Thread Rating:
  • 6 Vote(s) - 3.67 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Move Approval V
#81
Palm Shield [300]
Lesser Shield Manifest Technique
Req: Physical
The Palm Shield is a ten inch diameter, circular shield that appears and hovers just above the palms. This shield is flat and looks like thick, misty glass, even shattering like glass when it is broken. To manifest a single shield takes three seconds and one hand. A shield can be manifested in each hand indifferently of each other, due to the simplicity and size of the shield. During manifestation he can still move and act with a hand that is not manifesting a shield (including maneuvering an already completed shield.) Taking moderate damage can cause the Lesser technique to be lost.

Each shield is capable of outright stopping a few moderately powered attacks with an area of effect smaller than the shield. The shields last indefinitely when no damage is taken and always kept in hand, but doing so makes use of the hand difficult for anything other than holding said shield. If dropped, the shield lasts for one minute before shattering.

If the shield is used to strike an enemy, it imparts less force than a simple punch, making it inadequate as an offensive weapon. A common technique is to use the Shields for deflection instead of outright stopping blows, extending the life of the shield as opposed to outright stopping an incoming attack.
#82
(10-06-2017, 05:26 PM)Clownpiece Wrote: 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)

Looks good to me. Approved.

(10-06-2017, 10:12 PM)Gunther Stein Wrote: Palm Shield [300]
Lesser Shield Manifest Technique
Req: Physical
The Palm Shield is a ten inch diameter, circular shield that appears and hovers just above the palms. This shield is flat and looks like thick, misty glass, even shattering like glass when it is broken. To manifest a single shield takes three seconds and one hand. A shield can be manifested in each hand indifferently of each other, due to the simplicity and size of the shield. During manifestation he can still move and act with a hand that is not manifesting a shield (including maneuvering an already completed shield.) Taking moderate damage can cause the Lesser technique to be lost.

Each shield is capable of outright stopping a few moderately powered attacks with an area of effect smaller than the shield. The shields last indefinitely when no damage is taken and always kept in hand, but doing so makes use of the hand difficult for anything other than holding said shield. If dropped, the shield lasts for one minute before shattering.

If the shield is used to strike an enemy, it imparts less force than a simple punch, making it inadequate as an offensive weapon. A common technique is to use the Shields for deflection instead of outright stopping blows, extending the life of the shield as opposed to outright stopping an incoming attack.

How draining is this on one's stamina to cast? Does this require significant concentration during the cast time or can he be doing other things? Can you clarify the bits about using your hands while the shield(s) is/are active? You mention that holding one of these makes it difficult to do other things, but does that mean he can use other moves and they just suffer a penalty, or does it prevent him from using other moves in just that hand holding the shield?
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

#83
(10-07-2017, 12:57 AM)Mark Wrote:
(10-06-2017, 10:12 PM)Gunther Stein Wrote: Palm Shield [300]
Lesser Shield Manifest Technique
Req: Physical
The Palm Shield is a ten inch diameter, circular shield that appears and hovers just above the palms. This shield is flat and looks like thick, misty glass, even shattering like glass when it is broken. To manifest a single shield takes three seconds and one hand. A shield can be manifested in each hand indifferently of each other, due to the simplicity and size of the shield. During manifestation he can still move and act with a hand that is not manifesting a shield (including maneuvering an already completed shield.) Taking moderate damage can cause the Lesser technique to be lost.

Each shield is capable of outright stopping a few moderately powered attacks with an area of effect smaller than the shield. The shields last indefinitely when no damage is taken and always kept in hand, but doing so makes use of the hand difficult for anything other than holding said shield. If dropped, the shield lasts for one minute before shattering.

If the shield is used to strike an enemy, it imparts less force than a simple punch, making it inadequate as an offensive weapon. A common technique is to use the Shields for deflection instead of outright stopping blows, extending the life of the shield as opposed to outright stopping an incoming attack.

How draining is this on one's stamina to cast? Does this require significant concentration during the cast time or can he be doing other things? Can you clarify the bits about using your hands while the shield(s) is/are active? You mention that holding one of these makes it difficult to do other things, but does that mean he can use other moves and they just suffer a penalty, or does it prevent him from using other moves in just that hand holding the shield?

Occupied clarification: Manifesting usually requires one or two hands. While holding a Palm Shield, the hand is occupied and cannot be used to manifest. The OTHER hand (if empty) can, unless a shield takes BOTH hands, in which it would require dropping the shield.

Stamina: Due to the time required, size of the shield, medium-low power, the energy cost is minor and unless the shields are shattered and manifested repeatedly it usually does not tire him too much.

Concentration: The concentration on "lesser" techniques is small, but because it is localized, he can act normally, except for using that hand to manifest, as mentioned in Occupied above.
#84
(10-07-2017, 02:41 AM)Gunther Stein Wrote:
(10-07-2017, 12:57 AM)Mark Wrote:
(10-06-2017, 10:12 PM)Gunther Stein Wrote: Palm Shield [300]
Lesser Shield Manifest Technique
Req: Physical
The Palm Shield is a ten inch diameter, circular shield that appears and hovers just above the palms. This shield is flat and looks like thick, misty glass, even shattering like glass when it is broken. To manifest a single shield takes three seconds and one hand. A shield can be manifested in each hand indifferently of each other, due to the simplicity and size of the shield. During manifestation he can still move and act with a hand that is not manifesting a shield (including maneuvering an already completed shield.) Taking moderate damage can cause the Lesser technique to be lost.

Each shield is capable of outright stopping a few moderately powered attacks with an area of effect smaller than the shield. The shields last indefinitely when no damage is taken and always kept in hand, but doing so makes use of the hand difficult for anything other than holding said shield. If dropped, the shield lasts for one minute before shattering.

If the shield is used to strike an enemy, it imparts less force than a simple punch, making it inadequate as an offensive weapon. A common technique is to use the Shields for deflection instead of outright stopping blows, extending the life of the shield as opposed to outright stopping an incoming attack.

How draining is this on one's stamina to cast? Does this require significant concentration during the cast time or can he be doing other things? Can you clarify the bits about using your hands while the shield(s) is/are active? You mention that holding one of these makes it difficult to do other things, but does that mean he can use other moves and they just suffer a penalty, or does it prevent him from using other moves in just that hand holding the shield?

Occupied clarification: Manifesting usually requires one or two hands. While holding a Palm Shield, the hand is occupied and cannot be used to manifest. The OTHER hand (if empty) can, unless a shield takes BOTH hands, in which it would require dropping the shield.

Stamina: Due to the time required, size of the shield, medium-low power, the energy cost is minor and unless the shields are shattered and manifested repeatedly it usually does not tire him too much.

Concentration: The concentration on "lesser" techniques is small, but because it is localized, he can act normally, except for using that hand to manifest, as mentioned in Occupied above.

Add that into the move's description and you'll be good to go.
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

#85
Blink Shield [300]
Complex Instant Shield Technique
Req: Area Shield, Foresight, Physical
The Blink Shield is an extremely taxing technique that creates an shield completely surrounding Stein - even underground. This shield is, as the name implies, instantaneous both in creation and duration. The Blink Shield is designed to withstand only one attack, and usually it is for the high-powered AoE attacks his favored Palm Shields cannot handle.

Due to the severe drain this technique has, the Blink Shield can only be used 5 times in succession. One charge returns in five minutes, meaning this technique is to be used strategically. While it cannot block super moves, it can block any non-instant attacks that do not appear on him, or deal sustained damage (such as a repetitive volley of arrows.)

When using the Blink Shield, any currently manifesting moves are lost. It does not require hands to initiate. The Blink Shield appears and shatters so fast that it just looks like shattering glass in a tight sphere around 

NOPE! [600]
T1 Super Defense
Req: Physical, Foresight, Area Shield
Originally a super-powered Blink Shield, this technique developed from a hollow sphere shield into a solid sphere defense. What does this mean? Even appears-on-target effects are blocked by the shield.

Stein's Foresight senses the impending doom of a VERY powerful attack. As a result, he readies his most powerful instant defense. Like the Blink Shield it appears and shatters so fast it just appears like shattering glass.

NOPE! renders T1 Super Attacks pretty much useless in the blink of an eye. It is usually followed by the classing "What happened?" derogatory remark to belittle his enemy's ego.
#86
In light of the Wiki being a thing now, I've decided I need to finally rework those moves that were approved 2 years ago that might not be accurate anymore.

I have changed the price of two of my previously made moves and the changes are noted by bold and strikes. I have also tried to clean up the descriptions and such in order to better portray the moves. In the end if the changes are approved I would need to be refunded 300 OM.
(Totally using that for my Ultramarine Sword)


RED DEVIL'S CLAW - 900 OM 300 OM
(Requires Ranged Prof and Physical Strength Prof)
Ash's go-to in almost everything. It's a combat-ready grappling hook, but using it for traveling should be considered fodder. Once Red Devil's Claw is summoned properly, it can be resummoned on the fly.

Description:
The Claw is unique but roughly a basic looking Grapple Hook. The arms, however, are sharpened like a blade on the outside, implying it can be used in other ways than just a means of movement. The type of metal is unknown, but it is crimson in color and carries ruins are typical for resisting flames. This does nothing for the wielder, just the grapple hook and its length of 'rope'.
The 'rope' is also strange, in the fact that it is hair. Most likely from a human or humanoid. Its true length is unknown as it has been braided in some places. But Ash has access to 15 ft if she so chooses to use all of it.

Function:
Movement - Fodder. (0 OM)
It is a grapple hook and functions effectively for getting to higher points in altitude as well as swinging about the landscape. It can do anything a normal grappling hook can do, which the only difference being the hair is protected from flames to keep it from being destroyed by extreme temperatures or fire spells.
Gore - (300 OM)
With sharpened arms and a spearhead, it makes for a great exotic but functional combat weapon from close range or mid-range(10-13ft). It has been modified to be launched from her forearm via a mount created by a smith in her world, at the same power of a harpoon gun that allows her to pierce through the fleshiest of substance and can spear through weak opponents effortlessly. Stormtrooper armor has been confirmed to be problematic, anything harder than clothing or weak leathers would be. She fixes this by getting close for precision work with the same sharp metal pieces, manually hooking the pointed ends into the gaps of the armor.

-

SHOCKING GRASP - 300 OM 600 OM
(Requires Physical Strength Prof and Debuff Prof) - It requires touching, not so much the physical strength.
Description:
Lightning dances in the user's hand or hands - using two hands doesn't make it any more powerful but allows her to attack two people at once.

Function:
Weak Paralisis - 300 OM
It is usually a small insufficient shock that merely has the chance of paralyzing the target(s) for a second or two that function as a distraction for movement usually away from the target(s).
Charged Power - 300 OM
This attack, however, can be charged for a more powerful shock that sacrifices the chance to paralyze for pure damage. This she can charge while moving, but cannot administrate the shock unless holding still and touching the intended shockee. Using it too much, or overcharging it - usually in desperation - will leave her tired and weakened.
[Image: tumblr_maolcpnQS61qakj1do1_500.gif]

Warning: Anything that involves Ash should be rated M. Possibly higher.

Erik Vrell : Ash has a 'love' fourth dimensional shape
Erik Vrell : As in its wide and unfathomable for us mere mortals
#87
Edited Counter, according to what you wanted. Also added the moves listed below, Jade. 

Counter: (300, Foresight, Physical Strength) 
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. Should he have one of his physical moves that requires his hands, and is not in cool down, said move will automatically activate, should Counter be done. 

Ranged Evasion: (300, Foresight, Master Acrobat) 

When a move that involves his enemies shooting at him comes his way,  Matthew can instinctively dodge should their Tec be lower or equal to his own. This allows him to dodge anything from bullets to energy blasts to missiles, assuming they are not more powerful than what he can evade (IE he cannot dodge Super Moves using this.) This is moderately exhausting to say the least, should he have to use it for prolonged periods of time. It's mainly a move to allow him to dodge ranged attacks and has no combat value.

Anime Sword - Fearless Fang (300, Physical Strength) 

An anime great sword that has come into the possession of Matthew. The blade appears to be made out of black and gold metal and the hilt has a blood red gemstone in it. This sword is 163 centimeters in length. The blade is moderately draining on Matthew's stamina, but has no special properties of any kind. Still, it is a good addition to his arsenal, should he need it. This was taken from one of the criminals he's encountered. When not in use, this becomes a card on his person, and to activate it all he needs to do is slap the card against the palm of his hand. Takes him 5 seconds to activate.
#88
(10-07-2017, 03:38 AM)Gunther Stein Wrote: Blink Shield [300]
Complex Instant Shield Technique
Req: Area Shield, Foresight, Physical
The Blink Shield is an extremely taxing technique that creates an shield completely surrounding Stein - even underground. This shield is, as the name implies, instantaneous both in creation and duration. The Blink Shield is designed to withstand only one attack, and usually it is for the high-powered AoE attacks his favored Palm Shields cannot handle.

Due to the severe drain this technique has, the Blink Shield can only be used 5 times in succession. One charge returns in five minutes, meaning this technique is to be used strategically. While it cannot block super moves, it can block any non-instant attacks that do not appear on him, or deal sustained damage (such as a repetitive volley of arrows.)

When using the Blink Shield, any currently manifesting moves are lost. It does not require hands to initiate. The Blink Shield appears and shatters so fast that it just looks like shattering glass in a tight sphere around 

NOPE! [600]
T1 Super Defense
Req: Physical, Foresight, Area Shield
Originally a super-powered Blink Shield, this technique developed from a hollow sphere shield into a solid sphere defense. What does this mean? Even appears-on-target effects are blocked by the shield.

Stein's Foresight senses the impending doom of a VERY powerful attack. As a result, he readies his most powerful instant defense. Like the Blink Shield it appears and shatters so fast it just appears like shattering glass.

NOPE! renders T1 Super Attacks pretty much useless in the blink of an eye. It is usually followed by the classing "What happened?" derogatory remark to belittle his enemy's ego.

Blink Shield - Does Stein have to remain still to use this move?

NOPE! - So this is just a super Defense version of the Blink Shield?


(10-07-2017, 10:18 AM)Ash Wrote: In light of the Wiki being a thing now, I've decided I need to finally rework those moves that were approved 2 years ago that might not be accurate anymore.

I have changed the price of two of my previously made moves and the changes are noted by bold and strikes. I have also tried to clean up the descriptions and such in order to better portray the moves. In the end if the changes are approved I would need to be refunded 300 OM.
(Totally using that for my Ultramarine Sword)


RED DEVIL'S CLAW - 900 OM 300 OM
(Requires Ranged Prof and Physical Strength Prof)
Ash's go-to in almost everything. It's a combat-ready grappling hook, but using it for traveling should be considered fodder. Once Red Devil's Claw is summoned properly, it can be resummoned on the fly.

Description:
The Claw is unique but roughly a basic looking Grapple Hook. The arms, however, are sharpened like a blade on the outside, implying it can be used in other ways than just a means of movement. The type of metal is unknown, but it is crimson in color and carries ruins are typical for resisting flames. This does nothing for the wielder, just the grapple hook and its length of 'rope'.
The 'rope' is also strange, in the fact that it is hair. Most likely from a human or humanoid. Its true length is unknown as it has been braided in some places. But Ash has access to 15 ft if she so chooses to use all of it.

Function:
Movement - Fodder. (0 OM)
It is a grapple hook and functions effectively for getting to higher points in altitude as well as swinging about the landscape. It can do anything a normal grappling hook can do, which the only difference being the hair is protected from flames to keep it from being destroyed by extreme temperatures or fire spells.
Gore - (300 OM)
With sharpened arms and a spearhead, it makes for a great exotic but functional combat weapon from close range or mid-range(10-13ft). It has been modified to be launched from her forearm via a mount created by a smith in her world, at the same power of a harpoon gun that allows her to pierce through the fleshiest of substance and can spear through weak opponents effortlessly. Stormtrooper armor has been confirmed to be problematic, anything harder than clothing or weak leathers would be. She fixes this by getting close for precision work with the same sharp metal pieces, manually hooking the pointed ends into the gaps of the armor.

-

SHOCKING GRASP - 300 OM 600 OM
(Requires Physical Strength Prof and Debuff Prof) - It requires touching, not so much the physical strength.
Description:
Lightning dances in the user's hand or hands - using two hands doesn't make it any more powerful but allows her to attack two people at once.

Function:
Weak Paralisis - 300 OM
It is usually a small insufficient shock that merely has the chance of paralyzing the target(s) for a second or two that function as a distraction for movement usually away from the target(s).
Charged Power - 300 OM
This attack, however, can be charged for a more powerful shock that sacrifices the chance to paralyze for pure damage. This she can charge while moving, but cannot administrate the shock unless holding still and touching the intended shockee. Using it too much, or overcharging it - usually in desperation - will leave her tired and weakened.

Red Devil's Claw - This will be 600 OM (for Melee and Ranged variants).

Shocking Grasp - Price approved

Does ash create the weak shock instantly? can she maintain the shock in her hand(s) indefinitely, how draining is it?

How long is the charge for the charged version? Same questions as above.
#89
RED DEVIL'S CLAW - 600 OM
(Requires Ranged Prof and Physical Strength Prof)
Ash's go-to in almost everything. It's a combat-ready grappling hook, but using it for traveling should be considered fodder. Once Red Devil's Claw is summoned properly, it can be resummoned on the fly.

Description:
The Claw is unique but roughly a basic looking Grapple Hook. The arms, however, are sharpened like a blade on the outside, implying it can be used in other ways than just a means of movement. The type of metal is unknown, but it is crimson in color and carries ruins are typical for resisting flames. This does nothing for the wielder, just the grapple hook and its length of 'rope'. 
The 'rope' is also strange, in the fact that it is hair. Most likely from a human or humanoid. Its true length is unknown as it has been braided in some places. But Ash has access to 15 ft if she so chooses to use all of it.

Function:
Movement - Fodder. (0 OM)
It is a grapple hook and functions effectively for getting to higher points in altitude as well as swinging about the landscape. It can do anything a normal grappling hook can do, which the only difference being the hair is protected from flames to keep it from being destroyed by extreme temperatures or fire spells.
Gore - (600 OM)
With sharpened arms and a spearhead, it makes for a great exotic but functional combat weapon from close range or mid-range(10-13ft). It has been modified to be launched from her forearm via a mount created by a smith in her world, at the same power of a harpoon gun that allows her to pierce through the fleshiest of substance and can spear through weak opponents effortlessly. Stormtrooper armor has been confirmed to be problematic, anything harder than clothing or weak leathers would be. She fixes this by getting close for precision work with the same sharp metal pieces, manually hooking the pointed ends into the gaps of the armor.

-

SHOCKING GRASP - 600 OM 
(Requires Debuff Prof)
Description:
Blue lightning dances in the user's hand or hands - using two hands doesn't make it any more powerful but allows her to attack two people at once.

Function:
Weak Paralysis - 300 OM
It is usually a small insufficient shock that merely has the chance of paralyzing the target(s) for a second or two that function as a distraction for movement usually away from the target(s). This variant's electricity is created quickly and can be held for about 3 seconds before its considered 'Charged', making this variant of the move less draining all around; allowing her to use it multiple times before she begins to sweat, but she cannot rely on the move alone as it does fairly minimum electricity damage.
In Short: Used for a quick distracting poke and running away.
Charged Power - 300 OM
This attack, however, can be charged for a more powerful shock that sacrifices the chance to paralyze for pure damage. This she can charge while moving or taking damage, but cannot administrate the shock unless holding still and touching the intended shockee. This variant's electricity is created quickly, after holding the electricity for 3 seconds or longer the electricity starts to race faster and faster in her hand(s). The longer Ash holds the charge the more powerful the attack becomes, but the more draining it is to the user. Using it too much, or overcharging it - usually in desperation - will leave her tired and weakened; exhausted and vulnerable but alive.
Note: While in 'STORM DEMON'(Transformation) it is nearly impossible to tell that she is charging Shocking Grasp because she is covered in dancing blue electricity constantly. (Fodder?)


Adjustments have been made in bold, and I am no longer refunded an extra 300 when these are approved, the OM got balanced out. (Added Blue in Shocking Grasp's description because all her electrical attacks are blue.)
[Image: tumblr_maolcpnQS61qakj1do1_500.gif]

Warning: Anything that involves Ash should be rated M. Possibly higher.

Erik Vrell : Ash has a 'love' fourth dimensional shape
Erik Vrell : As in its wide and unfathomable for us mere mortals
#90
(10-09-2017, 10:40 AM)Daniel Wrote:
(10-07-2017, 03:38 AM)Gunther Stein Wrote: Blink Shield [300]
Complex Instant Shield Technique
Req: Area Shield, Foresight, Physical
The Blink Shield is an extremely taxing technique that creates an shield completely surrounding Stein - even underground. This shield is, as the name implies, instantaneous both in creation and duration. The Blink Shield is designed to withstand only one attack, and usually it is for the high-powered AoE attacks his favored Palm Shields cannot handle.

Due to the severe drain this technique has, the Blink Shield can only be used 5 times in succession. One charge returns in five minutes, meaning this technique is to be used strategically. While it cannot block super moves, it can block any non-instant attacks that do not appear on him, or deal sustained damage (such as a repetitive volley of arrows.)

When using the Blink Shield, any currently manifesting moves are lost. It does not require hands to initiate. The Blink Shield appears and shatters so fast that it just looks like shattering glass in a tight sphere around 

NOPE! [600]
T1 Super Defense
Req: Physical, Foresight, Area Shield
Originally a super-powered Blink Shield, this technique developed from a hollow sphere shield into a solid sphere defense. What does this mean? Even appears-on-target effects are blocked by the shield.

Stein's Foresight senses the impending doom of a VERY powerful attack. As a result, he readies his most powerful instant defense. Like the Blink Shield it appears and shatters so fast it just appears like shattering glass.

NOPE! renders T1 Super Attacks pretty much useless in the blink of an eye. It is usually followed by the classing "What happened?" derogatory remark to belittle his enemy's ego.

Blink Shield - Does Stein have to remain still to use this move?

NOPE! - So this is just a super Defense version of the Blink Shield?

Because it is instant (and extremely taxing because of that) it doesn't matter whether he moves or not, it appears and shatters in the "blink" of an eye.

And yess, NOPE! is just a super version of Blink with a bit of sass.
#91
(10-09-2017, 12:43 PM)Ash Wrote: RED DEVIL'S CLAW - 600 OM
(Requires Ranged Prof and Physical Strength Prof)
Ash's go-to in almost everything. It's a combat-ready grappling hook, but using it for traveling should be considered fodder. Once Red Devil's Claw is summoned properly, it can be resummoned on the fly.

Description:
The Claw is unique but roughly a basic looking Grapple Hook. The arms, however, are sharpened like a blade on the outside, implying it can be used in other ways than just a means of movement. The type of metal is unknown, but it is crimson in color and carries ruins are typical for resisting flames. This does nothing for the wielder, just the grapple hook and its length of 'rope'. 
The 'rope' is also strange, in the fact that it is hair. Most likely from a human or humanoid. Its true length is unknown as it has been braided in some places. But Ash has access to 15 ft if she so chooses to use all of it.

Function:
Movement - Fodder. (0 OM)
It is a grapple hook and functions effectively for getting to higher points in altitude as well as swinging about the landscape. It can do anything a normal grappling hook can do, which the only difference being the hair is protected from flames to keep it from being destroyed by extreme temperatures or fire spells.
Gore - (600 OM)
With sharpened arms and a spearhead, it makes for a great exotic but functional combat weapon from close range or mid-range(10-13ft). It has been modified to be launched from her forearm via a mount created by a smith in her world, at the same power of a harpoon gun that allows her to pierce through the fleshiest of substance and can spear through weak opponents effortlessly. Stormtrooper armor has been confirmed to be problematic, anything harder than clothing or weak leathers would be. She fixes this by getting close for precision work with the same sharp metal pieces, manually hooking the pointed ends into the gaps of the armor.

-

SHOCKING GRASP - 600 OM 
(Requires Debuff Prof)
Description:
Blue lightning dances in the user's hand or hands - using two hands doesn't make it any more powerful but allows her to attack two people at once.

Function:
Weak Paralysis - 300 OM
It is usually a small insufficient shock that merely has the chance of paralyzing the target(s) for a second or two that function as a distraction for movement usually away from the target(s). This variant's electricity is created quickly and can be held for about 3 seconds before its considered 'Charged', making this variant of the move less draining all around; allowing her to use it multiple times before she begins to sweat, but she cannot rely on the move alone as it does fairly minimum electricity damage.
In Short: Used for a quick distracting poke and running away.
Charged Power - 300 OM
This attack, however, can be charged for a more powerful shock that sacrifices the chance to paralyze for pure damage. This she can charge while moving or taking damage, but cannot administrate the shock unless holding still and touching the intended shockee. This variant's electricity is created quickly, after holding the electricity for 3 seconds or longer the electricity starts to race faster and faster in her hand(s). The longer Ash holds the charge the more powerful the attack becomes, but the more draining it is to the user. Using it too much, or overcharging it - usually in desperation - will leave her tired and weakened; exhausted and vulnerable but alive.
Note: While in 'STORM DEMON'(Transformation) it is nearly impossible to tell that she is charging Shocking Grasp because she is covered in dancing blue electricity constantly. (Fodder?)


Adjustments have been made in bold, and I am no longer refunded an extra 300 when these are approved, the OM got balanced out. (Added Blue in Shocking Grasp's description because all her electrical attacks are blue.)

Approved. Make sure to make note of these updates in your Log and update your roster.

(10-09-2017, 01:12 PM)Gunther Stein Wrote:
(10-09-2017, 10:40 AM)Daniel Wrote:
(10-07-2017, 03:38 AM)Gunther Stein Wrote: Blink Shield [300]
Complex Instant Shield Technique
Req: Area Shield, Foresight, Physical
The Blink Shield is an extremely taxing technique that creates an shield completely surrounding Stein - even underground. This shield is, as the name implies, instantaneous both in creation and duration. The Blink Shield is designed to withstand only one attack, and usually it is for the high-powered AoE attacks his favored Palm Shields cannot handle.

Due to the severe drain this technique has, the Blink Shield can only be used 5 times in succession. One charge returns in five minutes, meaning this technique is to be used strategically. While it cannot block super moves, it can block any non-instant attacks that do not appear on him, or deal sustained damage (such as a repetitive volley of arrows.)

When using the Blink Shield, any currently manifesting moves are lost. It does not require hands to initiate. The Blink Shield appears and shatters so fast that it just looks like shattering glass in a tight sphere around 

NOPE! [600]
T1 Super Defense
Req: Physical, Foresight, Area Shield
Originally a super-powered Blink Shield, this technique developed from a hollow sphere shield into a solid sphere defense. What does this mean? Even appears-on-target effects are blocked by the shield.

Stein's Foresight senses the impending doom of a VERY powerful attack. As a result, he readies his most powerful instant defense. Like the Blink Shield it appears and shatters so fast it just appears like shattering glass.

NOPE! renders T1 Super Attacks pretty much useless in the blink of an eye. It is usually followed by the classing "What happened?" derogatory remark to belittle his enemy's ego.

Blink Shield - Does Stein have to remain still to use this move?

NOPE! - So this is just a super Defense version of the Blink Shield?

Because it is instant (and extremely taxing because of that) it doesn't matter whether he moves or not, it appears and shatters in the "blink" of an eye.

And yess, NOPE! is just a super version of Blink with a bit of sass.

Approved
#92
Officially bumping these, as it's been 3 days.

10-07-2017, 07:07 PM (This post was last modified: 10-07-2017, 09:41 PM by Matthew Mcginnis.)
Edited Counter, according to what you wanted. Also added the moves listed below, Jade.

Counter: (300, Foresight, Physical Strength)
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. Should he have one of his physical moves that requires his hands, and is not in cool down, said move will automatically activate, should Counter be done.

Ranged Evasion: (300, Foresight, Master Acrobat)

When a move that involves his enemies shooting at him comes his way, Matthew can instinctively dodge should their Tec be lower or equal to his own. This allows him to dodge anything from bullets to energy blasts to missiles, assuming they are not more powerful than what he can evade (IE he cannot dodge Super Moves using this.) This is moderately exhausting to say the least, should he have to use it for prolonged periods of time. It's mainly a move to allow him to dodge ranged attacks and has no combat value.

Anime Sword - Fearless Fang (300, Physical Strength)

An anime great sword that has come into the possession of Matthew. The blade appears to be made out of black and gold metal and the hilt has a blood red gemstone in it. This sword is 163 centimeters in length. The blade is moderately draining on Matthew's stamina, but has no special properties of any kind. Still, it is a good addition to his arsenal, should he need it. This was taken from one of the criminals he's encountered. When not in use, this becomes a card on his person, and to activate it all he needs to do is slap the card against the palm of his hand. Takes him 5 seconds to activate.
#93
Comet Shield (900)
Req: Physical, Area Shield
This shield technique requires two hands to manifest, and ten seconds. During this time, Stein can still move, dodge and use other shields that do not require the hands or manifesting (meaning they must be completed.) Stein can create an "incomplete" version in as little as five seconds, for a quicker-but-damaged Comet Shield. A shield manifested this way is roughly 50% damaged.

If Stein is standing with his arms by his side, then the tower shield extends to the ground, its broad-rounded tip roughly a couple of centemeters above it. The top of the sheild extends to justover his full height with a narrower tip. After completion, it hovers just above the back of the hand, hovering as the hand moves, freeing up both hands for manifestation or otherwise.

The broad side of the shield can also be used to deflect many lesser damaging to a couple harder hitting attacks that do not bypass the shield automatically. Attacks deflected wear down the shield, causing the foggy-glass-like material to crack. If it sustains too much damage, it shatters.

If the shield takes damage, it can be regenerated (unless the damage causes it to be shattered completely.) This occupies the hand it is mounted to, as if the hand were manifesting. The hand cannot manifest any other technique. If the shield is hastily manifested, it can be regenerated using this method to full power over time. From near shattering, it takes roughly 5(?) seconds to regenerate the Comet Shield to full structural integrity.

Cost breakdown:
Half-Charge - 300
Base shield cost- 300
Regenerate - 300 pretty sure this is a variable.
#94
God-mind: Visions of Rage (600) - Requires Physical Strength, Debuff Proficiency, Buff proficiency, Telepathy

[Spoiler] Despite his shaky grasp on Tearen’s lessons Strazio is occasionally able to fully realize his telepathic potential. In combat Strazio can physically grab his opponent, usually by the throat, but any contact will do. Once he has grappled his enemy he begins to tap into the target’s mind. He must maintain physical contact for at least 5 seconds(more if the target has a higher TEC than Strazio). Strazio is unable to use any other moves except Overcharge while he is grappling. During this time the target becomes inundated with waves of anger and rage and after the full duration they are thrown into a fit of blind rage attacking anyone and anything nearby including allies. Any sense of self preservation is lost and they fight recklessly for up to five minutes. Additionally they shrug off most wounds and fight as if they have Survival for the duration. After successfully casting Visions of Rage Strazio own temperament fizzles out and his attacks become slightly weaker for the five minute duration (basically a -1 to his ATK stat). Afterwards both Strazio and the target will have minor headaches and may feel a bit nauseated or foggy, but are otherwise back to their full capabilities. Alternatively Strazio can cast Visions of Rage on a willing ally with all the same effects and drawbacks.[/spoiler]

God-mind (1500) Tier 2 Powered-up form

[Spoiler] With 3 stat increases
ATK - 5
DEF - 3
SPD - 4
TEC - 11

Calling upon the fragments of Tearen buried in his psyche Strazio enters a hyper-focused state. During this state his eyes shine a bright emerald green and he is able to access his latent Telepathy and Telekinesis with ease. His normally rage-filled disposition becomes one of laser-like fixation. His temper evaporates and is replaced by a cool and calculating head, quite capable of sleuthing out the right course of action in most situations. An occasional crack might make itself known in this newfound temperament, but it is always an ephemeral moment wiped away by the clarity that tapping into this nascent power brings. [/spoiler]

God-mind: Telekinetic Tantrum (800) Offensive Tier 2 Super Move - Requires Ranged Proficiency, Area Attack Proficiency, Telekinesis

[spoiler] Strazio’s temper reaches a boiling point and he becomes unable to control himself. He plants his feet and screams at the top of his lungs. Those within a fifty foot radius around Strazio feel a sudden pressure, as if gravity itself was increased twofold. Movement is difficult, but achievable by all but the most frail. A few seconds into the tantrum Strazio’s voice hits a decibel level that seems nearly impossible for a normal human to create. Bursts of telekinetic force explode outwards from Strazio, pummeling anything unfortunate enough to be caught in the blast. These bursts fire indiscriminately and randomly, decimating the terrain as well as any of Strazio’s allies caught in the crossfire. The entire tantrum lasts for just under a minute.[/spoiler]
[Image: StrazSig.png]

[Image: DarkshireBadge.png][Image: DarkshireDefenseBadge.png][Image: SecondarySaga.png][Image: HerosGraveyardBadge.png]
#95
Please note that the '5 move' rule in the OP has been changed. 5 simple moves, or 1800 OM worth of variable moves (unless your entire move exceeds that) is the cap until you buy something.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
#96
[Image: 1329954330_s]
Move: DONG (300) – Requires: Debuff, Telekinesis
After concentrating for 4 seconds, Dongja conjures the character for movement in mid-air, then points at one target of his choice within 3 meters. For 10 seconds, the target cannot stop moving. Dongja cannot control the direction of movement. For the purposes of this Move, movement is defined as a change in position; you can't just blink a lot and pretend that that is moving. You also must be moving at a speed equal to or faster than your relative speed of a light jog. Dongja does not need to focus while using the Move, but it can be interrupted with a hard enough smack against Dongja. It can also be interrupted if the target moves more than 6 meters away from Dongja. As this spell is fairly difficult and hard on the mind, Dongja cannot cast this same spell on the same target more than three times.
[Image: 665000_mcninja_by_cavenglok-dch0qt5.jpg]
Odd hours. Call for appointment.
#97
Fantasia: Heroic Spirits (Requires Telepathy, Physical Strength) (600-900?)

“Heroic Spirits” allows Malon to create a telephatic connection with another person to make them experience an illusion of up to 7 individuals, which they can see and hear as long as she maintains physical contact with them. Only one person can be affected by this at a time.

Before the ability can be used Malon must make physical contact with someone else (touching one’s clothing or armor is sufficient), which must be maintained as long as the ability is active. Because it requires a fair amount of concentration to maintain it this also restricts her to using “simple” moves and powers that require little to no mental focus to use. Disrupting her concentration may also cause the images to flicker. Furthermore the technique can be countered the way regular telepathy can be, if an opponent has higher TEC than Malon and decides to counter it.

As long as the ability is active Malon can control who the illusion shows, as well as what they say and how they act. Who the illusion shows is limited only by her fantasy: it doesn’t have to be a real person nor does their depiction have to correspond to reality (as an example she could depict someone covered in injuries or very buff when they really are healthy/meek). The upper limit is 7 separate individuals, however, and requires Malon’s complete concentration to accomplish. The ability’s stamina drain is based on the number of individuals summoned by the illusion, and would leave her greatly exhausted and dizzy after a minute of upholding 7 of them simultaneously.

While the affected person can see and hear them, the illusions are incorporeal and thus don’t deal damage even if they “attack”. On the flipside they cannot be harmed by direct attack either.

Would this ability cost 600 or 900? 600 for the base ability plus making it variable by summoning between one and seven illusions, but would it get +300 for being capable of changing the appearance of the illusions?
#98
As it has been 72 hours,, I am once more bumping my earlier moves.

Quote:Counter: (300, Foresight, Physical Strength) 
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. Should he have one of his physical moves that requires his hands, and is not in cool down, said move will automatically activate, should Counter be done. 

Ranged Evasion: (300, Foresight, Master Acrobat) 

When a move that involves his enemies shooting at him comes his way, Matthew can instinctively dodge should their Tec be lower or equal to his own. This allows him to dodge anything from bullets to energy blasts to missiles, assuming they are not more powerful than what he can evade (IE he cannot dodge Super Moves using this.) This is moderately exhausting to say the least, should he have to use it for prolonged periods of time. It's mainly a move to allow him to dodge ranged attacks and has no combat value.

Anime Sword - Fearless Fang (300, Physical Strength) 

An anime great sword that has come into the possession of Matthew. The blade appears to be made out of black and gold metal and the hilt has a blood red gemstone in it. This sword is 163 centimeters in length. The blade is moderately draining on Matthew's stamina, but has no special properties of any kind. Still, it is a good addition to his arsenal, should he need it. This was taken from one of the criminals he's encountered. When not in use, this becomes a card on his person, and to activate it all he needs to do is slap the card against the palm of his hand. Takes him 5 seconds to activate.
#99
Stein
[spoiler]
(10-11-2017, 05:57 PM)Gunther Stein Wrote: Comet Shield (900)
Req: Physical, Area Shield
This shield technique requires two hands to manifest, and ten seconds. During this time, Stein can still move, dodge and use other shields that do not require the hands or manifesting (meaning they must be completed.) Stein can create an "incomplete" version in as little as five seconds, for a quicker-but-damaged Comet Shield. A shield manifested this way is roughly 50% damaged.

If Stein is standing with his arms by his side, then the tower shield extends to the ground, its broad-rounded tip roughly a couple of centemeters above it. The top of the sheild extends to justover his full height with a narrower tip. After completion, it hovers just above the back of the hand, hovering as the hand moves, freeing up both hands for manifestation or otherwise.

The broad side of the shield can also be used to deflect many lesser damaging to a couple harder hitting attacks that do not bypass the shield automatically. Attacks deflected wear down the shield, causing the foggy-glass-like material to crack. If it sustains too much damage, it shatters.

If the shield takes damage, it can be regenerated (unless the damage causes it to be shattered completely.) This occupies the hand it is mounted to, as if the hand were manifesting. The hand cannot manifest any other technique. If the shield is hastily manifested, it can be regenerated using this method to full power over time. From near shattering, it takes roughly 5(?) seconds to regenerate the Comet Shield to full structural integrity.

Cost breakdown:
Half-Charge - 300
Base shield cost- 300
Regenerate - 300 pretty sure this is a variable.

You need to provide a description of how your character initiates the move and what it looks like (Like, do they throw their hands up in the air and channel before forming it?)
[/spoiler]

Mcginnis
[spoiler]
(10-10-2017, 10:54 PM)Matthew Mcginnis Wrote: Officially bumping these, as it's been 3 days.

10-07-2017, 07:07 PM (This post was last modified: 10-07-2017, 09:41 PM by Matthew Mcginnis.)
Edited Counter, according to what you wanted. Also added the moves listed below, Jade.

Counter: (300, Foresight, Physical Strength)
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. Should he have one of his physical moves that requires his hands, and is not in cool down, said move will automatically activate, should Counter be done.

Ranged Evasion: (300, Foresight, Master Acrobat)

When a move that involves his enemies shooting at him comes his way,  Matthew can instinctively dodge should their Tec be lower or equal to his own. This allows him to dodge anything from bullets to energy blasts to missiles, assuming they are not more powerful than what he can evade (IE he cannot dodge Super Moves using this.) This is moderately exhausting to say the least, should he have to use it for prolonged periods of time. It's mainly a move to allow him to dodge ranged attacks and has no combat value.

Anime Sword - Fearless Fang (300, Physical Strength)

An anime great sword that has come into the possession of Matthew. The blade appears to be made out of black and gold metal and the hilt has a blood red gemstone in it. This sword is 163 centimeters in length. The blade is moderately draining on Matthew's stamina, but has no special properties of any kind. Still, it is a good addition to his arsenal, should he need it. This was taken from one of the criminals he's encountered. When not in use, this becomes a card on his person, and to activate it all he needs to do is slap the card against the palm of his hand. Takes him 5 seconds to activate.

Counter and Ranged Evasion are denied, they don't need to be moves and would really be something that you could attempt with just the powers, proficiencies, and stats. Of course it'd be TEC based and if you shouldn't write yourself as successfully blocking/ dodging everyone all the time.

Fearless Fang - Approved
[/spoiler]

Strazio
[spoiler]

(10-11-2017, 09:25 PM)Strazio Rockwell Wrote: God-mind: Visions of Rage (600) - Requires Physical Strength, Debuff Proficiency, Buff proficiency, Telepathy

Despite his shaky grasp on Tearen’s lessons Strazio is occasionally able to fully realize his telepathic potential. In combat Strazio can physically grab his opponent, usually by the throat, but any contact will do. Once he has grappled his enemy he begins to tap into the target’s mind. He must maintain physical contact for at least 5 seconds(more if the target has a higher TEC than Strazio). Strazio is unable to use any other moves except Overcharge while he is grappling. During this time the target becomes inundated with waves of anger and rage and after the full duration they are thrown into a fit of blind rage attacking anyone and anything nearby including allies. Any sense of self preservation is lost and they fight recklessly for up to five minutes. Additionally they shrug off most wounds and fight as if they have Survival for the duration. After successfully casting Visions of Rage Strazio own temperament fizzles out and his attacks become slightly weaker for the five minute duration (basically a -1 to his ATK stat). Afterwards both Strazio and the target will have minor headaches and may feel a bit nauseated or foggy, but are otherwise back to their full capabilities. Alternatively Strazio can cast Visions of Rage on a willing ally with all the same effects and drawbacks.

God-mind (1500) Tier 2 Powered-up form

With 3 stat increases
ATK - 5
DEF - 3
SPD - 4
TEC - 11

Calling upon the fragments of Tearen buried in his psyche Strazio enters a hyper-focused state. During this state his eyes shine a bright emerald green and he is able to access his latent Telepathy and Telekinesis with ease. His normally rage-filled disposition becomes one of laser-like fixation. His temper evaporates and is replaced by a cool and calculating head, quite capable of sleuthing out the right course of action in most situations. An occasional crack might make itself known in this newfound temperament, but it is always an ephemeral moment wiped away by the clarity that tapping into this nascent power brings.

God-mind: Telekinetic Tantrum (800) Offensive Tier 2 Super Move - Requires Ranged Proficiency, Area Attack Proficiency, Telekinesis

Strazio’s temper reaches a boiling point and he becomes unable to control himself. He plants his feet and screams at the top of his lungs. Those within a fifty foot radius around Strazio feel a sudden pressure, as if gravity itself was increased twofold. Movement is difficult, but achievable by all but the most frail. A few seconds into the tantrum Strazio’s voice hits a decibel level that seems nearly impossible for a normal human to create. Bursts of telekinetic force explode outwards from Strazio, pummeling anything unfortunate enough to be caught in the blast. These bursts fire indiscriminately and randomly, decimating the terrain as well as any of Strazio’s allies caught in the crossfire. The entire tantrum lasts for just under a minute.[

God Mind: Visions of Rage - Is it 600 for the grab and then actual buffing/ rage part? Is that whole rage part optional? 5 minutes is quite long. I'd say a minute or so is more appropriate.

God Mind - Approved

Telekinetic Tantrum - Since super moves are more like cut scenes that are responded to, I feel like having this last for almost a minute kind of defeats that purpose. I would suggest lowering the time of it to something more appropriate, or maybe have a set amount of  telekinetic bursts that happen over a sort period of time.

[/spoiler]

Dongja
[spoiler]
(10-12-2017, 05:00 AM)Ok Dongja Wrote: [Image: 1329954330_s]
Move: DONG (300) – Requires: Debuff, Telekinesis
After concentrating for 4 seconds, Dongja conjures the character for movement in mid-air, then points at one target of his choice within 3 meters. For 10 seconds, the target cannot stop moving. Dongja cannot control the direction of movement. For the purposes of this Move, movement is defined as a change in position; you can't just blink a lot and pretend that that is moving. You also must be moving at a speed equal to or faster than your relative speed of a light jog. Dongja does not need to focus while using the Move, but it can be interrupted with a hard enough smack against Dongja. It can also be interrupted if the target moves more than 6 meters away from Dongja. As this spell is fairly difficult and hard on the mind, Dongja cannot cast this same spell on the same target more than three times.

This seems like it would need Homing. What is the actual downside to the move. Not being able to use the move on a target more than three times is not really a downside. If it's hard on his mind, how does that manifest? does it tire him out quickly?
[/spoiler]
Anime Sword has been purchased.


Forum Jump:


Users browsing this thread: 1 Guest(s)