Posts: 49
Threads: 4
Joined: Jun 2017
04-04-2018, 08:21 PM
(This post was last modified: 04-05-2018, 02:56 AM by Dane Regan.)
I'm combining a few moves here, to emphasise Ebony's 'main' scythe attacks.
Ebonywood Hellscythe (300) Requires: Physical Strength
[spoiler]
Ebonywood Hellscythe's scythe is an ebonywood hellscythe. The pole is 5ft/1.5m long and made of dark black ebony. It's smooth to touch and feels slightly warm. Attached to the top is a curved silver blade that's 3inches/7.6cm tall where it joins the pole and about 1cm wide. The blade stretches and curves for 2ft/0.6m where it slowly gets narrower and shorter until it eventually reaches a fine point. While made of wood and silver, the scythe is incredibly durable and resilient, so even the narrower points of the blade will require very considerable stress to break.
Carrying a scythe that's almost as tall as you everywhere can get very tiring. Even if it's super cool and Ebony is much stronger than her appearance would suggest. If the scythe is ever more than 5m/16ft from Ebony it disappears. When this happens, parts of the scythe fall off rapidly as small dark, glowing, purple flecks that dissolve into the air. If Ebony maintains line of sight with her scythe and focuses on it then she can choose to prevent this effect. Also, Ebony can say a 5-second enchantment to cause the disappearing effect on purpose.
To regain the scythe, Ebony has to stand still and focus. Over the first 3 seconds she chants and spreads out her hands, this causes the staff to form from glowing dark purple magic. Them she chants for 2 more seconds and spins the staff. When this happens one of the ends glows purple and the blade forms off it. This is not a draining process. If the scythe is used to attack with before fully forming, it will shatter and dissolve into the air.
Ebony attacks with her scythe spinning the sharp edge of the blade towards her opponent, or by using the ebony staff to attempt to pummel them. She needs to use both hands to use the scythe effectively. It may be held in one hand, but only attacking with one will make it much more unwieldy than it already is. When attacked with, the scythe blade leaves a trail of harmless deep purple flames. These dissipate quickly. Furthermore, while using her scythe, Ebony's eyes glow red.
[/spoiler]
And
Crescent Wave (300) Requires: Ebonywood Hellscythe, Ranged Attack, Area Attack
[spoiler]
Approved here (since it's not bought and on my roster yet): http://omniverse-rpg.com/showthread.php?...#pid126948
By channelling additional magic into her scythe, Ebony can project her slashes through the air, causing a thin crescent-shaped wave to head in a straight line from her scythe blade, travelling at the speed of an arrow. To do this, she just has to swing her scythe as normal and focus on the attack. So she can move but she can't concentrate on any other moves at the same time. If anything hits the scythe while she's trying to use this move, it fails, so this attack should purely be used outside of melee range. The wave is just over 3ft long (a bit longer than the blade of her scythe), and being hit by it feels the same as actually being hit by her scythe - so should the state of her scythe blade ever change, that will be passed onto these attacks. Using Crescent Wave is more tiring than attacking with her scythe normally.[/spoiler]
Into:
(There are some minor touchups, like changed scythe dimensions a bit and some slight rewordings for clarity to make it fit together better.)
Ebonywood Hellscythe (600) Requires: Physical Strength, Ranged Proficiency, Area Attack
[spoiler]
Ebonywood Hellscythe's scythe is an ebonywood hellscythe. The pole is 5.2ft/1.6m long and made of dark black ebony. It's smooth to touch and feels slightly warm. Attached to the top is a curved silver blade that's 3inches/7.6cm tall where it joins the pole and about 1cm wide. The blade extends 3ft/0.9m from the staff (but is actually longer than that due to the curve) where it slowly gets narrower and shorter until it eventually reaches a fine point. While made of wood and silver, the scythe is incredibly durable and resilient, so even the narrower points of the blade will require very considerable stress to break. Small chips off the wood or metal repair near-instantly in a burst of harmless purple flame, so the blade will never dull - with one exception: Ebony's own scythe cannot cut her. It acts as if it's completely blunt when touching her skin. While using her scythe, Ebony's eyes glow red.
Carrying a scythe that's as tall as you everywhere can get very tiring. Even if it's super cool and Ebony is much stronger than her appearance would suggest. If the scythe is ever more than 5m/16ft from Ebony it disappears. When this happens, parts of the scythe fall off rapidly as small dark, glowing, purple flecks that dissolve into the air. If Ebony maintains a line of sight with her scythe then she can choose to prevent this effect. Also, Ebony can say a quick 2-second enchantment to cause the disappearing effect on purpose. To regain the scythe, Ebony has to stand still and focus. Over the first 3 seconds she chants and spreads out her hands, this causes the staff to form from glowing dark purple magic. Them she chants for 2 more seconds and spins the staff. When this happens one of the ends glows purple and the blade forms off it. This is not a draining process. If the scythe is used to attack with before fully forming, it will shatter and dissolve into the air.
Ebony usually attacks with her scythe spinning the sharp edge of the blade towards her opponent, or by using the ebony staff to attempt to pummel them. She needs to use both hands to use the scythe effectively. It may be held in one hand, but only attacking with one will make it much more unwieldy than it already is. When attacked with, the scythe blade leaves a trail of harmless deep purple flames. These dissipate quickly.
Her scythe is not limited to melee attacks alone. She can also project her slashes through the air, causing a thin crescent-shaped wave to head in a straight line from her scythe blade, travelling at the speed of an arrow. To do this, she just has to swing her scythe as normal and focus on the attack. So she can move but she can't concentrate on any other moves at the same time. If anything hits the scythe while she's trying to use this attack, it fails, so this is much easier to do outside of melee range. The wave is just over 4ft long and crescent-shaped. Being hit by it feels the same as actually being hit by her scythe (so any modifications to her scythe blade, such as Soul Strike, will be compatible with this). Using this is more tiring than attacking with her scythe normally.[/spoiler]
Also making some changes to two of Dane's moves:
Old:
[spoiler]
T1SD - Can't Touch Me: I (600): Teleportation
Seeing an attack coming he would much rather dodge than attempt to block, Dane teleports out of its range before it can land. Unlike teleporting usually, this teleport doesn't have to be charged or focused on. As a result, it is more tiring.
Very strong attacks (T2 or higher) have a slight distortion effect on the magical field. While this is a core spell, it's still influenced slightly. As a result, the teleport is slowed and Dane is likely to still be somewhat damaged by the attack, although less so than if he didn't attempt to dodge at all.
T2SD - Can't Touch Me: II (800): Teleportation
Seeing an attack coming he would much rather dodge than attempt to block, Dane teleports out of its range before it can land. Unlike teleporting usually, this teleport doesn't have to be charged or focused on. That said, noticing the opponents attack appears to be very strong, he expends more magic than he would typically need to in an attempt to hasten the dodge. As a result, it is more tiring than 'Can't Touch Me: I'.
Dane can also bring up to two others (one per arm) with him providing that they're within arms reach and he can grab them quickly enough prior to teleporting. He needs to be touching them for them to come with him.
While this spell is overcharged the magic in an attempt to avoid being impacted by any magical field distortions, some incredibly strong attacks (T3 or higher) will have an effect that's so large, it's unavoidable. As a result, the teleport is slowed and Dane is likely to still be somewhat damaged by the attack, although less so than if he didn't attempt to dodge at all.
[/spoiler]
I've basically changed these to let Dane help allies more easily.
T1SD - Can't Touch Me: I (600): Teleportation
Seeing or sensing a strong attack, Dane quickly pushes lots of mana through his body, calculating the optimal path to save everyone in danger. After this, he executes a near-instant series of teleports throughout the battlefield, grabbing and bringing any allies within his teleportation range and bringing them to safety, as well as escaping himself. He cannot end up further than his maximum teleportation range (80m) from his initial starting position at any time during this move, nor bring someone who's unwilling with him.
Very strong attacks (T2 or higher) have a slight distortion effect on the magical field. As a result, the teleports are slowed and Dane, as well as any of his allies he was unable to help, are likely to still be somewhat damaged by the attack, although less so than if he didn't attempt to avoid it at all. This can be very tiring, so Dane typically won't stick out his neck to help someone who doesn't need it.
T2SD - Can't Touch Me: II (800): Teleportation, Foresight
Seeing or sensing a strong attack, Dane quickly pushes lots of mana through his body, calculating the optimal path to save everyone in danger before the attack happens. With his honed instincts and powers, he often starts planning before the execution of the attack even begins, allowing him an extra edge against it. After planning, he executes a near-instant series of teleports throughout the battlefield, grabbing and bringing any allies within his teleportation range and bringing them to safety, as well as escaping himself. He cannot end up further than his maximum teleportation range (80m) from his initial starting position at any time during this move, nor bring someone who's unwilling with him.
In an effort to push past distortions on the magical field caused by other strong attacks, Dane uses even more mana than usually needed as well gaining an additional advantage due to his foresight and increased time to prepare. Although some stronger attacks (T3 or higher) will slow the teleports enough to do damage to Dane, as well as any of his allies he was unable to help, although less so than if he didn't attempt to avoid it at all. This can be very tiring, more than 'Can't Touch Me: I', so Dane typically won't stick out his neck to help someone who doesn't need it.
Posts: 105
Threads: 11
Joined: Sep 2015
Reputation:
0
(04-04-2018, 01:26 PM)Ahana Varma Wrote: New move time:
The Fires that Illuminate Deepest Darkness; Scintillations of the Golden Conflagration! (600)
(Physical Strength, Area Attack Proficiency, Ranged Materialise Proficiency, Remote Control Proficiency)
Ahana can summon golden flames anywhere within 3 metres of herself and can manipulate them by gesturing with her arms and/or hands. They can be moved no further from her than 3 metres away, but will always automatically move to keep in place relative to her position. This fire cannot deal damage, though anyone with DEF less than twice her ATK will feel some warmth emanating from it. Also, the flames cannot actually set things on fire. Smaller streams of flame can be created almost instantly, but to expand these enough to fill the entire area would require half a second of Focus.
Whilst Focusing on summoning and/or maintaining the flames, she can do everything else she normally can, except use other Moves which require Focus (e.g. she could stab someone with one of her javelins, but couldn’t summon more javelins). Also, because the fire requires continued Focus, if her concentration is disrupted, it will vanish immediately. The Fatigue cost of this Move is small enough that she can use it liberally, but if she keeps employing it often throughout a fight it will eventually add up.
Writing Guide
In combat, Ahana will generally use this Move in one of three ways:
• To attempt to distract opponents and give herself an opportunity to attack them while their guard is down, either by shooting fire at them and hoping they think it’s actually dangerous, or by throwing it into their face to cover their eyes for a moment.
• To make it harder for others to attack her by surrounding herself with fire, blocking their vision of her... though as she has no way of seeing through the fire herself, doing this means obscuring her own vision as well.
• To draw attention to herself and generally look cool and/or threatening. This would be mostly done in an attempt at convincing enemies to attack her rather than any allies she had nearby… or if she just feels like showing off. She can be pretty vain.
Approved!
(04-04-2018, 08:03 PM)Kuzuru Wrote: Echoes of the Slaughtered Tier One Utility Super Move (600) - Requires Spiritual Attunement, Telepathy
Acting as a conduit for souls, especially those that have died violent deaths, the Ouroboros Blade can allow the wielder to interact with the deceased. Should Kuzuru or Renji find themselves in an area where somebody has died they can temporarily bring back the soul of the departed. They must spend one SP and meditate for fifteen minutes, during which they cannot move and any significant distraction will restart the timer. At the end of this time they enter a fugue state and become nearly catatonic for five minutes. During this time they become unable to perceive the outside world and instead it appears as if time has frozen. In reality they have simply entered a deep meditative state and to an outside observer seem to be simply mumbling to themselves. Once they enter this state they can speak with the spirit of anyone that died a violent death within an area of 50 meters. At the end of five minutes or if they are awakened from meditation the effect immediately ends. They can choose to expend one more SP to extend the time to ten minutes, but once the connection is broken they are unable to ever contact the same spirit again.
Seems legit. Approved!
(04-04-2018, 08:20 PM)Sasuke Uchiha Wrote: Imprint (300 OM or fodder free, wasn't sure.)
(Requires: Insight) Once the user has performed their insight power on a target, they’re able to retain a mental document of what was revealed in order to reference the information in the future.
This is fodder, Snoopsuke!
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.
Posts: 105
Threads: 11
Joined: Sep 2015
Reputation:
0
(04-04-2018, 08:21 PM)Ebonywood Hellscythe Wrote: I'm combining a few moves here, to emphasise Ebony's 'main' scythe attacks.
Ebonywood Hellscythe (300) Requires: Physical Strength
[spoiler]
Ebonywood Hellscythe's scythe is an ebonywood hellscythe. The pole is 5ft/1.5m long and made of dark black ebony. It's smooth to touch and feels slightly warm. Attached to the top is a curved silver blade that's 3inches/7.6cm tall where it joins the pole and about 1cm wide. The blade stretches and curves for 2ft/0.6m where it slowly gets narrower and shorter until it eventually reaches a fine point. While made of wood and silver, the scythe is incredibly durable and resilient, so even the narrower points of the blade will require very considerable stress to break.
Carrying a scythe that's almost as tall as you everywhere can get very tiring. Even if it's super cool and Ebony is much stronger than her appearance would suggest. If the scythe is ever more than 5m/16ft from Ebony it disappears. When this happens, parts of the scythe fall off rapidly as small dark, glowing, purple flecks that dissolve into the air. If Ebony maintains line of sight with her scythe and focuses on it then she can choose to prevent this effect. Also, Ebony can say a 5-second enchantment to cause the disappearing effect on purpose.
To regain the scythe, Ebony has to stand still and focus. Over the first 3 seconds she chants and spreads out her hands, this causes the staff to form from glowing dark purple magic. Them she chants for 2 more seconds and spins the staff. When this happens one of the ends glows purple and the blade forms off it. This is not a draining process. If the scythe is used to attack with before fully forming, it will shatter and dissolve into the air.
Ebony attacks with her scythe spinning the sharp edge of the blade towards her opponent, or by using the ebony staff to attempt to pummel them. She needs to use both hands to use the scythe effectively. It may be held in one hand, but only attacking with one will make it much more unwieldy than it already is. When attacked with, the scythe blade leaves a trail of harmless deep purple flames. These dissipate quickly. Furthermore, while using her scythe, Ebony's eyes glow red.
[/spoiler]
And
Crescent Wave (300) Requires: Ebonywood Hellscythe, Ranged Attack, Area Attack
[spoiler]
Approved here (since it's not bought and on my roster yet): http://omniverse-rpg.com/showthread.php?...#pid126948
By channelling additional magic into her scythe, Ebony can project her slashes through the air, causing a thin crescent-shaped wave to head in a straight line from her scythe blade, travelling at the speed of an arrow. To do this, she just has to swing her scythe as normal and focus on the attack. So she can move but she can't concentrate on any other moves at the same time. If anything hits the scythe while she's trying to use this move, it fails, so this attack should purely be used outside of melee range. The wave is just over 3ft long (a bit longer than the blade of her scythe), and being hit by it feels the same as actually being hit by her scythe - so should the state of her scythe blade ever change, that will be passed onto these attacks. Using Crescent Wave is more tiring than attacking with her scythe normally.[/spoiler]
Into:
(There are some minor touchups, like changed scythe dimensions a bit and some slight rewordings for clarity to make it fit together better.)
Ebonywood Hellscythe (600) Requires: Physical Strength, Ranged Proficiency, Area Attack
[spoiler]
Ebonywood Hellscythe's scythe is an ebonywood hellscythe. The pole is 5.2ft/1.6m long and made of dark black ebony. It's smooth to touch and feels slightly warm. Attached to the top is a curved silver blade that's 3inches/7.6cm tall where it joins the pole and about 1cm wide. The blade extends 3ft/0.9m from the staff (but is actually longer than that due to the curve) where it slowly gets narrower and shorter until it eventually reaches a fine point. While made of wood and silver, the scythe is incredibly durable and resilient, so even the narrower points of the blade will require very considerable stress to break. Small chips off the wood or metal repair near-instantly in a burst of harmless purple flame, so the blade will never dull - with one exception: Ebony's own scythe cannot cut her. It acts as if it's completely blunt when touching her skin. While using her scythe, Ebony's eyes glow red.
Carrying a scythe that's as tall as you everywhere can get very tiring. Even if it's super cool and Ebony is much stronger than her appearance would suggest. If the scythe is ever more than 5m/16ft from Ebony it disappears. When this happens, parts of the scythe fall off rapidly as small dark, glowing, purple flecks that dissolve into the air. If Ebony maintains a line of sight with her scythe then she can choose to prevent this effect. Also, Ebony can say a quick 2-second enchantment to cause the disappearing effect on purpose. To regain the scythe, Ebony has to stand still and focus. Over the first 3 seconds she chants and spreads out her hands, this causes the staff to form from glowing dark purple magic. Them she chants for 2 more seconds and spins the staff. When this happens one of the ends glows purple and the blade forms off it. This is not a draining process. If the scythe is used to attack with before fully forming, it will shatter and dissolve into the air.
Ebony usually attacks with her scythe spinning the sharp edge of the blade towards her opponent, or by using the ebony staff to attempt to pummel them. She needs to use both hands to use the scythe effectively. It may be held in one hand, but only attacking with one will make it much more unwieldy than it already is. When attacked with, the scythe blade leaves a trail of harmless deep purple flames. These dissipate quickly.
Her scythe is not limited to melee attacks alone. She can also project her slashes through the air, causing a thin crescent-shaped wave to head in a straight line from her scythe blade, travelling at the speed of an arrow. To do this, she just has to swing her scythe as normal and focus on the attack. So she can move but she can't concentrate on any other moves at the same time. If anything hits the scythe while she's trying to use this attack, it fails, so this is much easier to do outside of melee range. The wave is just over 4ft long and crescent-shaped. Being hit by it feels the same as actually being hit by her scythe (so any modifications to her scythe blade, such as Soul Strike, will be compatible with this). Using this is more tiring than attacking with her scythe normally.[/spoiler]
Also making some changes to two of Dane's moves:
Old:
[spoiler]
T1SD - Can't Touch Me: I (600): Teleportation
Seeing an attack coming he would much rather dodge than attempt to block, Dane teleports out of its range before it can land. Unlike teleporting usually, this teleport doesn't have to be charged or focused on. As a result, it is more tiring.
Very strong attacks (T2 or higher) have a slight distortion effect on the magical field. While this is a core spell, it's still influenced slightly. As a result, the teleport is slowed and Dane is likely to still be somewhat damaged by the attack, although less so than if he didn't attempt to dodge at all.
T2SD - Can't Touch Me: II (800): Teleportation
Seeing an attack coming he would much rather dodge than attempt to block, Dane teleports out of its range before it can land. Unlike teleporting usually, this teleport doesn't have to be charged or focused on. That said, noticing the opponents attack appears to be very strong, he expends more magic than he would typically need to in an attempt to hasten the dodge. As a result, it is more tiring than 'Can't Touch Me: I'.
Dane can also bring up to two others (one per arm) with him providing that they're within arms reach and he can grab them quickly enough prior to teleporting. He needs to be touching them for them to come with him.
While this spell is overcharged the magic in an attempt to avoid being impacted by any magical field distortions, some incredibly strong attacks (T3 or higher) will have an effect that's so large, it's unavoidable. As a result, the teleport is slowed and Dane is likely to still be somewhat damaged by the attack, although less so than if he didn't attempt to dodge at all.
[/spoiler]
I've basically changed these to let Dane help allies more easily.
T1SD - Can't Touch Me: I (600): Teleportation
Seeing or sensing a strong attack, Dane quickly pushes lots of mana through his body, calculating the optimal path to save everyone in danger. After this, he executes a near-instant series of teleports throughout the battlefield, grabbing and bringing any allies within his teleportation range and bringing them to safety, as well as escaping himself. He cannot end up further than his maximum teleportation range (80m) from his initial starting position at any time during this move, nor bring someone who's unwilling with him.
Very strong attacks (T2 or higher) have a slight distortion effect on the magical field. As a result, the teleports are slowed and Dane, as well as any of his allies he was unable to help, are likely to still be somewhat damaged by the attack, although less so than if he didn't attempt to avoid it at all. This can be very tiring, so Dane typically won't stick out his neck to help someone who doesn't need it.
T2SD - Can't Touch Me: II (800): Teleportation, Foresight
Seeing or sensing a strong attack, Dane quickly pushes lots of mana through his body, calculating the optimal path to save everyone in danger before the attack happens. With his honed instincts and powers, he often starts planning before the execution of the attack even begins, allowing him an extra edge against it. After planning, he executes a near-instant series of teleports throughout the battlefield, grabbing and bringing any allies within his teleportation range and bringing them to safety, as well as escaping himself. He cannot end up further than his maximum teleportation range (80m) from his initial starting position at any time during this move, nor bring someone who's unwilling with him.
In an effort to push past distortions on the magical field caused by other strong attacks, Dane uses even more mana than usually needed as well gaining an additional advantage due to his foresight and increased time to prepare. Although some stronger attacks (T3 or higher) will slow the teleports enough to do damage to Dane, as well as any of his allies he was unable to help, although less so than if he didn't attempt to avoid it at all. This can be very tiring, more than 'Can't Touch Me: I', so Dane typically won't stick out his neck to help someone who doesn't need it.
Shoot, forgot about these! Sorry, dude. The changes are approved. As always, good job on this stuff.
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.
Posts: 126
Threads: 5
Joined: Apr 2017
Editing mass stealth to remove the cap on how many people he can stealth at once since I find the picture of like 6 people clambering to touch Dane while they're invisible to be highly amusing.
Mass Stealth (300): Buff Proficiency, Stealth, Suppression
Dane can wrap his stealth magic around any number of people touching him. This obeys the usual rules of stealth, so if Dane is ever damaged - the stealth ends for everyone. If someone stealthed by him is damaged, the stealth only ends for them. Furthermore, anyone who stops touching Dane after he uses this move will lose the stealth (his clothes and possessions are fine, as long as it's within ~3ft/1m of him). It takes 3 seconds and a small amount of energy on Dane's part to initially apply the stealth to everyone, during which they must stay touching him. 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 and the people he makes invisible can all see each other, but if the stealth breaks for someone but not the rest of the group, the group will become invisible to them just as they would to everyone else.
Posts: 105
Threads: 11
Joined: Sep 2015
Reputation:
0
Updates = approved, Dane!
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.
Posts: 49
Threads: 4
Joined: Jun 2017
Got a couple of changes for two moves here, since the current descriptions are long-winded and kinda awkward. I'm also combining them into one, since they're fairly similar.
Old:
[spoiler]
Pick Me Up (300) Requires: Telekinesis, Ranged, Ranged Control, Buff
Gripping a willing prime with her magic, Ebony can lift them up and move them at up to 20mph providing they stay inside her telekinesis range. This does require some concentration, so she can't focus on any other moves or attacks at the same time - however she can move at full speed and still use telekinesis for other normal applications (but can't carefully aim or put force into throwing something, meaning it would be useless for combat), but trying to lift up too much will make her lose focus. Ebony taking damage and someone she's holding struggling will cause her to lose concentration. Besides this, her friend is free to try and use moves, and move their arms freely (and legs slowly) - so they can easily perform actions such as firing a bow or pulling a book off a shelf. Picking up a willing prime is only a bit more tiring than picking up an object with similar weight. Also, trying to move a prime outside of her telekinesis range will make her lose concentration, and their momentum is not maintained - to them it feels like hitting an invisible wall. And it is much harder and tiring for her to do at the edge of her telekinesis range, so she might end up dropping a heavy person before they reach the edge of her range.
When Ebony lets go of her friend, intentionally or otherwise, they will fall softly down to the ground - decelerating as they near the floor. This effect ends if they fall outside her telekinesis range (e.g. maybe they were being held over a pit), or if they hit the ground. While her friend is falling, Ebony cannot move, and is hit with a wave of fatigue (which is stronger if they fall further) as her magic rushes from her to steady their fall. Anyone affected by the feather fall magic can choose to dispell it at will, and simply fall normally.
Side Notes:
>It will usually take about 7 seconds for someone to fall 60m safely (or 3.5s dangerously).
>It's more energy efficient to bring someone to the ground manually (and probably a bit safer).
>While Ebony needs to see or sense a prime to pick them up, she can continue lifting them outside of her vision providing she remembers where they are relative to her. However, moving them is not recommended as without seeing what she's doing, she could accidentally knock them into something.
>Trying to grap someone who is moving is impossible if they're moving faster than 20mph, if not, it just requires her to stand still while focusing until she's picked them up. This takes a small amount of effort, but isn't particularly hard.
>The time it takes to pick up a prime is usually negligible (unless they're moving, when it can take up to 2 seconds).
RP Notes:
>This is generally not useful in combat situations; but sometimes height is needed, so it could allow an ally to compete with a flying enemy - if they can deal with the limited movement speed and can coordinate with Ebony. Although it'll more often be used to help friends move somewhere.
>She's likely to try and use this casually, even if it might seem like a breach of personal space.
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.[/spoiler]
New:
(pick someone up, and then potentially throw them super fast, anyone who struggles against her magic is dropped instantly - so it basically just works on allies)
Pick Me Up (600) Telekinesis, Ranged, Ranged Control, Area Defense, Buff
Ebony can pick up primes as well as objects within her telekinesis range, so long as she has the strength to lift them. This ends immediately if they struggle, making it impossible to use on most unwilling targets. It doesn't take any longer to pick someone up that it does a rock or other object. While carrying someone, it's equivalent to giving them the flight power (within her telekinesis range), but with her ATK for their SPD, and Ebony suffering any fatigue for their movement as well as having to be the one to control them. Furthermore, primes carried move relative to her, so if she moves in one direction, they do too unless she chooses to keep them still. This requires as much concentration as lifting something normally and is otherwise identical to lifting an object. Holding something still requires negligible focus. Her control may wane towards the edge of her telekinesis range as her strength drops off. Ebony may lift many people at once, so long as it is within her telekinetic capabilities. Taking damage may break her concentration, but unless it's a strong amount she is very unlikely to drop someone. Note that struggling only has to be done against her telekinesis, so someone can still wiggle and shift around to use moves.
Once Ebony has picked someone up, she can launch them faster than the speed of an arrow (67m/s or 150mph). To do this, she needs to dedicate most of her concentration towards her telekinesis for 3 seconds, during which she can still move, dodge, and block but cannot attack. She can still move people and objects held by her telekinesis a bit, but this would distract her from her own dodging unless they're following a simple movement (e.g. holding someone next to her and moving them with her while she dodges or simply moving someone in a circle or back and forth in a line). After building up the energy, a translucent purple shield appears an inch away from their skin. The shield only blocks kinetic damage caused by Ebony throwing them but is strong enough to survive a good hit, preventing them from being harmed by crashing and making them bounce back a bit.
After making the shield, she instantly fires them 30m in any direction, building up to the maximum speed by the end of the movement (which takes under a second). This is moderately tiring. The maximum speed can increase for smaller allies or those who try to assist her push with flight (or by any other means). The acceleration can feel strong, but her magic reduces the effect it has on their body. She can make small tweaks to the aim mid-flight, but nothing large. Her ally keeps travelling after this 30m, gradually slowing down and falling normally due to gravity. The high speed, potentially combined with a melee attack from her friend, can deliver a strong blow if it hits, doing good damage and knocking back anyone hit by the prime-bowling ball.
I've got a slight change here to one of Viola's moves. Mostly to clarify some things and add some things that I intended to be in the original but forgot to add. Most is fluff, but if anything this is a bit nerfed (since I clarified that people affected by this can't just chill and rest for the full minute - they don't regain energy, which is how I intended to use it, but forgot to add it). Also made the fatigue cost a bit clearer.
Future Restraint (300) Requires: Time Manipulation, Buff, Ranged
Viola focuses for five seconds, stands still, closes her eyes, and turns off all her senses outside of her foresight (so, she'll only have a small time to stop charging this move and react if someone attacks her). Once she opens her eyes, she drastically accelerates herself (and any allies of her choice that are within 30m of her) through time causing the world to appear at a standstill. This effect lasts for up to one minute, during which she suffers a slow continuous drain of energy - totalling at a more moderate drain by the end, but unless she's using this (or similar fatigue moves) one after another, she won't be too debilitated. Furthermore, despite their bodies appearing to get rest, Viola's allies don't actually recover energy, so will be just as tired afterwards as they were beforehand. They (and Viola) also don't continue to bleed, and only need to breathe in if they continue to breathe out (e.g. by talking). Future Restraint will end prematurely for someone if they do one of the following actions. And for everyone, if Viola does one of them.
>Start charging a move or power.
>Use a move or power to impact their 'frozen' environment.
>Moves further than 30m from where Viola was where she used Future Restraint.
>Tries to effect their 'frozen' environment (e.g. breaking an object, punching someone, picking up something, etc.)
Or if Viola chooses to end this move.
Sand, grass, and dirt are still shifted beneath everyone's feet. And, naturally, the air and other fluids will move around someone as usual. It's only objects that someone couldn't casually walk through that can't be disturbed - unless they actively try to manipulate something, when the move simply ends early for them. This move is very useful for repositioning and coordinating in the middle of a fight as it essentially stops time for everyone but her friends. It gives them a minute to rally and prepare and can help them get the jump on an enemy once time resumes. Lastly, during the 'stopped time', any lingering effects (e.g. buffs, debuffs, etc.) are halted. They resume once time starts with no effect on their duration. Tactically, Viola has to be careful when using this move as using it on an ally will disrupt any moves they are currently charging.
RP Notes/Fodder: Viola can also use this move easier in non-combat situations, allowing the duration to be longer, the move to be less tiring, and her to influence the surroundings to a limited extent. The high concentrations of magic/power in fights prevent her from doing this in battle. (She also can't do this to stop time and steal all of someone's stuff or something like that without OOC permission - Omniphysics)
Posts: 64
Threads: 4
Joined: Feb 2016
Reputation:
0
04-08-2018, 07:18 PM
(This post was last modified: 04-08-2018, 07:25 PM by Summer.)
Seeing if something like this is possible.
Climate Change (300):
While it isn’t the easiest thing to do, given their clashing personalities, there are times when Summer and Sonny are capable of working in tandem. This is perhaps one of the more easy and achievable things they’re capable of when they feel cooperative; a quick switch between the two. All it takes is a quick, verbal acknowledgment between the two that it’s going to happen sometime soon, and when they’re ready, they both pour their energy into swapping out, near-instantly switching from one to the other. Shifting so quickly takes effort, however. The lower their SPD is, the more effort it takes (since with higher SPDs, they would be able to switch out quickly anyway), but even with their naturally low SPDs, this isn't debilitating, just moderately tiring. Meaning that they can use it a decent amount, but relying on it will swiftly wear them out. Since it requires them to concentrate hard in the split-second it takes to switch, it can’t be used alongside any other moves, and any currently charging moves are interrupted as soon as they start using it.
Posts: 105
Threads: 11
Joined: Sep 2015
Reputation:
0
(04-08-2018, 07:08 PM)Ebonywood Hellscythe Wrote: Got a couple of changes for two moves here, since the current descriptions are long-winded and kinda awkward. I'm also combining them into one, since they're fairly similar.
Old:
[spoiler]
Pick Me Up (300) Requires: Telekinesis, Ranged, Ranged Control, Buff
Gripping a willing prime with her magic, Ebony can lift them up and move them at up to 20mph providing they stay inside her telekinesis range. This does require some concentration, so she can't focus on any other moves or attacks at the same time - however she can move at full speed and still use telekinesis for other normal applications (but can't carefully aim or put force into throwing something, meaning it would be useless for combat), but trying to lift up too much will make her lose focus. Ebony taking damage and someone she's holding struggling will cause her to lose concentration. Besides this, her friend is free to try and use moves, and move their arms freely (and legs slowly) - so they can easily perform actions such as firing a bow or pulling a book off a shelf. Picking up a willing prime is only a bit more tiring than picking up an object with similar weight. Also, trying to move a prime outside of her telekinesis range will make her lose concentration, and their momentum is not maintained - to them it feels like hitting an invisible wall. And it is much harder and tiring for her to do at the edge of her telekinesis range, so she might end up dropping a heavy person before they reach the edge of her range.
When Ebony lets go of her friend, intentionally or otherwise, they will fall softly down to the ground - decelerating as they near the floor. This effect ends if they fall outside her telekinesis range (e.g. maybe they were being held over a pit), or if they hit the ground. While her friend is falling, Ebony cannot move, and is hit with a wave of fatigue (which is stronger if they fall further) as her magic rushes from her to steady their fall. Anyone affected by the feather fall magic can choose to dispell it at will, and simply fall normally.
Side Notes:
>It will usually take about 7 seconds for someone to fall 60m safely (or 3.5s dangerously).
>It's more energy efficient to bring someone to the ground manually (and probably a bit safer).
>While Ebony needs to see or sense a prime to pick them up, she can continue lifting them outside of her vision providing she remembers where they are relative to her. However, moving them is not recommended as without seeing what she's doing, she could accidentally knock them into something.
>Trying to grap someone who is moving is impossible if they're moving faster than 20mph, if not, it just requires her to stand still while focusing until she's picked them up. This takes a small amount of effort, but isn't particularly hard.
>The time it takes to pick up a prime is usually negligible (unless they're moving, when it can take up to 2 seconds).
RP Notes:
>This is generally not useful in combat situations; but sometimes height is needed, so it could allow an ally to compete with a flying enemy - if they can deal with the limited movement speed and can coordinate with Ebony. Although it'll more often be used to help friends move somewhere.
>She's likely to try and use this casually, even if it might seem like a breach of personal space.
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.[/spoiler]
New:
(pick someone up, and then potentially throw them super fast, anyone who struggles against her magic is dropped instantly - so it basically just works on allies)
Pick Me Up (600) Telekinesis, Ranged, Ranged Control, Area Defense, Buff
Ebony can pick up primes as well as objects within her telekinesis range, so long as she has the strength to lift them. This ends immediately if they struggle, making it impossible to use on most unwilling targets. It doesn't take any longer to pick someone up that it does a rock or other object. While carrying someone, it's equivalent to giving them the flight power (within her telekinesis range), but with her ATK for their SPD, and Ebony suffering any fatigue for their movement as well as having to be the one to control them. Furthermore, primes carried move relative to her, so if she moves in one direction, they do too unless she chooses to keep them still. This requires as much concentration as lifting something normally and is otherwise identical to lifting an object. Holding something still requires negligible focus. Her control may wane towards the edge of her telekinesis range as her strength drops off. Ebony may lift many people at once, so long as it is within her telekinetic capabilities. Taking damage may break her concentration, but unless it's a strong amount she is very unlikely to drop someone. Note that struggling only has to be done against her telekinesis, so someone can still wiggle and shift around to use moves.
Once Ebony has picked someone up, she can launch them faster than the speed of an arrow (67m/s or 150mph). To do this, she needs to dedicate most of her concentration towards her telekinesis for 3 seconds, during which she can still move, dodge, and block but cannot attack. She can still move people and objects held by her telekinesis a bit, but this would distract her from her own dodging unless they're following a simple movement (e.g. holding someone next to her and moving them with her while she dodges or simply moving someone in a circle or back and forth in a line). After building up the energy, a translucent purple shield appears an inch away from their skin. The shield only blocks kinetic damage caused by Ebony throwing them but is strong enough to survive a good hit, preventing them from being harmed by crashing and making them bounce back a bit.
After making the shield, she instantly fires them 30m in any direction, building up to the maximum speed by the end of the movement (which takes under a second). This is moderately tiring. The maximum speed can increase for smaller allies or those who try to assist her push with flight (or by any other means). The acceleration can feel strong, but her magic reduces the effect it has on their body. She can make small tweaks to the aim mid-flight, but nothing large. Her ally keeps travelling after this 30m, gradually slowing down and falling normally due to gravity. The high speed, potentially combined with a melee attack from her friend, can deliver a strong blow if it hits, doing good damage and knocking back anyone hit by the prime-bowling ball.
Update approved!
Quote:I've got a slight change here to one of Viola's moves. Mostly to clarify some things and add some things that I intended to be in the original but forgot to add. Most is fluff, but if anything this is a bit nerfed (since I clarified that people affected by this can't just chill and rest for the full minute - they don't regain energy, which is how I intended to use it, but forgot to add it). Also made the fatigue cost a bit clearer.
Future Restraint (300) Requires: Time Manipulation, Buff, Ranged
Viola focuses for five seconds, stands still, closes her eyes, and turns off all her senses outside of her foresight (so, she'll only have a small time to stop charging this move and react if someone attacks her). Once she opens her eyes, she drastically accelerates herself (and any allies of her choice that are within 30m of her) through time causing the world to appear at a standstill. This effect lasts for up to one minute, during which she suffers a slow continuous drain of energy - totalling at a more moderate drain by the end, but unless she's using this (or similar fatigue moves) one after another, she won't be too debilitated. Furthermore, despite their bodies appearing to get rest, Viola's allies don't actually recover energy, so will be just as tired afterwards as they were beforehand. They (and Viola) also don't continue to bleed, and only need to breathe in if they continue to breathe out (e.g. by talking). Future Restraint will end prematurely for someone if they do one of the following actions. And for everyone, if Viola does one of them.
>Start charging a move or power.
>Use a move or power to impact their 'frozen' environment.
>Moves further than 30m from where Viola was where she used Future Restraint.
>Tries to effect their 'frozen' environment (e.g. breaking an object, punching someone, picking up something, etc.)
Or if Viola chooses to end this move.
Sand, grass, and dirt are still shifted beneath everyone's feet. And, naturally, the air and other fluids will move around someone as usual. It's only objects that someone couldn't casually walk through that can't be disturbed - unless they actively try to manipulate something, when the move simply ends early for them. This move is very useful for repositioning and coordinating in the middle of a fight as it essentially stops time for everyone but her friends. It gives them a minute to rally and prepare and can help them get the jump on an enemy once time resumes. Lastly, during the 'stopped time', any lingering effects (e.g. buffs, debuffs, etc.) are halted. They resume once time starts with no effect on their duration. Tactically, Viola has to be careful when using this move as using it on an ally will disrupt any moves they are currently charging.
RP Notes/Fodder: Viola can also use this move easier in non-combat situations, allowing the duration to be longer, the move to be less tiring, and her to influence the surroundings to a limited extent. The high concentrations of magic/power in fights prevent her from doing this in battle. (She also can't do this to stop time and steal all of someone's stuff or something like that without OOC permission - Omniphysics)
Also approved!
(04-08-2018, 07:18 PM)Summer Wrote: Seeing if something like this is possible.
Climate Change (300):
While it isn’t the easiest thing to do, given their clashing personalities, there are times when Summer and Sonny are capable of working in tandem. This is perhaps one of the more easy and achievable things they’re capable of when they feel cooperative; a quick switch between the two. All it takes is a quick, verbal acknowledgment between the two that it’s going to happen sometime soon, and when they’re ready, they both pour their energy into swapping out, near-instantly switching from one to the other. Shifting so quickly takes effort, however. The lower their SPD is, the more effort it takes (since with higher SPDs, they would be able to switch out quickly anyway), but even with their naturally low SPDs, this isn't debilitating, just moderately tiring. Meaning that they can use it a decent amount, but relying on it will swiftly wear them out. Since it requires them to concentrate hard in the split-second it takes to switch, it can’t be used alongside any other moves, and any currently charging moves are interrupted as soon as they start using it.
You don't really need a move to speed up the switch between Alternate Forms. Even switching when your character has 0 SPD only takes 5 seconds.
From Assists and Transformations:
Quote:You can switch in and out of Alternate Forms at will during a fight (the speed of which depends on the SPD of your current form – this takes around five seconds with 0 SPD, a couple of seconds with 5 SPD, or practically instantaneously as SPD exceeds 10) – it does not require an OOC notification like any other Transformation.
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.
Posts: 64
Threads: 4
Joined: Feb 2016
Reputation:
0
(04-08-2018, 07:44 PM)Jade Harley Wrote: (04-08-2018, 07:18 PM)Summer Wrote: Seeing if something like this is possible.
Climate Change (300):
While it isn’t the easiest thing to do, given their clashing personalities, there are times when Summer and Sonny are capable of working in tandem. This is perhaps one of the more easy and achievable things they’re capable of when they feel cooperative; a quick switch between the two. All it takes is a quick, verbal acknowledgment between the two that it’s going to happen sometime soon, and when they’re ready, they both pour their energy into swapping out, near-instantly switching from one to the other. Shifting so quickly takes effort, however. The lower their SPD is, the more effort it takes (since with higher SPDs, they would be able to switch out quickly anyway), but even with their naturally low SPDs, this isn't debilitating, just moderately tiring. Meaning that they can use it a decent amount, but relying on it will swiftly wear them out. Since it requires them to concentrate hard in the split-second it takes to switch, it can’t be used alongside any other moves, and any currently charging moves are interrupted as soon as they start using it.
You don't really need a move to speed up the switch between Alternate Forms. Even switching when your character has 0 SPD only takes 5 seconds.
From Assists and Transformations:
Quote:You can switch in and out of Alternate Forms at will during a fight (the speed of which depends on the SPD of your current form – this takes around five seconds with 0 SPD, a couple of seconds with 5 SPD, or practically instantaneously as SPD exceeds 10) – it does not require an OOC notification like any other Transformation.
Would I be able to get it anyway? 5 seconds of standing still and transforming doesn't mean as much for the 5 DEF Sonny, but for Summer, it's a lot of time to be open to attack.
Since this is an almost-instant switch too, it can be used to immediately switch from glass cannon to tank in the face of an oncoming attack and endure a lot more punishment. Even if it's not really needed, I still see use for it.
Posts: 0
Threads: 0
Joined: Mar 2016
Reputation:
0
04-09-2018, 02:07 AM
(This post was last modified: 04-09-2018, 02:07 AM by Daniel.)
(04-08-2018, 07:54 PM)Summer Wrote: (04-08-2018, 07:44 PM)Jade Harley Wrote: (04-08-2018, 07:18 PM)Summer Wrote: Seeing if something like this is possible.
Climate Change (300):
While it isn’t the easiest thing to do, given their clashing personalities, there are times when Summer and Sonny are capable of working in tandem. This is perhaps one of the more easy and achievable things they’re capable of when they feel cooperative; a quick switch between the two. All it takes is a quick, verbal acknowledgment between the two that it’s going to happen sometime soon, and when they’re ready, they both pour their energy into swapping out, near-instantly switching from one to the other. Shifting so quickly takes effort, however. The lower their SPD is, the more effort it takes (since with higher SPDs, they would be able to switch out quickly anyway), but even with their naturally low SPDs, this isn't debilitating, just moderately tiring. Meaning that they can use it a decent amount, but relying on it will swiftly wear them out. Since it requires them to concentrate hard in the split-second it takes to switch, it can’t be used alongside any other moves, and any currently charging moves are interrupted as soon as they start using it.
You don't really need a move to speed up the switch between Alternate Forms. Even switching when your character has 0 SPD only takes 5 seconds.
From Assists and Transformations:
Quote:You can switch in and out of Alternate Forms at will during a fight (the speed of which depends on the SPD of your current form – this takes around five seconds with 0 SPD, a couple of seconds with 5 SPD, or practically instantaneously as SPD exceeds 10) – it does not require an OOC notification like any other Transformation.
Would I be able to get it anyway? 5 seconds of standing still and transforming doesn't mean as much for the 5 DEF Sonny, but for Summer, it's a lot of time to be open to attack.
Since this is an almost-instant switch too, it can be used to immediately switch from glass cannon to tank in the face of an oncoming attack and endure a lot more punishment. Even if it's not really needed, I still see use for it.
Gonna say no to this one.
The transformation time is there for a reason.
Posts: 368
Threads: 46
Joined: Mar 2016
Reputation:
0
04-09-2018, 01:59 PM
(This post was last modified: 04-09-2018, 02:10 PM by Jack Darby.)
The Narwhal Song V1 (Telepathy, Insight, Debuff, Ranged Proficiency 600 OM.)
The Narwhal Song is something that Rafael remembered from his world, and considered annoying. When you combine that with Unicron's power of telepathy, and his annoyance at being in the Omniverse at general, it's become a new attack of theirs. It takes roughly 4 seconds, but as long as their TEC is superior to that of their opponent, what Rafael can do is FLOOD the world of an opponent with nothing but Narwhals singing that song, and driving the opponent up the wall, to the point where they'd be unable to focus on anything else for about 15 seconds, and be begging for it to stop. There is more to the attack than that, though. For you see, Unicron does not just loathe being in the Omniverse, he's quite angry. This is reflected by the Narwhals attacking the individuals. However, this is a telepathic assault, with a unique caveat. If the opponent flinches, they receive the damage they would if, if it had been an actual attack. The Narwhal song takes about 20 seconds for it to recharge after the initial use. It cannot at present affect multiple opponents, just a single one. If facing a group of enemies, this would be used on the most powerful one of them.
Dark Energon Burst Cutter (300, Ranged, Debuff, Area Attack, Ranged Materialize, Remote Control Proficiency.):
Dark Energon Burst Cutter is an attack that takes Unicron about six seconds to power up, and can also be used by Rafael should he choose to do so. This creates three orbs of Dark Energon, each about the size of a Tennis Ball that he can use to attack his opponents. The three orbs will spin around, before moving at the speeds of a bullet towards an opponent, making dodging them harder. They also have spinning blades on them that can be used to damage an opponent. This has a 15 second cool down. In addition, the orbs are fragile. A single hit with any amount of power put behind it could shatter the orbs, and until all three are shattered, none can be remade, meaning the move could not be reused. Of course, the move also has another caveat, it’s got a range of 70 feet from Unicron when the move is used. It is also moderately taxing on his stamina to use.
Chaos Breaker (300, Superspeed, Physical Strength)
Unicron punches forward with enough speed and force that the impact creates an explosive shockwave. When punching an object, such as the ground, or a wall, cracks will first radiate from his punch, and then explode outwards, destroying about everything within five feet of the impact point, most intensely directly in front of his fist, and the force dissipating as it gets further away. When simply punching liquid, there will be a huge dip in the water at the point of impact, and two seconds later the water will rush back with explosive force to refill the hole. When punching air, the shockwave takes the form of a massive rush of air-pressure, blowing away anything that weighs less than two hundred pounds for five feet around his fist.
The air-pressure wave takes on the general form of an egg-shape, extending five feet from his fist, with the narrowest point coming from his fist and getting wider as the shockwave continues.
The actual destructive effect is less than that of a bomb, but significantly more than a regular punch.
Pulling his fist back takes about a second, but the punch itself is augmented with super speed, his fist shooting forwards in an instant. However, it takes about three seconds for the shockwave to reach its full size and another two seconds for the destructive power to dissipate. Doing the punch leaves a strain on his arm, and so he will need about a minute of rest for each arm before he attempts it again.
Using both arms at once has about the same effect as using just one arm, except there will be two points of highest destructive power rather than just one.
The punch is somewhat exhausting to use multiple times in a row, and he will need an hour recovery time after using CHAOS BREAKER five times in close succession.
In order to use the move to its full effect, he must concentrate briefly, and be standing still. If he's attempting a CHAOS BREAER, but he is distracted or moved suddenly, he will simply do a regular punch, having lost concentration.
He is able to do two Chaos Breakers at once, but he is unable to use any other type of move, due to the focus on the precise way he's using his powers. Chaos Breaker was inspired by the show “My Hero Academica” and one of the techniques of All Might from the memories of Rafael. Unicron created this move to give him a powerful unarmed attack he could use to take down most of his opponents.
It should be noted that when he is using this move, there is purple electricity crackling across his body - a dead give away of what he is about to do to his opponent. This is severely taxing on both Rafael, and Unicron to use. So, he can only use this move about every 35 seconds, at maximum.
Posts: 49
Threads: 4
Joined: Jun 2017
04-09-2018, 03:59 PM
(This post was last modified: 04-12-2018, 12:16 PM by Dane Regan.)
I've got an upgrade for Eclipse here, mostly so Ebony can use it with Sonny without ruining his build.
Old:
[spoiler]
Eclipse (300) Requires: Fusion - Basic, Buff
After touching a willing ally (who also has fusion) and maintaining physical contact for 3 seconds, during which both Ebony and her friend must concentrate and cannot attack, they both fuse together in a low-power state. They get all the benefits of a usual fusion (such as shared moves and powers, shared SP pool) but their new total stats are halved (including powerups). While in this state, damage is split between both of them equally, and either Ebony or her ally can instantly choose to spend SP to turn this into a proper fusion (following the usual usage costs).
[/spoiler]
New:
Eclipse (600) Requires: Fusion - Basic, Buff
After touching a willing ally (who also has fusion) and maintaining physical contact for 3 seconds, during which both Ebony and her friend must concentrate and cannot attack, they both fuse together in a low-power state. They get all the benefits of a usual fusion (such as shared moves and powers, shared SP pool) but their new total stats are halved (including powerups). While in this state, damage is split between both of them equally, and either Ebony or her ally can instantly choose to spend SP to turn this into a proper fusion (following the usual usage costs). As with a usual fusion, any items used are applied to a character, rather than the fusion.
Alternatively, they can treat their original forms as alt forms, allowing the low-power fusion to take on the stats of one of the fusion members, rather than their half-stats. While doing this, only the leading prime's stats matter, so if the prime taking the back seat uses a powerup, it has no effect (unless they take the lead while it's still active). But if the one leading uses one uses a powerup, it works as normal. The SP pool, moves, and powers are still shared, and this otherwise works like the first use of Eclipse (outside of stats). Switching between this and the mixed stats takes half as long as switching between their main forms (based on SPD, works the same as alt forms). Debuffs, buffs, and other effects still impact both Ebony and her friend.
Eclipse has no defined duration and continues until one of the participating parties either dies or wishes to leave.
Also got an attack move for Viola. This is basically equivalent to a machine gun that takes 3 seconds to spin up before firing quickly. In that, she needs to spend 3 seconds to fire the first shot, but after that, it's 1 every 0.5 seconds (ish). Or that it takes 3 seconds to spin up, and then it fires continuously.
Witch Bolt (600) Requires: Ranged, Time Manipulation
Viola charges mana into one of her arms over the course of three seconds. This prevents her from using moves and attacking effectively (i.e. a weapon swing would be equivalent to flailing an arm about - she can't aim), but she can still dodge. Once the mana's stored, she shoots a bullet-fast centimetre thick bolt of electric-blue magical lightning towards her target. This can be fired from her fingers, or any held object (a stick off the ground, and actual gun, a sword - as long as she aims it). The bolt travels for 120m. The bolt zig-zags randomly a little bit, making it impossible to aim towards the end of its range (typically it can diverge by up to 1m either side at that distance). There are two main ways Viola can utilise this attack, and each must be chosen at the start of the charging period. The first is more similar to a machine gun. The second is more like a continuous beam. Both are just as tiring to use overall but similar to real-world weapons like guns, she can keep shooting them near-endlessly without getting notably debilitated.
Temporal Iteration.
The bolt fires as normal, fizzling in the air once it hits something or reaches its maximum range. Assuming she hits, Viola's spell quickly grabs her targets time signature and warps her spell backwards, resulting in her own body's mana being in the same state it was 0.5 seconds before she fired, allowing her to shoot the lightning again (it has the same strength and properties). This is an automatic process within the spell matrix, so is done the instant she hits and doesn't require concentration - it does sap a small amount of energy from her, however. When the second bolt fires, however, it only does damage if it hits the same person or object it hit the first time. If it lands, her body's mana warps again, allowing her to fire another shot 0.5 seconds later. This will continue until either she wills the spell to stop, or misses. It's akin to holding a gun that automatically fires every 0.5 seconds, so while she doesn't need to focus on it to get it to shoot, she will need concentrate to actually aim.
Time Stream.
The bolt fires as normal, and fizzles away in the air if Viola doesn't hit anything. If Viola hits something, her spell warps her mana - freezing its state in time and sustaining the beam. The lightning will flicker and zig-zag about, as usual, doing continued damage to her target. However, the moment the beam is no longer touching her target, it fizzles out, making it ineffective at further ranges due to the zig-zagging. This requires no concentration to maintain, but does slowly sap Viola's energy a little bit, and naturally would require focus to actually aim. She can choose to end this early if she wants. The sustained damage and easy to use aspect makes this a good tool for cutting through close terrain or walls, but can naturally take time to do without a high enough ATK. In battle, Viola is more likely to use this against a slow or large target.
Posts: 135
Threads: 8
Joined: Nov 2015
Reputation:
0
04-09-2018, 04:25 PM
(This post was last modified: 04-12-2018, 04:17 PM by Clownpiece.)
Making a buncha adjustments to Lampad's Torch.
Mostly because it occurred to me how dumb it is to have a 5 second, completely stationary charge time for what amounted to super short-lived, almost-foddery effects >.>
First change: Lampad's Torch.
(Changes in the bold paragraph only)
Old:
[spoiler]Lampad’s Torch (Physical, Ranged, Buff, Debuff, Area Attack, Homing, Suppression, Stealth) (2400):
A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the flame doesn’t burn, and since the torch is just a light, wooden rod, this is a very weak hit, no stronger than a punch from her. Fortunately, hitting someone does more than just hurt them. Since the torch is imbued with the power of madness, a strike from it scrambles her enemy’s mind, preventing the formation of memories for 10 seconds, no matter where she hits. To the afflicted, it suddenly feels like they skipped ahead 10 seconds, though they were fighting all through that duration, and it otherwise doesn't influence their ability to fight and act. As this is a natural function of the torch, this effect always happens by default, meaning it doesn't require a wind-up from Clownpiece and doesn't wear her out more than swinging around a torch normally would. Essentially, it trades physical damage for a mind-scrambling effect.
Aside from that, the main use of the torch is messing with the sanity of those who look at the glow.
Unless otherwise stated in a specific use of this ability, Clownpiece does this by channeling her power to induce insanity through the torch for 5 seconds, during which she must devote her entire concentration to charging. Once charged, she waves her torch and casts its light over either enemies or allies within 20 meters of her, though they must see the light in order to be affected by it. Once cast, she's able to move around again as normal. Most aspects of her torch, unless specified otherwise, have only a minor energy drain to them. Clownpiece can use them frequently, but should still be wary about overexerting herself.[/spoiler]
New:
[spoiler]Lampad’s Torch (Physical, Ranged, Buff, Debuff, Area Attack, Homing, Suppression, Stealth) (2400):
A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. Despite its rather small size, Clownpiece still lacks the ability to easily store it on her person (since her dress lacks pockets). Fortunately enough, she's capable of magicking it away and back, making it disappear and reappear in her hands about as quickly as if she was stashing it in/retrieving it from a bag. Should she lose it for whatever reason, she's capable of summoning it back into her hand with a similar amount of concentration.
If worst comes to worst, she can smack someone with it, but the flame doesn’t burn, and since the torch is just a light, wooden rod, this is a very weak hit, no stronger than a punch from her. Fortunately, hitting someone does more than just hurt them. Since the torch is imbued with the power of madness, a strike from it scrambles her enemy’s mind, preventing the formation of memories for 10 seconds, no matter where she hits. To the afflicted, it suddenly feels like they skipped ahead 10 seconds, though they were fighting all through that duration, and it otherwise doesn't influence their ability to fight and act. As this is a natural function of the torch, this effect always happens by default, meaning it doesn't require a wind-up from Clownpiece and doesn't wear her out more than swinging around a torch normally would. Essentially, it trades physical damage for a mind-scrambling effect.
Aside from that, the main use of the torch is messing with the sanity of those who look at the glow.
Unless otherwise stated in a specific use of this ability, Clownpiece does this by channeling her power to induce insanity through the torch for 5 seconds, during which she must devote her entire concentration to charging, but does not need to stand still. She's capable of moving about as normal, but since she must focus on her torch, her dodging ability (as well as her general ability to keep an eye on the battlefield) is hindered. Once charged, she waves her torch and casts its light over either enemies or allies within 20 meters of her, though they must see the light in order to be affected by it. Once cast, she doesn't need to upkeep the effects unless explicitly stated in a variation. Most aspects of her torch, unless specified otherwise, have only a minor energy drain to them. Clownpiece can use them frequently, without really needing to worry about overexerting herself.[/spoiler]
Second Change: Agitation
(Increased Duration, but wears them out even faster)
Old:
[spoiler]A light that induces restlessness and energy in allies. For 10 seconds, allies are struck by an inexplicable antsiness coupled with a sudden boost in energy. Any moves/powers/etc they use (save for supers) they use during this time take half the time to charge and don’t wind/wear them out at first. However, due to the restlessness, those affected feel the need to attack/defend/move about, and once the hyperactivity wears out, they’re hit with the combined wear of everything they used all at once. They burn brighter, but also burn out faster.[/spoiler]
New:
[spoiler]A light that induces restlessness and energy in allies. For 15 seconds, friends of hers that succumb to the light are struck by an inexplicable antsiness coupled with a sudden boost in energy. Any moves/powers/etc they use (save for supers) they use during this time take half the time to charge and don’t wind/wear them out at first. However, due to the restlessness, those affected feel a need to attack/defend/move about, and thus act with more fervor, burning more energy than if they did that action normally. Additionally, once the hyperactivity wears out, they’re hit with the combined wear of everything they used all at once. They burn brighter, but also burn out faster.[/spoiler]
Third Change: Focus
(Increased Duration, put a larger emphasis on the tunnel-vision)
Old:
[spoiler]A light that throws allies into a state of hyper-focus. For 10 seconds, their concentration (whether it’s being directed towards moves/powers/or whatever) cannot be broken by normal means, though a dedicated distraction/disruption move can still do it. Additionally, they don’t notice smaller wounds while in this state, allowing them to fight on relatively unhindered. However, with focus comes tunnel-vision, and they might not notice another enemy coming up on them while they’re focused on one.[/spoiler]
New:
[spoiler]A light that throws allies into a state of hyper-focus. For 20 seconds, their begin concentrating so intently that their focus (no matter what it's being directed towards) cannot be broken by normal means, though a dedicated distraction/disruption move can still do it. Additionally, they don’t notice smaller wounds while in this state, allowing them to fight on relatively unhindered. However, with focus comes tunnel-vision. Their intense concentration renders them completely unable to be distracted unless their life is in immediate danger, and don't notice enemies they're not focused on coming up on them, even if they should be able to.[/spoiler]
Fourth Change: Paranoia
(Increased Duration, but people get more resistant the more it's used)
Old:
[spoiler]A light that induces very weak paranoia in her enemies. For 15 seconds, her foes have a seed of anxiety planted in them that doesn't do anything on its own, unless Clownpiece backs it up with something to make it bloom. For this, she uses one of the cantrips taught by Dane during Dante's Abyss, "Ping."
With a quick moment of concentration, and a sound of some sort to go with it (be it a whisper, snap, footstep, or whatever), Clownpiece can throw that noise at a relatively flat surface within 10 meters, copying the sound where the spell hits and bouncing it off in a straight line. This process is repeated up to five times, each quieter than the last, as long as there’s a surface within 10 meters of the last bounce, creating an echoing effect. There’s approximately a 1-second delay between each bounce. On its own, this spell does absolutely nothing except sound cool. To those under the effects of her paranoia, however, this is the sound of an approaching foe, a spirit whispering in their ear, an ally trying to get their attention. The sounds spawned by Ping steal away precious seconds of their attention, fray their nerves, and just in general mess with their sanity.
Paranoia has the standard drain associated with it. The Ping portion, however, is incredibly easy to do, with almost no noticeable energy drain. It’s just a fun little party trick, after all.[/spoiler]
New:
[spoiler]A light that induces very weak paranoia in her enemies. For 30 seconds, her foes have a seed of anxiety planted in them that doesn't do anything on its own, unless Clownpiece backs it up with something to make it bloom. For this, she uses one of the cantrips taught by Dane during Dante's Abyss; "Ping."
With a quick moment of concentration, and a sound of some sort to go with it (be it a whisper, snap, footstep, or whatever), Clownpiece can throw that noise at a surface within 10 meters, copying the sound where the spell hits and bouncing it off in a straight line. This process is repeated up to five times, each quieter than the last, as long as there’s a surface within 10 meters of the last bounce, creating an echoing effect. There’s approximately a 1-second delay between each bounce. On its own, this spell does absolutely nothing except sound cool. To those under the effects of her paranoia, however, this is the sound of an approaching foe, a spirit whispering in their ear, an ally trying to get their attention. The sounds spawned by Ping steal away precious seconds of their attention, fray their nerves, and just in general mess with their sanity. However, the more Clownpiece's Pings an enemy, the more resistant to the effects they get. She can only distract someone for so long without something actually dangerous happening before they catch on.
Paranoia has the standard drain associated with it. The Ping portion, however, is incredibly easy to do, with almost no noticeable energy drain. It’s just a fun little party trick, after all.[/spoiler]
Final Change: Reckless Fervor
(Because even after initial adjustments it was still weaker than Hijiri's Undaunted Stance ._.)
Old:
[spoiler]Clownpiece’s most favored application of madness. Everyone within range of her torch, enemy and ally alike, is driven into a powerful fervor for as long as they can see the flame. While under the effects of this madness, everyone is less likely to fear, falter, or flee but at the same time, this zeal also makes them more impulsive and prone to mistakes. Though while everyone is influenced by both the positive and the negative, allies receive slightly more positive, while enemies receive slightly more negative. However, these differences are minute due to the wide and indiscriminate nature of the move.
Since Clownpiece uses this move so much it’s basically second-nature to her, meaning that when she activates it, it lasts nearly indefinitely as a passive effect, though it does slowly fatigue her. Additionally, it requires little focus to upkeep, meaning she can use other moves at will, but is unable to use any other Lampad’s Torch moves while it’s active. The madness fades away quickly over about 10 seconds after losing sight of the flame.[/spoiler]
New:
[spoiler]Clownpiece’s most favored application of madness. Everyone within range of her torch, enemy and ally alike, is driven into a powerful fervor for as long as they can see the flame. While under the effects of this madness, everyone is less likely to fear, falter, or flee but at the same time, this zeal also makes them more impulsive and prone to mistakes, as well as able to shrug off most wounds, even stronger ones. Furthermore, the torch also makes them feel a burst of adrenaline, giving them a false sense of energy. Though while everyone is influenced by both the positive and the negative, allies receive slightly more positive, while enemies receive slightly more negative. However, these differences are minute due to the wide and indiscriminate nature of the move.
Since Clownpiece uses this move so much it’s basically second-nature to her, meaning that when she activates it, it lasts nearly indefinitely as a passive effect, though it does slowly fatigue her. Additionally, it requires little focus to upkeep, meaning she can use other moves at will, but is unable to use any other Lampad’s Torch moves while it’s active. The madness fades away quickly over about 10 seconds after losing sight of the flame. Due to this, the rush many people feel from looking at it, as well as the lull once they look away, it can almost become addictive - less so for Clownpiece's long-term allies who are exposed to it more often and able to cope, or people with a higher TEC. When Clownpiece is using this move, people want to be under its effects.[/spoiler]
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
Posts: 126
Threads: 5
Joined: Apr 2017
04-10-2018, 02:30 PM
(This post was last modified: 04-10-2018, 05:37 PM by Dane Regan.)
@Rafael Esquivel:
The Narwhal Song V1:
>How much damage do the Narwhals do if someone flinches? Unless you need to concentrate constantly on this move, they'd probably be very weak
>Does Raf have to stand still and concentrate to use this move on someone?
>This would not need insight.
>How does he aim this? If you can just "use" it on someone, it will need homing.
Dark Energon Burst Cutter:
>Can you elaborate on why this needs ranged control, I was under the impression that they just flew in a straight line? And how Raf can control them if it does (stuff like turning radius or how they can zig-zag or curve through the air, how much concentration it requires, etc.).
>Does charging this require his concentration?
>How big are the blades? And how fast do the orbs spin? Helicopter speed?
>I can't see why this would need debuff. If you think it needs it, can you elaborate?
Chaos Breaker: This is approved, with area attack proficiency (since it's a renaming of All Might's DETROIT SMASH), but he is still sorta active, so I'd shoot him a PM and let him know you think his move is cool so you're copying it. I can't make you, it's just a nice courtesy.
Also, one thing to note. This: "Chaos Breaker was inspired by the show “My Hero Academica” and one of the techniques of All Might from the memories of Rafael. Unicron created this move to give him a powerful unarmed attack he could use to take down most of his opponents." Does not apply in the Omniverse. In the sense that, if you meet All Might here, you will not remember anything about him. Despite somehow having a move exactly the same as his. I'll let ya keep it in the description. But remember that if you ever meet All Might, you can't suddenly know about his DETROIT SMASH.
Posts: 368
Threads: 46
Joined: Mar 2016
Reputation:
0
The Narwhal Song V1 (Telepathy, Debuff, Ranged Proficiency 600 OM.)
The Narwhal Song is something that Rafael remembered from his world, and considered annoying. When you combine that with Unicron's power of telepathy, and his annoyance at being in the Omniverse at general, it's become a new attack of theirs. It takes roughly 4 seconds, but as long as their TEC is superior to that of their opponent, what Rafael can do is FLOOD the world of an opponent with nothing but Narwhals singing that song, and driving the opponent up the wall, to the point where they'd be unable to focus on anything else for about 15 seconds, and be begging for it to stop. There is more to the attack than that, though. For you see, Unicron does not just loathe being in the Omniverse, he's quite angry. This is reflected by the Narwhals attacking the individuals. However, this is a telepathic assault, with a unique caveat. If the opponent flinches, they receive the damage they would if, if it had been an actual attack. The Narwhal song takes about 20 seconds for it to recharge after the initial use. It cannot at present affect multiple opponents, just a single one. If facing a group of enemies, this would be used on the most powerful one of them. The damage this move does is pitifully weak, if an opponent flinches.
Dark Energon Burst Cutter (300, Ranged, Debuff, Area Attack, Ranged Materialize, Remote Control Proficiency.):
Dark Energon Burst Cutter is an attack that takes Unicron about six seconds to power up, and can also be used by Rafael should he choose to do so. This creates three orbs of Dark Energon, each about the size of a Tennis Ball that he can use to attack his opponents. The three orbs will spin around, before moving at the speeds of a bullet towards an opponent, making dodging them harder. They also have spinning blades on them that can be used to damage an opponent. This has a 15 second cool down. In addition, the orbs are fragile. A single hit with any amount of power put behind it could shatter the orbs, and until all three are shattered, none can be remade, meaning the move could not be reused. Of course, the move also has another caveat, it’s got a range of 70 feet from Unicron when the move is used. It is also moderately taxing on his stamina to use. These can be materialized about 20 feet from him, and their paths can be controlled by Rafael, or Unicron.
Chaos Breaker (300, Superspeed, Physical Strength, Area Attack Proficiency)
Unicron punches forward with enough speed and force that the impact creates an explosive shockwave. When punching an object, such as the ground, or a wall, cracks will first radiate from his punch, and then explode outwards, destroying about everything within five feet of the impact point, most intensely directly in front of his fist, and the force dissipating as it gets further away. When simply punching liquid, there will be a huge dip in the water at the point of impact, and two seconds later the water will rush back with explosive force to refill the hole. When punching air, the shockwave takes the form of a massive rush of air-pressure, blowing away anything that weighs less than two hundred pounds for five feet around his fist.
The air-pressure wave takes on the general form of an egg-shape, extending five feet from his fist, with the narrowest point coming from his fist and getting wider as the shockwave continues. This has a purple tinge to it.
The actual destructive effect is less than that of a bomb, but significantly more than a regular punch.
Pulling his fist back takes about a second, but the punch itself is augmented with super speed, his fist shooting forwards in an instant. However, it takes about three seconds for the shockwave to reach its full size and another two seconds for the destructive power to dissipate. Doing the punch leaves a strain on his arm, and so he will need about a minute of rest for each arm before he attempts it again.
Using both arms at once has about the same effect as using just one arm, except there will be two points of highest destructive power rather than just one.
The punch is somewhat exhausting to use multiple times in a row, and he will need an hour recovery time after using CHAOS BREAKER five times in close succession.
In order to use the move to its full effect, he must concentrate briefly, and be standing still. If he's attempting a CHAOS BREAER, but he is distracted or moved suddenly, he will simply do a regular punch, having lost concentration.
He is able to do two Chaos Breakers at once, but he is unable to use any other type of move, due to the focus on the precise way he's using his powers. Chaos Breaker was inspired by the show “My Hero Academica” and one of the techniques of All Might from the memories of Rafael. Unicron created this move to give him a powerful unarmed attack he could use to take down most of his opponents.
It should be noted that when he is using this move, there is purple electricity crackling across his body - a dead give away of what he is about to do to his opponent. This is severely taxing on both Rafael, and Unicron to use. So, he can only use this move about every 35 seconds, at maximum. In addition his body was not built for this, so it is likely that his punches will miss an opponent, or backfire and damage him when he uses this power for himself.
Posts: 126
Threads: 5
Joined: Apr 2017
@Rafael Esquivel:
Quote:The Narwhal Song V1:
>How much damage do the Narwhals do if someone flinches? Unless you need to concentrate constantly on this move, they'd probably be very weak
>Does Raf have to stand still and concentrate to use this move on someone?
>This would not need insight.
>How does he aim this? If you can just "use" it on someone, it will need homing
Also, is this tiring?
Quote:Dark Energon Burst Cutter:
>Can you elaborate on why this needs ranged control, I was under the impression that they just flew in a straight line? And how Raf can control them if it does (stuff like turning radius or how they can zig-zag or curve through the air, how much concentration it requires, etc.).
>Does charging this require his concentration?*
>How big are the blades? And how fast do the orbs spin? Helicopter speed?
>I can't see why this would need debuff. If you think it needs it, can you elaborate?
*Can he still do basic attacks and dodge while charging, or does he really have to focus?
It might be better to take those two moves to the move workshop.
Chaos Breaker: This is already approved >_> , anyway, ur gud. But, as I said before, I'd give All Might a heads up.
Posts: 38
Threads: 5
Joined: Jan 2016
Reputation:
0
Updating these moves to have more than 12 ft range.
Hyperion Pistol (Requires Ranged Proficiency) (300): A simple semi-automatic pistol with a yellow and black colour scheme. The pistol can shoot 16 rounds, each doing moderate damage, before needing to be reloaded, which takes two seconds. The pistol is initially quite inaccurate, but gets more accurate with each shot, reaching its maximum accuracy after four shots. The accuracy resets after either four seconds of not firing or after reloading. The pistol is accurate up to 25 metres at its normal accuracy, and 100 metres at its maximum accuracy. It takes a second to both summon and desummon the pistol.
Hyperion Shotgun (Requires Ranged Proficiency) (300): A shotgun with a yellow and black colour scheme. The shotgun can fire six times before having to reload, and a shot can be fired once every second. Reloading takes two seconds. A single shot shoots a mass of pellets in a spread reaching five metres in front of Claptrap. While an individual pellet does low damage, a single shot has a high amount of pellets, adding up to a pretty solid amount of damage. Spread on the pellets is quite high initially, but gets tighter with every shot, maxing out at two shots. The pellets spread to around two and a half feet at maximum range at normal accuracy, and one foot at maximum accuracy. The accuracy resets after either two seconds of not firing or after reloading. Summoning and desummoning the gun takes a second each.
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.
Posts: 82
Threads: 6
Joined: May 2015
Reputation:
0
"Exhalter" Light Machine Gun - 300 OM (requires Ranged Proficiency)
Though Morene had no interest in her homeland's military services, her mother had seen a fair share of wartime atrocities before her daughter's running off to Creedmoor. Typically of the child, Morene Fellon quickly grasped an earlier variant of this rifle that her mother had hidden beneath her bed whilst home alone. Seeing as Morene was already old enough to operate a vehicle, the girl spent quite a bit of time on the range with this rather oversized weapon, 45 inches in length from stock to barrel.
Taking it to the coasts of Augard and later into Creedmoor, this weapon was a slightly modified Union-issued light machine gun, nothing too special. Of course, if you discredit the fact that the gun's rounds spit out explosive torque rounds at a firing rate of 725 rounds per minute; though Omniphysics dampens the internally-explosive effects of the rounds themselves, the spiraling projectile helps tremendously in hitting weakpoints from a weak maximum range of 50 meters, differing it from a standard assault rifle of it's size.
Of course, considering the gun itself only holds 50 rounds, Morene exhausts these bullets quite quickly if you ever find her spraying down a narrow corridor with no regards to aim; though roughly 25 pounds with modifications, the prominent stock slapped onto the already bulky firearm helps tremendously with accuracy if fired in short bursts, not to mention Morene's enhanced strength and Cerantium power-armor assistance.
When it's rounds are depleted, Morene takes about 5 seconds to reload, giving opponents ample time to charge at the woman if they dare wish to encounter her at melee range after managing to survive the onslaught of spiraling bullets coming their way.
Perfect Parry - Tier 2 Super Defense - 800 OM
Utilizing the electromagnetic properties of her gravitic Cerantium power-armor, Morene Fellon takes a defensive stance with whatever weapon available, activating a short-lived and thin magnetic field in front of her, timing a near-perfect parry that will absorb any Tier 1 and 2 super move, including energy-based attacks.
RULES OF NATURE
Posts: 107
Threads: 10
Joined: Jun 2015
Reputation:
0
(04-13-2018, 09:09 PM)Claptrap Wrote: Updating these moves to have more than 12 ft range.
Hyperion Pistol (Requires Ranged Proficiency) (300): A simple semi-automatic pistol with a yellow and black colour scheme. The pistol can shoot 16 rounds, each doing moderate damage, before needing to be reloaded, which takes two seconds. The pistol is initially quite inaccurate, but gets more accurate with each shot, reaching its maximum accuracy after four shots. The accuracy resets after either four seconds of not firing or after reloading. The pistol is accurate up to 25 metres at its normal accuracy, and 100 metres at its maximum accuracy. It takes a second to both summon and desummon the pistol.
I feel that four seconds is too long for the accuracy reset, and 100 meters is long. I also want to ask what the fire rate is?
Quote:Hyperion Shotgun (Requires Ranged Proficiency) (300): A shotgun with a yellow and black colour scheme. The shotgun can fire six times before having to reload, and a shot can be fired once every second. Reloading takes two seconds. A single shot shoots a mass of pellets in a spread reaching five metres in front of Claptrap. While an individual pellet does low damage, a single shot has a high amount of pellets, adding up to a pretty solid amount of damage. Spread on the pellets is quite high initially, but gets tighter with every shot, maxing out at two shots. The pellets spread to around two and a half feet at maximum range at normal accuracy, and one foot at maximum accuracy. The accuracy resets after either two seconds of not firing or after reloading. Summoning and desummoning the gun takes a second each.
What's the range of the shotgun distance-wise?
(04-13-2018, 11:03 PM)Morene Fellon Wrote: "Exhalter" Light Machine Gun - 300 OM (requires Ranged Proficiency)
Though Morene had no interest in her homeland's military services, her mother had seen a fair share of wartime atrocities before her daughter's running off to Creedmoor. Typically of the child, Morene Fellon quickly grasped an earlier variant of this rifle that her mother had hidden beneath her bed whilst home alone. Seeing as Morene was already old enough to operate a vehicle, the girl spent quite a bit of time on the range with this rather oversized weapon, 45 inches in length from stock to barrel.
Taking it to the coasts of Augard and later into Creedmoor, this weapon was a slightly modified Union-issued light machine gun, nothing too special. Of course, if you discredit the fact that the gun's rounds spit out explosive torque rounds at a firing rate of 725 rounds per minute; though Omniphysics dampens the internally-explosive effects of the rounds themselves, the spiraling projectile helps tremendously in hitting weakpoints from a weak maximum range of 50 meters, differing it from a standard assault rifle of it's size.
Of course, considering the gun itself only holds 50 rounds, Morene exhausts these bullets quite quickly if you ever find her spraying down a narrow corridor with no regards to aim; though roughly 25 pounds with modifications, the prominent stock slapped onto the already bulky firearm helps tremendously with accuracy if fired in short bursts, not to mention Morene's enhanced strength and Cerantium power-armor assistance.
When it's rounds are depleted, Morene takes about 5 seconds to reload, giving opponents ample time to charge at the woman if they dare wish to encounter her at melee range after managing to survive the onslaught of spiraling bullets coming their way.
How much damage does the gun do? (Mind you it can't be too much... 725 rpm is realistic for real-life but it's a lot for the OV)
Quote:Perfect Parry - Tier 2 Super Defense - 800 OM
Utilizing the electromagnetic properties of her gravitic Cerantium power-armor, Morene Fellon takes a defensive stance with whatever weapon available, activating a short-lived and thin magnetic field in front of her, timing a near-perfect parry that will absorb any Tier 1 and 2 super move, including energy-based attacks.
RULES OF NATURE
Approved!
01001101 01100001 01100100 01100101
01111001 01101111 01110101
01101100 01101111 01101111 01101011
Posts: 126
Threads: 5
Joined: Apr 2017
04-14-2018, 12:42 PM
(This post was last modified: 04-14-2018, 12:45 PM by Dane Regan.)
Bump on my Ebony/Viola moves (see the post above CP's). Pls notice me senpais.
(04-09-2018, 04:25 PM)Clownpiece Wrote: Making a buncha adjustments to Lampad's Torch.
Mostly because it occurred to me how dumb it is to have a 5 second, completely stationary charge time for what amounted to super short-lived, almost-foddery effects >.>
First change: Lampad's Torch.
(Changes in the bold paragraph only)
Old:
[spoiler]Lampad’s Torch (Physical, Ranged, Buff, Debuff, Area Attack, Homing, Suppression, Stealth) (2400):
A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the flame doesn’t burn, and since the torch is just a light, wooden rod, this is a very weak hit, no stronger than a punch from her. Fortunately, hitting someone does more than just hurt them. Since the torch is imbued with the power of madness, a strike from it scrambles her enemy’s mind, preventing the formation of memories for 10 seconds, no matter where she hits. To the afflicted, it suddenly feels like they skipped ahead 10 seconds, though they were fighting all through that duration, and it otherwise doesn't influence their ability to fight and act. As this is a natural function of the torch, this effect always happens by default, meaning it doesn't require a wind-up from Clownpiece and doesn't wear her out more than swinging around a torch normally would. Essentially, it trades physical damage for a mind-scrambling effect.
Aside from that, the main use of the torch is messing with the sanity of those who look at the glow.
Unless otherwise stated in a specific use of this ability, Clownpiece does this by channeling her power to induce insanity through the torch for 5 seconds, during which she must devote her entire concentration to charging. Once charged, she waves her torch and casts its light over either enemies or allies within 20 meters of her, though they must see the light in order to be affected by it. Once cast, she's able to move around again as normal. Most aspects of her torch, unless specified otherwise, have only a minor energy drain to them. Clownpiece can use them frequently, but should still be wary about overexerting herself.[/spoiler]
New:
[spoiler]Lampad’s Torch (Physical, Ranged, Buff, Debuff, Area Attack, Homing, Suppression, Stealth) (2400):
A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. Despite its rather small size, Clownpiece still lacks the ability to easily store it on her person (since her dress lacks pockets). Fortunately enough, she's capable of magicking it away and back, making it disappear and reappear in her hands about as quickly as if she was stashing it in/retrieving it from a bag. Should she lose it for whatever reason, she's capable of summoning it back into her hand with a similar amount of concentration.
If worst comes to worst, she can smack someone with it, but the flame doesn’t burn, and since the torch is just a light, wooden rod, this is a very weak hit, no stronger than a punch from her. Fortunately, hitting someone does more than just hurt them. Since the torch is imbued with the power of madness, a strike from it scrambles her enemy’s mind, preventing the formation of memories for 10 seconds, no matter where she hits. To the afflicted, it suddenly feels like they skipped ahead 10 seconds, though they were fighting all through that duration, and it otherwise doesn't influence their ability to fight and act. As this is a natural function of the torch, this effect always happens by default, meaning it doesn't require a wind-up from Clownpiece and doesn't wear her out more than swinging around a torch normally would. Essentially, it trades physical damage for a mind-scrambling effect.
Aside from that, the main use of the torch is messing with the sanity of those who look at the glow.
Unless otherwise stated in a specific use of this ability, Clownpiece does this by channeling her power to induce insanity through the torch for 5 seconds, during which she must devote her entire concentration to charging, but does not need to stand still. She's capable of moving about as normal, but since she must focus on her torch, her dodging ability (as well as her general ability to keep an eye on the battlefield) is hindered. Once charged, she waves her torch and casts its light over either enemies or allies within 20 meters of her, though they must see the light in order to be affected by it. Once cast, she doesn't need to upkeep the effects unless explicitly stated in a variation. Most aspects of her torch, unless specified otherwise, have only a minor energy drain to them. Clownpiece can use them frequently, without really needing to worry about overexerting herself.[/spoiler]
Second Change: Agitation
(Increased Duration, but wears them out even faster)
Old:
[spoiler]A light that induces restlessness and energy in allies. For 10 seconds, allies are struck by an inexplicable antsiness coupled with a sudden boost in energy. Any moves/powers/etc they use (save for supers) they use during this time take half the time to charge and don’t wind/wear them out at first. However, due to the restlessness, those affected feel the need to attack/defend/move about, and once the hyperactivity wears out, they’re hit with the combined wear of everything they used all at once. They burn brighter, but also burn out faster.[/spoiler]
New:
[spoiler]A light that induces restlessness and energy in allies. For 15 seconds, friends of hers that succumb to the light are struck by an inexplicable antsiness coupled with a sudden boost in energy. Any moves/powers/etc they use (save for supers) they use during this time take half the time to charge and don’t wind/wear them out at first. However, due to the restlessness, those affected feel a need to attack/defend/move about, and thus act with more fervor, burning more energy than if they did that action normally. Additionally, once the hyperactivity wears out, they’re hit with the combined wear of everything they used all at once. They burn brighter, but also burn out faster.[/spoiler]
Third Change: Focus
(Increased Duration, put a larger emphasis on the tunnel-vision)
Old:
[spoiler]A light that throws allies into a state of hyper-focus. For 10 seconds, their concentration (whether it’s being directed towards moves/powers/or whatever) cannot be broken by normal means, though a dedicated distraction/disruption move can still do it. Additionally, they don’t notice smaller wounds while in this state, allowing them to fight on relatively unhindered. However, with focus comes tunnel-vision, and they might not notice another enemy coming up on them while they’re focused on one.[/spoiler]
New:
[spoiler]A light that throws allies into a state of hyper-focus. For 20 seconds, their begin concentrating so intently that their focus (no matter what it's being directed towards) cannot be broken by normal means, though a dedicated distraction/disruption move can still do it. Additionally, they don’t notice smaller wounds while in this state, allowing them to fight on relatively unhindered. However, with focus comes tunnel-vision. Their intense concentration renders them completely unable to be distracted unless their life is in immediate danger, and don't notice enemies they're not focused on coming up on them, even if they should be able to.[/spoiler]
Fourth Change: Paranoia
(Increased Duration, but people get more resistant the more it's used)
Old:
[spoiler]A light that induces very weak paranoia in her enemies. For 15 seconds, her foes have a seed of anxiety planted in them that doesn't do anything on its own, unless Clownpiece backs it up with something to make it bloom. For this, she uses one of the cantrips taught by Dane during Dante's Abyss, "Ping."
With a quick moment of concentration, and a sound of some sort to go with it (be it a whisper, snap, footstep, or whatever), Clownpiece can throw that noise at a relatively flat surface within 10 meters, copying the sound where the spell hits and bouncing it off in a straight line. This process is repeated up to five times, each quieter than the last, as long as there’s a surface within 10 meters of the last bounce, creating an echoing effect. There’s approximately a 1-second delay between each bounce. On its own, this spell does absolutely nothing except sound cool. To those under the effects of her paranoia, however, this is the sound of an approaching foe, a spirit whispering in their ear, an ally trying to get their attention. The sounds spawned by Ping steal away precious seconds of their attention, fray their nerves, and just in general mess with their sanity.
Paranoia has the standard drain associated with it. The Ping portion, however, is incredibly easy to do, with almost no noticeable energy drain. It’s just a fun little party trick, after all.[/spoiler]
New:
[spoiler]A light that induces very weak paranoia in her enemies. For 30 seconds, her foes have a seed of anxiety planted in them that doesn't do anything on its own, unless Clownpiece backs it up with something to make it bloom. For this, she uses one of the cantrips taught by Dane during Dante's Abyss; "Ping."
With a quick moment of concentration, and a sound of some sort to go with it (be it a whisper, snap, footstep, or whatever), Clownpiece can throw that noise at a surface within 10 meters, copying the sound where the spell hits and bouncing it off in a straight line. This process is repeated up to five times, each quieter than the last, as long as there’s a surface within 10 meters of the last bounce, creating an echoing effect. There’s approximately a 1-second delay between each bounce. On its own, this spell does absolutely nothing except sound cool. To those under the effects of her paranoia, however, this is the sound of an approaching foe, a spirit whispering in their ear, an ally trying to get their attention. The sounds spawned by Ping steal away precious seconds of their attention, fray their nerves, and just in general mess with their sanity. However, the more Clownpiece's Pings an enemy, the more resistant to the effects they get. She can only distract someone for so long without something actually dangerous happening before they catch on.
Paranoia has the standard drain associated with it. The Ping portion, however, is incredibly easy to do, with almost no noticeable energy drain. It’s just a fun little party trick, after all.[/spoiler]
Final Change: Reckless Fervor
(Because even after initial adjustments it was still weaker than Hijiri's Undaunted Stance ._.)
Old:
[spoiler]Clownpiece’s most favored application of madness. Everyone within range of her torch, enemy and ally alike, is driven into a powerful fervor for as long as they can see the flame. While under the effects of this madness, everyone is less likely to fear, falter, or flee but at the same time, this zeal also makes them more impulsive and prone to mistakes. Though while everyone is influenced by both the positive and the negative, allies receive slightly more positive, while enemies receive slightly more negative. However, these differences are minute due to the wide and indiscriminate nature of the move.
Since Clownpiece uses this move so much it’s basically second-nature to her, meaning that when she activates it, it lasts nearly indefinitely as a passive effect, though it does slowly fatigue her. Additionally, it requires little focus to upkeep, meaning she can use other moves at will, but is unable to use any other Lampad’s Torch moves while it’s active. The madness fades away quickly over about 10 seconds after losing sight of the flame.[/spoiler]
New:
[spoiler]Clownpiece’s most favored application of madness. Everyone within range of her torch, enemy and ally alike, is driven into a powerful fervor for as long as they can see the flame. While under the effects of this madness, everyone is less likely to fear, falter, or flee but at the same time, this zeal also makes them more impulsive and prone to mistakes, as well as able to shrug off most wounds, even stronger ones. Furthermore, the torch also makes them feel a burst of adrenaline, giving them a false sense of energy. Though while everyone is influenced by both the positive and the negative, allies receive slightly more positive, while enemies receive slightly more negative. However, these differences are minute due to the wide and indiscriminate nature of the move.
Since Clownpiece uses this move so much it’s basically second-nature to her, meaning that when she activates it, it lasts nearly indefinitely as a passive effect, though it does slowly fatigue her. Additionally, it requires little focus to upkeep, meaning she can use other moves at will, but is unable to use any other Lampad’s Torch moves while it’s active. The madness fades away quickly over about 10 seconds after losing sight of the flame. Due to this, the rush many people feel from looking at it, as well as the lull once they look away, it can almost become addictive - less so for Clownpiece's long-term allies who are exposed to it more often and able to cope, or people with a higher TEC. When Clownpiece is using this move, people want to be under its effects.[/spoiler]
Approved. (Also... I kinda assumed she could originally move about while charging since you never said she had to stand still... And I wouldn't call your old effects foddery. Anyway, your extra drawbacks for better/longer buffs look good, so approved.)
@Morene: Regarding Vision's comment, I'd expect something medium-high if someone got hit by every shot. Since 5 second reload. Individually a bullet would be fairly weak though. Also, you're good with the fire rate - you've only got 50 shots per reload, and it takes just over 4 seconds to fire them all. Faster shots = Less damage per shot, generally (but a higher max dps overall, since it can't shoot for as long). As a suggestion, you might wanna make it clearer that it's tiring to use or quickly aim or something like that to emphasise some drawbacks.
|