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Move Approval V
#61
As it has been over seventy two hours, I am bumping these and adding a fifth one. 


Bo-Staff/Fighting Sticks Hybrid (600 OM,  Physical Strength): 

The Bo Staff Length is 1.4 m (4 ft 7 in) tall and 15 cm (5.9 in) circumference. (6 ft) tall and 1 in (25 mm) in diameter in the form of a staff is the length of the staff when it is in staff mode. This staff is made out of a dark gray metal. When the staff is split apart into Escrima Stick mode it is 26" to 28".long. The staff is good for melee, as are the Eschrima Sticks. They're made for non-lethal, and have no hidden blades, or anything. This is moderately draining on his stamina to use, and takes him eight seconds to materialize, initially. Afterward, he can summon it whenever he wants without any effort whatsoever. 

The damage of the Bo Staff is moderate, at best. The damage of the Escrima sticks is heavy.  Switching between them takes about eight seconds. While the bo staff has the reach of a long sword, the Escrima are made so that they don't have a very long reach, and thus could not be used to effectively counter a sword, or similar weapon. The Bo Staff/Fighting Stick Hybrid is also made out of metal, meaning those with magnetic moves could nullify these devices, should the need arise to do so. 

Head Drum Solo (300 OM, Physical Strength): 

A move that requires his complete and total focus,  preventing the use of any other moves when it is deployed. For this to work, he must first be very close to where his opponent is positioned as well. The move can be thwarted by simply side-stepping, or running away, or grabbing his hands. The move requires both of his hands, and takes a moderate amount of his stamina. What this move entails is turning his opponent's head into a drum with his Escrima Sticks, and doing about 14 strikes on the head, each of them doing moderate damage although it will add up. This takes him about eight seconds to set up, and 5 seconds to perform. Usually this move is used best when his opponents are somehow immobilized, as they would be unable to dodge/block it. However, it can be used when they are not, at the risk of being countered.

Feint Punch: (300 OM, Physical Strength)
Feint Punch is a move that can be stopped by anyone who can read his body language. In addition, if the opponent has both of their hands free they could likely easily counter this move. Furthermore, the Feint Punch could be blocked by anyone with a shield, or barrier move of any kind. Feint Punch is a move also capable of being blocked or disabled by anyone with Debuff moves that could immobilize the hands. 

Feint Punch is a move that requires both of Matthew's hands in order to utilize. This means he cannot use other moves when he is using Feint Punch. It requires his full concentration, much like Head Drum Solo does. It takes him about 7 seconds to execute the Feint Punch, and drains a moderate amount of his stamina when it is used. 

The actual execution of Feint Punch is rather simple. One of his punches will be aimed at the opponent's head, but that is the distraction. The real blow is aimed at the stomach of the opponent, headed at speeds of 25 MPH. This will only deal moderate damage, however. 

Head Scissor Smash Down (300 OM, Physical Strength): 
Head Scissor Smash Down is a move that requires his complete concentration. What this means is that he cannot use other moves. The Head Scissor Smash Down requires the use of both of his legs, thus preventing evasion or dodging. In addition, he must be close to his opponent in order to execute the move. Another proviso of the move is that he must have his hands free, so he can't wield anything. The Head Scissor Smash Down is a technique that was based off of wrestling. The move could be interrupted by attacking him mid move. 

Head Scissor Smash Down involves him wrapping his legs around an opponent's neck, much like scissors. Once he has successfully done this, he will slam his opponent into the ground, dealing heavy damage to them. 

Clawed Gloves (300 OM, Physical Strength):   A set of what appear to be regular biker gloves, but that can become clawed. The claws may only be about three - five inches long, however they are sharp enough so they can pierce into a wall and stick there, allowing climbing (RP Flavor) but also be used to slash an opponent if their armor is inferior to that of Matthew. (DEF lower than ATK.) The clawed gloves could also be used to counter blades that are headed his way of course, although that has never actually been tested. They are moderately draining on his stamina, and do modest damage. Takes about ten seconds to manifest.
#62
@ Desman Black:

[spoiler]
(10-01-2017, 10:38 AM)Desman Black Wrote: Elementsl Shot: A shot made of pure energy around 6-7 inches in diameter with an effective range of about 2.5 m. It is shot from Des's arm cannon (or his right hand if in human form), can be shot while moving but gives -0.5 speed form the first to last shot. Vissualy simmiler to a kamahamaha wave, except without the tail and chages colors depending on the dominent element in the area (technically doesn't effect the shot becurse of what is treated as "fluff information" in the omniverse but does change the elemental allightment of shot). Can be aimed while standing still and can shot 1 shot per second for 3 secs, requires 1 second charging time between rounds. Moves slightly slower then a bullet. Only requires focus when aiming and drains stamina slightly, effects become noticeable after 6 rounds.

Just a quick simple update I've been meaning to do since I first got my alt form. Additions in bold.

This updated move is approved![/spoiler]

@ Clownpiece:

[spoiler]
(10-01-2017, 11:58 PM)Clownpiece Wrote: Throwing this in because I'm inches away from 4.
Is upgrading possible? Like, paying the difference (200 OM in this case), and having the T2 version of this attack but no T1 version of it?

T2 Super Utility: It's Lunatic Time! (Req. Lampad's Torch, Ranged, Area Attack, Buff) (800):
Clownpiece sweeps her torch in front of her, casting its purple glow over her allies. The light inspires a madness that brings out their true strength, granting +8 ATK  for 1 post, spread out through up to 8 allies in the manner of her choosing. In order for an ally to be buffed, they must be within 20 meters of her, and be able to see the light, even if it's just out of their peripherals.

Yes, you can upgrade in that way. Approved![/spoiler]

@ Matt:

[spoiler]
(10-02-2017, 10:38 PM)Matthew Mcginnis Wrote: Bo-Staff/Fighting Sticks Hybrid (600 OM,  Physical Strength): 

The Bo Staff Length is 1.4 m (4 ft 7 in) tall and 15 cm (5.9 in) circumference. (6 ft) tall and 1 in (25 mm) in diameter in the form of a staff is the length of the staff when it is in staff mode. This staff is made out of a dark gray metal. When the staff is split apart into Escrima Stick mode it is 26" to 28".long. The staff is good for melee, as are the Eschrima Sticks. They're made for non-lethal, and have no hidden blades, or anything. This is moderately draining on his stamina to use, and takes him eight seconds to materialize, initially. Afterward, he can summon it whenever he wants without any effort whatsoever. 

The damage of the Bo Staff is moderate, at best. The damage of the Escrima sticks is heavy.  Switching between them takes about eight seconds. While the bo staff has the reach of a long sword, the Escrima are made so that they don't have a very long reach, and thus could not be used to effectively counter a sword, or similar weapon. The Bo Staff/Fighting Stick Hybrid is also made out of metal, meaning those with magnetic moves could nullify these devices, should the need arise to do so.

Approved!

Quote:Head Drum Solo (300 OM, Physical Strength): 

A move that requires his complete and total focus,  preventing the use of any other moves when it is deployed. For this to work, he must first be very close to where his opponent is positioned as well. The move can be thwarted by simply side-stepping, or running away, or grabbing his hands. The move requires both of his hands, and takes a moderate amount of his stamina. What this move entails is turning his opponent's head into a drum with his Escrima Sticks, and doing about 14 strikes on the head, each of them doing moderate damage although it will add up. This takes him about eight seconds to set up, and 5 seconds to perform. Usually this move is used best when his opponents are somehow immobilized, as they would be unable to dodge/block it. However, it can be used when they are not, at the risk of being countered.

Approved!

Quote:Feint Punch: (300 OM, Physical Strength)
Feint Punch is a move that can be stopped by anyone who can read his body language. In addition, if the opponent has both of their hands free they could likely easily counter this move. Furthermore, the Feint Punch could be blocked by anyone with a shield, or barrier move of any kind. Feint Punch is a move also capable of being blocked or disabled by anyone with Debuff moves that could immobilize the hands. 

Feint Punch is a move that requires both of Matthew's hands in order to utilize. This means he cannot use other moves when he is using Feint Punch. It requires his full concentration, much like Head Drum Solo does. It takes him about 7 seconds to execute the Feint Punch, and drains a moderate amount of his stamina when it is used. 

The actual execution of Feint Punch is rather simple. One of his punches will be aimed at the opponent's head, but that is the distraction. The real blow is aimed at the stomach of the opponent, headed at speeds of 25 MPH. This will only deal moderate damage, however. 

Approved!

Quote:Head Scissor Smash Down (300 OM, Physical Strength): 

Head Scissor Smash Down is a move that requires his complete concentration. What this means is that he cannot use other moves. The Head Scissor Smash Down requires the use of both of his legs, thus preventing evasion or dodging. In addition, he must be close to his opponent in order to execute the move. Another proviso of the move is that he must have his hands free, so he can't wield anything. The Head Scissor Smash Down is a technique that was based off of wrestling. The move could be interrupted by attacking him mid move. 

Head Scissor Smash Down involves him wrapping his legs around an opponent's neck, much like scissors. Once he has successfully done this, he will slam his opponent into the ground, dealing heavy damage to them.

Approved!

Quote:Clawed Gloves (300 OM, Physical Strength): A set of what appear to be regular biker gloves, but that can become clawed. The claws may only be about three - five inches long, however they are sharp enough so they can pierce into a wall and stick there, allowing climbing (RP Flavor) but also be used to slash an opponent if their armor is inferior to that of Matthew. (DEF lower than ATK.) The clawed gloves could also be used to counter blades that are headed his way of course, although that has never actually been tested. They are moderately draining on his stamina, and do modest damage. Takes about ten seconds to manifest.

If these can be used to execute attacks and defend against attacks, they are 600 OM. Also, by "ten seconds to manifest", do you mean that it takes 10 seconds for the claws to be drawn out of the gloves?[/spoiler]
[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.
#63
DAWN:
[spoiler]
(09-29-2017, 06:42 AM)Dawnika Snow Wrote:
(09-29-2017, 05:59 AM)Dawnika Snow Wrote: Alt Form (2) - Alexus Krine [2000OM]
1/5/2/3

The aspect of emotion is a prominent feature of Dawn’s. It seems the demon form inside her continues to manifest and create odd types of personas of people. Dawn resembles her inner Despair and Sorrow; Erika has manifested Dawn’s Anger and Rage into a horrible blonde entity; and now, Alexus has softened and sewn out the repressed Happiness and Joy her life has brought her. Albeit a horribly small amount of happiness. The speed it take Dawn or Erika to change to Alexus depends on the body who is currently in control. Dawn will be faster, while Erika will be much slower.

[Image: tAG_34005.jpg]

Warding Shield - 300
-Physical Strength

Alexus manifests a magical field in her hand in the shape of a shield. It glows faintly of red and light blue coalescence. She can hold this shield easily for a couple seconds before it gets taxing, and it can absorb hits rather well, as well as any shield. It takes only 1 second to summon fully. It covers about 1m of area in a radius centered around the Alexus' forearm. This is a simple move used to block attacks. It’s basically a shield.

Flare - 900
-Ranged Proficiency

Flare is the simple use of fire. Alexus prefers the use of magic, but all forms can use this magical power. It can come out in two different forms: Through a bolt, or as a flamethrower spray.

The first use of flare comes out as a bolt. This is a flaming ball of fire that can reach up to 750F(~400C). The much more concentrated fire can severely burn those who get in the way. It can fly for about 15 seconds before it dissolves into the air up to 50m. The fire is launched from the user's hand after charging it for up to 5 seconds, but it is ready after 2 seconds. When reaching the fifth second of charging, the fire bolt is at full power and can cause third-degree burns to those of equal defense to the user's attack.(2atk vs 2def). Excessive use of the bolt form can cause the user's to become worn down, and leave them vulnerable through fatigue. If the attack is held for more the five seconds after it's max charge, it will explode in the user's hand, causing harm to themselves.

The flamethrower has a much shorter range. It shoots a straight line of fire forward from the user's palm up to 2m. It is charged for two seconds before it can be ignited. Once ignited, it can be blown for about for 10 seconds straight until the user stops. If stopped prematurely, it must be recharged to use again. The user can move at half speed while casting both versions of the spell. The flames aren't as intense as that of the fire bolt, but it can be used more freely, which means it takes less energy to preform.

Searing Aura - 300
-Area Attack

Fire is a girl's best friend...right? An aura of fire surrounds Alexus(the only form capable of using this magic) that lightly harms anyone who gets too close to her. Those who get too close can suffer slight burns after some time near the aura. After charging for 5 seconds, Alexus releases a cloak of searing flames around her body that gradually burns anything around her for up to 30 seconds. After performing the cast of the spell, Alexus can move freely, but she must hold completely still and focus entirely on her spell without interruption or else it will fail. The range on this attack is a five foot radius centered on Alexus for the duration and can use other moves while it's active.

Changes made in BOLD AND BRASH.

Erp, sorry, one more thing about Searing Aura. Can it be interrupted?
Rest are approved.[/spoiler]
[Image: 2e90d321b01d5016a4116390e9d88ebd.jpg]
[Image: ytLTikp.png?1]
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#64
Clawed Gloves (600 OM, Physical Strength): 

A set of what appear to be regular biker gloves, but that can become clawed. The claws may only be about three - five inches long, however they are sharp enough so they can pierce into a wall and stick there, allowing climbing (RP Flavor) but also be used to slash an opponent if their armor is inferior to that of Matthew. (DEF lower than ATK.) The clawed gloves could also be used to counter blades that are headed his way of course, although that has never actually been tested. They are moderately draining on his stamina, and do modest damage.  Of course, weapons could be held (other moves could be used) at the cost of not being able to use the claws as effectively. It only takes him a single second before he can manifest the move, and use the claws against his opponents in a fight.
#65
@ Matthew: Hey, I think you could make it where it only takes one second for the claws to manifest. What you have now is a liiiiittle too excessive of a drawback!
[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.
#66
Hopefully the revisions I made were acceptable to his first move, the Clawed Gloves. Also adding this move in, and have one more that I will add in down the line. 

Flip Shot -(300 OM, Ranged Proficiency.)

Flipping into the air above his opponent,  Matthew will unleash a salvo of bullets that takes him about two seconds to do. They are angled so they will be harder to dodge, but easier to block. Should all of them connect the opponent will suffer modest damage. This requires both of his hands, and feet, thus is unable to be used with any other move when it is put into practice. The Flip Shot is a move that Matthew will learn IC. This takes him about fifteen seconds to recover from, and is moderately draining on his stamina to perform. 

 
#67
(09-25-2017, 05:37 PM)Guu Wrote:
(09-25-2017, 04:49 PM)The Vision Wrote: How long can she hold the projectiles? How much damage do the projectiles do? How fast? Can it be used while moving? Also, thinking it might need Area Shield, though other mods could dispute me on this.

Return to Sender (300) Ranged Proficiency, Remote Control Proficiency, Ranged Materialized Proficiency, Foresight, Enhanced Senses, Telekinesis
Using a complex mixture of Foresight, Telekinesis, and Enhances Senses, she can catch projectiles within the range of telekinesis and launch them back at their owner. She can catch up to five medium sized projectiles at a time (baseball to beach ball sized), or 25 small sized projectiles (bullet sized), but her aim upon firing them back gets way more wonky the more projectiles she grabs. When she’s at her limit, she can still attempt to slow down other projectiles, though with little to no success.
She can only fire back projectiles one at a time (no all at once bombardment), and she can only fire back the projectiles up to or less than the speed they were initially fired. Same applies for damage.
Objects heavier than a cannonball would take a lot of strain to pull the move off with. Projectiles that explode on impact would fail to explode after using this move unless if Guu purchases Area Attack Proficiency.
Due to the focus required, she can’t move very fast while doing the move. Any attempts to move faster than the speed of a light walk would cause the move to fall, causing any projectiles she’s collected to plop harmlessly on the ground. The same will also happen if she holds onto a projectile for more than a second.

Hope that fixes it...

I think this got buried. It has been sitting for over a week. So... bump?
[Image: MUsY55C.jpg][float=right][Image: sN7AejK.jpg][/float]
#68
(10-03-2017, 04:50 PM)Matthew Mcginnis Wrote:
Clawed Gloves (600 OM, Physical Strength): 

A set of what appear to be regular biker gloves, but that can become clawed. The claws may only be about three - five inches long, however they are sharp enough so they can pierce into a wall and stick there, allowing climbing (RP Flavor) but also be used to slash an opponent if their armor is inferior to that of Matthew. (DEF lower than ATK.) The clawed gloves could also be used to counter blades that are headed his way of course, although that has never actually been tested. They are moderately draining on his stamina, and do modest damage.  Of course, weapons could be held (other moves could be used) at the cost of not being able to use the claws as effectively. It only takes him a single second before he can manifest the move, and use the claws against his opponents in a fight.

Awesome. Approved!
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
#69
It's been a few days now, so I thought I might as well give this a bump:

(09-29-2017, 04:55 AM)Takanomiya Hijiri Wrote: Self-Controlled (300)
If Hijiri is ever affected by a Debuff which would cause him to act in a way he would not want (e.g. run away), he may choose to take two seconds to calm his thoughts. Doing so will allow him to retain control of his own mind, negating the effect that the Debuff would have had on him. Using this requires his complete focus, so he cannot move at all whilst doing so. This move tires him based on his and his opponent's TEC Stats (e.g. if their TEC is double his then blocking a move will tire him twice as much as they were tired using it).
[Image: Hijiri_Name_Sig.png]
#70
Battle Rabbit Form [Tier 1 Power-Up]
Stats: +2 /+2 /+1 /+0
[spoiler][Image: tumblr_static_tumblr_static_56pfg3fjw680...gg_640.png]
[Image: tumblr_nqp6i1eCWe1un83yro2_r1_500.png]
[Image: Hijiri_Sword.png][/spoiler]
In a bright flash of white light, Hijiri enters his 'true' form; replacing his shirt and jacket with a long black coat with slits over the shoulders, his shoes with a pair of white boots, and giving him a pair of fingerless gloves. His trousers become slightly looser and less formal, but don't change all that much. Also, a faintly glowing purple gem forms on his chest, a pair of white rabbit ears appear on his head, and he also grows a rabbit-like tail... though this last part is covered by his clothes.
[Image: Hijiri_Name_Sig.png]
#71
Bodily Integration (requires Ranged Proficiency, Debuff Proficiency, Phasing) – 300 OM

This gruesome move may be carried out on a single opponent within 20 ft of Jade. To perform this attack, Jade stands still and turns her full attention on an approaching attacker, both hands held loosely at her sides with the palms facing upward— she holds this position for 10 seconds. When those 10 seconds are up, Jade will abruptly raise one hand and then gesture sharply downward, sort of like dribbling a basketball. The ground directly beneath her attacker, no matter how close they are to Jade, becomes incorporeal for up to 3 seconds. In those 3 seconds, Jade’s opponent will fall through the floor and the ground will reform around them, effectively removing access to whatever is encased within the floor. It also cuts off the link between her opponent’s brain and whatever body parts have fallen through, something which triggers extreme pain and the confusing fear over essentially being brutally bisected, but not having died instantly. Jade can only maintain this for up to 15 seconds dependent upon her target's DEF and TEC, after which her opponent is released and reappears with their feet on the ground, ostensibly unharmed but very much in shock.

As it takes an enormous amount of concentration for Jade to carry this out, she can do nothing else while her opponent is trapped. She would likely only execute this attack when under extreme duress. Flying opponents are immune, but those who are in trees or standing atop rocks can still be targeted and integrated with whatever they are in contact with.
[Image: hnc9xy5]
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
#72
@ Matthew:

[spoiler]
(10-03-2017, 05:34 PM)Matthew Mcginnis Wrote: Flip Shot -(300 OM, Ranged Proficiency.)

Flipping into the air above his opponent,  Matthew will unleash a salvo of bullets that takes him about two seconds to do. They are angled so they will be harder to dodge, but easier to block. Should all of them connect the opponent will suffer modest damage. This requires both of his hands, and feet, thus is unable to be used with any other move when it is put into practice. The Flip Shot is a move that Matthew will learn IC. This takes him about fifteen seconds to recover from, and is moderately draining on his stamina to perform. 

I don't think that this necessarily requires a move, all you would need is a weapon that fires bullets and Master Acrobat![/spoiler]

@ Guu:

[spoiler]
(10-03-2017, 05:45 PM)Guu Wrote: Return to Sender (300) Ranged Proficiency, Remote Control Proficiency, Ranged Materialized Proficiency, Foresight, Enhanced Senses, Telekinesis
Using a complex mixture of Foresight, Telekinesis, and Enhances Senses, she can catch projectiles within the range of telekinesis and launch them back at their owner. She can catch up to five medium sized projectiles at a time (baseball to beach ball sized), or 25 small sized projectiles (bullet sized), but her aim upon firing them back gets way more wonky the more projectiles she grabs. When she’s at her limit, she can still attempt to slow down other projectiles, though with little to no success.
She can only fire back projectiles one at a time (no all at once bombardment), and she can only fire back the projectiles up to or less than the speed they were initially fired. Same applies for damage.
Objects heavier than a cannonball would take a lot of strain to pull the move off with. Projectiles that explode on impact would fail to explode after using this move unless if Guu purchases Area Attack Proficiency.
Due to the focus required, she can’t move very fast while doing the move. Any attempts to move faster than the speed of a light walk would cause the move to fall, causing any projectiles she’s collected to plop harmlessly on the ground. The same will also happen if she holds onto a projectile for more than a second.

Approved![/spoiler]

@ Takanomiya Hijiri:

[spoiler]
(09-29-2017, 04:55 AM)Takanomiya Hijiri Wrote: Self-Controlled (300)
If Hijiri is ever affected by a Debuff which would cause him to act in a way he would not want (e.g. run away), he may choose to take two seconds to calm his thoughts. Doing so will allow him to retain control of his own mind, negating the effect that the Debuff would have had on him. Using this requires his complete focus, so he cannot move at all whilst doing so. This move tires him based on his and his opponent's TEC Stats (e.g. if their TEC is double his then blocking a move will tire him twice as much as they were tired using it).

You cannot have a guaranteed block from telepathic moves-- please include something that gives room for reasonable doubt. Make it a struggle for your character; imagine that your foe's TEC is wrestling against Hijiri's. An opponent with weaker TEC would be overcome, one with equal TEC might still affect Hijiri somewhat, etc! Also, if an opponent's TEC was double that your character's, your character's defense would likely fail.

(10-04-2017, 02:24 PM)Takanomiya Hijiri Wrote: Battle Rabbit Form [Tier 1 Power-Up]
Stats: +2 /+2 /+1 /+0
[Image: tumblr_static_tumblr_static_56pfg3fjw680...gg_640.png]
[Image: tumblr_nqp6i1eCWe1un83yro2_r1_500.png]
[Image: Hijiri_Sword.png]
In a bright flash of white light, Hijiri enters his 'true' form; replacing his shirt and jacket with a long black coat with slits over the shoulders, his shoes with a pair of white boots, and giving him a pair of fingerless gloves. His trousers become slightly looser and less formal, but don't change all that much. Also, a faintly glowing purple gem forms on his chest, a pair of white rabbit ears appear on his head, and he also grows a rabbit-like tail... though this last part is covered by his clothes.

Approved![/spoiler]
[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.
#73
Okay, made some changes:

Self-Controlled (300)
If Hijiri is ever affected by a move which would cause him to act in a way he would not want (e.g. run away), he may choose to take two seconds to attempt to calm his thoughts. Doing so will hopefully allow him to retain control of his own mind, negating the effect which that move would have had on him. Using this requires his complete focus, so he cannot move at all whilst doing so.
The amount of effort this move requires is based on his and his opponent's TEC Stats, so whilst it won't usually be too difficult to negate the moves of those with TEC beneath his, fighting off the influence of someone with TEC equal to or slightly greater than his own will be harder, and will often leave a slight, lingering compulsion to act however they had attempted to force him to. If their TEC is at least twice Hijiri's, their power will be too great for him to counter, and this move will fail.
[Image: Hijiri_Name_Sig.png]
#74
(10-03-2017, 10:14 AM)The Vision Wrote: DAWN:
[spoiler]
(09-29-2017, 06:42 AM)Dawnika Snow Wrote:
(09-29-2017, 05:59 AM)Dawnika Snow Wrote: Alt Form (2) - Alexus Krine [2000OM]
1/5/2/3

The aspect of emotion is a prominent feature of Dawn’s. It seems the demon form inside her continues to manifest and create odd types of personas of people. Dawn resembles her inner Despair and Sorrow; Erika has manifested Dawn’s Anger and Rage into a horrible blonde entity; and now, Alexus has softened and sewn out the repressed Happiness and Joy her life has brought her. Albeit a horribly small amount of happiness. The speed it take Dawn or Erika to change to Alexus depends on the body who is currently in control. Dawn will be faster, while Erika will be much slower.

[Image: tAG_34005.jpg]

Warding Shield - 300
-Physical Strength

Alexus manifests a magical field in her hand in the shape of a shield. It glows faintly of red and light blue coalescence. She can hold this shield easily for a couple seconds before it gets taxing, and it can absorb hits rather well, as well as any shield. It takes only 1 second to summon fully. It covers about 1m of area in a radius centered around the Alexus' forearm. This is a simple move used to block attacks. It’s basically a shield.

Flare - 900
-Ranged Proficiency

Flare is the simple use of fire. Alexus prefers the use of magic, but all forms can use this magical power. It can come out in two different forms: Through a bolt, or as a flamethrower spray.

The first use of flare comes out as a bolt. This is a flaming ball of fire that can reach up to 750F(~400C). The much more concentrated fire can severely burn those who get in the way. It can fly for about 15 seconds before it dissolves into the air up to 50m. The fire is launched from the user's hand after charging it for up to 5 seconds, but it is ready after 2 seconds. When reaching the fifth second of charging, the fire bolt is at full power and can cause third-degree burns to those of equal defense to the user's attack.(2atk vs 2def). Excessive use of the bolt form can cause the user's to become worn down, and leave them vulnerable through fatigue. If the attack is held for more the five seconds after it's max charge, it will explode in the user's hand, causing harm to themselves.

The flamethrower has a much shorter range. It shoots a straight line of fire forward from the user's palm up to 2m. It is charged for two seconds before it can be ignited. Once ignited, it can be blown for about for 10 seconds straight until the user stops. If stopped prematurely, it must be recharged to use again. The user can move at half speed while casting both versions of the spell. The flames aren't as intense as that of the fire bolt, but it can be used more freely, which means it takes less energy to preform.

Searing Aura - 300
-Area Attack

Fire is a girl's best friend...right? An aura of fire surrounds Alexus(the only form capable of using this magic) that lightly harms anyone who gets too close to her. Those who get too close can suffer slight burns after some time near the aura. After charging for 5 seconds, Alexus releases a cloak of searing flames around her body that gradually burns anything around her for up to 30 seconds. After performing the cast of the spell, Alexus can move freely, but she must hold completely still and focus entirely on her spell without interruption or else it will fail. The range on this attack is a five foot radius centered on Alexus for the duration and can use other moves while it's active.

Changes made in BOLD AND BRASH.

Erp, sorry, one more thing about Searing Aura. Can it be interrupted?
Rest are approved.[/spoiler]

It can be interrupted while charging, but after it is activated it can only be waited out, or dispelled with a move capable of doing so.
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[Image: AshenBlades.png]
#75
(10-05-2017, 01:00 AM)Takanomiya Hijiri Wrote: Okay, made some changes:

Self-Controlled (300)
If Hijiri is ever affected by a move which would cause him to act in a way he would not want (e.g. run away), he may choose to take two seconds to attempt to calm his thoughts. Doing so will hopefully allow him to retain control of his own mind, negating the effect which that move would have had on him. Using this requires his complete focus, so he cannot move at all whilst doing so.
The amount of effort this move requires is based on his and his opponent's TEC Stats, so whilst it won't usually be too difficult to negate the moves of those with TEC beneath his, fighting off the influence of someone with TEC equal to or slightly greater than his own will be harder, and will often leave a slight, lingering compulsion to act however they had attempted to force him to. If their TEC is at least twice Hijiri's, their power will be too great for him to counter, and this move will fail.

Approved!
[Image: hnc9xy5]
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
#76
Taking Clawed Gloves back to the drawing board, as I've realized Matthew isn't ICLy ready for them yet. 

 
Counter: (300) 
When a move that requires hand to hand combat is headed at him,  should their Tec be equal, or lower than that of Matthew, Matthew is instinctively able to perform a counter move on them, blocking the move from hurting him. This is moderately exhausting, and does not do any damage to his opponents, but instead prevents moves that require hand to hand, or grappling from being effective on him, if they are about his level.
#77
Adding two more modes to Lampad's Torch, as well as rewriting the move itself slightly be more friendly.

Current:
[spoiler]

Lampad’s Torch (Physical, Ranged, Buff, Debuff, Area Attack, Homing, Suppression) (1500): 
A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood, and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the light doesn’t burn, and the torch is only a wooden rod, making that a fairly ineffective maneuver. Rather, the torch’s main purpose is to mess with the sanity of those who look at the glow. 

Irrationality: After charging up for 5 seconds, during which she can not move, attack, or otherwise use moves, Clownpiece waves the torch in front of her, a single sweep during which the purple light glows brighter. Enemies within 20 meters who look directly at the purple glow during this sweep are stricken by sudden irritability, and for the next 10 seconds, they may find themselves acting slightly more aggressive and impulsive than normal.

Fervor: Alternatively, Clownpiece can direct that glow towards allies instead. Rather than inspiring irritability, allies afflicted by the madness-inducing glow are more ferocious for 10 seconds, making them less likely to hesitate, or fear. Both applications of lunacy have only a minor drain, allowing her to use them frequently in a fight. Once the madness had been inflicted, she can continue to on with whatever she had been doing before, as it doesn't need to be maintained.

Paranoia: Clownpiece concentrates for 5 seconds, channeling her powers of madness, before sweeping her torch out in front of her. Enemies within 20 meters who see the lunatic glow have a seed of paranoia planted in them for 15 seconds. On its own, this paranoia is too weak to do anything, and has no effect unless Clownpiece backs it up with something to inspire that paranoia. For this, she uses one of the cantrips taught by Dane during Dante's Abyss, "Ping."
With a quick moment of concentration, and a sound of some sort to go with it (be it a whisper, snap, footstep, or whatever), Clownpiece can throw that noise at a relatively flat surface within 10 meters, copying the sound where the spell hits and bouncing it off in a straight line. This process is repeated up to five times, each quieter than the last, as long as there’s a surface within 10 meters of the last bounce, creating an echoing effect. There’s approximately a 1 second delay between each bounce. On its own, this spell does absolutely nothing except sound cool. To those under the effects of her paranoia, however, this is the sound of an approaching foe, a spirit whispering in their ear, an ally trying to get their attention. The sounds spawned by Ping steal away precious seconds of their attention, fray their nerves, and just in general mess with their sanity.
This spell combo is about as draining as the other applications of her torch. She’s capable of inspiring paranoia a few times during a fight, but must be careful about overexerting. The Ping portion, however, is incredibly easy to do, with almost no noticeable energy drain. It’s just a fun little party trick, after all.

Uncertainty: With a stationary 5 second charge, Clownpiece channels her power through her torch, strengthening its light and inducing weak hallucinations in anyone that can sense her with Enhanced Senses, tries to read her with Insight, or tries to react with Foresight, for as long as she’s able to maintain it. Once it's channeled, she can maintain it with little effort on her part, during which she's capable of moving around and attacking as normal, but can't use or charge any other torch moves. This move wears her out slowly over the course of 45 seconds, but drains her significantly during that time. She only has enough energy to use it once per fight. 
The hallucinations this maddening light spawns feed her enemies false information. When not looking directly at her, people with ES always perceive her position as slightly off from where it actually is, or sense multiple of her, or none at all. People who glean information with Insight receive wrong info; stats are switched about, they may read powers she doesn’t have, etc. And for those who rely on Foresight, their warnings can arrive too late or too early, give them the wrong direction, warn about the wrong attack, or even give false alarms. No information is something that can be adapted to, wrong information can be downright deadly. 
The effects of this move are dependent upon the strength of her Suppression. If she's capable of completely Suppressing an enemy, then the information they receive is completely wrong. Should an enemy be able to shrug off her power however, then the info they receive is simply off, with the effects weakening the higher their TEC is compared to hers. At double her TEC, they wouldn't even notice.
[/spoiler]

New:
[spoiler]
Lampad’s Torch (Physical, Ranged, Buff, Debuff, Area Attack, Homing, Suppression) (1500): 
A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood, and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the light doesn’t burn, and the torch is only a wooden rod, making that a fairly ineffective maneuver. Rather, the torch’s main purpose is to mess with the sanity of those who look at the glow. 
Unless otherwise stated in a specific use of this ability, Clownpiece does this by channeling her power to induce insanity through the torch for 5 seconds, during which she must devote her entire concentration to charging. Once charged, she waves her torch and casts its light over either enemies or allies within 20 meters of her, though they must see the light in order to be affected by it. Once cast, she's able to move around again as normal. Most aspects of her torch, unless specified otherwise, have only a minor energy drain to them. Clownpiece can use them frequently, but should still be wary about overexerting herself.
 
Irrationality: A light that induces irritation in her enemies. For 10 seconds, foes who see the light are stricken by sudden irritability, and they may find themselves acting slightly more aggressive and impulsive than normal.

Fervor: A light that induces fervor in her allies. For 10 seconds, friends afflicted by the lunatic light are more ferocious, making them less likely to hesitate or fear.

Paranoia: A light that induces very weak paranoia in her enemies. For 15 seconds, her foes have a seed of anxiety planted in them that doesn't do anything on its own, unless Clownpiece backs it up with something to make it bloom. For this, she uses one of the cantrips taught by Dane during Dante's Abyss, "Ping."
With a quick moment of concentration, and a sound of some sort to go with it (be it a whisper, snap, footstep, or whatever), Clownpiece can throw that noise at a relatively flat surface within 10 meters, copying the sound where the spell hits and bouncing it off in a straight line. This process is repeated up to five times, each quieter than the last, as long as there’s a surface within 10 meters of the last bounce, creating an echoing effect. There’s approximately a 1 second delay between each bounce. On its own, this spell does absolutely nothing except sound cool. To those under the effects of her paranoia, however, this is the sound of an approaching foe, a spirit whispering in their ear, an ally trying to get their attention. The sounds spawned by Ping steal away precious seconds of their attention, fray their nerves, and just in general mess with their sanity.
Paranoia has the standard drain associated with it. The Ping portion, however, is incredibly easy to do, with almost no noticeable energy drain. It’s just a fun little party trick, after all.

Uncertainty: With a stationary 5 second charge, Clownpiece channels her power through her torch, strengthening its light and inducing weak hallucinations in anyone that can sense her with Enhanced Senses, tries to read her with Insight, or tries to react with Foresight, for as long as she’s able to maintain it. Once it's channeled, she can maintain it with little effort on her part, during which she's capable of moving around and attacking as normal, but can't use or charge any other torch moves. This move wears her out slowly over the course of 45 seconds, but drains her significantly during that time. She only has enough energy to use it once per fight. 
The hallucinations this maddening light spawns feed her enemies false information. When not looking directly at her, people with ES always perceive her position as slightly off from where it actually is, or sense multiple of her, or none at all. People who glean information with Insight receive wrong info; stats are switched about, they may read powers she doesn’t have, etc. And for those who rely on Foresight, their warnings can arrive too late or too early, give them the wrong direction, warn about the wrong attack, or even give false alarms. No information is something that can be adapted to, wrong information can be downright deadly. 
The effects of this move are dependent upon the strength of her Suppression. If she's capable of completely Suppressing an enemy, then the information they receive is completely wrong. Should an enemy be able to shrug off her power however, then the info they receive is simply off, with the effects weakening the higher their TEC is compared to hers. At double her TEC, they wouldn't even notice.[/spoiler]

I basically just moved all repeat effects to the main text so I didn't have "Clownpiece concentrates for 5 seconds" and similar 8 times in the same move. 
Also new effects because I was lacking buffs:

Lampad's Torch: 
Agitation (Ranged, Area Attack, Buff, Debuff) (+300): A light that induces restlessness and energy in allies. For 10 seconds, allies are struck by an inexplicable antsiness coupled with a sudden boost in energy. For 10 seconds, any moves/powers/etc they use (save for supers) take half the time to charge and don’t wind/wear them out at first. However, due to the restlessness, those affected feel the need to attack/defend/move about, and once the hyperactivity wears out, they’re hit with the combined wear of everything they used all at once. They burn brighter, but also burn out faster. 

Focus (Ranged, Area Attack, Buff, Debuff) (+300): A light that throws allies into a state of hyper-focus. For 10 seconds, their concentration (whether it’s being directed towards moves/powers/or whatever) can not be broken by normal means, though a dedicated distraction/disruption move can still do it. Additionally, they don’t notice smaller wounds while in this state, allowing them to fight on relatively unhindered. However, with focus comes tunnel-vision, and they might not notice another enemy coming up on them while they’re focused on one.

They also fall under the main text standard fare. (5 seconds charge, Clown can't move during that, affects those within 20 meters of her, minor energy drain)
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
#78
Telekinetic Shove (300) Requires: Telekinesis

Using her magic, Ebony can also affect other primes telekinetically in the form of a shove. This is just as tiring as a shove, takes about half a second to charge and then another half a second to execute, and feels like a shove to the recipient. While charging, Ebony can't move or use any other moves or attacks (but she can still block). When executing, appear to jolt slightly towards the direction of her target and her body will also give off a slight dark purple aura. Someone watching Ebony attentively (and with insight or the intuition to guess that she's doing something) will have a short period of time (about a fraction of a second) to brace themselves. In close range, the strength of the shove is as strong as if Ebony had physically pushed as hard as she could (without a run up). This strength drops off at further distances from Ebony (and has no effect outside her telekinesis radius). A braced opponent is unlikely to be affected much (outside of maybe shifting back a metre) unless they're in very close range. Primes with a DEF higher than Ebony's ATK are less affected, and those with a lower DEF are more affected. In general, this move is more useful against speedy targets as it can disrupt their momentum and they'll be unable to brace. However, it can be hard to hit them with it, often resulting in glancing pushes that do little as the location and direction of the shove has to be decided after the first half a second (and then a push in that place happens over the following half a second). This move typically does no damage, although being pushed into something may hurt.

RP/Fodder Notes: Ebony may use a lesser version of this move to pull friends towards her, pat them on the back, and so on in non-combat situations. General stuff she could do with her hands.
#79
@Dawn:[spoiler]
(10-05-2017, 03:38 AM)Dawnika Snow Wrote:
(10-03-2017, 10:14 AM)The Vision Wrote: DAWN:
[spoiler]
(09-29-2017, 06:42 AM)Dawnika Snow Wrote:
(09-29-2017, 05:59 AM)Dawnika Snow Wrote: Alt Form (2) - Alexus Krine [2000OM]
1/5/2/3

The aspect of emotion is a prominent feature of Dawn’s. It seems the demon form inside her continues to manifest and create odd types of personas of people. Dawn resembles her inner Despair and Sorrow; Erika has manifested Dawn’s Anger and Rage into a horrible blonde entity; and now, Alexus has softened and sewn out the repressed Happiness and Joy her life has brought her. Albeit a horribly small amount of happiness. The speed it take Dawn or Erika to change to Alexus depends on the body who is currently in control. Dawn will be faster, while Erika will be much slower.

[Image: tAG_34005.jpg]

Warding Shield - 300
-Physical Strength

Alexus manifests a magical field in her hand in the shape of a shield. It glows faintly of red and light blue coalescence. She can hold this shield easily for a couple seconds before it gets taxing, and it can absorb hits rather well, as well as any shield. It takes only 1 second to summon fully. It covers about 1m of area in a radius centered around the Alexus' forearm. This is a simple move used to block attacks. It’s basically a shield.

Flare - 900
-Ranged Proficiency

Flare is the simple use of fire. Alexus prefers the use of magic, but all forms can use this magical power. It can come out in two different forms: Through a bolt, or as a flamethrower spray.

The first use of flare comes out as a bolt. This is a flaming ball of fire that can reach up to 750F(~400C). The much more concentrated fire can severely burn those who get in the way. It can fly for about 15 seconds before it dissolves into the air up to 50m. The fire is launched from the user's hand after charging it for up to 5 seconds, but it is ready after 2 seconds. When reaching the fifth second of charging, the fire bolt is at full power and can cause third-degree burns to those of equal defense to the user's attack.(2atk vs 2def). Excessive use of the bolt form can cause the user's to become worn down, and leave them vulnerable through fatigue. If the attack is held for more the five seconds after it's max charge, it will explode in the user's hand, causing harm to themselves.

The flamethrower has a much shorter range. It shoots a straight line of fire forward from the user's palm up to 2m. It is charged for two seconds before it can be ignited. Once ignited, it can be blown for about for 10 seconds straight until the user stops. If stopped prematurely, it must be recharged to use again. The user can move at half speed while casting both versions of the spell. The flames aren't as intense as that of the fire bolt, but it can be used more freely, which means it takes less energy to preform.

Searing Aura - 300
-Area Attack

Fire is a girl's best friend...right? An aura of fire surrounds Alexus(the only form capable of using this magic) that lightly harms anyone who gets too close to her. Those who get too close can suffer slight burns after some time near the aura. After charging for 5 seconds, Alexus releases a cloak of searing flames around her body that gradually burns anything around her for up to 30 seconds. After performing the cast of the spell, Alexus can move freely, but she must hold completely still and focus entirely on her spell without interruption or else it will fail. The range on this attack is a five foot radius centered on Alexus for the duration and can use other moves while it's active.

Changes made in BOLD AND BRASH.

Erp, sorry, one more thing about Searing Aura. Can it be interrupted?
Rest are approved.

It can be interrupted while charging, but after it is activated it can only be waited out, or dispelled with a move capable of doing so.

Great. Add that in and you're good to go.[/spoiler]

Sorry, too tired to do approvals right now, just making sure I don't leave anyone hanging... agian...
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#80
(10-06-2017, 05:59 PM)Ebonywood Hellscythe Wrote: Telekinetic Shove (300) Requires: Telekinesis

Using her magic, Ebony can also affect other primes telekinetically in the form of a shove. This is just as tiring as a shove, takes about half a second to charge and then another half a second to execute, and feels like a shove to the recipient. While charging, Ebony can't move or use any other moves or attacks (but she can still block). When executing, appear to jolt slightly towards the direction of her target and her body will also give off a slight dark purple aura. Someone watching Ebony attentively (and with insight or the intuition to guess that she's doing something) will have a short period of time (about a fraction of a second) to brace themselves. In close range, the strength of the shove is as strong as if Ebony had physically pushed as hard as she could (without a run up). This strength drops off at further distances from Ebony (and has no effect outside her telekinesis radius). A braced opponent is unlikely to be affected much (outside of maybe shifting back a metre) unless they're in very close range. Primes with a DEF higher than Ebony's ATK are less affected, and those with a lower DEF are more affected. In general, this move is more useful against speedy targets as it can disrupt their momentum and they'll be unable to brace. However, it can be hard to hit them with it, often resulting in glancing pushes that do little as the location and direction of the shove has to be decided after the first half a second (and then a push in that place happens over the following half a second). This move typically does no damage, although being pushed into something may hurt.

RP/Fodder Notes: Ebony may use a lesser version of this move to pull friends towards her, pat them on the back, and so on in non-combat situations. General stuff she could do with her hands.

Approved!

(10-05-2017, 01:55 PM)Matthew Mcginnis Wrote: Taking Clawed Gloves back to the drawing board, as I've realized Matthew isn't ICLy ready for them yet. 
 
Counter: (300) 
When a move that requires hand to hand combat is headed at him,  should their Tec be equal, or lower than that of Matthew, Matthew is instinctively able to perform a counter move on them, blocking the move from hurting him. This is moderately exhausting, and does not do any damage to his opponents, but instead prevents moves that require hand to hand, or grappling from being effective on him, if they are about his level.

You'll need to list Foresight and Physical Strength as requirements!
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.


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