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(10-14-2017, 12:16 PM)Matthew Mcginnis Wrote: Anime Sword has been purchased.
Please don't post in here unless you're getting moves approved. Your log is where you tell us that you've purchased moves by making a properly formatted purchase.
Always Outnumbered, Never Outgunned
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(10-13-2017, 09:42 AM)Malon Wrote: 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?
I'd say this would be fine at 600. The variation in appearance doesn't give you any extra utility so I think we can call that fodder. My only question here is does this have any cast time or does it begin immediately upon touching the opponent?
Daniel Wrote:gonna milk the shit out of those milkies
Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.
Alex Wrote:clowns don't have marriage rights
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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. This spell is fairly difficult and hard on the mind. As such, repeated use will not only tire him out incredibly, after three uses it will hurt him mentally.
Can I ask, what is the reasoning behind the need for Homing? Maybe I could tweak it so it wouldn't need it.
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Am on the way to uni, so i will get back to looking at these later. But, on the homing decision.
You point at a target and they are instantly hit by the move. Theres nothing to dodge and no time to dodge it (unless you're too far away, but even then it just doesnt work).
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Ahhh... So if I put in a chance for evading the attack, no Homing? Something like this? (Take a look whenever, just putting it up there.)
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. Within 12 seconds, Dongja must be pointing his finger for 2 consecutive seconds at the target. If this fails, then the spell fizzles out, but it counts as a use. On a success, 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. This spell is fairly difficult and hard on the mind. As such, repeated use will not only tire him out incredibly, after three uses it will hurt him mentally.
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[b]AMA 100[b]( 300 OM) Requires Physical proficiency/ranged proficiency (A single shot air gun, that can launch up to 6 meters (20 ft). When a bean bag projectile hits a target in a vulnerable spot—such as the stomach or head—the target will be incapacitated for a limited amout of time (about a few minutes or so)
It takes a few seconds to load an bean bag projectice.
JPX 2 Firestorm - 300 OM- Requires Physical Proficiency/ ranged proficiency- The FIRESTORM JPX 2 LE Pepper Spray Gun has a patented propulsion system launches a high grade Oleoresin Capsicum pepper resin solution faster than a any pepper spray and up to half the speed of a bullet at 590 fps. OC oleoresin capsicum irritant agent and its effects in conjunction with Jet Protector Technology Oleoresin Capsicum (OC) is an extract of the cayenne pepper plant. OC is the most effective inflammatory agent available today, and is successfully used by law enforcement professionals around the world. OC has proven superior to both CS and CN tear gas when used against assailants under the influence of drugs or alcohol, as well as against psychotics. The inflammatory agent fired from the Jet Protector products is immediately effective upon contact with the face of an aggressor. The high velocity of the liquid jet as well as the inflammatory effects of the OC agent instantly interrupt forward movement. The OC works rapidly as an inflammatory agent to the eyes, mucous membranes and respiratory system. The result is temporary blindness, coughing and nausea with extreme discomfort. The eyes of the aggressor immediately shut, and the high velocity of the jet ensures that the agent will penetrate behind eye glasses, through cloth masks and other masks with eye openings. This temporary blindness leads to instant incapacitation and lasts for about 45-60 minutes. Symptoms will disappear, usually with no after-effects.
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(10-14-2017, 09:32 AM)Daniel Wrote: 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]
God-Mind: Visions of Rage - It's 600 because it can be used on either an ally or an enemy. The rage part would not be optional. I'd be fine lowering the duration to a minute.
God-mind: Telekinetic Tantrum - I think I'll rescind this submission for now, in hindsight I want to reword/rework it a bit.
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10-16-2017, 07:51 PM
(This post was last modified: 10-18-2017, 06:44 PM by Oleander.)
(10-14-2017, 09:32 AM)Daniel Wrote: Stein
(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?)
Please disregard Comet Shield for the time being, I plan on bringing it back once I have all the proficencies to purchase it in full, instead of piece by piece, which would just waste time. Sorry for any inconveniences, it should be easier in the long run I swear!
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10-17-2017, 01:47 AM
(This post was last modified: 10-17-2017, 01:58 AM by Malon.)
(10-14-2017, 10:26 PM)Mark Wrote: (10-13-2017, 09:42 AM)Malon Wrote: Fantasia: Heroic Spirits (Requires Telepathy, Physical Strength) (600)
“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.
In order to use the move Malon must first focus for ~2 seconds, during which she can't move/attack/defend etc. to ready it. After that she has to make physical contact with her target (touching one’s clothing or armor is sufficient), which must be maintained as long as the ability is active, to create and maintain the telephatic connection.
Because it requires a fair amount of concentration to maintain it using this move also restricts her to using “simple” moves and powers that require little to no mental focus to use, from the moment that she readies "Heroic Spirits" for usage. Therefore disrupting her concentration may also cause the images to flicker. Furthermore The technique can also 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.
I'd say this would be fine at 600. The variation in appearance doesn't give you any extra utility so I think we can call that fodder. My only question here is does this have any cast time or does it begin immediately upon touching the opponent?
Oops, I forgot to note that. Edits made in bold/struck-through to make it more readable, is it okay with that? (Clean version for better readability below) [spoiler]“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.
In order to use the move Malon must first focus for ~2 seconds, during which she can't move/attack/defend etc. to ready it. After that she has to make physical contact with her target (touching one’s clothing or armor is sufficient), which must be maintained as long as the ability is active, to create and maintain the telephatic connection.
Because it requires a fair amount of concentration to maintain it using this move also restricts her to using “simple” moves and powers that require little to no mental focus to use, from the moment that she readies "Heroic Spirits" for usage. Therefore disrupting her concentration may cause the images to flicker. The technique can also 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.[/spoiler]
Also, I forgot to submit this alt form for approval, so I'm tacking it on to this post <_<
Alt Form: Spirit Crow
( The mask) ( Appearance)
An anthroporphic crow with an additional third eye on its forehead, usually dressed in farmer clothing. Malon can transform into this by putting on an enchanted mask reminiscent of a crow skull, and transform back by taking it off.
ATK: 1
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SPD: 2
TEC: 5
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Lampad's Torch: Folie à Deux (Ranged, Area Attack, Homing, Debuff, Suppression) (+300): Clownpiece strengthens the light of her torch, causing it to flare up and emit an indiscriminate aura of madness. Once activated, she’s capable of maintaining the spell for up to 20 seconds with little concentration, but a lot of drain. She can move around, strike, and even use non-torch moves, but it wears her out very quickly, allowing her to only use it once per fight.
While this spell is active, anyone who tries to interact with her mind via Telepathy are instead thrown into deep delusions from the aura, which last for 5 seconds before their mind clears up again. These delusions take many, many different forms, but all reach the same goal; preventing any meaningful mental contact with anyone (For example: they only read what they want to read, even if it's not remotely close to what's actually being read. Or when they try to mentally speak, they only rave like a lunatic). Additionally, while it lasts, any Telepath stricken by the madness becomes a “Folie Imposée,” and force their delusions upon anyone they mentally contact, spreading that specific delusion to that person for 5 seconds. Should that person also be Telepathic, then they too become a Folie Imposée (While anyone can develop delusions, only Telepaths can become a Folie Imposée, and contacting a non-telepath suffering from delusions doesn’t spread them). Any one person can only be stricken by one specific delusion once, but can receive different delusions, which do stack but don’t strengthen the effects at all (So if someone had two delusions imposed on them simultaneously, they’d last only five seconds concurrently, and wouldn’t be any stronger), and attempting to Telepathically interact with Clownpiece multiple times while this move is active yields a new delusion every time.
In order for the delusions to take root, Clownpiece’s or a Folie Imposée’s TEC needs to be at least equal to or greater than the TEC of those who would receive the delusions. If the imposed's TEC is greater, than the strength and duration is reduced based on the differential, until it’s double, where they can shrug off the delusions and use Telepathy as normal, without extra effort wasted.
(Torch addition obviously, so it has the standard 5 second stationary charge that's already in the big move associated with it as well)
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
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Don't mind me, getting things before a fight. (and don't worry, we both agreed i could grab it beforehand to make things more interesting, it's cool)
Tier 1 Power Up - Inflorescence
ATK: +2
DEF: +2
SPD: +0
TEC: +1
Drawing energy into herself from nature (not unlike the Spirit Bomb, in a way), flowers burst into bloom around Yuuka's person. Well, primarily in her hair. Other flowers near her will also turn in her direction, if there are any. But these are all harmless, visual effects- no more than a magic trick. Instead, the majority of this energy is used to reinforce her natural magical ability. Mostly to enhance the power behind her attacks, or the strength of her skin- but to some extent the rush of energy increases her awareness as well.
While beautiful, all things are temporary. When the powerup fades as she runs out of energy, the flowers on her wither and die, petals falling to the ground and disintegrating, leaving her as before.
Reference Image, though the exact flowers that bloom and their colors probably vary based on location and season- it's just the native flora. However, the effects are still the same.
Yuuka Kazami Wrote:Do you think Yuuka *aims* the Master Spark? No. She decides which half of the world she wants to fuck.
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10-17-2017, 05:31 PM
(This post was last modified: 10-17-2017, 05:34 PM by Guu.)
Quote:Fly Paper Skin (300 OM) Malleability
Guu can make her skin incredibly sticky. It requires focus in order to maintain, so it's impossible to use in a battle situation. However, it could allow Guu to walk on walls or even on the ceiling.
Limitation: She'll need to move at about a quarter of her regular speed if she hopes to be stealthy with this move, as taking steps make more noise than usual.
Updating this move for it is outdated. Replacing with this:
Quote:Fly Paper Skin (300 OM) Physical Strength, Debuff Proficiency, Malleability, Shapeshifting
With a half a second of focus, Guu can make her skin incredibly sticky. It takes very little focus to maintain, but the effect applies to her whole body, slowing her down by half. She can use the move to stick to surfaces, objects, or even an opponent. This will increase the strength of her overall grip.
Of course, the increase is kind of subtle, and a reasonably strong opponent could yank her off without too much effort. Moving around while sticky immediately breaks stealth as the noise of her moving is a dead give away, unless if she was moving at one quarter her speed. It takes a half a second to deactivate this move.
Also, I’d like to get the following three Tearen Wover moves approved for Guu:
Quote:Enigma (600) Physical Proficiency
Guu takes four seconds to summon Tearen Wover’s favored weapon; the halberd known as Enigma. The polearm grows outwards in a line of shimmering brilliance, which slowly fades and dissipates to reveal the weapon. This ten foot long implement has a shaft made of a lightweight but sturdy metal that has a dark, oily sheen that ends with a spiked pommel. Enigma's head is about five inches long from shaft to blade, and the metal is of a curious hot pink cast with a brushed texture. Like all halberds, Enigma also has a long spear fused into the axe-head, which enables the weapon to be used both as a thrusting and as a cutting implement. The gap between the spear and the axehead can be used to catch and deflect blows from opposing weapons. (Move originally by Tearen Wover)
Mind Surge (300) Telepathy, Ranged Proficiency
Guu's eyes flare brightly while this move is active, its normal black hues taking on a brilliant white gleam. It begins to flood the target's mind with overwhelming amounts of eldritch knowledge and information in such a volume that it can't be fully processed. This has the effect of causing the target to be stunned with overwhelming mental anguish as their brain tries to comprehend what it is taking in. Their vision will flash with images of impossible geometric shapes and nightmarish visions of distorted worlds and creatures. Their ears will be filled with a deafening, piercing roar, as if they were standing next to an immense waterfall. The goal of the move is to drive away attackers, and there needs to be mutual direct eye contact in order for any thoughts to be forced in, meaning that both Guu and the target have to be able to see the other's eyes. As soon as eye contact it broken, the target is no longer affected. Guu’s brain can only maintain this flood of thoughts for roughly five seconds, and has to wait one full round before using the move again. In addition, Guu can take no other actions while performing this move.
Once the move stops, the target does not retain any of the knowledge that Guu showed them, save for a few hazy memories of terrifying shapes and sounds. If it is beneficial to the story, the target may be able to glean some forbidden knowledge, if they have a strong enough mind. While it does not inflict any serious, lasting damage, victims of Mind Surge are liable to have a considerable headache for an hour or two. (Move originally by Tearen Wover).
A Kiss of Reproach (300) Physical Strength, Telekinesis
After focusing a burst of telekinetic force into her arm for two seconds, Guu waits for an opportune moment to strike before slamming an open palm into the target's center of mass. If the strike does not connect immediately after charging, within half a second, the telekinetic force dissipates and Guu must charge this attack again. Guu can work this into the end of a combo of normal hand-to-hand attacks, but it cannot be used in conjunction with named moves. Guu must be able to concentrate on the kinetic buildup, but she can still move while doing so. The Move is not terribly draining to perform from a physical perspective, but Guu must let her mind rest for three seconds before using any other telekinetic Moves.
The strike itself does hardly any damage, but as the hand impacts the target, the built up telekinetic force is shunted into the opponent, causing them to be pushed up to twenty feet away at about the speed of a fastball, depending on their weight. Opponents with fast reflexes or high TEC may be able to prevent themselves from falling over from the blow by rolling or somersaulting. Move does not work in conjunction stretchy punches, this is a close quarters attack. (Move originally by Tearen Wover)
Taken from Tearen’s Moveset. She’ll gain it through the Genesis of Apotheosis event. Words are altered a bit to fit Guu.
![[Image: MUsY55C.jpg]](http://i.imgur.com/MUsY55C.jpg) [float=right] ![[Image: sN7AejK.jpg]](http://i.imgur.com/sN7AejK.jpg) [/float]
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Mental Pinnacle - T2 Power-Up (1500 OM)
Tearen opens himself up as far as possible to his innate godhood, channeling the will of the universe through his mind. Integrating himself with the very fabric of reality grants him considerable physical power, but also accelerates his mental capabilities to near omniprecience.
ATK: +2
DEF: +1
SPD: +2
TEC: +5
Reality Loophole - (Requires Ranged Proficiency, Area Attack Proficiency, Basic Teleportation, Ranged Materialize Proficiency) 300 OM
Tearen picks out two locations in space that he can see within range of his teleportation, and focuses his concentration on those two points, causing a sheer white glow to radiate from his eyes. A pair of two-way gateways is opened nearly instantly between those two points, and remain open for as long as Tearen concentrates on this move.
Tearen cannot move or take any action besides talking while concentrating. Anything, including attacks, people, or objects, passes freely through the linked portals and maintains its ontological momentum. If Tearen is interrupted or stops concentrating, the portals snap shut just as quickly, pushing anything that is partially inside back through the point of its entry.
Divine Flock - (Requires Ranged Proficiency, Area Attack Proficiency, Flight, Advanced Telekinesis, Buff Proficiency) 300 OM
Tearen takes ten seconds to clear his mind and build up strength before extending the power of flight to any ally within range of his telekinesis. As long as that ally stays within range, that ally can move freely through the air as if they owned Flight. Tearen can move himself and fly at half speed while imbuing this power, but otherwise must maintain concentration.
If Tearen is interrupted for any reason, the Divine Flock is ended and anyone in the air who was using the blessing is immediately reacquainted with gravity. This power takes a significant physical toll on Tearen, and for each person who uses the blessing, he must rest ten for seconds after it ends.
A Consensus of Souls - (Requires Ranged Attack Proficiency, Teleportation, Symbiosis, Advanced Enhanced Senses) 300 OM
After five seconds of complete focus, Tearen can instantly teleport into and fuse with any willing person that he can sense within range of his teleportation. He can even teleport directly from one fusion host into another, though doing this leaves the first host dazed, disoriented, and unable to defend themselves for eight seconds.
If Tearen is jumping directly from one host to another, it must be declared at the end of the current round so that the next round begins with proper SP expenditure.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
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(10-15-2017, 04:09 PM)The Vision Wrote: 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. This spell is fairly difficult and hard on the mind. As such, repeated use will not only tire him out incredibly, after three uses it will hurt him mentally.
Can I ask, what is the reasoning behind the need for Homing? Maybe I could tweak it so it wouldn't need it.
Even then, you'd still need Homing. Because, although they could stay out of your way for 12 seconds until the move fizzles out, if you do manage to keep your finger trained onto someone and the move activates, it will still hit them instantly.
Strazio;
Visions of Rage - I mean, the move isn't different between enemy or ally 300 OM will do. update the move information and whatnot.
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Semblance: Polarity
requires Telekinesis
Cost: 300
A Semblance is a special trait to every Hunter of Remnant. Many show inhuman types of capabilities that relate to things such as, absorbing lightning, masking negative emotions, super speed, mimicry, ect. Pyrrha’s special semblance allows her the ability to control polarity. This gives her unrestricted mental capabilities to anything that she has touched with her arms or legs once before. If she touches a piece of equipment that someone is wielding while using this move, she is able to manipulate it beyond smaller aspects, in ways such as increased weight(which could potentially make attacks against her more painful) removing the weapon from a persons grasp with enough focus and strength, but anything stationary or in her control can be manipulated as she sees fit, given she has the time and energy to lift larger objects or many at once.
If manipulating another move(bullets, swords, shields, or even armor) the power behind this spell is based on the difference between Pyrrha's Atk and her enemy's Def, where higher defense cannot be manipulated unless she's close and lower defense can be altered from further distances. Pyrrha can dodge(such as sway left and right or lean out of attacks) but cannot walk around while trying to manipulate an enemy attack as it's too tedious to focus on both. If used to often, Pyrrha can easily become mentally stressed and fatigued. The range of her semblance is equal to that of her telekinesis range, and is affected by the ranged drawbacks of Telekinesis(further items are tougher to manipulate). It's easy to tell when she is altering an attack as a blackish-magnetic aura surrounds her hand and the object she is controlling. The affect of Polarity is instant as Pyrrha uses but the fatigue is high when used rapidly.
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Updated Visions of Rage
God-mind: Visions of Rage (300) - 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 physical 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 one minute. Additionally they shrug off most wounds and fight as if they have Survival for the duration. After successfully casting Visions of Rage Strazio's own temperament fizzles out and his attacks become slightly weaker for the full one 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]
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@ You people who aren't including the OM price or SP cost when you submit a transformation--- stop that. I'll let it slide this time, though.
MARCUS WRIGHT
[spoiler]
(10-15-2017, 05:09 PM)Marcus Wright Wrote: AMA 100[b]( 300 OM) Requires Physical proficiency/ranged proficiency (A single shot air gun, that can launch up to 6 meters (20 ft). When a bean bag projectile hits a target in a vulnerable spot—such as the stomach or head—[b]the target will be incapacitated for a limited amout of time (about a few minutes or so)
It takes a few seconds to load an bean bag projectice.
[/b][/b]
- Needs a drawback.
- Need a specific charge time.
- Please avoid statements like the one I have bolded in your move. It needs to be a little vague in terms of the damage it causes-- see the Moves section of the rules:
Quote:When describing how powerful a move is, try not to use wording like "cuts through skin" or "breaks bones". This is because the damage of an attack may vary depending on your current transformed state, and your opponent's DEF stat in relation to your ATK. It's best to leave this somewhat vague.
Quote:JPX 2 Firestorm - 300 OM- Requires Physical Proficiency/ ranged proficiency- The FIRESTORM JPX 2 LE Pepper Spray Gun has a patented propulsion system launches a high grade Oleoresin Capsicum pepper resin solution faster than a any pepper spray and up to half the speed of a bullet at 590 fps. OC oleoresin capsicum irritant agent and its effects in conjunction with Jet Protector Technology Oleoresin Capsicum (OC) is an extract of the cayenne pepper plant. OC is the most effective inflammatory agent available today, and is successfully used by law enforcement professionals around the world. OC has proven superior to both CS and CN tear gas when used against assailants under the influence of drugs or alcohol, as well as against psychotics. The inflammatory agent fired from the Jet Protector products is immediately effective upon contact with the face of an aggressor. The high velocity of the liquid jet as well as the inflammatory effects of the OC agent instantly interrupt forward movement. The OC works rapidly as an inflammatory agent to the eyes, mucous membranes and respiratory system. The result is temporary blindness, coughing and nausea with extreme discomfort. The eyes of the aggressor immediately shut, and the high velocity of the jet ensures that the agent will penetrate behind eye glasses, through cloth masks and other masks with eye openings. This temporary blindness leads to instant incapacitation and lasts for about 45-60 minutes. Symptoms will disappear, usually with no after-effects.
- The temporary blindness cannot last up to 45-60 minutes. It would last 30 seconds to one minute, maximum.
- Needs a specific charge time.
- Requires the Debuff Proficiency.
- Needs a drawback.
Please read this post to get an idea for how this move should be rewritten![/spoiler]
MALON
[spoiler]
Quote:“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.
In order to use the move Malon must first focus for ~2 seconds, during which she can't move/attack/defend etc. to ready it. After that she has to make physical contact with her target (touching one’s clothing or armor is sufficient), which must be maintained as long as the ability is active, to create and maintain the telephatic connection.
Because it requires a fair amount of concentration to maintain it using this move also restricts her to using “simple” moves and powers that require little to no mental focus to use, from the moment that she readies "Heroic Spirits" for usage. Therefore disrupting her concentration may cause the images to flicker. The technique can also 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.
Approved!
Quote:Alt Form: Spirit Crow
(The mask) (Appearance)
An anthroporphic crow with an additional third eye on its forehead, usually dressed in farmer clothing. Malon can transform into this by putting on an enchanted mask reminiscent of a crow skull, and transform back by taking it off.
ATK: 1
DEF: 2
SPD: 2
TEC: 5
Approved.[/spoiler]
CLOWNPIECE
[spoiler]
Quote:Lampad's Torch: Folie à Deux (Ranged, Area Attack, Homing, Debuff, Suppression) (+300): Clownpiece strengthens the light of her torch, causing it to flare up and emit an indiscriminate aura of madness. Once activated, she’s capable of maintaining the spell for up to 20 seconds with little concentration, but a lot of drain. She can move around, strike, and even use non-torch moves, but it wears her out very quickly, allowing her to only use it once per fight.
While this spell is active, anyone who tries to interact with her mind via Telepathy are instead thrown into deep delusions from the aura, which last for 5 seconds before their mind clears up again. These delusions take many, many different forms, but all reach the same goal; preventing any meaningful mental contact with anyone (For example: they only read what they want to read, even if it's not remotely close to what's actually being read. Or when they try to mentally speak, they only rave like a lunatic). Additionally, while it lasts, any Telepath stricken by the madness becomes a “Folie Imposée,” and force their delusions upon anyone they mentally contact, spreading that specific delusion to that person for 5 seconds. Should that person also be Telepathic, then they too become a Folie Imposée (While anyone can develop delusions, only Telepaths can become a Folie Imposée, and contacting a non-telepath suffering from delusions doesn’t spread them). Any one person can only be stricken by one specific delusion once, but can receive different delusions, which do stack but don’t strengthen the effects at all (So if someone had two delusions imposed on them simultaneously, they’d last only five seconds concurrently, and wouldn’t be any stronger), and attempting to Telepathically interact with Clownpiece multiple times while this move is active yields a new delusion every time.
In order for the delusions to take root, Clownpiece’s or a Folie Imposée’s TEC needs to be at least equal to or greater than the TEC of those who would receive the delusions. If the imposed's TEC is greater, than the strength and duration is reduced based on the differential, until it’s double, where they can shrug off the delusions and use Telepathy as normal, without extra effort wasted.
(Torch addition obviously, so it has the standard 5 second stationary charge that's already in the big move associated with it as well)
Approved.[/spoiler]
YUUKA KAZAMI
[spoiler]
Quote:Don't mind me, getting things before a fight. (and don't worry, we both agreed i could grab it beforehand to make things more interesting, it's cool)
Tier 1 Power Up - Inflorescence
ATK: +2
DEF: +2
SPD: +0
TEC: +1
Drawing energy into herself from nature (not unlike the Spirit Bomb, in a way), flowers burst into bloom around Yuuka's person. Well, primarily in her hair. Other flowers near her will also turn in her direction, if there are any. But these are all harmless, visual effects- no more than a magic trick. Instead, the majority of this energy is used to reinforce her natural magical ability. Mostly to enhance the power behind her attacks, or the strength of her skin- but to some extent the rush of energy increases her awareness as well.
While beautiful, all things are temporary. When the powerup fades as she runs out of energy, the flowers on her wither and die, petals falling to the ground and disintegrating, leaving her as before.
Reference Image, though the exact flowers that bloom and their colors probably vary based on location and season- it's just the native flora. However, the effects are still the same.
Approved![/spoiler]
GUU
[spoiler]
Quote:Fly Paper Skin (300 OM) Physical Strength, Debuff Proficiency, Malleability, Shapeshifting
With a half a second of focus, Guu can make her skin incredibly sticky. It takes very little focus to maintain, but the effect applies to her whole body, slowing her down by half. She can use the move to stick to surfaces, objects, or even an opponent. This will increase the strength of her overall grip.
Of course, the increase is kind of subtle, and a reasonably strong opponent could yank her off without too much effort. Moving around while sticky immediately breaks stealth as the noise of her moving is a dead give away, unless if she was moving at one quarter her speed. It takes a half a second to deactivate this move.
Approved!
Quote:Enigma (600) Physical Proficiency
Guu takes four seconds to summon Tearen Wover’s favored weapon; the halberd known as Enigma. The polearm grows outwards in a line of shimmering brilliance, which slowly fades and dissipates to reveal the weapon. This ten foot long implement has a shaft made of a lightweight but sturdy metal that has a dark, oily sheen that ends with a spiked pommel. Enigma's head is about five inches long from shaft to blade, and the metal is of a curious hot pink cast with a brushed texture. Like all halberds, Enigma also has a long spear fused into the axe-head, which enables the weapon to be used both as a thrusting and as a cutting implement. The gap between the spear and the axehead can be used to catch and deflect blows from opposing weapons. (Move originally by Tearen Wover)
Mind Surge (300) Telepathy, Ranged Proficiency
Guu's eyes flare brightly while this move is active, its normal black hues taking on a brilliant white gleam. It begins to flood the target's mind with overwhelming amounts of eldritch knowledge and information in such a volume that it can't be fully processed. This has the effect of causing the target to be stunned with overwhelming mental anguish as their brain tries to comprehend what it is taking in. Their vision will flash with images of impossible geometric shapes and nightmarish visions of distorted worlds and creatures. Their ears will be filled with a deafening, piercing roar, as if they were standing next to an immense waterfall. The goal of the move is to drive away attackers, and there needs to be mutual direct eye contact in order for any thoughts to be forced in, meaning that both Guu and the target have to be able to see the other's eyes. As soon as eye contact it broken, the target is no longer affected. Guu’s brain can only maintain this flood of thoughts for roughly five seconds, and has to wait one full round before using the move again. In addition, Guu can take no other actions while performing this move.
Once the move stops, the target does not retain any of the knowledge that Guu showed them, save for a few hazy memories of terrifying shapes and sounds. If it is beneficial to the story, the target may be able to glean some forbidden knowledge, if they have a strong enough mind. While it does not inflict any serious, lasting damage, victims of Mind Surge are liable to have a considerable headache for an hour or two. (Move originally by Tearen Wover).
A Kiss of Reproach (300) Physical Strength, Telekinesis
After focusing a burst of telekinetic force into her arm for two seconds, Guu waits for an opportune moment to strike before slamming an open palm into the target's center of mass. If the strike does not connect immediately after charging, within half a second, the telekinetic force dissipates and Guu must charge this attack again. Guu can work this into the end of a combo of normal hand-to-hand attacks, but it cannot be used in conjunction with named moves. Guu must be able to concentrate on the kinetic buildup, but she can still move while doing so. The Move is not terribly draining to perform from a physical perspective, but Guu must let her mind rest for three seconds before using any other telekinetic Moves.
The strike itself does hardly any damage, but as the hand impacts the target, the built up telekinetic force is shunted into the opponent, causing them to be pushed up to twenty feet away at about the speed of a fastball, depending on their weight. Opponents with fast reflexes or high TEC may be able to prevent themselves from falling over from the blow by rolling or somersaulting. Move does not work in conjunction stretchy punches, this is a close quarters attack. (Move originally by Tearen Wover)
All approved![/spoiler]
TEAREN WOVER
[spoiler]
Quote:Mental Pinnacle - T2 Power-Up (1500 OM)
Tearen opens himself up as far as possible to his innate godhood, channeling the will of the universe through his mind. Integrating himself with the very fabric of reality grants him considerable physical power, but also accelerates his mental capabilities to near omniprecience.
ATK: +2
DEF: +1
SPD: +2
TEC: +5
Approved!
Quote:Reality Loophole - (Requires Ranged Proficiency, Area Attack Proficiency, Basic Teleportation, Ranged Materialize Proficiency) 300 OM
Tearen picks out two locations in space that he can see within range of his teleportation, and focuses his concentration on those two points, causing a sheer white glow to radiate from his eyes. A pair of two-way gateways is opened nearly instantly between those two points, and remain open for as long as Tearen concentrates on this move.
Tearen cannot move or take any action besides talking while concentrating. Anything, including attacks, people, or objects, passes freely through the linked portals and maintains its ontological momentum. If Tearen is interrupted or stops concentrating, the portals snap shut just as quickly, pushing anything that is partially inside back through the point of its entry.
Approved!
Quote:Divine Flock - (Requires Ranged Proficiency, Area Attack Proficiency, Flight, Advanced Telekinesis, Buff Proficiency) 300 OM
Tearen takes ten seconds to clear his mind and build up strength before extending the power of flight to any ally within range of his telekinesis. As long as that ally stays within range, that ally can move freely through the air as if they owned Flight. Tearen can move himself and fly at half speed while imbuing this power, but otherwise must maintain concentration.
If Tearen is interrupted for any reason, the Divine Flock is ended and anyone in the air who was using the blessing is immediately reacquainted with gravity. This power takes a significant physical toll on Tearen, and for each person who uses the blessing, he must rest ten for seconds after it ends.
Approved!
Quote:A Consensus of Souls - (Requires Ranged Attack Proficiency, Teleportation, Symbiosis, Advanced Enhanced Senses) 300 OM
After five seconds of complete focus, Tearen can instantly teleport into and fuse with any willing person that he can sense within range of his teleportation. He can even teleport directly from one fusion host into another, though doing this leaves the first host dazed, disoriented, and unable to defend themselves for eight seconds.
If Tearen is jumping directly from one host to another, it must be declared at the end of the current round so that the next round begins with proper SP expenditure.
I don't think this would require a move.[/spoiler]
PYRRHA NIKOS
[spoiler]
Quote:Semblance: Polarity
requires Telekinesis
Cost: 300
A Semblance is a special trait to every Hunter of Remnant. Many show inhuman types of capabilities that relate to things such as, absorbing lightning, masking negative emotions, super speed, mimicry, ect. Pyrrha’s special semblance allows her the ability to control polarity. This gives her unrestricted mental capabilities to anything that she has touched with her arms or legs once before. If she touches a piece of equipment that someone is wielding while using this move, she is able to manipulate it beyond smaller aspects, in ways such as increased weight(which could potentially make attacks against her more painful) removing the weapon from a persons grasp with enough focus and strength, but anything stationary or in her control can be manipulated as she sees fit, given she has the time and energy to lift larger objects or many at once.
If manipulating another move(bullets, swords, shields, or even armor) the power behind this spell is based on the difference between Pyrrha's Atk and her enemy's Def, where higher defense cannot be manipulated unless she's close and lower defense can be altered from further distances. Pyrrha can dodge(such as sway left and right or lean out of attacks) but cannot walk around while trying to manipulate an enemy attack as it's too tedious to focus on both. If used to often, Pyrrha can easily become mentally stressed and fatigued. The range of her semblance is equal to that of her telekinesis range, and is affected by the ranged drawbacks of Telekinesis(further items are tougher to manipulate). It's easy to tell when she is altering an attack as a blackish-magnetic aura surrounds her hand and the object she is controlling. The affect of Polarity is instant as Pyrrha uses but the fatigue is high when used rapidly.
Approved![/spoiler]
STRAZIO ROCKWELL
[spoiler]
Quote:Updated Visions of Rage
God-mind: Visions of Rage (300) - 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 physical 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 one minute. Additionally they shrug off most wounds and fight as if they have Survival for the duration. After successfully casting Visions of Rage Strazio's own temperament fizzles out and his attacks become slightly weaker for the full one 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.
Approved![/spoiler]
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
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(10-04-2017, 08:19 PM)Jade Harley Wrote: 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.
Bump! :-)
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
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Tier One Super Defense: Perfect Kyohi (600 OM)
Requires TEC 4, SPD 4, Foresight, Insight
A more advanced version of Hiro's Zero Point Defense, this technique allows him to glimpse the effect that an opponent's Super Attack will have, and prepare the perfect defense against it. If the super takes the form of a projectile or energy wave (or any form of ranged attack), he charges his weapon with all the power he can spare. This coats it in a shimmering blue aura of datastructed energy and power, making it longer and larger. He then cleaves through the intended attack, deflecting it or neutralizing it.
For melee or other types of Supers, he instead charges himself with the enemy, allowing him to react within microseconds and interrupt the attack before it's started.
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@Jade Harley:
[spoiler] (10-21-2017, 12:23 AM)Jade Harley Wrote: (10-04-2017, 08:19 PM)Jade Harley Wrote: 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.
Bump! :-)
Maybe say "Flying or otherwise airborne opponents", since I can see someone jumping really high for three seconds. Also, can a victim of this gruesome move be attacked by others while trapped in a surface? If so, do they retain that damage post-Integration?[/spoiler]
@Hiro Protagonist [spoiler] (10-21-2017, 03:12 PM)Hiro Protagonist Wrote: Tier One Super Defense: Perfect Kyohi (600 OM)
Requires TEC 4, SPD 4, Foresight, Insight
A more advanced version of Hiro's Zero Point Defense, this technique allows him to glimpse the effect that an opponent's Super Attack will have, and prepare the perfect defense against it. If the super takes the form of a projectile or energy wave (or any form of ranged attack), he charges his weapon with all the power he can spare. This coats it in a shimmering blue aura of datastructed energy and power, making it longer and larger. He then cleaves through the intended attack, deflecting it or neutralizing it.
For melee or other types of Supers, he instead charges himself with the enemy, allowing him to react within microseconds and interrupt the attack before it's started.
What about Area Attack Super Moves?[/spoiler]
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