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Move Approval V
@Warren Zimmer:
[spoiler]
(01-29-2018, 09:07 AM)Warren Zimmer Wrote: NFL Laser - 300 OM, Ranged Proficiency. 
 [Image: toon-sci-fi-weapons-pack-3d-model-low-po...ackage.png]
The NFL-R takes about ten seconds for Warren to generate it,  by itself without a power pack. To generate a power pack for the blaster, which allows for ten shots,  takes another 5 seconds for him. Replacing the gun takes him about 7 seconds, and replacing a power pack, about 4 seconds.  The damage level it does is dependent on the TEC and ATK of Warren versus the DEF of his opponent. The range is 75 feet from him in any direction. The gun can be used while moving, and only needs one of his hands to do. The move itself is moderately taxing on his stamina, akin to a light work out. After shooting all ten shots out of the blaster, the NFL-Laser will need about 6 seconds for it to cool down before he can replace the power packs.  The NFL-R can be re-aimed before he fires when moving,  allowing him to correct if his opponents move, and he's able to react in time before pulling the trigger, so he doesn't waste the shot. 

In terms of damage, I'll need a vague quantifier of some sort, like "low damage" or "high damage" or whatever.

What is the rate of fire?

The re-aiming thing seems less to be dependent on the Move and more on Warren's skills. We can kind of assume that he will aim logically. I think you could just kill that bit.

Remember, if the rate of fire is high, the damage needs to be low (long range, high rate of fire = low damage). If the rate of fire is low, I think I'd allow high damage, sort of like a sniper, but this is a pistol, so I dunno.[/spoiler]

@Claptrap
[spoiler]
(01-29-2018, 05:31 PM)Claptrap Wrote:
(01-25-2018, 11:34 PM)Claptrap Wrote: One shot wonder - T1 power up (1000)

+2 ATK
+0 DEF
+2 SPD
+1 TEC

Claptrap summons and dons a cowboy hat, enhancing his damage, quickdraw ability and accuracy.


Clap in a box - T1 super move (600) (Requires area attack proficiency, ranged)

Claptrap summons a large stereotypical bomb (basically a black sphere with a wick), the same size as his body. He can hold the bomb for up to five seconds before he must throw it, whereupon it will explode in a 5 metres radius explosion, dealing damage to anyone caught in it. He cannot use any other weapons while holding the bomb.

Bump

One Shot Wonder: Approved!
Clap in a Box: How far can he throw the bomb? How fast? How much damage, in vague terms like "high" or "low"? Also, please put in some sort of fluff about how this uses up SP.[/spoiler]
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Clap in a box - T1 super move (600) (Requires area attack proficiency, ranged)

Claptrap summons a large stereotypical bomb (basically a black sphere with a wick), the same size as his body. He can hold the bomb for up to five seconds before he must throw it, up to 20 metres away at 10 metres a second, whereupon it will explode in a 5 metres radius explosion, dealing moderate damage to anyone caught in it. He cannot use any other weapons while holding the bomb. Using this move drains noticeably more energy than a normal move.

Changes in bold.
[Image: GjEgoS1.jpg]
Directive one: Protect humanity! Directive two: Obey Jack at all costs. Directive three: Dance!
Amber Veritz Wrote:Please let me change it to the condom.
(01-30-2018, 05:44 AM)Claptrap Wrote: Clap in a box - T1 super move (600) (Requires area attack proficiency, ranged)

Claptrap summons a large stereotypical bomb (basically a black sphere with a wick), the same size as his body. He can hold the bomb for up to five seconds before he must throw it, up to 20 metres away at 10 metres a second, whereupon it will explode in a 5 metres radius explosion, dealing moderate damage to anyone caught in it. He cannot use any other weapons while holding the bomb. Using this move drains noticeably more energy than a normal move.

Changes in bold.

[Image: approved-29149_1280.png]
(if you can't see that that says "APPROVED")
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(01-26-2018, 11:01 AM)Ebonywood Hellscythe Wrote: More of a question/reapproval than a whole new move. But does this actually need debuff? I added it since I wasn't sure when first getting it approved since I already had the proficiency and it didn't matter to me, but it's just damage-over-time, rather than a deliberating effect like slowness or something. And I know there are other moves that set people on fire for a bit without having debuff. The "debuff" is in the second paragraph. I was wondering since I was considering porting it to an NPC, but with a recolour.

Immortal Flames (900) Requires: Physical, Debuff, Area Defense, Area Attack
[spoiler]
In moments of combat, or intense emotion, Ebony's body heats up as her mana flows through it. Primes with enhanced senses will see the invisible flames around her while this is active, otherwise, there's no visual effect. Typically, this requires no focus and can remain always active with no noticeable stamina drain, even while using other demanding moves (with the exception of variants of this move). However, due to this being a passive effect, it is very weak. Being near to Ebony feels like being near to a hot radiator, and touching her will feel painful, like touching something really hot - but not enough to burn without very prolonged contact.

Ebony can also channel mana directly to a part of her body or point of contact. Doing so takes 3 seconds of concentration (Ebony can move at full speed, take damage, but not use other moves), and once activated it is very tiring to sustain and can last for 10 seconds before Ebony has to rest. The flames in the focus area become visible as a dark purple colour, and burn much hotter, damaging all who touch them. Furthermore, they spread to anyone who touches them for longer than a second, doing continued damage to the burning area for the following three seconds (although these flames are half as potent as Ebony's). Also, should anyone (besides Ebony) touch the fire on someone else for longer than a second, it spreads to them for three seconds (again, at half the potency as before). The fire could spread to the same person twice, should they touch their burning shoulder with their hand for a second, for example. Flames at one-eighth strength cannot set anything else on fire, and are easy to pat out (so can be easily removed before the 3 seconds are up). Ending this and reverting back to the passive version can be done almost instantly.

Lastly, while standing still, Ebony can focus her mana outwards, causing all the flames to become visible. While she does this, the inferno acts as an aggressive shield, burning anyone within 5ft of her. This is very tiring, and cannot be maintained for longer than 10 seconds before she has to rest. Starting and stopping this can be done near instantly. In addition to damaging near people and objects, the flames also incinerate and weaken projectile attacks, meaning weaker bullets will have no effect on her, and stronger ranged attacks will simply be weakened. While active, Ebony can move at half speed and make basic weapon attacks, but can't focus on any other moves.

While Ebony will never take damage due to her own flames, prolonged or repetitive use of any parts of this move may leave her feeling dizzy. Also, combustible objects ignited by this can still burn her.

RP Notes:
>Ebony is likely to use this with her Fires of Darkness power-up.
>Ebony cannot prevent her allies from being hurt by this move should they touch her/be too near, besides the basic version where she can try to just turn it off.
>Standing near flammable objects while using this move is not recommended.
>If Ebony is not focusing on anything else, she may use this accidentally.
>Ebony can boil water or fry eggs on her forehead with the passive version, if given enough time.[/spoiler]

Bump. (Also, I think a few other moves around this time got missed - like Dawn's and Weiss's)
Missed those. Alright...

@Weiss
[spoiler]
Quote:Bala - 900 OM
A variant of the Cero, Weiss generates a red blazing glow around her hands, taking roughly half a second, before punching forward, the motion emitting a small red blast of energy - a "bala". The energy is bright crimson, about the size and shape of a bullet, and hits like a rock thrown from a sling. Weiss normally can throw up to four of these in quick succession, and they have a slight effect on her stamina. Their speed is about equal to a rock hurled from an old form of sling. Their range, however, is only about twenty feet, and the bright red glow as well as the need to punch in the direction the attack is fired in makes them a short-ranged and predictable attack. Additionally, she needs to alternate hands to fire them in quick succession. This ability requires a free hand to use, and if she can only use one hand, instead of alternating fire (say, due to holding a sword in the other hand), She can only fire a bala once every three seconds from her free hand. While each individual bala is not heavily draining, repeatedly using this technique will quickly take it's toll. Weiss can move freely while firing balas.

Additionally, if Weiss takes five seconds to charge energy into both of her hands, and provided that both hands are free, she can instead opt to fire a barrage of up to twenty bala in quick succession. This burst fires at a rate of 2 bala a second without losing power but has a significant effect on Weiss's stamina - after the assault, she needs to take at least 10 seconds to catch her breath to regain her energy. Her Strength, defence and speed all decrease to half their normal values until she manages to rest. Weiss cannot move while firing this barrage, and can cut it off early to dodge an attack, but she is unable to regain the energy used up in the assault even if she cuts it off early, so the stamina drain and drawbacks are the same as if she had fired the entire barrage.

This needs Ranged Proficiency.

Quote:Sound dust - Disarm (300 OM)

Myrtenaster is changed to using sound dust, taking roughly a second to change it's configuration, and charges sonic energy down the Sword's blade. for a moderate effect on Weiss's stamina, she is capable of charging a huge amount of energy into Myrtenaster's blade, which she can then transfer into the next object she strikes to briefly increase it's rate of vibration. This can cause an opponent with lower DEF than she has ATK to drop their weapon, or, if they have higher DEF, to have difficulty trying to use the object for the next moment afterwards. This move is mildly draining for Weiss, and has little to no effect on objects larger than a zweihander. She must touch the object with myrtenaster's blade within five seconds of activating the sound dust, but she does not have to be holding the weapon for the charge to go off. This does not add to the strength or speed of Weiss's attacks in any way.

This needs Physical Strength (I think) and Debuff. Can she target people? How about natural weapons, like claws or arm cannons?[/spoiler]

@Dawn
[spoiler]
(01-25-2018, 10:19 AM)Dawnika Snow Wrote: The move I'm posting is a morph of an old move I've already purchased. I will basically be changing the flavor of the move to something different, needing no change to cost and whatnot. I do this just for bookkeeping sake.

Old move:
Gladium - Physical Strength (300)

A short-bladed knife for CQB. It’s a simple weapon made for cutting, only reaching 6in past the hilt. It’s strapped onto her right boot for quick access.

New move:
Scythe - Physical Strength (300)

A short-range upgraded melee weapon mounted on the off-hand forearm of the user for quick, murderous shanks and slashes. Very easy to use with little effort or training, but a skilled user finds themself advantagous in CQB. The two-pronged, dual-edged blade can be retracted and extende by a push of a button. It hardly reaches past the user's wrist(8in) but can be deadly if used correctly. It's clunky to use with other weapons in hand, but the user's hand is free, it can be used without much problem. Scythe can be complicated to maintain, needing to charge electrical energy to be used. Once charged after twenty seconds, it can be used freely for the next ten seconds without a problem. After that time is up, it begins to recharge automatically. If broken, the Scythe becomes unusable until attended to, which takes at least five minutes of focus depending on the problems.

[Image: sh2QGCc.png?1]

Can it recharge mid-combat? What does being hit by this feel like (i.e. are these normal blades or lightsabers)? And just for fun, how hard is it to break these?[/spoiler]

@Ebonywood Hellscythe
[spoiler]
(01-30-2018, 05:51 AM)Ebonywood Hellscythe Wrote:
(01-26-2018, 11:01 AM)Ebonywood Hellscythe Wrote: More of a question/reapproval than a whole new move. But does this actually need debuff? I added it since I wasn't sure when first getting it approved since I already had the proficiency and it didn't matter to me, but it's just damage-over-time, rather than a deliberating effect like slowness or something. And I know there are other moves that set people on fire for a bit without having debuff. The "debuff" is in the second paragraph. I was wondering since I was considering porting it to an NPC, but with a recolour.

Immortal Flames (900) Requires: Physical, Debuff, Area Defense, Area Attack
In moments of combat, or intense emotion, Ebony's body heats up as her mana flows through it. Primes with enhanced senses will see the invisible flames around her while this is active, otherwise, there's no visual effect. Typically, this requires no focus and can remain always active with no noticeable stamina drain, even while using other demanding moves (with the exception of variants of this move). However, due to this being a passive effect, it is very weak. Being near to Ebony feels like being near to a hot radiator, and touching her will feel painful, like touching something really hot - but not enough to burn without very prolonged contact.

Ebony can also channel mana directly to a part of her body or point of contact. Doing so takes 3 seconds of concentration (Ebony can move at full speed, take damage, but not use other moves), and once activated it is very tiring to sustain and can last for 10 seconds before Ebony has to rest. The flames in the focus area become visible as a dark purple colour, and burn much hotter, damaging all who touch them. Furthermore, they spread to anyone who touches them for longer than a second, doing continued damage to the burning area for the following three seconds (although these flames are half as potent as Ebony's). Also, should anyone (besides Ebony) touch the fire on someone else for longer than a second, it spreads to them for three seconds (again, at half the potency as before). The fire could spread to the same person twice, should they touch their burning shoulder with their hand for a second, for example. Flames at one-eighth strength cannot set anything else on fire, and are easy to pat out (so can be easily removed before the 3 seconds are up). Ending this and reverting back to the passive version can be done almost instantly.

Lastly, while standing still, Ebony can focus her mana outwards, causing all the flames to become visible. While she does this, the inferno acts as an aggressive shield, burning anyone within 5ft of her. This is very tiring, and cannot be maintained for longer than 10 seconds before she has to rest. Starting and stopping this can be done near instantly. In addition to damaging near people and objects, the flames also incinerate and weaken projectile attacks, meaning weaker bullets will have no effect on her, and stronger ranged attacks will simply be weakened. While active, Ebony can move at half speed and make basic weapon attacks, but can't focus on any other moves.

While Ebony will never take damage due to her own flames, prolonged or repetitive use of any parts of this move may leave her feeling dizzy. Also, combustible objects ignited by this can still burn her.

RP Notes:
>Ebony is likely to use this with her Fires of Darkness power-up.
>Ebony cannot prevent her allies from being hurt by this move should they touch her/be too near, besides the basic version where she can try to just turn it off.
>Standing near flammable objects while using this move is not recommended.
>If Ebony is not focusing on anything else, she may use this accidentally.
>Ebony can boil water or fry eggs on her forehead with the passive version, if given enough time.

Bump. (Also, I think a few other moves around this time got missed - like Dawn's and Weiss's)

Yes, that would need Debuff. The thing that sticks out is "doing continued damage". Damage over time (I believe) requires Debuff.[/spoiler]
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Quote:NFL Laser - 300 OM, Ranged Proficiency. 
 [Image: toon-sci-fi-weapons-pack-3d-model-low-po...ackage.png]
The NFL-R takes about ten seconds for Warren to generate it,  by itself without a power pack. To generate a power pack for the blaster, which allows for ten shots,  takes another 5 seconds for him. Replacing the gun takes him about 7 seconds, and replacing a power pack, about 4 seconds.  The damage level it does is dependent on the TEC and ATK of Warren versus the DEF of his opponent. The range is 75 feet from him in any direction. The gun can be used while moving, and only needs one of his hands to do. The move itself is moderately taxing on his stamina, akin to a light work out. After shooting all ten shots out of the blaster, the NFL-Laser will need about 6 seconds for it to cool down before he can replace the power packs. Due to the low rate of Fire, about one shot every 3 seconds by this pistol, it can do high amounts of damage to anyone, or any object that it hits. 
(01-30-2018, 09:39 AM)Warren Zimmer Wrote:
Quote:NFL Laser - 300 OM, Ranged Proficiency. 
 [Image: toon-sci-fi-weapons-pack-3d-model-low-po...ackage.png]
The NFL-R takes about ten seconds for Warren to generate it,  by itself without a power pack. To generate a power pack for the blaster, which allows for ten shots,  takes another 5 seconds for him. Replacing the gun takes him about 7 seconds, and replacing a power pack, about 4 seconds.  The damage level it does is dependent on the TEC and ATK of Warren versus the DEF of his opponent. The range is 75 feet from him in any direction. The gun can be used while moving, and only needs one of his hands to do. The move itself is moderately taxing on his stamina, akin to a light work out. After shooting all ten shots out of the blaster, the NFL-Laser will need about 6 seconds for it to cool down before he can replace the power packs. Due to the low rate of Fire, about one shot every 3 seconds by this pistol, it can do high amounts of damage to anyone, or any object that it hits. 

Approved!
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
I don't have Debuff yet, but.....

Deadlights – Tier 1 Super Utility – 600 OM (requires Debuff, Vortex of Teeth)

It opens Its maw wide, jaw gaping open and revealing rows upon rows of shark-like teeth. Yet, instead of lunging forward to attack Its opponent, It pauses for ten full seconds in front of Its target, mouth opening wider and wider all the while. After a moment, a hypnotic orange light-- one which the target cannot bring themselves to look away from unless a Super Defense is used effectively -- begins to hum and sing at the back of Its throat, lulling the target into a dull, dead-eyed state. When It closes Its mouth once more, the target's feet lift off from the ground, giving them the appearance of floating about six feet in the air. The target is thus suspended in an immobile and unresponsive stupor.

The total duration of this debuff is forty seconds, and may only be directed at one target. The target may not be harmed by It or others until they are released, at which point they will choke and splutter and return to the ground, as if finally coming up for air from the bottom of a swimming pool.

This move is able to be blocked by a T1 or higher Super Defense.
[Image: tumblr_inline_ox9oq2UNpf1v9qbbn_540.gif]
NFL-R App: Scientific Replica -  Saishu Sasayaki: (600) Physical/Debuff Proficiency.

The swords are both 5.5 feet long with curved blades. These have white steel, with black leather handles. They also have purple circuitry on the blades, making them appear to look futuristic. The swords lack any form of guard making them less effective in defensive application. The swords are heavy and long making blows behind them more powerful but also more straining to Warren forcing him to rely on other abilities for long drawn out battles. These swords maintain a constant temperature of -60°C and can freeze any cuting or stabbing wound inflicted by the blades on contact. This thin layer of ice, slightly slows any limb cut by it. This ice melts overtime starting slow at 30 seconds and melts faster overtime before being completely melted at 1 minute Any wounds caused by these swords do not bleed reducing the overall damage of a strike. This effect does not discern friend from foe and can damage allies, as well as Warren if he were to cut himself with the blades. The blades use a cryonic generator to generate the intense cold. They were made from Warren unknowingly using Insight to learn how Saishu Sasayaki worked, and then creating a technological replica of said blades. These have no non-scientific abilities, and are just highly advanced technology that he added to his arsenal. These pop out of his NFL-R when he pushes a button on it, allowing him to use this app that he has constructed for his NFL-R. 

And this log from Discord gives me her permission: 
 [Image: xuT82xR.png]

And based off of the fact Warren used Insight to determine how her move works,  he made his own version of it, that uses pure science. 
 

Foot Bomb V1 - (300 OM, Debuff, Ranged, Area Attack Proficiency.) 


The Foot Bomb is a bomb that looks like your traditional football. This bomb takes Warren about seventeen seconds to create. During the creation of the bomb Warren can move around as much as he likes because the bomb does not take that much effort for him to create. This can be kicked 75 feet from him and when he kicks it, it travels at about 40 MPH. The kick is the tiring part of the move. The bomb can explode 1 or 2 ways. After being kicked, and landing where it was kicked it will explode automatically after about 15 seconds. However, if it should hit anyone, or anything the bomb will also explode. The Gas Cloud can cover about 20 feet, and the explosion is about 35 feet in diameter but at the center of the explosion, the explosion is more powerful in terms of damage. The Gas Cloud released by the explosion is poisonous, and for 10 seconds will take away 1 Tec from an opponent temporarily. They can undo it one of three ways. Powering up, or getting out of the cloud. The third way is to destroy the cloud of poisonous gas that has been released by the Footbomb. This is moderately damaging on Warren's stamina reserves, and has a 20 second cool down for just this move upon completion. The Footbomb Warren uses appears to be made out of a purple crystal, with obvious circuitry inside of it. The Footbomb is a move that taps into his love of foot ball, and also mad science. 


The bomb takes him 17 seconds to create. The bomb will remain for thirty seconds, and he must use it within that frame of time, or he will have to create the bomb anew. The explosion is moderately powerful. The kick is tiring on Warren, which is why he does not often use this move. 
Bumping the NFL-R Scientific Replica, and Foot Bomb.
Seele Schneider (900 OM) (Requires Physical and Ranged Proficiencies)
Image

[spoiler]
A Quincy weapon of considerable potency, it drains the spiritual energy in the atmosphere to form a blade that oscillates rapidly, akin to a chainsaw, making it effective in slicing through other objects and energy-based attacks with an ease relative to their size and composition. The denser the attack or object, the more difficult it is to cut through. Thus, it is only effective against weaker attacks and defenses.

Cole’s version of the weapon differs from the norm, as he altered its design to make it compatible with his Quincy bow. While its base form and sword form are similar, it being a thin, long hilt with a hook at the end with no guard on top, from where the long, thin, straight, 60 cm double-edged blade. The hilt takes a moment to materialize, with the blade then taking an additional three seconds to fully form, but doing so only requires a moderate amount of focus, permitting movement in an intense battle.

The weapon features a passive charge-up as it is active in its blade form, over time gathering energy for a singular purpose. Unlike the original, its charge-up does not gain boosts for cutting through enemy attacks. Overall, it takes a minute for it to be ready. If the energy blade is destroyed, its charge-up is paused until the blade can be reformed, taking the same amount of time as before. If the hilt is destroyed, however, the whole charge is lost.

As the blade charges, Cole is unable to draw upon energy around him as easily to reload or charge up attacks. Other techniques requiring such, such as Sutakira, are flat out unusable. Meanwhile, the reload time on his Quincy Bow is doubled, effectively reducing its fire rate. Furthermore, if one of them is destroyed, it requires double the time to rematerialize it. Not to even mention that he’s reduced to one, given that he needs a free-hand for the sword.

When fully charged, Cole may use other techniques once again. Furthermore, he can transform the blade and hilt into an iridescent bullet of energy, load it into one of his magnums, and fire it. The resulting attack is highly potent compared to Cole’s normal bolts, creating a round that soars through the air, cutting through obstacles and weak defenses with ease due to the bullet retaining the chainsaw aura of the blade it was born from, until it hits the target with heavy force. The bullet itself does not track nor shift in its flightpath, and travels at the same speed as a normal bullet, just with a more potent punch.

The Seele Schneider will be a requirement for future moves that alter its functionality.
[/spoiler]

Cost determined by:
-300 OM base
-300 OM for cutting through enemy attacks.
-300 OM for charge-up and bullet form.
Correct me if I'm wrong.
(01-30-2018, 08:22 AM)The Vision Wrote: Missed those. Alright...

@Weiss
[spoiler]
Quote:Bala - 900 OM
A variant of the Cero, Weiss generates a red blazing glow around her hands, taking roughly half a second, before punching forward, the motion emitting a small red blast of energy - a "bala". The energy is bright crimson, about the size and shape of a bullet, and hits like a rock thrown from a sling. Weiss normally can throw up to four of these in quick succession, and they have a slight effect on her stamina. Their speed is about equal to a rock hurled from an old form of sling. Their range, however, is only about twenty feet, and the bright red glow as well as the need to punch in the direction the attack is fired in makes them a short-ranged and predictable attack. Additionally, she needs to alternate hands to fire them in quick succession. This ability requires a free hand to use, and if she can only use one hand, instead of alternating fire (say, due to holding a sword in the other hand), She can only fire a bala once every three seconds from her free hand. While each individual bala is not heavily draining, repeatedly using this technique will quickly take it's toll. Weiss can move freely while firing balas.

Additionally, if Weiss takes five seconds to charge energy into both of her hands, and provided that both hands are free, she can instead opt to fire a barrage of up to twenty bala in quick succession. This burst fires at a rate of 2 bala a second without losing power but has a significant effect on Weiss's stamina - after the assault, she needs to take at least 10 seconds to catch her breath to regain her energy. Her Strength, defence and speed all decrease to half their normal values until she manages to rest. Weiss cannot move while firing this barrage, and can cut it off early to dodge an attack, but she is unable to regain the energy used up in the assault even if she cuts it off early, so the stamina drain and drawbacks are the same as if she had fired the entire barrage.

This needs Ranged Proficiency.

Quote:Sound dust - Disarm (300 OM)

Myrtenaster is changed to using sound dust, taking roughly a second to change it's configuration, and charges sonic energy down the Sword's blade. for a moderate effect on Weiss's stamina, she is capable of charging a huge amount of energy into Myrtenaster's blade, which she can then transfer into the next object she strikes to briefly increase it's rate of vibration. This can cause an opponent with lower DEF than she has ATK to drop their weapon, or, if they have higher DEF, to have difficulty trying to use the object for the next moment afterwards. This move is mildly draining for Weiss, and has little to no effect on objects larger than a zweihander. She must touch the object with myrtenaster's blade within five seconds of activating the sound dust, but she does not have to be holding the weapon for the charge to go off. This does not add to the strength or speed of Weiss's attacks in any way.

This needs Physical Strength (I think) and Debuff. Can she target people? How about natural weapons, like claws or arm cannons?[/spoiler]

edited for the relevant proficiencies. Sound dust cannot affect people, or natural weapons, just Held ones.
[Image: 1403536693-tumblr-mnt768ec7u1qcjxmlo2-r1-500.gif]
(01-31-2018, 11:00 PM)Warren Zimmer Wrote:
NFL-R App: Scientific Replica -  Saishu Sasayaki: (600) Physical/Debuff Proficiency.

The swords are both 5.5 feet long with curved blades. These have white steel, with black leather handles. They also have purple circuitry on the blades, making them appear to look futuristic. The swords lack any form of guard making them less effective in defensive application. The swords are heavy and long making blows behind them more powerful but also more straining to Warren forcing him to rely on other abilities for long drawn out battles. These swords maintain a constant temperature of -60°C and can freeze any cuting or stabbing wound inflicted by the blades on contact. This thin layer of ice, slightly slows any limb cut by it. This ice melts overtime starting slow at 30 seconds and melts faster overtime before being completely melted at 1 minute Any wounds caused by these swords do not bleed reducing the overall damage of a strike. This effect does not discern friend from foe and can damage allies, as well as Warren if he were to cut himself with the blades. The blades use a cryonic generator to generate the intense cold. They were made from Warren unknowingly using Insight to learn how Saishu Sasayaki worked, and then creating a technological replica of said blades. These have no non-scientific abilities, and are just highly advanced technology that he added to his arsenal. These pop out of his NFL-R when he pushes a button on it, allowing him to use this app that he has constructed for his NFL-R. 

And this log from Discord gives me her permission: 
 [Image: xuT82xR.png]

And based off of the fact Warren used Insight to determine how her move works,  he made his own version of it, that uses pure science. 
 

Foot Bomb V1 - (300 OM, Debuff, Ranged, Area Attack Proficiency.) 


The Foot Bomb is a bomb that looks like your traditional football. This bomb takes Warren about seventeen seconds to create. During the creation of the bomb Warren can move around as much as he likes because the bomb does not take that much effort for him to create. This can be kicked 75 feet from him and when he kicks it, it travels at about 40 MPH. The kick is the tiring part of the move. The bomb can explode 1 or 2 ways. After being kicked, and landing where it was kicked it will explode automatically after about 15 seconds. However, if it should hit anyone, or anything the bomb will also explode. The Gas Cloud can cover about 20 feet, and the explosion is about 35 feet in diameter but at the center of the explosion, the explosion is more powerful in terms of damage. The Gas Cloud released by the explosion is poisonous, and for 10 seconds will take away 1 Tec from an opponent temporarily. They can undo it one of three ways. Powering up, or getting out of the cloud. The third way is to destroy the cloud of poisonous gas that has been released by the Footbomb. This is moderately damaging on Warren's stamina reserves, and has a 20 second cool down for just this move upon completion. The Footbomb Warren uses appears to be made out of a purple crystal, with obvious circuitry inside of it. The Footbomb is a move that taps into his love of foot ball, and also mad science. 


The bomb takes him 17 seconds to create. The bomb will remain for thirty seconds, and he must use it within that frame of time, or he will have to create the bomb anew. The explosion is moderately powerful. The kick is tiring on Warren, which is why he does not often use this move. 

Approved!

(02-04-2018, 06:57 PM)Koehler Wrote: Seele Schneider (900 OM) (Requires Physical and Ranged Proficiencies)
Image

[spoiler]
A Quincy weapon of considerable potency, it drains the spiritual energy in the atmosphere to form a blade that oscillates rapidly, akin to a chainsaw, making it effective in slicing through other objects and energy-based attacks with an ease relative to their size and composition. The denser the attack or object, the more difficult it is to cut through. Thus, it is only effective against weaker attacks and defenses.

Cole’s version of the weapon differs from the norm, as he altered its design to make it compatible with his Quincy bow. While its base form and sword form are similar, it being a thin, long hilt with a hook at the end with no guard on top, from where the long, thin, straight, 60 cm double-edged blade. The hilt takes a moment to materialize, with the blade then taking an additional three seconds to fully form, but doing so only requires a moderate amount of focus, permitting movement in an intense battle.

The weapon features a passive charge-up as it is active in its blade form, over time gathering energy for a singular purpose. Unlike the original, its charge-up does not gain boosts for cutting through enemy attacks. Overall, it takes a minute for it to be ready. If the energy blade is destroyed, its charge-up is paused until the blade can be reformed, taking the same amount of time as before. If the hilt is destroyed, however, the whole charge is lost.

As the blade charges, Cole is unable to draw upon energy around him as easily to reload or charge up attacks. Other techniques requiring such, such as Sutakira, are flat out unusable. Meanwhile, the reload time on his Quincy Bow is doubled, effectively reducing its fire rate. Furthermore, if one of them is destroyed, it requires double the time to rematerialize it. Not to even mention that he’s reduced to one, given that he needs a free-hand for the sword.

When fully charged, Cole may use other techniques once again. Furthermore, he can transform the blade and hilt into an iridescent bullet of energy, load it into one of his magnums, and fire it. The resulting attack is highly potent compared to Cole’s normal bolts, creating a round that soars through the air, cutting through obstacles and weak defenses with ease due to the bullet retaining the chainsaw aura of the blade it was born from, until it hits the target with heavy force. The bullet itself does not track nor shift in its flightpath, and travels at the same speed as a normal bullet, just with a more potent punch.

The Seele Schneider will be a requirement for future moves that alter its functionality.
[/spoiler]

Cost determined by:
-300 OM base
-300 OM for cutting through enemy attacks.
-300 OM for charge-up and bullet form.
Correct me if I'm wrong.

Approved!

(02-04-2018, 09:08 PM)Weiss Schnee Wrote:
(01-30-2018, 08:22 AM)The Vision Wrote: Missed those. Alright...

@Weiss
[spoiler]
Quote:Bala - 900 OM
A variant of the Cero, Weiss generates a red blazing glow around her hands, taking roughly half a second, before punching forward, the motion emitting a small red blast of energy - a "bala". The energy is bright crimson, about the size and shape of a bullet, and hits like a rock thrown from a sling. Weiss normally can throw up to four of these in quick succession, and they have a slight effect on her stamina. Their speed is about equal to a rock hurled from an old form of sling. Their range, however, is only about twenty feet, and the bright red glow as well as the need to punch in the direction the attack is fired in makes them a short-ranged and predictable attack. Additionally, she needs to alternate hands to fire them in quick succession. This ability requires a free hand to use, and if she can only use one hand, instead of alternating fire (say, due to holding a sword in the other hand), She can only fire a bala once every three seconds from her free hand. While each individual bala is not heavily draining, repeatedly using this technique will quickly take it's toll. Weiss can move freely while firing balas.

Additionally, if Weiss takes five seconds to charge energy into both of her hands, and provided that both hands are free, she can instead opt to fire a barrage of up to twenty bala in quick succession. This burst fires at a rate of 2 bala a second without losing power but has a significant effect on Weiss's stamina - after the assault, she needs to take at least 10 seconds to catch her breath to regain her energy. Her Strength, defence and speed all decrease to half their normal values until she manages to rest. Weiss cannot move while firing this barrage, and can cut it off early to dodge an attack, but she is unable to regain the energy used up in the assault even if she cuts it off early, so the stamina drain and drawbacks are the same as if she had fired the entire barrage.

This needs Ranged Proficiency.

Quote:Sound dust - Disarm (300 OM)

Myrtenaster is changed to using sound dust, taking roughly a second to change it's configuration, and charges sonic energy down the Sword's blade. for a moderate effect on Weiss's stamina, she is capable of charging a huge amount of energy into Myrtenaster's blade, which she can then transfer into the next object she strikes to briefly increase it's rate of vibration. This can cause an opponent with lower DEF than she has ATK to drop their weapon, or, if they have higher DEF, to have difficulty trying to use the object for the next moment afterwards. This move is mildly draining for Weiss, and has little to no effect on objects larger than a zweihander. She must touch the object with myrtenaster's blade within five seconds of activating the sound dust, but she does not have to be holding the weapon for the charge to go off. This does not add to the strength or speed of Weiss's attacks in any way.

This needs Physical Strength (I think) and Debuff. Can she target people? How about natural weapons, like claws or arm cannons?[/spoiler]

edited for the relevant proficiencies. Sound dust cannot affect people, or natural weapons, just Held ones.

Approved!
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Multi-Weapon Construct Apparatus MK I: (600 OM, Physical Strength)

This device was one that didn't exist, back in Warren's world. Created using data on Hard Light Technology, this is capable of making a few preset constructs that have been programmed into it. The constructs it makes are limited to hand held things, and currently, only a few defaults have been installed as capabilities of the device. This also has his communicator and mobile data verse device integrated into it. Unlike his devices, this is one that Warren has built for himself. These moves can be used while he is moving, and if he has a hand free they can be used with other moves so long as the move doesn't conflict.

The first construct is an elegant purple and black Calvary sword that has golden trim. This sword can be used for melee combat and is a simple construct with no special properties, and is an ordinary sword. This takes two seconds to summon. This is a foot and a half long.

The second construct granted by the Multi-Weapon Construct Apparatus is a set of hooked swords. These can be used defensively to parry attacks that are directed by crossing them together. They can also be used to travel along zip lines, but their primary use is to cut an enemy down to size. Despite being constructs they are ordinary blades with no special properties. This takes five seconds to summon both. These are about two and a half feet long.
@ Warren: Please include a drawback! Fatigue, slow attack speed, etc. ... One of those balancing things, you know the drill. Maybe check out the example moves in the rules to see what kind of drawbacks people have used in the past for sword-type moves.
[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.
Multi-Weapon Construct Apparatus MK I: (600 OM, Physical Strength) 

This device was one that didn't exist, back in Warren's world. Created using data on Hard Light Technology, this is capable of making a few preset constructs that have been programmed into it. The constructs it makes are limited to hand held things, and currently, only a few defaults have been installed as capabilities of the device. This also has his communicator and mobile data verse device integrated into it. Unlike his devices, this is one that Warren has built for himself. These moves can be used while he is moving, and if he has a hand free they can be used with other moves so long as the move doesn't conflict. 

The first construct is an elegant purple and black Calvary sword that has golden trim. This sword can be used for melee combat and is a simple construct with no special properties, and is an ordinary sword. This takes two seconds to summon. This is a foot and a half long. 

The second construct granted by the Multi-Weapon Construct Apparatus is a set of hooked swords. These can be used defensively to parry attacks that are directed by crossing them together. They can also be used to travel along zip lines, but their primary use is to cut an enemy down to size. Despite being constructs they are ordinary blades with no special properties. This takes five seconds to summon both. These are about two and a half feet long. This move is moderately taxing on Warren's stamina, and requires both hands for him to use successfully. It can be used while moving, but cannot be used with other moves by him, for some reason. 
Also. Seeking Pre-Approval to use these for an NPC Prime I am working on. More moves will be coming for him shortly. 

Quote:Arsenal of the Champions (2100, Physical Strength, Ranged Proficiency.): Arsenal of the Champions is a move that allows Aiden to summon weapons that he has wielded. At present, he can only summon 5 weapons with this ability that have survived the trip with him into the Omniverse. Summoning any of them takes him about 2-3 seconds to do so. It is also moderately exhausting on his stamina. Also, each weapon has their own requirements.  

  • Jack’s Katana: The katana associated with his father Samurai Jack. Originally one of the most powerful blades back home, but here it’s power has been reduced quite significantly, due to the nature of the Omniverse. While this is still a very durable sword and can clash with lightsabers, or similar blades easily, this sword really possesses no special properties. The blade takes him about 5 seconds to manifest. It is his favorite sword to wield. This can be used one handed, or wielded two handed as his personal style. When using it he does not wield other weapons. The sword cannot be used with other weapon moves as a result of that, but can be used while moving.
  • The Scotsman’s Sword: While the Scotsman may not exist in Jack’s timeline, his ancestors who made the blade did. This heavy claymore type sword is wielded by Aiden as one of his blades. The Scotsman’s sword is good against more heavily armored opponents, weighing about 50 pounds. The sword appears to be made out of a crystalline material. Due to the weight of the sword he needs both hands to wield the blade. The sword is very tiring on his stamina reserves,  but has a high amount of power with each swing that he does. 
  • The Sword of Conquest: The sword of conquest is a sword that is a twin to the sword Excalibur. It has gray, purple and black trim.  This sword can clash with light-sabers, and enchanted weapons. The sword is very durable, and more powerful even than its twin. This sword takes about six seconds for him to summon it to his hand, visible by a coalescing of purple flame into a black shape that fades to reveal the sword. The longer its held, the more powerful it becomes (1.1x after the first minute, 1.2x after the second minute, etc, up to 2x), but at a cost to the holder. It drains the user's life force, at the same time cementing its hold on this world. De-summoning the sword takes six seconds, but this increases by one for every minute it gets to exist in this plane.This is moderately draining on the stamina of Aiden, and is not one of his favorite blades to summon because of it's darker nature. 
  • The Bow of Robin Hood: The Bow of Robin Hood is a green colored bow that appears to be made out of solid oak. The arrows that this bow shoots travel at the speeds of regular arrows, but appear to have diamond tips on them. The bow and arrow can also be used as a melee weapon, by bashing an opponent upside the skull with it. Both uses are moderately draining on his stamina. Summoning this does not require any concentration at all for Aiden to do actually. The bow has 10 shots, before he must take the time to make more arrows. This is moderately draining on his stamina. In addition, it cannot be re-aimed, and arrows cannot be adjusted. Has a range of 100 feet. 
A move for China:

Quote:Abyssal Screech (600)
(Area Attack Proficiency, Physical Strength)
This Move can only be used when China's mouth is in its second form (see 'Resilient China Fangs'). China opens his mouth wide and lets loose a piercing shriek so loud and so high-pitched that it is actually capable of causing real harm to those hearing it from close by.

Abyssal Screech damages the eardrums of affected parties, so generally the only visible sign of any injuries caused will be blood running from the ears, at the most. The distance at which one can stand from China before being within range of having their eardrums ruptured depends on their DEF compared to his ATK. For each point that his ATK exceeds their DEF, add 1 foot of distance; so, for example, if his ATK was 10 and his opponent's DEF was 0, he could harm them from up to 10' away from his head. Note that whilst Ranged Proficiency is not required for this Move, China cannot harm anyone more than 12' away without it. Enemies outside the damage range may still feel some pain, but will not be harmed by it and will be assumed to be capable of ignoring it well enough to continue fighting unless the character's owner states otherwise. Characters whose DEF matches or exceeds China's ATK will not be harmed by this Move (unless their owner wishes them to be).

This Move can be maintained for a maximum of 20 seconds and in order to take enough damage to actually have their eardrums burst, an individual must remain close enough to China to be affected for at least 2 seconds. China himself will not be harmed by Abyssal Screech, but otherwise it will affect enemies and allies alike. China must remain stationary whilst using this Move and must Focus on it completely, so cannot use any other Moves or Powers at the same time. Also, this Move tires him significantly, has a 15 minute cooldown period, and prevents him from speaking at all for 5 minutes after each use.

Abyssal Screech can theoretically deal lethal damage, though in order for it to do so China would have to keep an opponent at very close proximity (1/3rd of their affected range) for 3 times the standard affect duration (6 seconds). This will generally only be possible for lesser Secondaries or Primes too weakened to fight back (i.e. I could have him use it as a finisher move after having won a graded fight).

Priced at 600 OM due to the variable duration.
Healing Light (Sonny) (Healing, Ranged, Ranged Materialize, Area Defense, Buff) (300): Sonny bends the skies to his whim, breaking up any cloud formations just enough to make way for a beam of light to pierce through it, but not changing the weather drastically. By staying still and maintaining his concentration, he can train this beam of light on any ally within 30 meters of him that he can see, applying healing magic to them so long as he can keep the light on them. Since it requires his utmost concentration, the healing effect is about twice as strong as natural regen would be, and is based of off Sonny's DEF making it a bit stronger, but it’s still far too weak to really swing a fight. Rather, the strength in this move lies in that those under the effects feel no pain, and their abilities cannot be interrupted. He can track an ally so long as they do not move too quickly or erratically (He can track SPDs equal to or lower than his TEC), and he can maintain this spell for minutes at a time due to the low energy requirement. It does, however, require him to stand perfectly still, making him a sitting duck, and prevents him from using other moves. The effects of the light cease the moment he stops concentrating.

Gust (Summer) (Ranged, Ranged Materialize, Area Attack) (300): Summer channels the power of the wind over the course of a quick second (during which he can move but can’t attack), calling up a short, powerful gust at the location of his choice (within 30 meters of him) and in the direction of his choice (this can be either vertical or horizontal. He could push someone back with a straight-line gust, or knock someone off their feet with an updraft, etc). This roughly cylindrical burst of wind measures about 2 meters in diameter and blows over an area about 5 meters long at approximately 45 m/s, lasting for an instant before dying out. Anyone and anything that is caught within this gust (including himself) is shoved in the direction of the wind, pushed with a force as though Summer had pushed them directly, making it dependent on his ATK vs their DEF. Occasionally, multiple people can be caught within the gust, in which case the force is divided evenly amongst everyone. A simple application of wind. It takes little energy outright, but gets more energy intensive the further he summons it. When used up close, he can use it frequently, but must be sparing in its uses at 15 meters and more out.
[Image: ZpWQiiu.gif]
Mass Stealth (300) Requires: Stealth, Suppression

Dane can wrap his stealth magic around up to two allies touching him. This obeys the usual rules of stealth (so can't be done in the sight of enemies), and if any of them is ever revealed, the others are too. With the exception of: anyone who stops touching Dane will lose the stealth. Furthermore, it takes 3 seconds and a small amount of energy on Dane's part to initially apply the stealth to everyone. Lastly, anyone stealthed by Dane also benefits from his suppression power until the stealth ends. This is applied at his TEC, unless their TEC his higher and they already have suppression (or mimic). Dane can do this for up to two people.

Mass Teleport (300) Requires: Teleportation

Whenever Dane teleports, up to four allies touching him can choose to join him. The charge time remains the same, and from Dane's perspective it's like teleporting normally. However, anyone brought with him will suffer the usual fatigue from teleporting, and will be dizzy and disorientated afterwards if they don't have the power themselves (or mimic). They also need to maintain contact with him for the whole charge time - but they don't need to concentrate.

T1:SU - Blink (600) Requires: Teleportation

Dane focuses for a brief moment, mentally linking different points in space. This takes about a second, and he has to stand roughly still. Afterwards, the next 5 teleports Dane executes are instant and don't require a charge time - but are just as tiring as normal, and each applies a 1 second cooldown to his teleportation power (and any associated moves). He can bring willing allies with him if they're touching him, but they'll feel dizzy for a short moment afterwards if they don't have mimic or the teleport power, and will always suffer fatigue as if they teleported by themselves. Any instant teleports not used up within the 30 seconds are lost.


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