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Rewriting Blink to clarify a few things and match the changes I made to Mass Teleport a while back. I'd also like to up the time Dane has to use them to a minute, if possible.
Old:
[spoiler]
T1SU - Blink (600): Teleportation
Dane focuses for a brief moment, mentally linking different points in space. This takes about a second, and he has to stand roughly still. Afterwards, the next 5 teleports Dane executes are instant and don't require a charge time - but are just as tiring as normal, and each applies a 1-second cooldown to his teleportation power (and any associated moves). He can bring willing allies with him if they're touching him, but they'll feel dizzy for a short moment afterwards if they don't have mimic or the teleport power, and will always suffer fatigue as if they teleported by themselves. Any instant teleports not used up within the 30 seconds are lost.[/spoiler]
New:
T1SU - Blink (600): Teleportation
Dane focuses for a brief moment, mentally linking different points in space. This takes about a second, and he has to stand roughly still. Afterwards, the next 5 teleports Dane executes are instant and don't require a charge time - but are just as tiring as normal, and each applies a 1-second cooldown to his teleportation power. This can be used in combination with any other moves Dane has that activate upon teleportation (e.g. Mass Teleport), but can't be used to instantly charge a move that happens to have teleportation as a requirement. Any instant teleports not used up within 1 minute are lost. Concentration-wise, one of these teleports are no more demanding than running or dashing.
Note: Despite being instant, these can't be used to dodge super moves - the high concentration of energy disrupts them causing a lag before he's actually teleported out of danger.
I'm also wondering if something like this is possible. This might not need suppression - I just figured that was the best power for me to fodder it under.
Low Profile (300): Requires: Suppression
Dane can be incredibly hard to keep track of in a fight. By maintaining constant focus, during which Dane can dodge, block, and execute basic weapon attacks as usual, and use any non-concentration demanding powers, he can make himself much harder for other spells and attacks to read. As a result of this, any fired attack that relies on homing will not automatically follow him, and will instead move in a straight line if he was intended target. This doesn't prevent any 'homing' attacks that would hit him instantly, just something like a curving projectile. Any attacks in motion when he starts using this move will also move in a straight line. It takes Dane two seconds (same concentration requirements) to initially start using this move, and it ends once he takes damage or stops focusing on it. Furthermore, it also applies a steady fatigue drain preventing it from staying active for longer durations - so usually he will fight with this on-and-off as required. The exact strength of this is based on Dane's suppression power. Moves used by someone with a TEC double his will act as normal, and will slowly stop curving or following him completely once their TEC becomes equal to his or lower.
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NPC move time!
Pestilence God’s Aura (Physical Strength, Area Attack) (600):
As a pestilence god, Jo’on is wreathed in a godly aura. This takes the form of brilliant golden flames that erupt from her being. While for the most part, these don’t do anything but look very pretty and add to her general, expensive and gaudy look, she can use them to augment her physical strikes. To do this, she naturally wraps these golden flames around a striking limb of hers (usually her fists, but she’s been known to kick or even headbutt some poor sap), allowing her to not only hit harder, but also hit even if she misses someone, since this gaudy aura surrounds her skin by about 25cm away. While they do take on the appearance of flames, this aura actually takes on a physical form while she’s using it to strike, and being hit by it feels as though you’re being hit by her fist itself. Of course, while she’s capable of doing this naturally with no wind-up, it also takes energy to do, so it wears her out slightly faster than punching normally.
Alternatively, at the expense of even more energy (but not time, it’s just as quick and easy to do), she can expand this godly aura even more. This can get up to half a meter around the striking limb, and reach up to a meter past, hitting slightly harder than she can normally. This gets more draining the larger she makes it, of course. At max size, it’s something that leaves her winded and a bit tired, but still something she can use rather frequently.
Fodder: Another thing that Jo’on uses her aura for - other than just for hitting things really hard - is stashing away her larger riches. It acts as an incredibly glamorous hammerspace that she can store anything too large for her to carry on her person. It would also be useful for hiding things too valuable to risk, but Jo’on likes flaunting her wealth too much for that. Storage is quite simple; all she does is drop the item she wants to hide away into the glorious golden flames surrounding her, which takes about as much time as if she was storing it in her purse. Though it’s as straightforward as that, other people still can’t reach in and grab things; Jo’on needs to do it herself. However, a hit solid enough to knock her off her feet will cause some random item to eject itself from her aura. If, for whatever reason, Jo’on’s carrying something they own, then that item will pop out, guaranteed. It should be noted that she can’t store items other people own without either their OOC permission or without first stealing that item via a move of her own.
Gucci Purse (Physical, Ranged, Teleport) (900):
A very expensive, gold-leather purse that Jo’on carries around with her just about everywhere. Since it’s the thing she uses to carry all her riches, it has a fair bit of heft, meaning that being smacked upside the head with it hurts a surprising amount. Not too much though, as it’s still light enough that she can swing it around fairly quickly. Other than just swinging it around, she can also just... hurl it at someone she finds particularly annoying. Since she has a good arm and the purse isn’t too light, she can launch it a good 50 meters or so before it loses too much momentum to be anything more than a nuisance. Of course, even if it didn't have such a short drop-off, it isn’t a really effective attack by any means, and at most will simply leave one hell of a bruise.
Rather, Jo’on tends to use the purse to close the distance between her and an enemy. She can, at any point, choose to immediately teleport to her purse. This takes the usual amount of energy associated with teleportation, meaning that it, of course, can't be done if her purse is out of teleportation range, and using it in rapid succession quickly wears her out. Alternatively, she can immediately make her purse reappear back on her person, which can be done even if it’s out of teleportation range. In both cases, her purse automatically ends up slung over her arm.
OOC Note: Used Minato's "Hiraishin No Jutsu" as a baseline for balancing the teleportation aspect.
Move in question: [spoiler]Hiraishin No Jutsu (Hiraishin Kunai, Teleportation) (300) – The Hiraishin No Jutsu (Flying Thunder God Technique) is a technique created by the Second Hokage (Tobirama Senju). Minato utilizes this technique in conjunction with his great speed and agility to get the upper hand in battle. The technique allows the user to instantly teleport themselves to a location Marked with his Hiraishin Seal. The technique is utilized by activating a seal that the user has marked a location or person with (for Minato, it is his own marking that can be found on his custom Kunai). This move can only be used if Minato is within range of his seal or his marked kunai (The range is the level of the Teleport Power). Although Minato can utilize this in battle as long as he has chakra to spare, using the technique in rapid succession can drain Minato quite quickly if he’s not careful, so he opts to use this technique only when needed. This move can be used in conjunction with other moves that Minato may have (such as the Rasengan). Minato is also able to place his seal on anything he touches, inanimate objects or people alike. The way this works is sort of simple, Minato places his hand on something and, within a second, can place his seal on it. In his own universe the seal is permanent however, in the Omniverse, it seems to have been altered by Omni so that primes and secondaries are able to remove it simply by washing it off. There is no limit to the amount of seals Minato can place, other than if he runs out of chakra, but if a seal is not removed, it will expire after 3 days (IC time).[/spoiler]
Gem-Studded Rings (Physical Strength) (300):
As a devoted lover of material wealth, it’s no surprise that Jo’on owns a lot of bling all over her person. Some of it which can even be weaponized! All ten of Jo’on’s fingers are decorated with large, sparkling gemstone rings in varying colors. The gems set within each gold ring measure about half an inch in diameter and have some surprisingly sharp edges to them, essentially meaning that she has a very expensive and exceedingly fabulous set of makeshift brass knuckles on each hand. As if Jo’on’s punches didn’t hurt enough. Of course, since she absolutely loves to show off how wealthy she is, she has tons of replacements should they break or something, and can quickly replace them with extras found in her purse/aura.
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Flare 300OM (Ranged Materialize/ area of effect/ debuff proficiency) Shantotto roots herself in place for three seconds where she can only move her arms. After a half second delay the air around a target location compresses and explodes outward like a high explosive bomb. The area is instantly engulfed in liquid fire that shares a lot of similarities to napalm. This liquid fire coats and burns anyone, be it friend or foe in the 15 foot blast radius. The burn lasts for ten seconds but can be ended prematurely if action is taken to do so. The initial damage of this spell is very high, the burn effect deals little damage and can cause enough of a distraction to interrupt anyone who is channeling. This spell requires a great deal of Shantotto's mana to cast and leaves her greatly drained after using it.
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Haven't responded to:
>CP's other moves
>My (Dane's) moves
(04-17-2018, 11:54 PM)Clownpiece Wrote: Gem-Studded Rings (Physical Strength) (300):
As a devoted lover of material wealth, it’s no surprise that Jo’on owns a lot of bling all over her person. Some of it which can even be weaponized! All ten of Jo’on’s fingers are decorated with large, sparkling gemstone rings in varying colors. The gems set within each gold ring measure about half an inch in diameter and have some surprisingly sharp edges to them, essentially meaning that she has a very expensive and exceedingly fabulous set of makeshift brass knuckles on each hand. As if Jo’on’s punches didn’t hurt enough. Of course, since she absolutely loves to show off how wealthy she is, she has tons of replacements should they break or something, and can quickly replace them with extras found in her purse/aura.
I'm not sure about your other moves. But this one is good. Approved.
(04-18-2018, 06:48 PM)Shantotto Wrote: Flare 300OM (Ranged Materialize/ area of effect/ debuff proficiency) Shantotto roots herself in place for three seconds where she can only move her arms. After a half second delay the air around a target location compresses and explodes outward like a high explosive bomb. The area is instantly engulfed in liquid fire that shares a lot of similarities to napalm. This liquid fire coats and burns anyone, be it friend or foe in the 15 foot blast radius. The burn lasts for ten seconds but can be ended prematurely if action is taken to do so. The initial damage of this spell is very high, the burn effect deals little damage and can cause enough of a distraction to interrupt anyone who is channeling. This spell requires a great deal of Shantotto's mana to cast and leaves her greatly drained after using it.
High damage, AoE, and a damage over time effect? It might do high damage overall, but it would be spread over the entire area. Someone standing there would probably be taking medium damage or so. Since this is an AoE. The fatigue cost is nice, but it won't boost a 30ft diameter explosion up to high damage without a larger charge time. I guess I could let you bring the damage back up if it was made obvious where your target area was, with there being a longer delay, but then it wouldn't be as useful to you. If you want high damage, increase the charge time. Look at your other higher damage moves, those all take longer to execute. Also, what range does this have? Furthermore, since this is an explosion, does it do more damage closer to the centre?
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Flare 300OM (Ranged Materialize/ area of effect/ debuff proficiency) Shantotto roots herself in place for four seconds where she can only move her arms. After a half second delay the air around a target location compresses rapidly in a power vacuum that draws the air inwards towards the detonation point. For another half second the air compresses until it explodes outward like a high explosive bomb right after. The area is then instantly engulfed in liquid fire that shares a lot of similarities to napalm. This liquid fire coats and burns anyone, be it friend or foe in the 15 foot blast diameter. The burn lasts for ten seconds but can be ended prematurely if action is taken to do so. The initial damage of this spell is very high towards the center and gets weaker towards the edges of the effective area, the burn effect deals little damage and can cause enough of a distraction to interrupt anyone who is channeling. This spell requires a great deal of Shantottos mana to cast and leaves her greatly drained after using it. This spell has a 75 foot range making it effective as an artillery style attack, but Shantotto can not use this attack more than twice over the course of a battle.
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(04-18-2018, 09:09 PM)Shantotto Wrote: Flare 300OM (Ranged Materialize/ area of effect/ debuff proficiency) Shantotto roots herself in place for four seconds where she can only move her arms. After a half second delay the air around a target location compresses rapidly in a power vacuum that draws the air inwards towards the detonation point. For another half second the air compresses until it explodes outward like a high explosive bomb right after. The area is then instantly engulfed in liquid fire that shares a lot of similarities to napalm. This liquid fire coats and burns anyone, be it friend or foe in the 15 foot blast diameter. The burn lasts for ten seconds but can be ended prematurely if action is taken to do so. The initial damage of this spell is very high towards the center and gets weaker towards the edges of the effective area, the burn effect deals little damage and can cause enough of a distraction to interrupt anyone who is channeling. This spell requires a great deal of Shantottos mana to cast and leaves her greatly drained after using it. This spell has a 75 foot range making it effective as an artillery style attack, but Shantotto can not use this attack more than twice over the course of a battle.
Fatigue is a more viable drawback that limited use. You can cut out the limited use aspect and it'd basically be the same strength since you're not gonna be using a super tiring move more than two times or so anyway.
But, sure. Approved.
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Cloak of midnight: 300 OM (Ranged Proficiency / Debuff proficiency / Area attack /ranged materialize ) Shantotto focuses her magic for four seconds during which Shantotto can only walk and use her stardust rod, to create a ring around someone with a diameter up to 15 feet. This ring is static and does not move. A wall of jet black magic shoots up 25 feet along the ring obscuring anything inside the ring from view. This ring lasts for an initial time of ten seconds. . Any friend or foe passing through the wall is would feel nausea and slight weakness similar to if one had the flu for 5 seconds. Living things are blinded for three seconds after passing through the wall. This spell has a 45 foot range.
This spell does no damage.
The charge of takes a moderate amount of mana to use and it drains Shantotto as if she performed a 50m dash.
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(04-17-2018, 02:25 PM)Dane Regan Wrote: Rewriting Blink to clarify a few things and match the changes I made to Mass Teleport a while back. I'd also like to up the time Dane has to use them to a minute, if possible.
Old:
[spoiler]
T1SU - Blink (600): Teleportation
Dane focuses for a brief moment, mentally linking different points in space. This takes about a second, and he has to stand roughly still. Afterwards, the next 5 teleports Dane executes are instant and don't require a charge time - but are just as tiring as normal, and each applies a 1-second cooldown to his teleportation power (and any associated moves). He can bring willing allies with him if they're touching him, but they'll feel dizzy for a short moment afterwards if they don't have mimic or the teleport power, and will always suffer fatigue as if they teleported by themselves. Any instant teleports not used up within the 30 seconds are lost.[/spoiler]
New:
T1SU - Blink (600): Teleportation
Dane focuses for a brief moment, mentally linking different points in space. This takes about a second, and he has to stand roughly still. Afterwards, the next 5 teleports Dane executes are instant and don't require a charge time - but are just as tiring as normal, and each applies a 1-second cooldown to his teleportation power. This can be used in combination with any other moves Dane has that activate upon teleportation (e.g. Mass Teleport), but can't be used to instantly charge a move that happens to have teleportation as a requirement. Any instant teleports not used up within 1 minute are lost. Concentration-wise, one of these teleports are no more demanding than running or dashing.
Note: Despite being instant, these can't be used to dodge super moves - the high concentration of energy disrupts them causing a lag before he's actually teleported out of danger.
I'm also wondering if something like this is possible. This might not need suppression - I just figured that was the best power for me to fodder it under.
Low Profile (300): Requires: Suppression
Dane can be incredibly hard to keep track of in a fight. By maintaining constant focus, during which Dane can dodge, block, and execute basic weapon attacks as usual, and use any non-concentration demanding powers, he can make himself much harder for other spells and attacks to read. As a result of this, any fired attack that relies on homing will not automatically follow him, and will instead move in a straight line if he was intended target. This doesn't prevent any 'homing' attacks that would hit him instantly, just something like a curving projectile. Any attacks in motion when he starts using this move will also move in a straight line. It takes Dane two seconds (same concentration requirements) to initially start using this move, and it ends once he takes damage or stops focusing on it. Furthermore, it also applies a steady fatigue drain preventing it from staying active for longer durations - so usually he will fight with this on-and-off as required. The exact strength of this is based on Dane's suppression power. Moves used by someone with a TEC double his will act as normal, and will slowly stop curving or following him completely once their TEC becomes equal to his or lower.
Updates to Blink = approved.
Low Profile: Approved.
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(04-17-2018, 11:54 PM)Clownpiece Wrote: NPC move time!
Pestilence God’s Aura (Physical Strength, Area Attack) (600):
As a pestilence god, Jo’on is wreathed in a godly aura. This takes the form of brilliant golden flames that erupt from her being. While for the most part, these don’t do anything but look very pretty and add to her general, expensive and gaudy look, she can use them to augment her physical strikes. To do this, she naturally wraps these golden flames around a striking limb of hers (usually her fists, but she’s been known to kick or even headbutt some poor sap), allowing her to not only hit harder, but also hit even if she misses someone, since this gaudy aura surrounds her skin by about 25cm away. While they do take on the appearance of flames, this aura actually takes on a physical form while she’s using it to strike, and being hit by it feels as though you’re being hit by her fist itself. Of course, while she’s capable of doing this naturally with no wind-up, it also takes energy to do, so it wears her out slightly faster than punching normally.
Alternatively, at the expense of even more energy (but not time, it’s just as quick and easy to do), she can expand this godly aura even more. This can get up to half a meter around the striking limb, and reach up to a meter past, hitting slightly harder than she can normally. This gets more draining the larger she makes it, of course. At max size, it’s something that leaves her winded and a bit tired, but still something she can use rather frequently.
Fodder: Another thing that Jo’on uses her aura for - other than just for hitting things really hard - is stashing away her larger riches. It acts as an incredibly glamorous hammerspace that she can store anything too large for her to carry on her person. It would also be useful for hiding things too valuable to risk, but Jo’on likes flaunting her wealth too much for that. Storage is quite simple; all she does is drop the item she wants to hide away into the glorious golden flames surrounding her, which takes about as much time as if she was storing it in her purse. Though it’s as straightforward as that, other people still can’t reach in and grab things; Jo’on needs to do it herself. However, a hit solid enough to knock her off her feet will cause some random item to eject itself from her aura. If, for whatever reason, Jo’on’s carrying something they own, then that item will pop out, guaranteed. It should be noted that she can’t store items other people own without either their OOC permission or without first stealing that item via a move of her own.
Gucci Purse (Physical, Ranged, Teleport) (900):
A very expensive, gold-leather purse that Jo’on carries around with her just about everywhere. Since it’s the thing she uses to carry all her riches, it has a fair bit of heft, meaning that being smacked upside the head with it hurts a surprising amount. Not too much though, as it’s still light enough that she can swing it around fairly quickly. Other than just swinging it around, she can also just... hurl it at someone she finds particularly annoying. Since she has a good arm and the purse isn’t too light, she can launch it a good 50 meters or so before it loses too much momentum to be anything more than a nuisance. Of course, even if it didn't have such a short drop-off, it isn’t a really effective attack by any means, and at most will simply leave one hell of a bruise.
Rather, Jo’on tends to use the purse to close the distance between her and an enemy. She can, at any point, choose to immediately teleport to her purse. This takes the usual amount of energy associated with teleportation, meaning that it, of course, can't be done if her purse is out of teleportation range, and using it in rapid succession quickly wears her out. Alternatively, she can immediately make her purse reappear back on her person, which can be done even if it’s out of teleportation range. In both cases, her purse automatically ends up slung over her arm.
OOC Note: Used Minato's "Hiraishin No Jutsu" as a baseline for balancing the teleportation aspect.
Move in question: Hiraishin No Jutsu (Hiraishin Kunai, Teleportation) (300) – The Hiraishin No Jutsu (Flying Thunder God Technique) is a technique created by the Second Hokage (Tobirama Senju). Minato utilizes this technique in conjunction with his great speed and agility to get the upper hand in battle. The technique allows the user to instantly teleport themselves to a location Marked with his Hiraishin Seal. The technique is utilized by activating a seal that the user has marked a location or person with (for Minato, it is his own marking that can be found on his custom Kunai). This move can only be used if Minato is within range of his seal or his marked kunai (The range is the level of the Teleport Power). Although Minato can utilize this in battle as long as he has chakra to spare, using the technique in rapid succession can drain Minato quite quickly if he’s not careful, so he opts to use this technique only when needed. This move can be used in conjunction with other moves that Minato may have (such as the Rasengan). Minato is also able to place his seal on anything he touches, inanimate objects or people alike. The way this works is sort of simple, Minato places his hand on something and, within a second, can place his seal on it. In his own universe the seal is permanent however, in the Omniverse, it seems to have been altered by Omni so that primes and secondaries are able to remove it simply by washing it off. There is no limit to the amount of seals Minato can place, other than if he runs out of chakra, but if a seal is not removed, it will expire after 3 days (IC time).
Pestilence God's Aura: Include a line where it can't hold artefacts/prevent people from getting to them. Otherwise, approved.
Gucci Purse: Approved!
(04-21-2018, 11:01 AM)Shantotto Wrote: Cloak of midnight: 300 OM (Ranged Proficiency / Debuff proficiency / Area attack /ranged materialize ) Shantotto focuses her magic for four seconds during which Shantotto can only walk and use her stardust rod, to create a ring around someone with a diameter up to 15 feet. This ring is static and does not move. A wall of jet black magic shoots up 25 feet along the ring obscuring anything inside the ring from view. This ring lasts for an initial time of ten seconds. . Any friend or foe passing through the wall is would feel nausea and slight weakness similar to if one had the flu for 5 seconds. Living things are blinded for three seconds after passing through the wall. This spell has a 45 foot range.
This spell does no damage.
The charge of takes a moderate amount of mana to use and it drains Shantotto as if she performed a 50m dash.
Approved.
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Another round of NPC moves.
Cash Explosion (Area Attack) (300):
Jo’on burns away all her wealth, quite literally. Or rather, not really all of it, or even close to all of it. Just enough to make poorer people weep. With about 2 seconds of charge time, she conjures up a pair of cash-filled briefcases, one in each hand, and shakes them open, throwing hundreds of bills into the air around her. Then, after casting these briefcases aside, she simply... snaps her fingers and ignites all of the money in the air, causing it to explode. Violently. This creates a fireball surrounding Jo’on about 4 meters in diameter that's strong enough to hurl everyone caught within it out. Jo’on has a lot of money, so using this frivolously isn’t really an issue for her (the same can't be said for people who could actually use the money though), but conjuring up these briefcases wears her out enough that she needs to be careful anyway, lest she tire herself out too quickly.
Fountain of Riches (Ranged, Area Attack) (300):
Jo’on throws away even more wealth! After charging and concentrating for 3 seconds (during which she can move around as normal), the pestilence god throws some of her godly aura to at the ground in front of her, up to 1 meter away. Upon hitting the ground, these brilliant golden flames explode into a shimmering conflagration, blasting upwards up to 10 meters high and measuring 1 meter in diameter. Unlike when she punches, these flames take on an ethereal form and actually burn. But that’s not all! Untold amounts of riches also explode up from her aura - massive, glittering gemstones and brilliant gold bars all bludgeoning and cutting whatever poor, unfortunate soul happened to get caught in the blast, also flying up to the apex of the fountain before raining back down to earth. Jo’on herself doesn’t seem to particularly care that she’s wasting all this wealth, and has so, so much to spare that the only limiting factor is how tiring it is to use. With its moderate drain, it leaves her a bit winded after each use, but isn’t disabling, allowing her to use it a solid few times in a fight.
Shakedown (Fodder):
If there’s one thing Jo’on has a knack for, it’s finding money. Not on the ground or hidden in corners or anything. Oh no, that’s too low for her. She much prefers ‘finding’ money hidden on someone’s person. She knows exactly how to shake someone down to get them to drop all their riches. Not just in a literal sense, she’s also fully capable of punching the money right out of someone. Just gotta hit them in the right spots, jostle them in a certain manner, and they can say goodbye to all their hard-earned cash.
T1 Super Attack: Poor Sign “Super Poverty Bomb” (Ranged, Area Attack) (600):
The concept of financial assets just withering away, now in physical form! Jo’on raises her hands above her head and pours her pestilence god power into the air, forming a massive, sickly-dark purple ball of aura, measuring about 2 meters in diameter. She then proceeds to just hurl this ball at her enemy, sending it racing at about the speed of an arrow. It flies for about 100 meters before disappearing, and passes through anyone and anything it hits. Other than hurting like hell, this ball also burns away some of the money possessed by anyone hit by hit. Not just the money held on their person, but also those in bank accounts and such, for some reason, making it capable of plunging people into poverty. Though it’s strong, Jo’on doesn’t particularly like using it because then there’s less money for her to steal earn.
T2 Super Attack: 80's Extortioner (Physical Strength, Area Attack) (800):
Sometimes Jo’on needs to do more than shake someone down. Sometimes she needs to prove a point, make someone fear her, take them for everything they own, and then some. Jo’on grabs hold of whatever poor sap drew her ire by the collar of their shirt (or their neck or something), wraps her golden aura around her fist, and just proceeds to absolutely wail on them, punching them a dozen or so times, with such amazing force that it knocks most of their money loose. Whilst they're stunned from the sheer strength of her assault, she hoists them up and shakes them down, in a completely literal fashion this time, taking absolutely everything they own. Of course, this doesn’t satisfy her either. Once she’s confident she’s stripped them of all the wealth they have on their person, she sets them back down (usually they’ll be a bit shaky on their feet), and attaches a debtor’s note to them, basically just informing them that they still owe her a lot more money, which she fully intends to collect eventually. Jo’on then charges up for one last punch, and just completely decks them with the full force of her godly aura, a punch so strong that it sends out golden shockwaves up to 5 meters surrounding her fist.
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@CP:
Cash Explosion:
>Can you elaborate on the charge time? Like, is she standing still and concentrating? Or still able to dodge about?
>Does this damage Jo'on, or is she immune to being hurt by her burning money?
Fountain of Riches:
>Can she move while charging, etc.?
>Roughly how long does your burning money death pillar actually last? And how fast does it blast up?
(04-22-2018, 08:52 PM)Clownpiece Wrote: Shakedown (Fodder):
If there’s one thing Jo’on has a knack for, it’s finding money. Not on the ground or hidden in corners or anything. Oh no, that’s too low for her. She much prefers ‘finding’ money hidden on someone’s person. She knows exactly how to shake someone down to get them to drop all their riches. Not just in a literal sense, she’s also fully capable of punching the money right out of someone. Just gotta hit them in the right spots, jostle them in a certain manner, and they can say goodbye to all their hard-earned cash.
T1 Super Attack: Poor Sign “Super Poverty Bomb” (Ranged, Area Attack) (600):
The concept of financial assets just withering away, now in physical form! Jo’on raises her hands above her head and pours her pestilence god power into the air, forming a massive, sickly-dark purple ball of aura, measuring about 2 meters in diameter. She then proceeds to just hurl this ball at her enemy, sending it racing at about the speed of an arrow. It flies for about 100 meters before disappearing, and passes through anyone and anything it hits. Other than hurting like hell, this ball also burns away some of the money possessed by anyone hit by hit. Not just the money held on their person, but also those in bank accounts and such, for some reason, making it capable of plunging people into poverty. Though it’s strong, Jo’on doesn’t particularly like using it because then there’s less money for her to steal earn.
T2 Super Attack: 80's Extortioner (Physical Strength, Area Attack) (800):
Sometimes Jo’on needs to do more than shake someone down. Sometimes she needs to prove a point, make someone fear her, take them for everything they own, and then some. Jo’on grabs hold of whatever poor sap drew her ire by the collar of their shirt (or their neck or something), wraps her golden aura around her fist, and just proceeds to absolutely wail on them, punching them a dozen or so times, with such amazing force that it knocks most of their money loose. Whilst they're stunned from the sheer strength of her assault, she hoists them up and shakes them down, in a completely literal fashion this time, taking absolutely everything they own. Of course, this doesn’t satisfy her either. Once she’s confident she’s stripped them of all the wealth they have on their person, she sets them back down (usually they’ll be a bit shaky on their feet), and attaches a debtor’s note to them, basically just informing them that they still owe her a lot more money, which she fully intends to collect eventually. Jo’on then charges up for one last punch, and just completely decks them with the full force of her godly aura, a punch so strong that it sends out golden shockwaves up to 5 meters surrounding her fist.
Your fodder and super attacks are approved.
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Edits in Bold
Cash Explosion (Area Attack) (300):
Jo’on burns away all her wealth, quite literally. Or rather, not really all of it, or even close to all of it. Just enough to make poorer people weep. With about 2 seconds of stationary charge time, she conjures up a pair of cash-filled briefcases, one in each hand, and shakes them open, throwing hundreds of bills into the air around her. Then, after casting these briefcases aside, she simply... snaps her fingers and ignites all of the money in the air, causing it to explode. Violently. This creates a fireball surrounding Jo’on about 4 meters in diameter that's strong enough to hurl everyone caught within it out, but doesn't harm Jo'on herself. Since she has a lot of money, using this frivolously isn’t really an issue for her (the same can't be said for people who could actually use the money though), but conjuring up these briefcases wears her out enough that she needs to be careful anyway, lest she tire herself out too quickly.
Fountain of Riches (Ranged, Area Attack) (300):
Jo’on throws away even more wealth! After charging and concentrating for 3 seconds (during which she can move around as normal), the pestilence god throws some of her godly aura to at the ground in front of her, up to 1 meter away. Upon hitting the ground, these brilliant golden flames explode into a shimmering conflagration, blasting upwards up to and 10 meters high and 1 meter wide in an instant, and fizzling out a second later. Unlike when she punches, these flames take on an ethereal form and actually burn. But that’s not all! Untold amounts of riches also explode up from her aura - massive, glittering gemstones and brilliant gold bars all bludgeoning and cutting whatever poor, unfortunate soul happened to get caught in the blast, also flying up to the apex of the fountain before raining back down to earth. Jo’on herself doesn’t seem to particularly care that she’s wasting all this wealth, and has so, so much to spare that the only limiting factor is how tiring it is to use. With its moderate drain, it leaves her a bit winded after each use, but isn’t disabling, allowing her to use it a solid few times in a fight.
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
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(04-22-2018, 10:15 PM)Clownpiece Wrote: Edits in Bold
Cash Explosion (Area Attack) (300):
Jo’on burns away all her wealth, quite literally. Or rather, not really all of it, or even close to all of it. Just enough to make poorer people weep. With about 2 seconds of stationary charge time, she conjures up a pair of cash-filled briefcases, one in each hand, and shakes them open, throwing hundreds of bills into the air around her. Then, after casting these briefcases aside, she simply... snaps her fingers and ignites all of the money in the air, causing it to explode. Violently. This creates a fireball surrounding Jo’on about 4 meters in diameter that's strong enough to hurl everyone caught within it out, but doesn't harm Jo'on herself. Since she has a lot of money, using this frivolously isn’t really an issue for her (the same can't be said for people who could actually use the money though), but conjuring up these briefcases wears her out enough that she needs to be careful anyway, lest she tire herself out too quickly.
Fountain of Riches (Ranged, Area Attack) (300):
Jo’on throws away even more wealth! After charging and concentrating for 3 seconds (during which she can move around as normal), the pestilence god throws some of her godly aura to at the ground in front of her, up to 1 meter away. Upon hitting the ground, these brilliant golden flames explode into a shimmering conflagration, blasting upwards up to and 10 meters high and 1 meter wide in an instant, and fizzling out a second later. Unlike when she punches, these flames take on an ethereal form and actually burn. But that’s not all! Untold amounts of riches also explode up from her aura - massive, glittering gemstones and brilliant gold bars all bludgeoning and cutting whatever poor, unfortunate soul happened to get caught in the blast, also flying up to the apex of the fountain before raining back down to earth. Jo’on herself doesn’t seem to particularly care that she’s wasting all this wealth, and has so, so much to spare that the only limiting factor is how tiring it is to use. With its moderate drain, it leaves her a bit winded after each use, but isn’t disabling, allowing her to use it a solid few times in a fight.
Both approved.
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04-23-2018, 09:35 AM
(This post was last modified: 04-23-2018, 09:37 AM by Ash.)
NPC-Prime Moves for Jakob Volkov
Rigger Control Consol(RCC) - 0 OM - Fodder.
Ranged, Remote Control.
Its a computer device that fits in a large briefcase which can be quiet heavy. Once opened, the rigger has access to control knobs, buttons, screens, monitors, and programs to assist his drones.
RCC Programs - 900 OM(300 for each Upgrade.)
Ranged, Buff.
At the cost of his time and concentration, Jakob can initiate a program in his Rigger Control Consol that temprarily enhances his Drones. Each program takes 3 seconds to punch in and then be recieved by any one drone of his choosing. While initiating programs Jakob cannot move or attack. He can interrupt this action to attempt dodging, but has to restart the 3-second process. If Jakob wishes to change Programs before they are finished he can, but it takes another 3 seconds to switch out the program. (Depending on the Drone, multiple upgrades can be activated. See drones)
-Speed Upgrade
+2 to Speed for 30 seconds.
-Technique Upgrade
+2 to Tech for 30 seconds.
-Attack Upgrade
+2 to Attack for 30 seconds.
T1 Asist: DeadEyeBot Mk 1 (1000 OM)
Ranged, Remote Control, Enhanced Senses, and Flight.
Appearance:
![[Image: gMGX1IMID64x_Txs7M_T0Q3sFi5Ilk4xGZERHvkg...kfrs03aa-9]](https://lh6.googleusercontent.com/gMGX1IMID64x_Txs7M_T0Q3sFi5Ilk4xGZERHvkgUOFSjFPtOkXKpYPthzOLh8zaAHZfYt170IlEYTHxNCeeC17oQ021CxMzy83_QzBvIl5eLA_-qSLyb6_kyxvhaBkfrs03aa-9)
-Drone's height from tail to top is only about 2 feet tall, 3 feet wide. The degraded paint style nevber goes away, but Jakob can concentrate and change its color because omniphysics. (Just cosmetics)
-This drone comes with a camera attached to it, a flashlight, a shotgun, and aprox. 130 bullets which fire 1 bullet per 3 seconds. Once the drone has expended its ammunition it is no longer a threat and becomes defenseless through the duration of a fight. This drone's gun has so much force that it kicks the drone back several feet and causes it to have to right itself in the air before firing again. The damage done by this drone is from the pellets that scatter in a half foot spray. The drone has to reach a 5 foot range before doing moderate damage. Anything closer than that turns the damage the sever.
-DeadEyeBots are too small for too many additional programs and can only hold one Upgrade at a time.
-Mk 1's Camera can only see in normal up to 20 meters, its feed is recorded and displayed on Jakob's RCC. Once its a file, he can do anything he can normally with a file. (Share, Delete, Etc)
STATS
Atk - 2
Def - 2
Spd - 0
Tech - 1
T1 Asist: DeadEyeBot Mk 2 (1000 OM)
Ranged, Remote Control, Enhanced Senses, and Flight.
Appearance:
![[Image: EjxAzYzalBAecvz3z54ITGfwyrQOOFdDO2iNiQYO...Yh9-eWtvT9]](https://lh6.googleusercontent.com/EjxAzYzalBAecvz3z54ITGfwyrQOOFdDO2iNiQYOMt7azxdWlu_ANZLPi76qXIOT5gpIsVLHNiVgsoqtuEgIIcsvhF9-vnzOIfqV-MIzcb7urlNJkP7QluWOTKaYoTYh9-eWtvT9)
-Drone's height from tail to top is only about 3 feet tall, 2 feet wide. Washed out colors which Jakob can change with just a moment of concentration due to omniphysics. (Its just cosmetics.)
-This drone comes with a camera attached to it, a machine gun, and aprox. 1500 bullets which fire at a rate of 500 RPM. Once the drone has expended its ammunition it is no longer a threat and becomes defenseless through the duration of a fight. Mostly for supressent fire, these bullets will tear through just about anything but do limited damage unless the target is hit by a spray of them, then the damage becomes minor. This one can maneuver very well and has the ability to cocentrate its fire within 3 feet of a target. It can also do small bursts of 10 bullets per second.
-DeadEyeBots are too small for too many additional programs and can only hold one Upgrade at a time.
-Mk 2's Camera can see in normal, nightvision, and thermal vision up to 20 meters, its feed is recorded and displayed on Jakob's RCC. Once its a file, he can do anything he can normally with a file. (Share, Delete, Etc)
STATS
Atk - 2
Def - 0
Spd - 1
Tech - 2
Warning: Anything that involves Ash should be rated M. Possibly higher.
Erik Vrell : Ash has a 'love' fourth dimensional shape
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04-23-2018, 09:50 AM
(This post was last modified: 04-23-2018, 09:58 AM by Dane Regan.)
(04-23-2018, 09:35 AM)Ash Wrote: NPC-Prime Moves for Jakob Volkov
[spoiler]
Rigger Control Consol(RCC) - 0 OM - Fodder.
Ranged, Remote Control.
Its a computer device that fits in a large briefcase which can be quiet heavy. Once opened, the rigger has access to control knobs, buttons, screens, monitors, and programs to assist his drones.
RCC Programs - 900 OM(300 for each Upgrade.)
Ranged, Buff.
At the cost of his time and concentration, Jakob can initiate a program in his Rigger Control Consol that temprarily enhances his Drones. Each program takes 3 seconds to punch in and then be recieved by any one drone of his choosing. While initiating programs Jakob cannot move or attack. He can interrupt this action to attempt dodging, but has to restart the 3-second process. If Jakob wishes to change Programs before they are finished he can, but it takes another 3 seconds to switch out the program. (Depending on the Drone, multiple upgrades can be activated. See drones)
-Speed Upgrade
+2 to Speed for 30 seconds.
-Technique Upgrade
+2 to Tech for 30 seconds.
-Attack Upgrade
+2 to Attack for 30 seconds.
T1 Asist: DeadEyeBot Mk 1 (1000 OM)
Ranged, Remote Control, Enhanced Senses, and Flight.
Appearance:
![[Image: gMGX1IMID64x_Txs7M_T0Q3sFi5Ilk4xGZERHvkg...kfrs03aa-9]](https://lh6.googleusercontent.com/gMGX1IMID64x_Txs7M_T0Q3sFi5Ilk4xGZERHvkgUOFSjFPtOkXKpYPthzOLh8zaAHZfYt170IlEYTHxNCeeC17oQ021CxMzy83_QzBvIl5eLA_-qSLyb6_kyxvhaBkfrs03aa-9)
-Drone's height from tail to top is only about 2 feet tall, 3 feet wide. The degraded paint style nevber goes away, but Jakob can concentrate and change its color because omniphysics. (Just cosmetics)
-This drone comes with a camera attached to it, a flashlight, a shotgun, and aprox. 130 bullets which fire 1 bullet per 3 seconds. Once the drone has expended its ammunition it is no longer a threat and becomes defenseless through the duration of a fight. This drone's gun has so much force that it kicks the drone back several feet and causes it to have to right itself in the air before firing again. The damage done by this drone is from the pellets that scatter in a half foot spray. The drone has to reach a 5 foot range before doing moderate damage. Anything closer than that turns the damage the sever.
-DeadEyeBots are too small for too many additional programs and can only hold Upgrade at a time.
-Mk 1's Camera can only see in normal up to 20 meters, its feed is recorded and displayed on Jakob's RCC. Once its a file, he can do anything he can normally with a file. (Share, Delete, Etc)
STATS
Atk - 2
Def - 2
Spd - 0
Tech - 1
T1 Asist: DeadEyeBot Mk 2 (1000 OM)
Ranged, Remote Control, Enhanced Senses, and Flight.
Appearance:
![[Image: EjxAzYzalBAecvz3z54ITGfwyrQOOFdDO2iNiQYO...Yh9-eWtvT9]](https://lh6.googleusercontent.com/EjxAzYzalBAecvz3z54ITGfwyrQOOFdDO2iNiQYOMt7azxdWlu_ANZLPi76qXIOT5gpIsVLHNiVgsoqtuEgIIcsvhF9-vnzOIfqV-MIzcb7urlNJkP7QluWOTKaYoTYh9-eWtvT9)
-Drone's height from tail to top is only about 3 feet tall, 2 feet wide. Washed out colors which Jakob can change with just a moment of concentration due to omniphysics. (Its just cosmetics.)
-This drone comes with a camera attached to it, a machine gun, and aprox. 1500 bullets which fire at a rate of 500 RPM. Once the drone has expended its ammunition it is no longer a threat and becomes defenseless through the duration of a fight. Mostly for supressent fire, these bullets will tear through just about anything but do limited damage unless the target is hit by a spray of them, then the damage becomes minor. This one can maneuver very well and has the ability to cocentrate its fire within 3 feet of a target. It can also do small bursts of 10 bullets per second. -DeadEyeBots are too small for too many additional programs and can only hold Upgrade at a time.
-Mk 2's Camera can see in normal, nightvision, and thermal vision up to 20 meters, its feed is recorded and displayed on Jakob's RCC. Once its a file, he can do anything he can normally with a file. (Share, Delete, Etc)
STATS
Atk - 2
Def - 0
Spd - 1
Tech - 2
[/spoiler]
Rigger Control Console: Approved.
RCC Programs:
Nope. Changes to stats with buff moves require either SP (with 4 stats per 1 sp - with a super utility), or very intensive drawbacks. That sort of thing would be closer to "you get +2 ATK but I get -2 ATK, and I get really tired", although I can't name any normal moves that give stats off the top of my head. You're better off having a buff "increase the strength of their guns for the next X seconds", "moves 50% faster for X seconds", "gives them a weak/strong shield that lasts for X seconds", "reduces the spread and recoil of their guns allowing for more precision". For a 3 second charge, you're unlikely to get them to last 30 seconds though, unless you set the duration to be based on usage rather than time.
DeadEyeBot Mk1/2:
Assists are only statted entities. You need to purchase the moves for what they can do separately. So the guns and stuff aren't worked into the assist and need to be separate moves. They get access to any moves/powers/profs their prime has - so this essentially means that Jakob will need to get the gun moves so that they can use them (even if Jakob himself can't use them).
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**Bolded Changes**
RCC Programs - 900 OM(300 for each Upgrade.)
Ranged, Buff.
At the cost of his time and concentration, Jakob can initiate a program in his Rigger Control Consol that temprarily enhances his Drones. Each program takes 3 seconds to punch in and then be recieved by any one drone of his choosing. While initiating programs Jakob cannot move or attack. He can interrupt this action to attempt dodging, but has to restart the 3-second process. If Jakob wishes to change Programs before they are finished he can, but it takes another 3 seconds to switch out the program. (Depending on the Drone, multiple upgrades can be activated. See drones)
-Speed Upgrade
The drone 50% faster for 30 seconds.
-Technique Upgrade
Increases the accuracy of the shots for 30 seconds.
-Attack Upgrade
Increases the damage of the shots for 30 seconds.
T1 Asist: DeadEyeBot Mk 1 (1000 OM)
Ranged, Remote Control, Enhanced Senses, and Flight.
Appearance:
![[Image: gMGX1IMID64x_Txs7M_T0Q3sFi5Ilk4xGZERHvkg...kfrs03aa-9]](https://lh6.googleusercontent.com/gMGX1IMID64x_Txs7M_T0Q3sFi5Ilk4xGZERHvkgUOFSjFPtOkXKpYPthzOLh8zaAHZfYt170IlEYTHxNCeeC17oQ021CxMzy83_QzBvIl5eLA_-qSLyb6_kyxvhaBkfrs03aa-9)
-Drone's height from tail to top is only about 2 feet tall, 3 feet wide. The degraded paint style nevber goes away, but Jakob can concentrate and change its color because omniphysics. (Just cosmetics).
-This drone comes with a camera attached to it, a shotgun, and ammo reserves.
-DeadEyeBots are too small for too many additional programs and can only hold one Upgrade at a time.
-Mk 1's Camera can only see in normal up to 20 meters, its feed is recorded and displayed on Jakob's RCC. Once its a file, he can do anything he can normally with a file. (Share, Delete, Etc)
STATS
Atk - 2
Def - 2
Spd - 0
Tech - 1
M1’s Shotgun Installment - 300 OM
Jakob fit a shotgun to Mk 1 and and filled it aprox. 130 bullets which fire 1 bullet per 3 seconds that auto-load via mechanisms within the complex machine. Once the drone has expended its ammunition it is no longer a threat and becomes defenseless through the duration of a fight. This drone's gun has so much force that it kicks the drone back several feet and causes it to have to right itself in the air before firing again. The damage done by this drone is from the pellets that scatter in a half foot spray. The drone has to reach a 5 foot range before doing moderate damage. Anything closer than that turns the damage the server
T1 Asist: DeadEyeBot Mk 2 (1000 OM)
Ranged, Remote Control, Enhanced Senses, and Flight.
Appearance:
![[Image: EjxAzYzalBAecvz3z54ITGfwyrQOOFdDO2iNiQYO...Yh9-eWtvT9]](https://lh6.googleusercontent.com/EjxAzYzalBAecvz3z54ITGfwyrQOOFdDO2iNiQYOMt7azxdWlu_ANZLPi76qXIOT5gpIsVLHNiVgsoqtuEgIIcsvhF9-vnzOIfqV-MIzcb7urlNJkP7QluWOTKaYoTYh9-eWtvT9)
-Drone's height from tail to top is only about 3 feet tall, 2 feet wide. Washed out colors which Jakob can change with just a moment of concentration due to omniphysics. (Its just cosmetics.)
-This drone comes with a camera attached to it, a machine gun, and ammo reserves.
-DeadEyeBots are too small for too many additional programs and can only hold one Upgrade at a time.
-Mk 2's Camera can see in normal, night vision, and thermal vision up to 20 meters, its feed is recorded and displayed on Jakob's RCC. Once its a file, he can do anything he can normally with a file. (Share, Delete, Etc)
STATS
Atk - 2
Def - 0
Spd - 1
Tech - 2
M2’s Machine Gun Installment - 300 OM
Jakob fit a machine gun to Mk 1 and and filled it approx. 1500 bullets which fire at a rate of 500 RPM. Once the drone has expended its ammunition it is no longer a threat and becomes defenseless through the duration of a fight. Mostly for supressent fire, these bullets will tear through just about anything but do limited damage unless the target is hit by a spray of them, then the damage becomes minor. This one can maneuver very well and has the ability to concentrate its fire within 3 feet of a target. It can also do small bursts of 10 bullets per second
Warning: Anything that involves Ash should be rated M. Possibly higher.
Erik Vrell : Ash has a 'love' fourth dimensional shape
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RCC Programs:
>30 seconds is a bit long. For your moving 50% faster option, I'd suggest about 10 seconds tops. Maybe 15 seconds if it makes the robot get more tired from moving (i.e. uses more fuel).
>Can you be more specific on the accuracy/damage changes? Stuff like, "improves gun stability so bullets travel straight" or "improves targetting systems, allowing them to hit many shots that would have been a near-miss, and grazing shots become more solid hits" for the accuracy one, for example.
DeadEyeBot Mk 1: Approved. But this doesn't need ranged/ranged control since it's an assist. You'd only need ranged control if you summoned a drone with a normal move.
M1’s Shotgun Installment: That shotgun has a lot of spread, but: approved with ranged prof (or physcial prof I guess since it has a short viable range).
DeadEyeBot Mk 2: Approved. Doesn't need ranged/ranged control. Just flight. And Enhanced Senses.
M2’s Machine Gun Installment: "It can also do small bursts of 10 bullets per second" This would make the move cost 300 more OM (since it's an alternative fire mode). Normally it fires 8.33... bullets per second, so you don't need to add it. Also, remember to add your proficiencies (ranged prof in this case).
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Dane mention this to me a while ago, but then I totally forgot about it... but this move shouldn't actually need to cost 600 (as it does now).
Even though its duration is variable, that's not really any different from a gun with a full-auto rate of fire or a flamethrower, for instance, and those aren't priced at 600... so...
Can I get 300 OM back, pretty please?
[insert puppydog eyes here]
[spoiler]
Changes in bold.
Quote:Abyssal Screech (300)
(Area Attack Proficiency, Physical Strength)
This Move can only be used when China's mouth is in its second form (see 'Resilient China Fangs'). China opens his mouth wide and lets loose a piercing shriek so loud and so high-pitched that it is actually capable of causing real harm to those hearing it from close by.
Abyssal Screech damages the eardrums of affected parties, so generally the only visible sign of any injuries caused will be blood running from the ears, at the most. The distance at which one can stand from China before being within range of having their eardrums ruptured depends on their DEF compared to his ATK. For each point that his ATK exceeds their DEF, add 1 foot of distance; so, for example, if his ATK was 10 and his opponent's DEF was 0, he could harm them from up to 10' away from his head. Note that whilst Ranged Proficiency is not required for this Move, China cannot harm anyone more than 12' away without it. Enemies outside the damage range may still feel some pain, but will not be harmed by it and will be assumed to be capable of ignoring it well enough to continue fighting unless the character's owner states otherwise. Characters whose DEF matches or exceeds China's ATK will not be harmed by this Move (unless their owner wishes them to be).
This Move can be maintained for a maximum of 20 seconds and in order to take enough damage to actually have their eardrums burst, an individual must remain close enough to China to be affected for at least 2 seconds. China himself will not be harmed by Abyssal Screech, but otherwise it will affect enemies and allies alike. China must remain stationary whilst using this Move and must Focus on it completely, so cannot use any other Moves or Powers at the same time. Also, this Move tires him significantly, has a 15 minute cooldown period, and prevents him from speaking at all for 5 minutes after each use.
Abyssal Screech can theoretically deal lethal damage, though in order for it to do so China would have to keep an opponent at very close proximity (1/2 of their affected range) for twice the standard effect duration (4 seconds). This will generally only be possible for lesser Secondaries or for Primes too weakened to fight back (i.e. I could have him use it as a finisher move after having won a graded fight).
[/spoiler]
Also, I've edited the fodder bit at the end to make it marginally more powerful. This doesn't actually make any difference to how the move would be used in combat, since killing a Prime with it still wouldn't be something I could do until after winning a fight... in much the same way that a regular sword can easily deal lethal damage, but you still aren't allowed to kill Primes mid-fight just because you have a sword move.
As such, I reckon this change should be fine.
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@China: Approved.
As far as I'm aware, no other moves have been left hanging.
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Death Saucer/Kienzan (Ranged) (300) - Cell lifts an open palm upward and creates a spinning disc of magenta energy with a deep red core (Death Saucer) or a yellow spinning disc with serrated edges (Kienzan) with a 75cm diameter, taking about two seconds where he must remain still (though it can be summoned while falling) and he cannot perform any other attacks; taking damage will interrupt the charge. The edge of the disc is sharp and acts like a moving buzzsaw (the damage/severity of the cut depending on Cell's ATK stat to his target's durability/DEF stat for a Prime). Cell throws the disc, where it travels at the speed of an arrow and moves in a straight line. (The attack is the same; Kienzan and Death Saucer are the same basic attack but with a different aesthetic).
Taiyoken (Solar Flare) (Area Attack, Debuff) (300) - Cell spreads his fingers and raises his hands to either side of his face. After three seconds, Cell yells the attack's name (Taiyoken!) and a blaring white light engulfs the area around him for 100 metres, where Cell is the centre point (ie. 50 metres in all directions from Cell's position). Anyone in the vicinity is blinded by the light, causing moderate eye discomfort. This attack even works for those who might close their eyes if they know what's coming. The blinding effects last for ten seconds. Cell can only perform this once during a battle.
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