, it transfers its momentum to the attack. This may cause it to bend or deflect slightly if it hits at an angle, otherwise, it'll simply slow it down and reduce the damage. Ebony's spell dissipates.
This spell does not damage people, only "high energy objects" (projectile attacks).

Homing clarifications: Where is Ebony's counterspell heading?
  • Take a snapshot in time and note the velocity and position of the opponent's spell and the speed and position of Ebony's spell.
  • Ebony's spell heads in a straight line to the closest point where both attacks would meet if they kept their respective speed and velocity. Rocks, trees, and general unmoving terrain are accounted for in this movement path, so Ebony's spell may curve if needed.
  • When Ebony's spell curves, it does so nearly instantaneously with a negligible turning radius.
  • A controllable or homing attack may curve, Ebony's spell will still aim in the exact same way, changing its direction very quickly to accommodate. Although it will naturally still head towards the opponent's spell. The only real way to make a ranged attack dodge this is for it to go faster, or for it to hit its target before Ebony's spell hits it.
Core limitations: Outside of paralysing her for 5 seconds, there's another major limitation of this move. Ebony is not a skilful or fast fighter. She's human and thus has a reaction time. Therefore, unless she is able to anticipate the firing of a bullet, it's highly unlikely she'll be able to use this to counter a very fast moving object (without stat changes or transformations). 

RP Notes: if agreed, some explosive attacks may simply explode on impact with Ebony's spell regardless of the stats and strengths involved. Furthermore, Ebony does not intend to get paralysed while using this move, and will often not realise it's going to happen until too late. In most (not all) instances it's essentially an "I panicked" spell rather than something more calculated - although the short-term paralysis may make her panic more.
Chaos Blaster (900, requires Ranged, Remote Control and Ranged Materialize)
[Image: 5a4c1dd5317505822d81dfa61e159c98247d0a76_hq.jpg]

Asriel's left arm morphs into this blaster which takes 5 seconds to summon. This weapon is a highly ornate white metallic bazooka-like gun with many markings etched into it that is roughly 3 feet in diameter. It can alternate between shooting magic spheres, shurikens and rainbow lasers. He can instantly switch modes. He can re-aim the weapon once he fires it, except for when he fires shrikes.

The magic bullets have 3-inch radii and slightly drain his stamina. Their rate of fire is 3 per second. He can fire 4 lines of bullets that go in a 25° cone (12 bullets in total). The bullets go around the speed of a normal rifle bullet and go up to 25 feet. The drawback is that the bullets do little damage and that they are telegraphed by laser lines that Asriel uses to aim.

The rainbow laser is a magical blast of energy with a concussive force that is 3 feet in diameter. It travels as fast as an arrow, and will stop once it hits something or Asriel stops firing or Asriel is too tired and can't perpetuate the beam any longer. The longer the beam is fired, the more tired Asriel gets. He can't fire a laser again for two minutes. The beam requires some mental concentration to fire and he can’t move, attack or defend while firing it. It physically drains him the longer he fires it.

Asriel can also choose to fire out 25 magic shuriken-like stars one time per minute. They travel in a 45° cone angle and they're around the speed of a baseball. The range is 20 feet and they are fired for 10 seconds.

The drawbacks of the shurikens:
  • They each deal low-medium damage.
  • Asriel cannot cancel the attack, turn or move once he activates it.

Asriel can’t use this with other moves.
[Image: ar_sig_by_invagir-db61o55.png]
@Asriel: Approved.

@Ebony: I asked Omni for a second opinion and he agreed with the point that I mentioned above. You'll need to increase the stamina drain; even if it's fairly light, it can't be effortless. Similarly, the fact that it homes will cut into the strength of the move to some degree. With the strength of homing that you have right now--which essentially lets you completely get around shields--it's not going to have much of an effect against a charged attack, even one that takes a couple of seconds. If you want to keep the version you have here, just add in something mentioning that it is a bit draining and clarify the part about charged attacks to not include solely ones that take over 5 seconds.
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

(08-15-2017, 08:02 PM)Mark Wrote: @Ebony: I asked Omni for a second opinion and he agreed with the point that I mentioned above. You'll need to increase the stamina drain; even if it's fairly light, it can't be effortless. Similarly, the fact that it homes will cut into the strength of the move to some degree. With the strength of homing that you have right now--which essentially lets you completely get around shields--it's not going to much of an effect against a charged attack, even one that takes a couple of seconds. If you want to keep the version you have here, just add in something mentioning that it is a bit draining and clarify the part about charged attacks to not include solely ones that take over 5 seconds.

Thanks for bringing that up for me Mark.

Stamina drain it is, then. I guess I won't be using it a lot, anyway. I generally need homing because I've got low TEC. But considering what you said about strength, I'll nerf it down to a turning circle of 2m radius since that should be enough to compensate for bad aim. And I've slowed the speed to 1.5 times that of an arrow. Although, surely there's something to be said about a 5-second paralysis? Isn't that more punishing than a 5-second charge time? If I'm having that, I'd like to be able to block a 5 second charged attack (or slow and deflect it enough so it does very minimal damage), especially considering someone can literally charge another attack while Ebony is paralysed or go to town on her with anything else. I could add the "nearby ranged attacks home towards her" drawback I used for the multishot of elemental blast if it helps? For now, I'm leaving that out.

Changes in bold.

Counterspell (300) Requires: Ranged, Homing, Ranged Control
[spoiler]
Ebony fires a fist sized bolt of magic from the palm of one of her hands with the intention of countering an opponent's ranged attack. This is fairly tiring for her to cast and will leave her out of breath once the paralysis ends (see later), often causing her to stumble. Despite this, she can cast the spell instantly (although she may take a short time to aim her wrist, this generally isn't necessary due to the nature of this spell). The blast of magic may take the cosmetic appearance of any element, although this is purely cosmetic. The projectile is very fast moving and travels 50% faster than an arrow (~225 mph) for 5 seconds before dissipating (if it hasn't collided with anything already). The split second the spell is fired, Ebony's body locks up in paralysis. This paralysis lasts 5 seconds. While paralysed Ebony cannot physically or mentally do anything to stop people attacking her. She can't use moves or powers or attempt to dodge or speak. Her mind is also a mess, which would make any mental communication impossible for this period of time should an ally try to contact her that way (and also make her vulnerable to mental assaults).

Even though she's paralysed, once the spell is fired Ebony picks a target for it (she can do so instantly, so in some cases, it may look like she fired with the target already in mind). Ebony must be able to see the target at the time she chooses it, but beyond that, the spell acts independently. While the spell has no target it travels in a straight line. Ebony can choose any projectile as a target (such as an arrow, energy blast, or even a laser in some cases if it moves at a slow enough speed for her to see where the end of it is). Once the target is chosen, the spell heads straight towards where the target is heading. Essentially aiming to meet the opponent's spell before it reaches its target (think the cool people in books/movies who shoot other people's arrows with their own), which allows Ebony to potentially use this to protect an ally. Due to the homing nature of this spell, it locks onto the target and will follow the attack even if it curves. Besides the initial instant turn (when the target is chosen) the sharpest turn the spell is capable of making is a semi-circle with a radius of 2 metres.

When the counterspell collides with an opponent's ranged attack, two things can occur:
  • If both projectiles are equal in strength (Ebony's ATK against the opponent's ATK, although more fatiguing attacks or those with a charge time longer than about 5 seconds may be stronger even if used by a weaker opponent), or Ebony's spell is stronger, then they both dissipate.
  • If Ebony's spell was weaker than the opponent's attack, it transfers its momentum to the attack. This may cause it to bend or deflect slightly if it hits at an angle, otherwise, it'll simply slow it down and reduce the damage. Ebony's spell dissipates.
This spell does not damage people, only "high energy objects" (projectile attacks).

Homing clarifications: Where is Ebony's counterspell heading?
  • Take a snapshot in time and note the velocity and position of the opponent's spell and the speed and position of Ebony's spell.
  • Ebony's spell heads in a straight line to the closest point where both attacks would meet if they kept their respective speed and velocity. Rocks, trees, and general unmoving terrain are accounted for in this movement path, so Ebony's spell may curve if needed.
  • When Ebony's spell curves, it has a turning radius of 2 metres.
  • A controllable or homing attack may curve, Ebony's spell will still aim following the same routine as usual. So will try and cut off the opponents attack in the direction it looks like it's going. 
Core limitations: Outside of paralysing her for 5 seconds, there's another major limitation of this move. Ebony is not a skilful or fast fighter. She's human and thus has a reaction time. Therefore, unless she is able to anticipate the firing of a bullet, it's highly unlikely she'll be able to use this to counter a very fast moving object (without stat changes or transformations). 

RP Notes: if agreed, some explosive attacks may simply explode on impact with Ebony's spell regardless of the stats and strengths involved. Furthermore, Ebony does not intend to get paralysed while using this move, and will often not realise it's going to happen until too late. In most (not all) instances it's essentially an "I panicked" spell rather than something more calculated - although the short-term paralysis may make her panic more.
[/spoiler]
Fire powder (300 OM, not using area attack proficiency because the area it affects is 30cm):
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 in their body when they turn back, this can make the phospher pistol much more effective. 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 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!

01001111 01110101 01110010 00100000 01110100 01110010 01110101 01110100 01101000 00100000 01101000 01100001 01110011 00100000 01100011 01101111 01101101 01100101 00100000 01101111 01101110 01101100 01101001 01101110 01100101
I am taking back the moves hidden in the spoiler, except for the blaster pistol, Daniel because I need to take them, and add even more detail on them in order to be personally satisfied. 

[spoiler]

Shield Generator: 

A shoulder attached shield generator that was made for the purpose of foiling the efforts of those Primes who were pyrokinetics, or who relied on energy based attacks, as Veritas didn't want his face melted off of him, or to be blown away with Energy Based attacks. The Shield Generator cannot stop any form of physical assault on his body, unfortunately, as it's primary purpose is to counter energy based attacks. How it counters the energy based attacks is by absorbing them, and then returning them to sender with a bit more force behind the attack. 

This takes him 5 seconds to activate. When active, he cannot use any moves other than ranged ones that are not energy based, because if he were to do so, his own move would damage him. Melee attacks are not possible for him when he has the shield active, which lasts for twelve seconds. It cannot block Super Moves, or anything of that nature. Those with a higher ATK than his Def could easily break through the shield. Once destroyed, it would take him 45 seconds in order to create a replacement of the shield. 

This is moderately draining on his stamina, can be used while moving around, and requires enough concentration to simply push a button. Once he has piushed the button, he need not concentrate on the shield any further. 

Requires: Area Shield, Area Attack, Debuff, Ranged, Ranged Materialize. 


Sonic Collar: 

The sonic collar is a collar around his neck that was made based off of research into the technology of sonic waves. This has a range of 30 feet from him in any direction. It takes him ten seconds to charge the collar up, and the collar has 2 uses that he can choose to use. One of these creates a sphere around his body that is made out of sonic waves, that repels physical attacks that are headed his way. This includes such things as blades other than Laser Swords, or similar, missiles, bullets, explosives and things like those that pelt him with purely physical attacks. The shield can last about ten seconds, at maximum before the power pack of the Sonic Collar would need to be changed out. The other use of the collar is that it can be used as a "shout" type weapon, sending a sonic blast out of his mouth that has a knock back effect, that will daze an opponent for seven seconds, and does medium damage to them. This takes him about 15 seconds to charge up. Both forms are moderately draining on his stamina. They can be used with other moves, and don't require much concentration. 

The sonic collar focuses the shout into a precise 'beam' that can be directed at one opponent, causing the knock back effect solely on that opponent as well as any and all damage the move would inflict. Due to the focused nature of the move, the move has another flaw. It cannot be used against multiple opponents because of the charge of the move, and the fact that the move requires him to use his voice. This cannot be used with moves of his that require a physical component, such as explosives or metal blades, or things of that nature. 

The sonic shield can take moderate damage, but less from stronger opponents. 

Required Profs: Remote Control, Area Attack, Debuff, Area Defense, Ranged Proficiency, Ranged Materialize. 

Blaster Pistol - 300,  Ranged Prof. 

A gift from the Empire to him. This is a standard blaster pistol. Has a range of forty five feet, does moderate damage. Eight seconds are required to power up the pistol before it can be used in a fight. It can hold ten shots, before the blaster's power pack must be changed out, which takes him 15 seconds. The blaster pistol is moderately draining on his stamina, and cannot be used with other moves. It can be used while moving around however. The blaster pistol is non-lethal and it's blasts would only feel like mild stings to whoever is hit by it.
[/spoiler]
(08-15-2017, 08:41 PM)Ebonywood Hellscythe Wrote:
(08-15-2017, 08:02 PM)Mark Wrote: @Ebony: I asked Omni for a second opinion and he agreed with the point that I mentioned above. You'll need to increase the stamina drain; even if it's fairly light, it can't be effortless. Similarly, the fact that it homes will cut into the strength of the move to some degree. With the strength of homing that you have right now--which essentially lets you completely get around shields--it's not going to much of an effect against a charged attack, even one that takes a couple of seconds. If you want to keep the version you have here, just add in something mentioning that it is a bit draining and clarify the part about charged attacks to not include solely ones that take over 5 seconds.

Thanks for bringing that up for me Mark.

Stamina drain it is, then. I guess I won't be using it a lot, anyway. I generally need homing because I've got low TEC. But considering what you said about strength, I'll nerf it down to a turning circle of 2m radius since that should be enough to compensate for bad aim. And I've slowed the speed to 1.5 times that of an arrow. Although, surely there's something to be said about a 5-second paralysis? Isn't that more punishing than a 5-second charge time? If I'm having that, I'd like to be able to block a 5 second charged attack (or slow and deflect it enough so it does very minimal damage), especially considering someone can literally charge another attack while Ebony is paralysed or go to town on her with anything else. I could add the "nearby ranged attacks home towards her" drawback I used for the multishot of elemental blast if it helps? For now, I'm leaving that out.

Changes in bold.

Counterspell (300) Requires: Ranged, Homing, Ranged Control
[spoiler]
Ebony fires a fist sized bolt of magic from the palm of one of her hands with the intention of countering an opponent's ranged attack. This is fairly tiring for her to cast and will leave her out of breath once the paralysis ends (see later), often causing her to stumble. Despite this, she can cast the spell instantly (although she may take a short time to aim her wrist, this generally isn't necessary due to the nature of this spell). The blast of magic may take the cosmetic appearance of any element, although this is purely cosmetic. The projectile is very fast moving and travels 50% faster than an arrow (~225 mph) for 5 seconds before dissipating (if it hasn't collided with anything already). The split second the spell is fired, Ebony's body locks up in paralysis. This paralysis lasts 5 seconds. While paralysed Ebony cannot physically or mentally do anything to stop people attacking her. She can't use moves or powers or attempt to dodge or speak. Her mind is also a mess, which would make any mental communication impossible for this period of time should an ally try to contact her that way (and also make her vulnerable to mental assaults).

Even though she's paralysed, once the spell is fired Ebony picks a target for it (she can do so instantly, so in some cases, it may look like she fired with the target already in mind). Ebony must be able to see the target at the time she chooses it, but beyond that, the spell acts independently. While the spell has no target it travels in a straight line. Ebony can choose any projectile as a target (such as an arrow, energy blast, or even a laser in some cases if it moves at a slow enough speed for her to see where the end of it is). Once the target is chosen, the spell heads straight towards where the target is heading. Essentially aiming to meet the opponent's spell before it reaches its target (think the cool people in books/movies who shoot other people's arrows with their own), which allows Ebony to potentially use this to protect an ally. Due to the homing nature of this spell, it locks onto the target and will follow the attack even if it curves. Besides the initial instant turn (when the target is chosen) the sharpest turn the spell is capable of making is a semi-circle with a radius of 2 metres.

When the counterspell collides with an opponent's ranged attack, two things can occur:
  • If both projectiles are equal in strength (Ebony's ATK against the opponent's ATK, although more fatiguing attacks or those with a charge time longer than about 5 seconds may be stronger even if used by a weaker opponent), or Ebony's spell is stronger, then they both dissipate.
  • If Ebony's spell was weaker than the opponent's attack, it transfers its momentum to the attack. This may cause it to bend or deflect slightly if it hits at an angle, otherwise, it'll simply slow it down and reduce the damage. Ebony's spell dissipates.
This spell does not damage people, only "high energy objects" (projectile attacks).

Homing clarifications: Where is Ebony's counterspell heading?
  • Take a snapshot in time and note the velocity and position of the opponent's spell and the speed and position of Ebony's spell.
  • Ebony's spell heads in a straight line to the closest point where both attacks would meet if they kept their respective speed and velocity. Rocks, trees, and general unmoving terrain are accounted for in this movement path, so Ebony's spell may curve if needed.
  • When Ebony's spell curves, it has a turning radius of 2 metres.
  • A controllable or homing attack may curve, Ebony's spell will still aim following the same routine as usual. So will try and cut off the opponents attack in the direction it looks like it's going. 
Core limitations: Outside of paralysing her for 5 seconds, there's another major limitation of this move. Ebony is not a skilful or fast fighter. She's human and thus has a reaction time. Therefore, unless she is able to anticipate the firing of a bullet, it's highly unlikely she'll be able to use this to counter a very fast moving object (without stat changes or transformations). 

RP Notes: if agreed, some explosive attacks may simply explode on impact with Ebony's spell regardless of the stats and strengths involved. Furthermore, Ebony does not intend to get paralysed while using this move, and will often not realise it's going to happen until too late. In most (not all) instances it's essentially an "I panicked" spell rather than something more calculated - although the short-term paralysis may make her panic more.
[/spoiler]

I think with the stamina drain you've listed, this version should be fine. Approved.

(08-17-2017, 03:32 AM)13-Jzall Wrote: Fire powder (300 OM, not using area attack proficiency because the area it affects is 30cm):
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 in their body when they turn back, this can make the phospher pistol much more effective. 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.

So when you say this sets someone on fire, do you mean their whole person? Because that would require Area Attack, regardless of how large the actual trap is. Ranged Proficiency should also be listed as a Prereq since you can throw it at someone more than 12 feet away from you. I know that you have it already, but list it as a prereq. You'll need to include some downsides here as well since this currently has none. Something like a prep time for each payload, energy drain, etc. Do the flames last until they're put out or do they have a set duration? Is this damaging or more of a distraction? Also that bit about it being more effective against people who can disassemble isn't going to fly. I'd be fine with foes not being able to shake it off more easily by liquefying, but yeah.
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

(08-17-2017, 07:47 AM)Veritas Night Wrote: I am taking back the moves hidden in the spoiler, except for the blaster pistol, Daniel because I need to take them, and add even more detail on them in order to be personally satisfied. 

[spoiler]

Shield Generator: 

A shoulder attached shield generator that was made for the purpose of foiling the efforts of those Primes who were pyrokinetics, or who relied on energy based attacks, as Veritas didn't want his face melted off of him, or to be blown away with Energy Based attacks. The Shield Generator cannot stop any form of physical assault on his body, unfortunately, as it's primary purpose is to counter energy based attacks. How it counters the energy based attacks is by absorbing them, and then returning them to sender with a bit more force behind the attack. 

This takes him 5 seconds to activate. When active, he cannot use any moves other than ranged ones that are not energy based, because if he were to do so, his own move would damage him. Melee attacks are not possible for him when he has the shield active, which lasts for twelve seconds. It cannot block Super Moves, or anything of that nature. Those with a higher ATK than his Def could easily break through the shield. Once destroyed, it would take him 45 seconds in order to create a replacement of the shield. 

This is moderately draining on his stamina, can be used while moving around, and requires enough concentration to simply push a button. Once he has piushed the button, he need not concentrate on the shield any further. 

Requires: Area Shield, Area Attack, Debuff, Ranged, Ranged Materialize. 


Sonic Collar: 

The sonic collar is a collar around his neck that was made based off of research into the technology of sonic waves. This has a range of 30 feet from him in any direction. It takes him ten seconds to charge the collar up, and the collar has 2 uses that he can choose to use. One of these creates a sphere around his body that is made out of sonic waves, that repels physical attacks that are headed his way. This includes such things as blades other than Laser Swords, or similar, missiles, bullets, explosives and things like those that pelt him with purely physical attacks. The shield can last about ten seconds, at maximum before the power pack of the Sonic Collar would need to be changed out. The other use of the collar is that it can be used as a "shout" type weapon, sending a sonic blast out of his mouth that has a knock back effect, that will daze an opponent for seven seconds, and does medium damage to them. This takes him about 15 seconds to charge up. Both forms are moderately draining on his stamina. They can be used with other moves, and don't require much concentration. 

The sonic collar focuses the shout into a precise 'beam' that can be directed at one opponent, causing the knock back effect solely on that opponent as well as any and all damage the move would inflict. Due to the focused nature of the move, the move has another flaw. It cannot be used against multiple opponents because of the charge of the move, and the fact that the move requires him to use his voice. This cannot be used with moves of his that require a physical component, such as explosives or metal blades, or things of that nature. 

The sonic shield can take moderate damage, but less from stronger opponents. 

Required Profs: Remote Control, Area Attack, Debuff, Area Defense, Ranged Proficiency, Ranged Materialize. 

Blaster Pistol - 300,  Ranged Prof. 

A gift from the Empire to him. This is a standard blaster pistol. Has a range of forty five feet, does moderate damage. Eight seconds are required to power up the pistol before it can be used in a fight. It can hold ten shots, before the blaster's power pack must be changed out, which takes him 15 seconds. The blaster pistol is moderately draining on his stamina, and cannot be used with other moves. It can be used while moving around however. The blaster pistol is non-lethal and it's blasts would only feel like mild stings to whoever is hit by it.
[/spoiler]

That's fine. Just make sure that you work out these before you submit any more moves for approval.
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

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: +6
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)

@Jak Mar: Do you have an image or more of a physical description to go with that?
[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.
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

[Image: images?q=tbn:ANd9GcT_naQ3CCPRWwj21kMbN27...n2NvGJ4DNw]
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)

(08-20-2017, 11:23 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: +6

[Image: images?q=tbn:ANd9GcT_naQ3CCPRWwj21kMbN27...n2NvGJ4DNw]

This form has 23 stats total.

A Tier 2 Powered-Up form should have 20 stats, usually. Adding your one stat upgrade to that, you should have only 21 points to distribute. Please reduce the number of stat points until you have 21!
[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.
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)
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)

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]
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)



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