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Move Approval V
D-101 Longbow DMR - (300, requires Ranged Proficiency)
The D-101 Longbow is a high calibre semi-automatic Designated Marksman Rifle that can fire on the move as well as fire from a stationary position. The Longbow's rate of fire is three shots per second, reloading a magazine takes around two seconds, and the effective firing range is up to 2000m. Alexander can carry up to six magazines with each magazine containing twenty-five rounds and five seconds to replenish spent magazines. The weapon's hypervelocity rounds make accuracy pinpoint even at long to extreme ranges with no bullet drop and deal heavy damage. One particular drawback of the Longbow being bullets leave faint streaks of white vapour which enemies can use to track to the sniper’s location at the time of firing.  


Hammond P2016 - (300, requires Ranged Proficiency)
The Hammond P2016 is a semi-automatic handgun that can fire on the move. The weapon's handheld size, precise accuracy and bullet's moderate damage make it a reliable backup weapon. The Hammond sidearm's magazines can hold as much as thirty rounds, the rate of fire is six bullets per second, reload per clip takes one second, Alexander can hold up to five magazines at a time and replenish them in five seconds. The effective firing range is up to 60m; the sidearm is light enough for Alex to use another handheld weapon with his free hand like his Data bayonet or grab onto ledges and walls when freerunning.

Grapple Launchers - (600, requires Ranged Proficiency, Burst Movement)
Located in both forearm sections of Alexander’s Pilot suit are launchers that fire spike-tipped steel cables that latch onto anything. These cables can resist most attempts at being cut and can hold a Pilot in full combat gear or upwards of 750 Lbs of weight. Primarily used as a method of relocation that can propel Alexander through the air to the desired location. Maximum range is two hundred and fifty yards; the cables are capable of creating instant ziplines that snap tight near instantly. The ziplines can fully extend and retract within three seconds the motors responsible for firing the cables can propel the user instantaneously. These launchers can also be utilised as weapons, latching onto opponents with its metal barbs or tripping them. This tactic is ill-advised against bigger and heavier opponents as they can simply pull on the cable/s and drag Alexander towards them.
In the end, there will be no one left.
We are no longer innocent.
We are lost from this world.
From home.
We no longer believe in such things.
We only believe in war.

[Spoiler]
[Image: 3MB85AJ.jpg]
[Image: bHBAiHJ.jpg]
[Image: EQ2Md1h.jpg]
[/spoiler]
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
@ Hijiri: This isn't the Move Creation Workshop and I'd suggest you don't provide feedback on a move unless you are a staff member. It clutters the topic.

@ALEXANDER BLAKESLEY:
[spoiler]
(10-31-2017, 01:29 AM)Alexander Blakesley Wrote: D-101 Longbow DMR - (300, requires Ranged Proficiency)
The D-101 Longbow is a high calibre semi-automatic Designated Marksman Rifle that can fire on the move as well as fire from a stationary position. The Longbow's rate of fire is three shots per second, reloading a magazine takes around two seconds, and the effective firing range is up to 2000m. Alexander can carry up to six magazines with each magazine containing twenty-five rounds and five seconds to replenish spent magazines. The weapon's hypervelocity rounds make accuracy pinpoint even at long to extreme ranges with no bullet drop and deal heavy damage. One particular drawback of the Longbow being bullets leave faint streaks of white vapour which enemies can use to track to the sniper’s location at the time of firing.  


Hammond P2016 - (300, requires Ranged Proficiency)
The Hammond P2016 is a semi-automatic handgun that can fire on the move. The weapon's handheld size, precise accuracy and bullet's moderate damage make it a reliable backup weapon. The Hammond sidearm's magazines can hold as much as thirty rounds, the rate of fire is six bullets per second, reload per clip takes one second, Alexander can hold up to five magazines at a time and replenish them in five seconds. The effective firing range is up to 60m; the sidearm is light enough for Alex to use another handheld weapon with his free hand like his Data bayonet or grab onto ledges and walls when freerunning.

Grapple Launchers - (600, requires Ranged Proficiency, Burst Movement)
Located in both forearm sections of Alexander’s Pilot suit are launchers that fire spike-tipped steel cables that latch onto anything. These cables can resist most attempts at being cut and can hold a Pilot in full combat gear or upwards of 750 Lbs of weight. Primarily used as a method of relocation that can propel Alexander through the air to the desired location. Maximum range is two hundred and fifty yards; the cables are capable of creating instant ziplines that snap tight near instantly. The ziplines can fully extend and retract within three seconds the motors responsible for firing the cables can propel the user instantaneously. These launchers can also be utilised as weapons, latching onto opponents with its metal barbs or tripping them. This tactic is ill-advised against bigger and heavier opponents as they can simply pull on the cable/s and drag Alexander towards them.

Awyiss, more people with grappling moves! We're like, grapple bros. These all look good and are approved![/spoiler]
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
(10-30-2017, 08:43 PM)Jade Harley Wrote: @GUNTHER:
[spoiler]
(10-28-2017, 05:49 PM)Gunther Stein Wrote: Since my Instant Augment and Hook Gauntler are being reviewed by the higher ups, thought I'd look into setting up some other means of development.

Bond of the Guardian 300
Area Defense, Ranged, Physical, Buff
To cast this spell, Stein must be in physical contact with a willing target for five seconds and maintain heavy concentration. This means he must be stationary and have at least one hand touching the target. Even minor damage can break the focus. Once cast, the target's future damage from any and all sources is halved, so long as they remain within thirty meters. The duration of the spell lasts for five minutes, until Stein ends the connection, or if Stein is rendered unconscious. Stein can have up to five Bonded allies - however, he takes damage from EACH Bonded ally, making more allies exponentially more dangerous to himself.

When the Bond is complete, the any and all future damage the target takes is reduced by half. The remaining half damage is instead afflicted upon Stein, as if the attack had been directed at him instead (which allows him to apply his high defense.) This damage is a direct effect, meaning he cannot block or dodge it. If both he and the bonded target are hit by an AoE, Stein takes his own damage, along with the half damage from his ally.

The Bonded Ally gains a visual effect that seems to be a suit of glass armor. This does not disrupt their movement, as it is weightless and ethereal. If the spell ends, this suit of armor shatters like glass, though it deals no damage and the shrapnel vanishes like ghostly entities.

What happens when the five minutes are up? Do Stein's allies return to their damaged state? Because, as it is, this sounds like Healing!

EDIT: Just clarify what's going on. It's pretty unclear.[/spoiler]

It does not effect any current damage, and nowhere in the move does it mention healing. I've underlined some key phrases you might have misread. I've also added a new word to further specify what damage is effected.
T2 Super Defense: Delusional Meltdown (Ranged, Debuff, Suppression) (800): Upon noticing that a particularly powerful attack is about to be thrown at her, Clownpiece desperately sweeps her torch in front of her and casts a powerful, lunatic light, completely suppressing her enemy’s sanity for 5 seconds and filling their mind with pure delusion. These vary from person to person, but no matter the contents of the delusions, they all result in a failure to attack Clownpiece, whether by firing off the attack somewhere else, not attacking at all, and so on. For example: one person could suddenly, staunchly believe that Clownpiece must not be harmed for some vague reason. Another could believe that some nebulous “they” want her to be attacked, and damned if they’re gonna follow the biddings of “them.” The sky’s the limit. Attacks of a higher tier than this defense interfere with the magic, and though the attacker still may be delusional, they’re still lucid enough to at least partially hit Clownpiece.
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
(10-28-2017, 05:49 PM)Gunther Stein Wrote: Since my Instant Augment and Hook Gauntler are being reviewed by the higher ups, thought I'd look into setting up some other means of development.

Bond of the Guardian 300
Area Defense, Ranged, Physical, Buff
To cast this spell, Stein must be in physical contact with a willing target for five seconds and maintain heavy concentration. This means he must be stationary and have at least one hand touching the target. Even minor damage can break the focus. Once cast, the target's damage from any and all sources is halved, so long as they remain within thirty meters. The duration of the spell lasts for five minutes, until Stein ends the connection, or if Stein is rendered unconscious. Stein can have up to five Bonded allies - however, he takes damage from EACH Bonded ally, making more allies exponentially more dangerous to himself.

When the Bond is complete, the any and all damage the target takes is reduced by half. The remaining half damage is instead afflicted upon Stein, as if the attack had been directed at him instead (which allows him to apply his high defense.) This damage is a direct effect, meaning he cannot block or dodge it. If both he and the bonded target are hit by an AoE, Stein takes his own damage, along with the half damage from his ally.

The Bonded Ally gains a visual effect that seems to be a suit of glass armor. This does not disrupt their movement, as it is weightless and ethereal. If the spell ends, this suit of armor shatters like glass, though it deals no damage and the shrapnel vanishes like ghostly entities.

Five minutes seems a little long for five seconds of focus. Forty seconds per five seconds seems fairer.

Can the bond be broken manually? I assume moving out of range just suspends the effect, not breaks it.
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!
Bolded a new addition on another end clause, underlined the bit already present about manual ending.

About the shortened duration, I can agree to shave off a bit, but reducing it so much would make the move pretty much worthless. I believe some of the downsides have been overlooked, so I'll sum up what I'm counting.

Charge up time of 5 seconds, during which Stein is completely vulnerable and focused. The receiving party, by extension, must also remain stationary, as this is a touch-based spell. Two characters so close and unable to move means in battle this is a liability to initiate.

Damage dealt to Stein is unavoidable and willingly taken. This is both part of the boon and part of the bane. The Boon is that the target's damage is reduced by half, which would be OP if all incoming damage was halved for five minutes. This is not the case, total damage is still inflicted. The other half is received by Stein, and is unavoidable.

I'm counting this damage as part of the "maintenance cost." Willingly taking damage is a plausible downside to increase a Move's potency. In this case, no damage is actually lost (only redistributed) so instead of potency, its the duration that is longer because Stein is constantly accepting damage during the duration of the spell.

To sum up, the biggest cost is that Stein becomes very vulnerable, knows this, and still chooses to use what is effectively (and by lore) a move that can turn him into a martyr. I'd argue that the duration could be longer due to the entire move being merely transferring damage to himself (not even to an enemy.) 

Edit; Wanted to add a bit about maintenance at the lower duration would make it pretty undesirable for others to actually want to make themselves vulnerable. Deminishing returns, since they'd be taking more damage trying to reduce their damage than actually reducing damage.

Bond of the Guardian 300
Area Defense, Ranged, Physical, Buff
To cast this spell, Stein must be in physical contact with a willing target for five seconds and maintain heavy concentration. This means he must be stationary and have at least one hand touching the target. Even minor damage can break the focus. Once cast, the target's future damage from any and all sources is halved, so long as they remain within thirty meters. The duration of the spell lasts for five minutes, until Stein ends the connection, if Stein is rendered unconscious, or if the target moves out of range. Stein can have up to five Bonded allies - however, he takes damage from EACH Bonded ally, making more allies exponentially more dangerous to himself.

When the Bond is complete, the any and all future damage the target takes is reduced by half. The remaining half damage is instead afflicted upon Stein, as if the attack had been directed at him instead (which allows him to apply his high defense.) This damage is a direct effect, meaning he cannot block or dodge it. If both he and the bonded target are hit by an AoE, Stein takes his own damage, along with the half damage from his ally.

The Bonded Ally gains a visual effect that seems to be a suit of glass armor. This does not disrupt their movement, as it is weightless and ethereal. If the spell ends, this suit of armor shatters like glass, though it deals no damage and the shrapnel vanishes like ghostly entities.
(10-24-2017, 05:37 PM)Tearen Wover Wrote: Ablative Succor - [Tier 2 Utility Super Move] (Requires Ranged Attack Proficiency, Homing Proficiency, Advanced Enhanced Senses, Healing, Buff Proficiency)

Tearen closes his eyes and focuses the wellspring of cosmic power within him for twelve seconds, searching for one person nearby who is within reach of his Enhanced Senses. Tearen breathes outwards, causing materials from the environment around the target to glow a pale green, vibrating away from their normal position and dissolve into a pale, shimmering mist.

The target inhales this mist, and is imbued with a thin envelope of protection around them that glimmers faintly. This envelope grants 6 temporary HP to the target, and can even be cast on someone at full health. This move does not reconstruct nor actually heal any existing injuries, but acts as a buffer against damage until it is depleted or the fight ends.

This is a shield, not healing, and thus should utilise Area Shield as the Proficiency.

(10-25-2017, 01:12 AM)Gunther Stein Wrote: Instant Augment (600)
Req; None
This Augment eliminates the Manifest (charge) time of other spells. Instead, it doubles this time and inflicts it as a Universal Cooldown. On top of the the spell's own fatigue cost, Instant Augment adds minor fatigue as well.

This is called Multi-cast (similar to Duel Casting) and must be chosen and completed simultaneously. For each spell in the Multicast, add the Charge and Fatigue costs. The Charge time is then multiplied by the number of spells in the Multi-cast plus 2.

This Augment does not require a free hand or concentration, but it comes at the cost. A large Multi-cast can leave Stein unable to produce any new move for minutes. The fatigue cost of each spell is still inflicted as well.

Some spells are incompatible with Instant Augment, such as those without a Charge Up timer. Any spells with a variable charge up timer are automatically used at their highest charge. Spells which create Constructs have those constructs appear in the appropriate Maintain slot on the body.

Notes on mechanics:
[Spoiler]
At first glance this move seems OP as fuck, and yes, it can be potentially powerful with strategy - as can any move. However, its more powerful aspect is Multicast, which bypasses the set standard and concentration. Downside is the cost is increased quadrilateral instead of doubled. An example follows;

2 Comet Shields (5 seconds each)
Back Construct (10 seconds)
Chest Construct (5 seconds)
Nondescript variable charge up (12 seconds at max charge)

Total Multicast: 37 seconds, 5 spells.
37*(5+1)= 222 seconds, or 4 minutes and 19 seconds without any moves.

This is a greater cost than simply adding double of each individual move's charge up time, which would only be 74 seconds. This has a very steep diminishing returns, and this is just time-related, Fatigue is also an issue, even if it isn't multiplied.

Smaller scale, just 2 palm shields would yield a UC of 12 seconds, either way.
[/spoiler]

Cost Breakdown:
300 - Instant
300 - Multicast.

This needs to specifically be a part of the moves as a 600-OM augment. Otherwise, it's just a 600-OM augment to all of your moves by paying 600 OM only once.
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!
(11-01-2017, 01:28 PM)Gunther Stein Wrote: Bolded a new addition on another end clause, underlined the bit already present about manual ending.

About the shortened duration, I can agree to shave off a bit, but reducing it so much would make the move pretty much worthless. I believe some of the downsides have been overlooked, so I'll sum up what I'm counting.

Charge up time of 5 seconds, during which Stein is completely vulnerable and focused. The receiving party, by extension, must also remain stationary, as this is a touch-based spell. Two characters so close and unable to move means in battle this is a liability to initiate.

Damage dealt to Stein is unavoidable and willingly taken. This is both part of the boon and part of the bane. The Boon is that the target's damage is reduced by half, which would be OP if all incoming damage was halved for five minutes. This is not the case, total damage is still inflicted. The other half is received by Stein, and is unavoidable.

I'm counting this damage as part of the "maintenance cost." Willingly taking damage is a plausible downside to increase a Move's potency. In this case, no damage is actually lost (only redistributed) so instead of potency, its the duration that is longer because Stein is constantly accepting damage during the duration of the spell.

To sum up, the biggest cost is that Stein becomes very vulnerable, knows this, and still chooses to use what is effectively (and by lore) a move that can turn him into a martyr. I'd argue that the duration could be longer due to the entire move being merely transferring damage to himself (not even to an enemy.) 

Edit; Wanted to add a bit about maintenance at the lower duration would make it pretty undesirable for others to actually want to make themselves vulnerable. Deminishing returns, since they'd be taking more damage trying to reduce their damage than actually reducing damage.

Bond of the Guardian 300
Area Defense, Ranged, Physical, Buff
To cast this spell, Stein must be in physical contact with a willing target for five seconds and maintain heavy concentration. This means he must be stationary and have at least one hand touching the target. Even minor damage can break the focus. Once cast, the target's future damage from any and all sources is halved, so long as they remain within thirty meters. The duration of the spell lasts for five minutes, until Stein ends the connection, if Stein is rendered unconscious, or if the target moves out of range. Stein can have up to five Bonded allies - however, he takes damage from EACH Bonded ally, making more allies exponentially more dangerous to himself.

When the Bond is complete, the any and all future damage the target takes is reduced by half. The remaining half damage is instead afflicted upon Stein, as if the attack had been directed at him instead (which allows him to apply his high defense.) This damage is a direct effect, meaning he cannot block or dodge it. If both he and the bonded target are hit by an AoE, Stein takes his own damage, along with the half damage from his ally.

The Bonded Ally gains a visual effect that seems to be a suit of glass armor. This does not disrupt their movement, as it is weightless and ethereal. If the spell ends, this suit of armor shatters like glass, though it deals no damage and the shrapnel vanishes like ghostly entities.

I get what the move does, but five minutes is an extremely long duration, and the move has no notable fatigue cost and only a five-second chargeup. Damage redirection is pretty powerful if you're casting it on a high-attack individual and you yourself have very high defense. You're basically sending attacks which would kill/heavily injure a 0-DEF individual onto yourself. That's very useful.

So ... yeah, it's extremely powerful and unless you're adding more downsides, I can't approve a five minute duration.
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!
(11-01-2017, 02:34 PM)Omni Wrote:
(11-01-2017, 01:28 PM)Gunther Stein Wrote: Bolded a new addition on another end clause, underlined the bit already present about manual ending.

About the shortened duration, I can agree to shave off a bit, but reducing it so much would make the move pretty much worthless. I believe some of the downsides have been overlooked, so I'll sum up what I'm counting.

Charge up time of 5 seconds, during which Stein is completely vulnerable and focused. The receiving party, by extension, must also remain stationary, as this is a touch-based spell. Two characters so close and unable to move means in battle this is a liability to initiate.

Damage dealt to Stein is unavoidable and willingly taken. This is both part of the boon and part of the bane. The Boon is that the target's damage is reduced by half, which would be OP if all incoming damage was halved for five minutes. This is not the case, total damage is still inflicted. The other half is received by Stein, and is unavoidable.

I'm counting this damage as part of the "maintenance cost." Willingly taking damage is a plausible downside to increase a Move's potency. In this case, no damage is actually lost (only redistributed) so instead of potency, its the duration that is longer because Stein is constantly accepting damage during the duration of the spell.

To sum up, the biggest cost is that Stein becomes very vulnerable, knows this, and still chooses to use what is effectively (and by lore) a move that can turn him into a martyr. I'd argue that the duration could be longer due to the entire move being merely transferring damage to himself (not even to an enemy.) 

Edit; Wanted to add a bit about maintenance at the lower duration would make it pretty undesirable for others to actually want to make themselves vulnerable. Deminishing returns, since they'd be taking more damage trying to reduce their damage than actually reducing damage.

Bond of the Guardian 300
Area Defense, Ranged, Physical, Buff
To cast this spell, Stein must be in physical contact with a willing target for five seconds and maintain heavy concentration. This means he must be stationary and have at least one hand touching the target. Even minor damage can break the focus. Once cast, the target's future damage from any and all sources is halved, so long as they remain within thirty meters. The duration of the spell lasts for five minutes, until Stein ends the connection, if Stein is rendered unconscious, or if the target moves out of range. Stein can have up to five Bonded allies - however, he takes damage from EACH Bonded ally, making more allies exponentially more dangerous to himself.

When the Bond is complete, the any and all future damage the target takes is reduced by half. The remaining half damage is instead afflicted upon Stein, as if the attack had been directed at him instead (which allows him to apply his high defense.) This damage is a direct effect, meaning he cannot block or dodge it. If both he and the bonded target are hit by an AoE, Stein takes his own damage, along with the half damage from his ally.

The Bonded Ally gains a visual effect that seems to be a suit of glass armor. This does not disrupt their movement, as it is weightless and ethereal. If the spell ends, this suit of armor shatters like glass, though it deals no damage and the shrapnel vanishes like ghostly entities.

I get what the move does, but five minutes is an extremely long duration, and the move has no notable fatigue cost and only a five-second chargeup. Damage redirection is pretty powerful if you're casting it on a high-attack individual and you yourself have very high defense. You're basically sending attacks which would kill/heavily injure a 0-DEF individual onto yourself. That's very useful.

So ... yeah, it's extremely powerful and unless you're adding more downsides, I can't approve a five minute duration.

Moved to Workshop
Menace (300) - Requires Debuff Proficiency, Physical Strength

[spoiler]
Those who wield the Ouroboros blade, and the demon lurking inside, naturally ooze a malicious aura. Weak-willed individuals generally feel a sense of unease or, in the most severe of cases, outright fear when near Kuzuru. However most people are more or less unaffected by this aura. Should Kuzuru be attacked by a melee strike he can increase the intensity of this aura and potentially dissuade the attacker. This can only affect the same person once per fight. Once the attacker is within five meters of Kuzuru and is moving in for a strike he can choose to activate this move. The attacker is suddenly filled with a crippling sense of dread and is intimidated into breaking off the attack and disengaging to collect themselves. This terror quickly dissipates and the attacker is free to act as normal. There is no charge-up time and the fatigue cost is nearly nonexistent. Those who are able to read Kuzuru with Insight, Telepathy, or Foresight are able to call his bluff and can attack as normal. Additionally those with higher TEC than Kuzuru are able to strike as normal. This move can be used by both Renji and Kuzuru.[/spoiler]
[Image: ZzG0TJ9.png]    

[Image: AshenBladeBadge.png]
Hook Gauntlet: 900
Req; Ranged, Melee, Remote Control
With mild concentration, light fatigue and five seconds of one-handed charging, Stein creates a gauntlet and hook combo. The gauntlet covers the entire hand and runs up to the elbow with the appearance of glass plate armor. The hook is a sickle-shaped flat object with dulled edges and a sharp tip meant to pierce rocks. It protrudes from the fist and can turn with the point aiming left or right (in relation to the fist) based on whether the thumb is out or touching his fingers.

The hook can be thrown up to forty meter with a 2 second charge time per 5 meters, traveling at 30 meters per second. While throwing the hook is effortless, pulling it back can be fatiguing based on how heavy the target is. If a target weighs more than Stein, Stein is instead pulled to it.

The hook extends on an energy stream. This does nothing, but can be cut with moderate damage, removing the hook. It can be reattached easily, if the hook is not stolen or shattered with major damage. The Gauntlet can only take minor damage. If it shatters, the spell ends. Otherwise, the object remains with very minor focus on it.

Alternatively, the hook can extend only three meters, and be wielded as if it were a whip, using Remote Control to manipulate the angle of the hook with a bit more focus and energy.

Edit: Added charge up time to hook-throw.


Bond of the Glass Martyr 300
Requires: Ranged, Buff
The Glass Martyr is a spell in which the user takes damage in place of an ally. Not only is this damage unavoidable, but it is more than what the original damage would have been.

Stein must focus for five seconds, remaining absolutely still and using no other Moves. Taking even minor damage can cause this manifestation time to be lost. During this time, he creates a small glass orb, which he can then throw with great accuracy up to five meters, hopefully hitting a target (who can also aid this by actively catching it.) If it hits th ground or an enemy intercepts, it shatters and the move ends. The energy required is minor, but repeated uses can stack up.

Upon contact with an ally, the orb shatters and encases them in an ethereal, weightless glass armor. This is mainly aesthetic... However, the ally's received damage for one minute is reduced by half. The other half of the damage is inflicted upon Stein as if he were hit, but bypasses half of his Defense and cannot be avoided.

It takes only slight mental focus to maintain a single buff, but he can have up to three allies under the effect of this spell at any one time. Received damage does not break this particular focus, but using a move which requires major concentration can cause all buffs to fail. The range is 30 meters, beyond this the buff immediately ends.



Shell-Shock: 600
Requires: Area Shield Proficiency, Area Attack Proficiency
By curling up in the fetal position, Stein can create a full body shield. This takes only two seconds to initiate, but while in use he cannot use any other move. He is capable of rolling around at full speed, slamming into opponents to great effect - though maneuvering is actually quite difficult. The shield can absorb a great deal of damage, though the more damage, the more tiring to maintain. He can only hold it up to a maximum of 30 seconds before the shell shatters. When the spell ends, the shell shatters, spraying all those in two meters with large shards of glass. The closer to the shell, the more pieces the target takes - though each only do minor damage.

As an alternative to rolling about, an ally can pick up the shelled Stein as if he were nearly weightless and throw him up to thirty meters with decent accuracy. Stein can add his own force to this, but upon impact, the spell immediately ends, the explosion's range doubling.

Due to the exhausting nature, he must rest afterwards. He cannot use any other move for roughly twenty seconds and his speed is halved... and due to the rolling and/or throwing, his technique is also halved, due to motion sickness.


Edit #2: Added two more moves for approval, since no one was in line after the first one. This should be all I need move-wise for a while.
(10-30-2017, 09:05 PM)Schwi Dola Wrote: Adjustments, removes defensive move learning except on condition that it could be used offensively 

Lösen Incomplete (Requires Mimic, Insight ) (300)
Schwi uses her analytical processing capabilities to analyze the powers and abilities of others and replicate them, either directly (magic spells are sometimes easier to just cast directly) or indirectly by the creation of tools. Her most efficient method of learning moves is to experience the move striking her at full force, while she cannot learn moves that cannot hit her unless they have some inherent variation that is used offensively or supportively. From that she could then use her Insight to extrapolate the defnesive variant. Especially powerful moves (this move excludes super moves) take more time and analysis to fully replicate their power. Very weak offensive moves would be almost unable to have an incomplete form. When her analysis is incomplete, she may yet still employ the move at the partial power she has analyzed. Correspondingly, the partial power also comes at similar partial cost. This is such that if her understanding is at 10%, she could use the same move at 10% effectiveness but also only costing her 10% of the energy or stamina to use the move.

Schwi's understanding of a move only moves forward or gets erased entirely. If she understands a move at 50% of its power and jumps to 90%, she would be unable to revert back to the 50% version of a move. To reset her knowledge of a move she would need to erase it entirely and start over taking a few seconds to do so (there would also be no guarantee an opponent would use the move she wants again which would mean she just wouldn't have it from that point). To the point, she can only hold one version of a particular move at a time with Lösen Incomplete.

This move takes out consideration for relative difference in stats. Schwi finds Omniphysics a little insane but a rifle in her hands does different compared to it in someone else's hands. A super powerful regular  move used by a weaker opponent is not different to analyze from one of a much stronger opponent, however the damage she suffers trying to learn it is.
Sabre - Physical Proficiency - 300 OM

A 24-inch sword with a curved blade and a bronze hilt. It takes about a second to ready or sheath the weapon. Quick, efficient, and durable, although it's not heavy enough to deal major damage.
[Image: m2c7s.jpg]
(10-31-2017, 07:47 PM)Clownpiece Wrote: T2 Super Defense: Delusional Meltdown (Ranged, Debuff, Suppression) (800): Upon noticing that a particularly powerful attack is about to be thrown at her, Clownpiece desperately sweeps her torch in front of her and casts a powerful, lunatic light, completely suppressing her enemy’s sanity for 5 seconds and filling their mind with pure delusion. These vary from person to person, but no matter the contents of the delusions, they all result in a failure to attack Clownpiece, whether by firing off the attack somewhere else, not attacking at all, and so on. For example: one person could suddenly, staunchly believe that Clownpiece must not be harmed for some vague reason. Another could believe that some nebulous “they” want her to be attacked, and damned if they’re gonna follow the biddings of “them.” The sky’s the limit. Attacks of a higher tier than this defense interfere with the magic, and though the attacker still may be delusional, they’re still lucid enough to at least partially hit Clownpiece.

Approved.

(11-02-2017, 05:57 PM)Renji Wrote: Menace (300) - Requires Debuff Proficiency, Physical Strength

[spoiler]
Those who wield the Ouroboros blade, and the demon lurking inside, naturally ooze a malicious aura. Weak-willed individuals generally feel a sense of unease or, in the most severe of cases, outright fear when near Kuzuru. However most people are more or less unaffected by this aura. Should Kuzuru be attacked by a melee strike he can increase the intensity of this aura and potentially dissuade the attacker. This can only affect the same person once per fight. Once the attacker is within five meters of Kuzuru and is moving in for a strike he can choose to activate this move. The attacker is suddenly filled with a crippling sense of dread and is intimidated into breaking off the attack and disengaging to collect themselves. This terror quickly dissipates and the attacker is free to act as normal. There is no charge-up time and the fatigue cost is nearly nonexistent. Those who are able to read Kuzuru with Insight, Telepathy, or Foresight are able to call his bluff and can attack as normal. Additionally those with higher TEC than Kuzuru are able to strike as normal. This move can be used by both Renji and Kuzuru.[/spoiler]

Needs Homing or Telepathy but approved.
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!
(10-30-2017, 09:05 PM)Schwi Dola Wrote: Adjustments, removes defensive move learning except on condition that it could be used offensively 

Lösen Incomplete (Requires Mimic, Insight ) (300)
Schwi uses her analytical processing capabilities to analyze the powers and abilities of others and replicate them, either directly (magic spells are sometimes easier to just cast directly) or indirectly by the creation of tools. Her most efficient method of learning moves is to experience the move striking her at full force, while she cannot learn moves that cannot hit her unless they have some inherent variation that is used offensively or supportively. From that she could then use her Insight to extrapolate the defnesive variant. Especially powerful moves (this move excludes super moves) take more time and analysis to fully replicate their power. Very weak offensive moves would be almost unable to have an incomplete form. When her analysis is incomplete, she may yet still employ the move at the partial power she has analyzed. Correspondingly, the partial power also comes at similar partial cost. This is such that if her understanding is at 10%, she could use the same move at 10% effectiveness but also only costing her 10% of the energy or stamina to use the move.

Schwi's understanding of a move only moves forward or gets erased entirely. If she understands a move at 50% of its power and jumps to 90%, she would be unable to revert back to the 50% version of a move. To reset her knowledge of a move she would need to erase it entirely and start over taking a few seconds to do so (there would also be no guarantee an opponent would use the move she wants again which would mean she just wouldn't have it from that point). To the point, she can only hold one version of a particular move at a time with Lösen Incomplete.

This move takes out consideration for relative difference in stats. Schwi finds Omniphysics a little insane but a rifle in her hands does different compared to it in someone else's hands. A super powerful regular  move used by a weaker opponent is not different to analyze from one of a much stronger opponent, however the damage she suffers trying to learn it is.
This version is approved at 600. The original proposed was simply half power, half cost. This is anywhere from 10% to 90%.

Just as a note for the future and to any other culprits doing this, this kind of reads like an essay you're trying to pad out for another few hundred words - the first half of the first paragraph, particularly. It would be great to take out some of the fluff and get to the crux of the mechanics.
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!
(11-04-2017, 01:57 AM)Katrielle Layton Wrote: Sabre - Physical Proficiency - 300 OM

A 24-inch sword with a curved blade and a bronze hilt. It takes about a second to ready or sheath the weapon. Quick, efficient, and durable, although it's not heavy enough to deal major damage.

Approved.
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!
@Omni, would area defence proficiency be an acceptable requirement for Menace, rather than telepathy or homing?
[Image: ZzG0TJ9.png]    

[Image: AshenBladeBadge.png]
Ignore this, I reckon I can word it better.
[spoiler]
Quote:To clarify, side notes are things I don't think are crutial enough to be in the main move, but stuff I felt I should include.

Friendly Fire (300) Requires: Telekinesis - Advanced, Ranged, Ranged Control, Area Defense, Buff

Ebony grips her magic around an ally in range of her telekinesis. After this, she focuses her mind, channelling and storing magical energy over the next five seconds. Her ally has to remain still for this time, but may still use any moves that don't require any more movement than vague and small hand gestures. Ebony herself must remain still, and should she lose concentration all progress will be lost. During the 5 seconds of charging, Ebony's friend is brought near to her, within 10 metres, and held steady up to 1 metre off the ground.

After this, Ebony waves a hand and points forwards in the direction she wishes to attack. The person she levitated is accelerated through two thirds of her telekinesis range (40m) like a rocket, reaching a final speed of about 120mph. The acceleration takes about a second, and if someone obstructs the movement, Ebony's spell will keep trying to push her ally forwards regardless (unless someone stronger than her stops it) - therefore, it is a good idea to make sure there's enough room. Furthermore, at the same instant the movement begins, a faint purple shield appears around them, covering them like a bubble. In general, the shield can survive one solid hit (such as a collision with something as a result of being thrown), and while it is unlikely to negate the full damage of a strong strike or head-on collision, it does cushion the blow for the shield user, reducing the force upon them. Should the shield not break due to damage, it will shatter after 3 seconds after its creation.

Doing this is very tiring for Ebony (although she doesn't feel the fatigue until the instant after the move is used), and prevents her from using her telekinesis for the following 20 seconds (and all related non-super moves). Furthermore, she also can't use any of her stronger defensive or support magic during these 20 seconds (any non-super move that requires area defence or buff).

Side Notes:
>If they wish, her ally may charge their own melee attack to synchronise it with being thrown, largely increasing its potency if timed correctly (being hit with a forceful sword or punch travelling that fast is going to hurt). Their movement is only restricted during the charging period, not during or after being thrown.
>If an ally has second thoughts, trying to move too much during the charging period will end the spell. If the spell ends early, Ebony does not suffer the wave of fatigue because the charged magic returns to her.
>Ebony could theoretically use this on a limp or unconscious body, as the only criteria for picking someone up is that they don't struggle against it. That said, the magic from paralysis spells and similar ailments interrupts her magic, making it impossible to use it on people under those effects.
>The exact speeds and timings for being thrown may vary depending on how light/heavy the person she's lifting is - although the charge time will always remain 5 seconds even if throwing a lightweight.
>Ebony can curve the trajectory of her ally slightly while in her telekinesis range, but only a very little bit. So it's crucial to make sure she aims this correctly once charged.

RP Notes:
>Ebony is usually very tentative in using this move, so it's more likely to be a suggestion from her friend.
>Ebony can use a slightly weaker version of this move to simply pick up a willing target and move them as long as they're within her telekinesis range - as long as they don't start struggling.
[/spoiler]
When I joined I bought a couple 600 OM moves for Hijiri, but after thinking it over I've decided I'd like to combine them into just one move. I'll sell the old ones for half-value after (and 'if') this one gets approved.

Here are the originals:
[spoiler]
Quote:Gravity Manipulation – Stepping Stones (600)
(Flight, Master Acrobat)
Hijiri is able to change how gravity influences his whole body and reduce the effect so much that he is able to walk on water or leap through the air using small objects such as leaves or twigs as stepping stones. Hijiri must spend a small amount of energy to keep this ability active and, if he is not careful, risks tiring himself out. If this happens, gravity will begin to affect him normally and he will either fall through the surface of the water, or drop from the sky.

Quote:Gravity Manipulation – Variable Weighted Strikes (600)
(Physical Strength)
Hijiri is able to change how gravity influences only specific parts of his body. Using this ability, Hijiri is able to, with a few seconds of concentration, speed up his attacks. Making his arms (including weapons) lighter, he is able to attack faster but this also makes his attacks less powerful due to the reduced weight behind them. Hijiri can also, after a few seconds of concentration, increase the weight of his attacks. This usually happens in the split instant just before the strike lands, to get the most out of the effect. This also makes him a lot slower due to the increased weight of his body. This move requires a moderate amount of energy and will tire him out if overused.
[/spoiler]

And here's their replacement:
[spoiler]
Quote:Personal Gravity Manipulation (1200)
(Flight, Physical Strength)
Hijiri is able to alter the strength of gravity's effect on his body (and his weapons, clothes, etc.) to the extent of being able to become as light as a feather, as heavy as a tonne of bricks, or anything in between. These effects come with all of the associated up- and downsides you would expect.

For example: being extremely light would allow him to stand on fragile objects, be carried along by gusts of wind, and attack quickly, but would drastically weaken his blows due to the low weight behind them, and would allow him to be knocked or thrown around effortlessly by others, whilst being extremely heavy would make him harder to knock over and his attacks noticeably stronger, but would also make every movement he made more difficult and more tiring, as well as much slower.

Making himself lighter is instantaneous, regardless of the change in weight, and costs no energy. Making himself heavier requires one second of charge-up per 10kg of weight added (so increasing his weight from 'feather-like' to the maximum value of one tonne would take 100 seconds). This move drains his energy rapidly whilst charging. He is capable of moving whilst charging this, and can even begin an attack, however actually hitting (or being hit) by an opponent will interrupt the charge, and as no weight is added until he intentionally ends the charging period, this means that all progress will be lost, and his spent energy will have gone to waste.

In addition, maintaining this move drains his energy slowly. Cancelling it returns him to his original weight instantly, but can only be done intentionally when he is within 10kg of his original weight; meaning that if he is beyond that range then he must use this move again to get back within it before he can actually end the move.
This move will also automatically cancel when he loses consciousness or dies.

Hijiri can choose to have this move affect only part (or parts) of his body (e.g. an arm & a leg) if he wishes it to. Concentrating the effect in specific areas (or just one area) makes those body parts heavier than they would be if the weight were evenly distributed throughout his body, but at the cost of making it harder to actually land attacks, since the uneven weight distribution will put him off-balance.
Note that whilst making his entire body weigh an amount far beyond his capacity to endure (e.g. a tonne) would kill him instantly, doing the same to an individual hand or foot, for example, would merely pin him to the ground, break every bone in the affected appendage and cause him to experience excruciating pain.

Pricing Breakdown:
- 300 OM for getting lighter.
- 300 OM for getting heavier.
- 300 OM for variable change.
- 300 OM for variable body parts affected.
[/spoiler]
[Image: Hijiri_Name_Sig.png]
Similar to the last version I posted here (a couple of days ago), but reworded for clarity with some minor changes.

Friendly Fire (300) Requires: Telekinesis - Advanced, Ranged, Ranged Control, Area Defense, Buff

Reaching out with her magic, Ebony wraps it around an ally in range of her telekinesis (60m) while slowly charging a spell. This requires her full concentration, lasts 5 seconds, and brings her ally within 5m of her. If her friend moves in any way besides making small hand gestures and talking, her concentration is lost (but they can try to move as much as the like before or after Ebony starts charging). Ebony may move slowly (walking pace as most), but taking anything more than minor damage will also stop the charging. 

Once the spell is charged, a spherical, translucent, light purple shield materialises around her ally. The shield will shatter after a single solid hit, such as a really fast collision or a charged strike, but in most cases, some damage will migrate through - it does, however, cushion the impact. If it hasn't broken after 3 seconds, it shatters into thin air. Furthermore, the shield does nothing to limit her allies combat abilities. Simultaneously, her friend is accelerated forwards quickly, reaching a speed of about 150 mph by the time they reach the edge of her telekinesis range (60m). This takes about a second, and even if the shield breaks before they reach this distance, the spell ends (but they will still keep the momentum they accumulated, if any). While still accelerating, Ebony has some limited control over the movements, allowing the path of her ally to arc slightly. This control is increased when they're closer to her, and requires her complete focus (she must stay still, and cannot use other moves).

Lastly, doing this is very tiring for Ebony (although she doesn't feel the fatigue until one second after the move is used), and prevents her from using her telekinesis for the following 20 seconds (and all related non-super moves). Furthermore, she also can't use any of her stronger defensive or support magic during these 20 seconds (any non-super move that requires area defence or buff).

Side Notes:
>Ebony could theoretically use this on a limp or unconscious body, as the only criteria for picking someone up is that they don't struggle against it. That said, the magic from paralysis spells and similar ailments interrupts her magic, making it impossible to use it on people under those effects.
>Lighter or heavier people may obtain slightly different speeds.
>It is highly recommended for prime-cannonball to brace themselves.

RP Notes:
>Ebony is usually very tentative in using this move, so it's more likely to be a suggestion from her friend.
>Ebony can use a slightly weaker version of this magic to simply pick up a willing target and move them as long as they're within her telekinesis range and cooperate.


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