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Move Approval V
Ki Edge (Physical) (300) - Cell clenches a fist and in one second generates a blade of ki that extends from and around his hand. The blade is 50cm long and acts like a sword. The energy drain to create the edge is minimal and doesn't require constant energy to feed it. However if Cell unclenches his hand or takes a particularly powerful hit, the Ki Edge will dissipate. Cell can create two of these simultaneously if he desires (one in each hand). Cell cannot perform any other moves that require the use of his hands while active (eg. He could attack with Ki Blast with his free hand with the other hand using Ki Edge, but could not perform Kamehameha. He could only use his Tail if using Ki Edge in both hands).

Big Bang Attack (Ranged, Area Attack) (300) - One of Vegetas moves. Cell aims a flat palm with the thumb tucked into the palm and charges ki for five seconds. A ball of ki is created and is a little larger than a basketball. When charged, Cell calls out the attack name and fires it, the ball travelling at the speed of an arrow. Cell must remain motionless while charging and cannot use other attacks. BBA can be interrupted by damage. The attack explodes in a five metre radius on impact.

Death Beam (Ranged) (600) - a favourite of Frieza. The Death Beam is a thin beam of purple ki fired from the index finger on either hand. It takes a second to fire and moves at the speed of a bullet. The beam doesn't do much damage and doesn't explode; instead it stings and burns. It is designed to torture or distract an opponent. It has relatively low energy draw and can be fired easily without tiring.

Cell can choose to rapid fire Death Beam, firing them from both fingers at a rate of four a second. He can keep this up for 10 seconds at the cost of around a quarter of his overall stamina.

Perfect Barrier (Area Shield) (300) - After a one second charge, Cell creates a green sphere of ki around his body that blocks damage from any angle. As it covers him entirely, the defensive strength of the shield isn't as great as one that focuses on one side of him.
[Image: gdc0h.gif]
Chained/Unchained Chaos(1200 OM(Is the price right), Physical Strength, Debuff.)

A katana that was also purchased. This sword appears to be a generic katana, at first glance, with a two-foot long blade. However, chains are wrapped around the hilt and it is kept in its sheath. This is used as a blunt weapon by Warren, most of the time. It is moderately draining on his stamina to summon but is summoned instantly. 

Unchained Chaos is the form of Chained Chaos where the limiters Warren put into the sword are released. It takes Warren 3 second of complete concentration to remove the limiters and take the katana out of its sheath. The katana is automatically resheathed if Warren uses another melee weapon. It appears to be a generic katana but has two special modes he can use with it. It takes 8 seconds to activate either one of this modes, and only one can be active at once. While activating one of the modes, Warren has to focus a moderate amount but can still execute basic dodges, blocks, and attacks and partially use other moves/powers with lower concentration requirements. 
  • Lightning Mode: The mode where Unchained Chaos behaves like a sword that is charged with a Tazer. Lightning Mode causes the loss of access to a limb temporarily, if it strikes an opponent, as well as doing some extra damage due to the electric discharge. Attacking someone twice will remove the effect of the last paralysis and reapply it in the new area hit (refreshing the duration). The paralysis lasts about 5 seconds, but increases and decreases by 1-second increments based on Warren's TEC and the opponent's. He can keep this mode active for six seconds. This is fairly draining on his stamina.
  • Fire Mode: This mode of the sword has it ignite with purple flames which increase the damage of the sword strikes. In addition to the extra damage, being hit by a flaming strike would leave a burn mark on an opponent for the next 8 seconds that would hurt quite severely (despite not doing extra damage) - making concentrating on moves and attacks more difficult, particularly for primes with a TEC lower than Warren. Hitting someone twice will remove the previous burn mark and apply a new one. He can keep this mode active for 6 seconds.
Quote:Resilient China Central Eye (300)
(Hive Mind, Survival, Flight, Ranged Proficiency)
[spoiler][Image: Hallo_eye_small.png][/spoiler]
In the centre of China’s head floats a third eye; an amber-and-black-coloured, lacquered orb of solid porcelain, which is as durable as stone. In addition to being used to see, this 2.5-inch-wide sphere also serves as the core of his being; his heart and brain both. So long as it exists, China will not die, no matter what happens to the rest of his body. Conversely, however, if it is broken then he will perish immediately, no matter how fine the condition of the rest of him.

Essentially, what this means in OOC terms is that no one can smash his third eye without either winning a graded fight or getting OOC permission… in much the same way that they wouldn't normally be allowed to decapitate someone (who didn’t have Survival) during a fight.

Even though the eye is not actually physically attached to the rest of China's body, it is still connected by magic, meaning that removing it (without the use of the Disassemble Power) will still deal damage to China; approximately the same amount as if an ordinary human character had one eyeball gouged out. Once outside of China’s main body, his eye can fly about freely and can still control the remainder of the body from a distance via the Hive Mind Power. That said, as all of China's senses are tied to the Central Eye, he’ll still need to maintain line of sight on his body in order to be able to direct it properly. His first two eyes cannot be used whilst the Central Eye is outside his body.
[Image: chinasig3.png]
Note: Yu Kanda, Cell, Clownpiece, Sasuke, and Handsome Jack. I haven't forgotten you. I'll try to get you some proper feedback on your super utility moves after I confer with other members of staff. If anyone else's moves are pending (besides mine - posted with my Viola account), sorry for missing you.

Cell:
[spoiler]
(05-03-2018, 09:13 PM)Cell Wrote: Ki Edge (Physical) (300) - Cell clenches a fist and in one second generates a blade of ki that extends from and around his hand. The blade is 50cm long and acts like a sword. The energy drain to create the edge is minimal and doesn't require constant energy to feed it. However if Cell unclenches his hand or takes a particularly powerful hit, the Ki Edge will dissipate. Cell can create two of these simultaneously if he desires (one in each hand). Cell cannot perform any other moves that require the use of his hands while active (eg. He could attack with Ki Blast with his free hand with the other hand using Ki Edge, but could not perform Kamehameha. He could only use his Tail if using Ki Edge in both hands).

Big Bang Attack (Ranged, Area Attack) (300) - One of Vegetas moves. Cell aims a flat palm with the thumb tucked into the palm and charges ki for five seconds. A ball of ki is created and is a little larger than a basketball. When charged, Cell calls out the attack name and fires it, the ball travelling at the speed of an arrow. Cell must remain motionless while charging and cannot use other attacks. BBA can be interrupted by damage. The attack explodes in a five metre radius on impact.

Death Beam (Ranged) (600) - a favourite of Frieza. The Death Beam is a thin beam of purple ki fired from the index finger on either hand. It takes a second to fire and moves at the speed of a bullet. The beam doesn't do much damage and doesn't explode; instead it stings and burns. It is designed to torture or distract an opponent. It has relatively low energy draw and can be fired easily without tiring.

Cell can choose to rapid fire Death Beam, firing them from both fingers at a rate of four a second. He can keep this up for 10 seconds at the cost of around a quarter of his overall stamina.

Perfect Barrier (Area Shield) (300) - After a one second charge, Cell creates a green sphere of ki around his body that blocks damage from any angle. As it covers him entirely, the defensive strength of the shield isn't as great as one that focuses on one side of him.

Ki Edge: Approved
Big Bang Attack: Approved
Death Beam: Approved
Perfect Barrier: Can Cell do anything while the shield is up? Like move or use any other moves? Or does he have to keep concentrating on it? Also, how long does it last? As long he wants? Just adding a line that says something like, "If left untouched, the shield will stay active as long as Cell concentrates on it" is good. Something like "the barrier requires no maintenance and will remain until it's broken, allowing Cell to safely charge other moves while inside" would also work. Or whatever else you have in mind.

[/spoiler]
Warren Zimmer:
[spoiler]
(05-03-2018, 10:09 PM)Warren Zimmer Wrote: Chained/Unchained Chaos(1200 OM(Is the price right), Physical Strength, Debuff.)

A katana that was also purchased. This sword appears to be a generic katana, at first glance, with a two-foot long blade. However, chains are wrapped around the hilt and it is kept in its sheath. This is used as a blunt weapon by Warren, most of the time. It is moderately draining on his stamina to summon but is summoned instantly. 

Unchained Chaos is the form of Chained Chaos where the limiters Warren put into the sword are released. It takes Warren 3 second of complete concentration to remove the limiters and take the katana out of its sheath. The katana is automatically resheathed if Warren uses another melee weapon. It appears to be a generic katana but has two special modes he can use with it. It takes 8 seconds to activate either one of this modes, and only one can be active at once. While activating one of the modes, Warren has to focus a moderate amount but can still execute basic dodges, blocks, and attacks and partially use other moves/powers with lower concentration requirements. 
  • Lightning Mode: The mode where Unchained Chaos behaves like a sword that is charged with a Tazer. Lightning Mode causes the loss of access to a limb temporarily, if it strikes an opponent, as well as doing some extra damage due to the electric discharge. Attacking someone twice will remove the effect of the last paralysis and reapply it in the new area hit (refreshing the duration). The paralysis lasts about 5 seconds, but increases and decreases by 1-second increments based on Warren's TEC and the opponent's. He can keep this mode active for six seconds. This is fairly draining on his stamina.
  • Fire Mode: This mode of the sword has it ignite with purple flames which increase the damage of the sword strikes. In addition to the extra damage, being hit by a flaming strike would leave a burn mark on an opponent for the next 8 seconds that would hurt quite severely (despite not doing extra damage) - making concentrating on moves and attacks more difficult, particularly for primes with a TEC lower than Warren. Hitting someone twice will remove the previous burn mark and apply a new one. He can keep this mode active for 6 seconds.

Approved for 1200 OM (300 - Blunt Katana, 300 - Normal Katana, 300 - Fire, 300 - Lightning)
[/spoiler]
China:
[spoiler]
(05-04-2018, 05:22 AM)China Wrote:
Quote:Resilient China Central Eye (300)
(Hive Mind, Survival, Flight, Ranged Proficiency)

In the centre of China’s head floats a third eye; an amber-and-black-coloured, lacquered orb of solid porcelain, which is as durable as stone. In addition to being used to see, this 2.5-inch-wide sphere also serves as the core of his being; his heart and brain both. So long as it exists, China will not die, no matter what happens to the rest of his body. Conversely, however, if it is broken then he will perish immediately, no matter how fine the condition of the rest of him.

Essentially, what this means in OOC terms is that no one can smash his third eye without either winning a graded fight or getting OOC permission… in much the same way that they wouldn't normally be allowed to decapitate someone (who didn’t have Survival) during a fight.

Even though the eye is not actually physically attached to the rest of China's body, it is still connected by magic, meaning that removing it (without the use of the Disassemble Power) will still deal damage to China; approximately the same amount as if an ordinary human character had one eyeball gouged out. Once outside of China’s main body, his eye can fly about freely and can still control the remainder of the body from a distance via the Hive Mind Power. That said, as all of China's senses are tied to the Central Eye, he’ll still need to maintain line of sight on his body in order to be able to direct it properly. His first two eyes cannot be used whilst the Central Eye is outside his body.

If you add an additional comment saying he can also die once his body takes 20 points of damage, I think this will probably be fine. But being unkillable unless your 'weak point' is broken is probably a no-no. I'll ask some other staffers for you.
[/spoiler]
Shantotto:
[spoiler]
(05-03-2018, 02:24 PM)Shantotto Wrote: The following moves are for an NPC I am working on

Oakheart Longbow: (900 OM) Ranged Proficiency/Debuff Proficiency.

The oak longbow of Elizabeth, This 5 foot tall weapon fires heavy arrows at high speed, This bow is the golden yellow of oak wood and has a 150 pound draw weight, It takes years of practice to master this weapon, Elizabeth can fire one arrow every three seconds. The arrows fired from the bow travel at 100m per second and can penetrate armor with relative ease.

Bodkin arrows (see below) are the default arrows fired by the bow and switching arrow type must be identified in the post.

Drawing the bow back is slightly straining on her muscles,  but holding the bow at full draw more than 5 seconds doubles the strain. The Bow also has a jet black leather quiver to accompany it called the Quiver of Miestra.

This relic quiver was passed down to Elizabeth upon achieving the rank of Acolyte. The quiver holds up to 30 arrows and has 3 slots separating different kinds of arrows. These arrows are fired by the Oakheart Longbow. Once depleted it cannot be replenished in the same fight.

Bodkin Arrow: A standard armor piercing arrow, it has a narrow sharp point and 2 prongs that prevent the arrow from being pulled out backwards from the wound. People with High def are less likely to have arrows penetrate deep enough for this to be an issue.

Broadhead Arrow: An arrow with a wide arrowhead, has less penetration than the bodkin but delivers more kinetic force upon impact, will stagger an opponent backwards upon hit, interrupting an action if one is being taken upon hit unless Def is higher than Elizabeth's ATT.

Forked Arrow:  a low penetration arrow that creates twin wounds that bleed more than that of a standard arrow, however the wounds do less initial damage. This bleeding causes light damage over time. The arrow can be pulled out with no additional damage.

Approved
[/spoiler]
Jak Mar:
[spoiler]
(05-03-2018, 05:48 PM)Jak Mar Wrote: T2 Super Move- Surprise, Fucker. [300]

[Image: 3d-render-dynamite-isolated-on-260nw-146340302.jpg]

The reason Jak's got his nickname in DA 15' with his own twist.

Jak is able to use Om to create eco that can cause different effects to the dynamite.

Using blue eco allows Jak to light it with a blue flame, and the dynamite is thrown toward an opponent, causing it to have a quicker explosion radius on the opponent.
Using red eco causes the dynamite (when lit) to explode with more power to it, when thrown at a opponent.
Using Yellow eco causes the dynamite to have more distance to it when thrown.
Using Dark eco causes the dynamite to have a pain like feeling to it when it hits a opponent. It can also cause short term damage as it hits.
Using Light or Green Eco causes the dynamite to have a healing effect (for allies).

>Super moves can only do one thing so you can't have all the different ecos, I suggest you pick one of them and rewrite the move based on that.
>T2 super moves cost 800 OM, not 300.
>Please add the required proficiencies/powers to the top. 
[/spoiler]
Lord Zedd:
[spoiler]
(05-03-2018, 06:56 PM)Lord Zedd Wrote: Today’s Trouble - Tier 1 Assist - 1000 OM (Requires Integration, Shapeshifting)

Zedd casts a beam of energy from his staff or bare hands into an inanimate object or more (up to three) in the arena. If multiple objects are targeted by this technique, they are combined into a single point for the duration of this move. The object grows into a six foot tall, sentient (though low intelligence) monster that will loyally fight alongside Zedd until it is defeated or dismissed. The exact shape, style, and name of the monster is completely dependent on the items used to create it. After exiting the battle, the objects used to create it fall harmlessly to the ground, in the exact state they were in before being utilized as an assist. Zedd cannot use this move to disable an opponent’s weapons or artefacts.

ATK: 1
DEF: 2
SPD: 1
TEC: 1

Today’s Weapon - 900 OM (Requires Physical Strength, Integration, Shapeshifting)

The created monster is able to build weapons out of whatever substance it is made of, or out of pure energy if necessary. They can be short, medium, or long melee weapons, with various shapes that serve the same function (the medium one can be a sword or a club, for instance). The weapons are moderately powerful and sturdy, and can be destroyed with a large enough blow. The monster is able to create the first one instantly, but any replacements require at least five seconds to create. The monster can have up to two active melee weapons at a time.

Today’s Blast  - 600 OM (Requires Ranged Attack, Integration, Shapeshifting)

The monster is also able to fire energy attacks that may or may not be made of a relevant substance to it. Otherwise, the attack will be made of pure energy, but functionally there is no difference. It can fire weaker energy blasts at a rate of one per second, becoming exhausted with continual use of this attack beyond ten uninterrupted blasts. It can also charge a single ranged blast for five seconds, but will need to rest at least fifteen seconds before firing another charged attack. Both versions of this attack are only able to damage a single target, and they move roughly as fast as a fired arrow. The maximum range of either is about fifty yards. The monster may fire from its mouth, hands, or any unique appendages it may have, like a tail or wings.


(quick shoutout to Sinestro and previouslyGanondorf for inspiration and prior moves that helped with this set.)

Today’s Trouble: Approved.
Today’s Weapon: Approved.

Today’s Blast: How big are the blasts? Fist-sized? Bullet-sized? Basketball-sized?
[/spoiler]
A bump on these.

(04-30-2018, 07:29 PM)Viola Wrote: A bunch of skeletons:

T1 Assist - Undying Loyalty (1000) Requires: Survival, Hivemind, Immortal Form
[spoiler]Ebony clicks her fingers, instantly summoning a big black book with a white skull drawn on the front. Or she just pulls it out of her bag or cloak if she already has it in hand. After holding it out in front of her, she opens it to a seemingly random page in the middle and blows dust off the pages before turning the pages to face her target. A dark black portal appears and four bone-white skeletons walk out, all wielding a replica of one of Ebony's weapons (namely her scythe). They all sit at about 6 ft tall and are capable of using all her moves and powers - albeit at a lessened effectiveness.

The core difference between these skeletons and what one might expect from a usual summon is that they don't always obey Ebony during combat. They act in a way they think is strategically best for her and will throw themselves in the way of attacks made against her without hesitation. Outside of this, they do have a sense of self-preservation - they like being summoned and being of use to her, and they don't know when she'll utilise them again. So if there's another way to keep her safe, they'll act on that instead.

As Ebony summons multiple entities here, rather than just one, they're all naturally weaker. Their bones don't tend to shatter easily, but a very strong punch could fracture and knock their head off, or break a joint completely. They're more likely to be knocked apart rather than shattered (although it's definitely possible with a strong move). The skeletons are able to continue fighting until they're literally dust or their magical binding runs out - and can still move any body part not connected to their body. That said, taking out that part of their body will cause them to collapse. They also don't need their heads to see, but their vision is foggy without one. Regardless, their sight range is always limited to where they would be looking if they had a head attached to their body. Furthermore, they will always try to use Ebony's Immortal Form move to pull themselves together and remain intact where possible.

The skeletons can talk, and display a variety of personalities. There are more than four of them in the book, but Ebony can currently only summon than many at once. As a side note, I'd imagine someone with telepathy might be able to hear chatter resonating from the book. Or even talk to the skeletons. Ebony can "talk" to the book with physical contact.

General notes: Don't be afraid to smash the skeletons up a bit. Just leave me with some left until the end of their summon period if I bring them out for the whole round, and remember that they can try and pull themselves together somewhat. Also, they can use and attack with Ebony's spells too. Not all of them will mob their foes, some may choose to charge spells, so ignoring them might not be a good idea. Attacking Ebony won't have all of them try and stop you, just one or two of the closest ones. Unless Ebony is being attacked by multiple people or a really strong foe, or a strong attack Ebony can't fully block herself, the rest of the skeletons will continue on the offensive.

ATK: 2
DEF: 0
SPD: 1
TEC: 2[/spoiler]
Trying out something here. Having Eb use telekinesis to try and hold herself together (and also for her skeletons):

Immortal Form (300) Requires: Telekinesis, Hive Mind, Survival
[spoiler]Ebony's magic connects and protects every part of her body, ensuring that she's always functional up until the moment she dies. Should flesh or bone ever be severed, her magic simply holds it in place exactly where it was, causing it to act almost normally. So, if someone tries to chop off her hand, with a small amount of energy her body will keep it in place as if it's attached to her arm by a magnet. There will still be a large cut, she'll still take the damage, and the wound won't heal, but she'll still be left with a semi-functional limb. If someone were to hit the severed hand away from her, providing it is in range of her telekinesis she can pick it up with her magic and reattach it to the magical energy. This allows her to appear near-unkillable by conventional slashing weapons, although once she takes enough damage to die, she'll fall to pieces. 

Furthermore, while the drain might be small for a chopped off finger, it increases drastically the more parts of her body she's trying to hold in place - although she'll usually be dead before that gets too severe. Naturally, this can't help her if a body part is actually destroyed, but it effectively abates some of the negative consequences of having a limb severed. That said, a chopped off arm still won't be connected to her, so without healing it will die as usual. Lastly, limbs held and used in this way are more sluggish. Ebony's skeletons (see Undying Loyalty) make full use of this ability.[/spoiler]
Using telekinesis to slam and hold part of someone to the ground:

Telekinetic Singularity (300) Telekinesis, Ranged, Debuff
[spoiler]Ebony builds up her magic over the course of 10 seconds, during which she can move and make basic weapon attacks and blocks with limited concentration (it's comparable to trying to a different task with each arm). Taking moderate damage or more disrupts her concentration. Once charged, she points a finger gun at her target (or does any other reasonable gesture), sending a bullet-fast fist-sized bolt of blue magic towards her target. She can choose to delay shooting it for the same focus requirements as the charge period. If it hits, the spell focusses a large amount of telekinetic energy in the target area - be it someone's arm and shoulder, most of their leg, or part of their torso. This presses down with a large amount of force, usually making the body part slam down into the ground. This serves three main purposes: nearly immobilising her opponent, pulling a flying enemy out of the sky, and potentially doing moderate crushing damage to the target area (initially when it hits the ground and also continued gradually throughout the duration of this move). 

This is very tiring for Ebony to use, but operates in a 'fire and forget' fashion, lasting for 15 seconds. She experiences the energy drain the moment this move is used. A strong opponent (one with an ATK approaching double or higher than Ebony's and with physical strength) would be able to stand up after accommodating for the force, although it would likely be painful and require a great deal of effort. Weaker foes would still be able to roll or drag themselves along the ground unless their ATK and DEF are fairly low. Furthermore, if the bolt hits an object instead of a person (like a sword or shield) that will also be pushed down, so will be near impossible to use.[/spoiler]
Pulling attacks towards Viola's swords:

Lightning Rod (300) Requires: Aetherblades, Foresight, Ranged Control
[spoiler]By holding two of her Aetherblades in an X for half a second while concentrating and standing still, Viola can draw ranged attacks towards the blades, causing them to glow. This isn't very tiring, but as long as Viola keeps diverting all/most of her focus towards the two swords, she can maintain this move. Any ranged attack that Viola can see or sense passing through a 90 degree wide and 15m long cone in front of the swords is directed towards the interception of her blades (although Viola can choose to allow an exception on a case by case basis - e.g. for an ally's move or one not aimed at her). Once it hits, all of its strength is dissipated throughout the swords, so if it would usually explode on impact it no longer does so and the explosion energy goes to damaging the blades. This move does, however, weaken the swords. The concentration enhances her sword's durability a bit, but depending on the strength of attacks they can still be broken. If an attack manages to break both of her swords, it will keep moving afterwards but at a reduced strength (although with Viola's more durable swords this is unlikely unless they take a very strong hit), or explode outwards at reduced strength (if it would normally do that instead). Ranged attacks requiring ranged control and constant concentration are largely unaffected by this move, as long as they're being actively controlled. Due to the concentration required and the directional nature of this move, Viola is left open to flanking attacks.[/spoiler]

(04-30-2018, 08:01 PM)Viola Wrote: I'd also like to add another utility for Viola. I used Croc's super for balancing:
[spoiler]Ground Secco; Tier 1 Super Utility (Debuff, Area Attack) : (600) Crocodile places his hand on the ground and uses his dehydration ability to dry out a 30 meter area around him, turning it into a desert wasteland. Within this area, an extreme heat and dryness pervades everything and everyone aside from Crocodile and his allies will find that even the simplest actions take far more energy than they usually do. For a round of combat (or about 2 non-combat posts), all Moves, Powers, and Abilities which aren't powered by SP cost roughly twice as much stamina to perform, including mundane actions like simple attacks, moving, and even just breathing. This can be maintained from round to round if Crocodile desires, by expending additional SP.[/spoiler]
T1SU - Infinity Mend (600) Requires: Buff, Ranged, Time Manipulation
[spoiler]
Viola closes her eyes for one second. Once she opens them, a blue-violet sweeping wave of magic flows outwards in a 30m radius sphere, forcing the most desirable future upon the land. Even deserts or steam-punk workshops will find nature quickly taking a hold. Grass, shrubbery and flowers all grow, bending around any obstructions rather than damaging them. It's as if many years pass for the terrain at once, but rather than it being left to its own devices, it's more akin to the whole area being gardened for years. As a result, changes are more aesthetic than chaotic, and Viola has a fair control over the rough décor - although any new plants won't be noticeably disruptive to anyone's movements. But, the most notable effect of this spell is how Viola's time magic permiates the air, giving a lush and rejuvenating feel to her and all of her allies so long as they remain in the area. This magic lasts for one round (~10 minutes out of combat), and all moves, powers, abilities, and actions cost half as much stamina/mana/etc. as they would normally (sp costs remain the same). Even simple actions such as walking are easier. After the magic disperses, the changes to the landscape remain. While most of the changes happen at the start, new flowers and plants bloom and grow throughout this move, just not as fast (a rose bush might slowly grow over a few minutes, for example). Viola can choose to continue spending SP to sustain this effect (1sp = 1 extra round).[/spoiler]
(05-04-2018, 08:49 AM)Dane Regan Wrote: If you add an additional comment saying he can also die once his body takes 20 points of damage, I think this will probably be fine. But being unkillable unless your 'weak point' is broken is probably a no-no. I'll ask some other staffers for you.

Isn't that part just the same as normal Survival, though? The whole point of that Power is to let people play zombies and stuff... and zombies can't generally die unless you cut off their heads or destroy their brains.
Besides, the whole 'weak point' thing is surely just RP Fodder anyway, right? if someone beats me in a fight they'll still get to choose to kill him or not... the only difference this makes is that it forces them to have to kill him in a slightly more specific way than normal (e.g. they can't gut him and leave him to bleed to death)... but again, I'm pretty sure that's a part of Survival anyway.

It's not like I'm actually getting an advantage in a fight out of this, since it's never gonna come into play until after a fight anyway.

I just want to be able to write China taking a lot of damage (as he ought to, given how crap his DEF is) without the judge of the fight feeling forced to make me lose automatically because they can't possibly justify him surviving with such injuries (similar to what happened to Ash when she fought that Space Marine a while back; the fight was cut down to just one round instead of the proper three, because Ash was basically dead already by the end of her first post)...
[Image: Remote_Sensor_Tower_and_the_Fire_Warriors_2.png]
Survival does allow that to an extent, but it doesn't make you immortal. Survival allows you to fight without feeling the effects of wounds as much (so someone could smash your heart or brain and you'd be A-OK). But you're still taking damage and you'll eventually die. OV Zombies don't take out their brain and fight on, becoming unkillable. I'm just not a fan of the idea that you could essentially fight "low risk" by keeping your eye out the body. Even if you need the eye to see. You can have a weak point, but I don't like that it's your "only weak point". If someone smashes his body enough, he should still die. You can still smash him up a lot in your fights and live on "just 1 hp" if the judge rules you've won. You've got survival, so you could be pretty smashed and barely holding together. Again, those were just my thoughts. I'm asking some other staffers for you since I'm not completely sure. Give it a few days or so and I'll try and get back to you.
Moves for my NPC submission: Gizmo.

Starting Moves: (1,800 OM)

Remote Control (Remote Control Proficiency) (0 OM, fluff/weakness): Gizmo's remote control allows him to operate his entire arsenal of gadgets by pressing combinations of buttons (up up down down left right a b, etc.), which accounts for the long wind-up time of his moves. If Gizmo loses his remote control he cannot use any of his gadgets.

Spider Legs (Physical Proficiency, Master Super Jumping) (900 OM): Inputting a combination of buttons into his remote control, which takes about three seconds, during which time he can move at normal speed but cannot use any of his other gadgets, Gizmo can protract four enormous spider legs, each between six and seven feet tall, from the pack on back. The legs operate independent from each other in combat and function as normal melee weapons, dealing blunt weapon damage to enemies. Gizmo can also use the spider legs as a mode of transportation, allowing him to move along walls or upside down along the ceiling. Finally, Gizmo can engage all four legs at once to launch himself incredibly high into the air (Master Super Jumping, included w/ Flight).

Helicopter Rotors (Flight) (0 OM, included with Flight): Inputting a combination of buttons into his remote control, which takes about three seconds, during which time he can move at normal speed but cannot use any of his other gadgets, Gizmo can protract two spinning helicopter rotors from the pack on back, enabling him to fly in accordance with the rules of the Flight power.

Blaster Pods (Ranged Proficiency, Area Attack Proficiency, Remote Control Proficiency) (600 OM): Inputting a combination of buttons into his remote control, which takes about three seconds, during which time he can move at normal speed but cannot use any of his other gadgets, Gizmo can protract two shoulder-mounted rocket launchers from the pack on his back. Then, by inputting a second combination, which takes an additional three seconds, Gizmo launches two missiles about the size of a man's forearm, which travel at a speed of approximately 100 MPH. After 50 yards of travel the speed of the missiles falls off drastically as does elevation, until they hit the ground about 100 yards out. The missiles explode on contact with anything solid and deal explosive damage in a five yard radius. Gizmo has the choice of allowing the missiles to fly on their own, focusing on other priorities, or using his remote control to steer them to a destination (Remote Control Proficiency).

Hologram (Ranged Proficiency, Remote Control Proficiency) (300 OM): Gizmo's remote control doubles as a holographic image creator. By inputting a combination of buttons, which takes about three seconds, during which time he can move at normal speed but cannot use any of his other gadgets, Gizmo's remote control can create a holographic image of himself, indistinguishable from the real thing except for those with TEC equal to or higher than Gizmo's, or those with the appropriate powers. Gizmo can then control the image with the remote, creating a useful distraction. The image does not deal damage or have a physical form.
Quote:“Bahaal”: The Fires that Devour Nearby Matter; Restorations of the Golden Conflagration! (300)
(Physical Strength, Area Attack Proficiency, Area Defence Proficiency, Advanced Regeneration)
Ahana speaks the word “Bahaal” and then golden flames are projected outwards from her body at a speed of 6 m/s, until (after half a second) they fill a 6-metre-wide sphere centred on her location, at which point they stop advancing, though will still burn. This Move can be maintained for up to 10 seconds, during which time it drains Ahana’s energy quite slowly. After she ceases fuelling the flames they vanish instantly, leaving the affected area utterly charred.

This move technically deals very high damage, however it cannot be used against Primes (or Secondaries of comparable strength to Primes, e.g. Space Marines) without an accompanying Super Move (see ‘Accompaniments’); only against Minor Secondaries, inanimate objects, terrain and weak projectiles (more powerful attacks will only be weakened a bit by the flames, rather than stopped outright). Whilst maintaining this Move, Ahana must remain stationary, cannot see through the flames herself, and cannot use any other Moves or Powers except those listed as Accompaniments below.

Accompaniments:
• The basic, SP usage variant of the Advanced Regeneration Power.
• Any Super Move with the word ‘Bahaal’ in its name.

Each time this Move is used, Ahana must use at least one type of Accompaniment. Only one Super Move Accompaniment can be used per usage of this Move, however the amount that she can use Advanced Regeneration is limited only by her remaining SP.


Quote:Offensive Command Word: “Bahaal” [Tier 1 Super Attack] (600)
(Physical Strength, Area Attack Proficiency)
This Super Attack can only be activated in conjunction with the Move “'Bahaal': The Fires that Devour Nearby Matter; Restorations of the Golden Conflagration!” and cannot be used on its own. Activating this Super Attack will deal normal Super Attack damage in place of "Restorations"' default damage to any Primes (and Secondaries of comparable strength to Primes) other than Ahana within the affected area (split between them), regardless of whether they are allies or enemies.


Quote:Defensive Command Word: “Bahaal” [Tier 1 Super Defence] (600)
(Physical Strength, Area Attack Proficiency, Area Defence Proficiency)
This Super Defence can only be activated in conjunction with the Move “'Bahaal': The Fires that Devour Nearby Matter; Restorations of the Golden Conflagration!” and cannot be used on its own. Activating this Super Defence will burn away any Tier 1 Super Attack that enters the affected area of “Restorations” (in the case of melee Super Attacks, the attack will seem to collide with something solid within the fire, which will repel the attacker back from the fire so that they are not harmed by it). If this Super Defence is used when there are any Primes (or Secondaries of comparable strength to Primes) other than Ahana within the affected area then they must all be written as being able to get out of the way in time to avoid being harmed.
[Image: Ahana_Sig_V3.png]
I'd like to upgrade this move to add some versatility.

Old Version:

Quote:Impart – Reflection (Ranged Proficiency, Debuff Proficiency, Telepathy) (300 OM): Dexter concentrates for three seconds, during which time he can only move at a walking pace, creating a telepathic channel between himself and a target. Once the tether is completed, Dexter needs only to make eye contact with his enemy and the target’s vision is replaced by Dexter’s vision – the target sees as if looking through Dexter’s eyes. Intended primarily as an escape mechanism, Dexter can move freely and use other moves once the tether has been created. The reflected vision lasts roughly five seconds, and cunning enemies can still infer Dexter’s movements and react accordingly, although they will not be as agile as usual having to adjust to the discordance between their sight and their movements.

New Version:

Quote:Impart – Reflection (Ranged Proficiency, Debuff Proficiency, Homing Proficiency, Telepathy) (600 OM): Dexter concentrates for three seconds, during which time he can only move at a walking pace, creating a telepathic channel between himself and a target within thirty yards. Dexter can move freely and use other moves once the tether has been created. Once the tether has been created, Dexter has two options:

1) The target’s vision is replaced by Dexter’s vision – the target sees as if looking through Dexter’s eyes. Intended primarily as an escape mechanism.  The reflected vision lasts roughly ten seconds, and cunning enemies can still infer Dexter’s movements and react accordingly, although they will not be as agile as usual having to adjust to the discordance between their sight and their movements.

-or-

2) Dexter's vision is replaced by the target's vision.  As above, but in reverse.  The same drawbacks that apply to the enemy apply to Dexter, with the exception that Dexter can maintain the swapped vision in this option for as long as he continues concentrating on the move.  The intention of this use is to gain information such as seeing around corners or behind barriers.

Nothing much has changed, just that the move will now require Homing proficiency instead of eye contact and is dual-use (raising the cost to 600 OM).
Viola:
[spoiler]
(05-04-2018, 08:56 AM)Viola Wrote: A bump on these.

(04-30-2018, 07:29 PM)Viola Wrote: A bunch of skeletons:

T1 Assist - Undying Loyalty (1000) Requires: Survival, Hivemind, Immortal Form
Ebony clicks her fingers, instantly summoning a big black book with a white skull drawn on the front. Or she just pulls it out of her bag or cloak if she already has it in hand. After holding it out in front of her, she opens it to a seemingly random page in the middle and blows dust off the pages before turning the pages to face her target. A dark black portal appears and four bone-white skeletons walk out, all wielding a replica of one of Ebony's weapons (namely her scythe). They all sit at about 6 ft tall and are capable of using all her moves and powers - albeit at a lessened effectiveness.

The core difference between these skeletons and what one might expect from a usual summon is that they don't always obey Ebony during combat. They act in a way they think is strategically best for her and will throw themselves in the way of attacks made against her without hesitation. Outside of this, they do have a sense of self-preservation - they like being summoned and being of use to her, and they don't know when she'll utilise them again. So if there's another way to keep her safe, they'll act on that instead.

As Ebony summons multiple entities here, rather than just one, they're all naturally weaker. Their bones don't tend to shatter easily, but a very strong punch could fracture and knock their head off, or break a joint completely. They're more likely to be knocked apart rather than shattered (although it's definitely possible with a strong move). The skeletons are able to continue fighting until they're literally dust or their magical binding runs out - and can still move any body part not connected to their body. That said, taking out that part of their body will cause them to collapse. They also don't need their heads to see, but their vision is foggy without one. Regardless, their sight range is always limited to where they would be looking if they had a head attached to their body. Furthermore, they will always try to use Ebony's Immortal Form move to pull themselves together and remain intact where possible.

The skeletons can talk, and display a variety of personalities. There are more than four of them in the book, but Ebony can currently only summon than many at once. As a side note, I'd imagine someone with telepathy might be able to hear chatter resonating from the book. Or even talk to the skeletons. Ebony can "talk" to the book with physical contact.

General notes: Don't be afraid to smash the skeletons up a bit. Just leave me with some left until the end of their summon period if I bring them out for the whole round, and remember that they can try and pull themselves together somewhat. Also, they can use and attack with Ebony's spells too. Not all of them will mob their foes, some may choose to charge spells, so ignoring them might not be a good idea. Attacking Ebony won't have all of them try and stop you, just one or two of the closest ones. Unless Ebony is being attacked by multiple people or a really strong foe, or a strong attack Ebony can't fully block herself, the rest of the skeletons will continue on the offensive.

ATK: 2
DEF: 0
SPD: 1
TEC: 2


Trying out something here. Having Eb use telekinesis to try and hold herself together (and also for her skeletons):

Immortal Form (300) Requires: Telekinesis, Hive Mind, Survival
Ebony's magic connects and protects every part of her body, ensuring that she's always functional up until the moment she dies. Should flesh or bone ever be severed, her magic simply holds it in place exactly where it was, causing it to act almost normally. So, if someone tries to chop off her hand, with a small amount of energy her body will keep it in place as if it's attached to her arm by a magnet. There will still be a large cut, she'll still take the damage, and the wound won't heal, but she'll still be left with a semi-functional limb. If someone were to hit the severed hand away from her, providing it is in range of her telekinesis she can pick it up with her magic and reattach it to the magical energy. This allows her to appear near-unkillable by conventional slashing weapons, although once she takes enough damage to die, she'll fall to pieces. 

Furthermore, while the drain might be small for a chopped off finger, it increases drastically the more parts of her body she's trying to hold in place - although she'll usually be dead before that gets too severe. Naturally, this can't help her if a body part is actually destroyed, but it effectively abates some of the negative consequences of having a limb severed. That said, a chopped off arm still won't be connected to her, so without healing it will die as usual. Lastly, limbs held and used in this way are more sluggish. Ebony's skeletons (see Undying Loyalty) make full use of this ability.


Using telekinesis to slam and hold part of someone to the ground:

Telekinetic Singularity (300) Telekinesis, Ranged, Debuff
Ebony builds up her magic over the course of 10 seconds, during which she can move and make basic weapon attacks and blocks with limited concentration (it's comparable to trying to a different task with each arm). Taking moderate damage or more disrupts her concentration. Once charged, she points a finger gun at her target (or does any other reasonable gesture), sending a bullet-fast fist-sized bolt of blue magic towards her target. She can choose to delay shooting it for the same focus requirements as the charge period. If it hits, the spell focusses a large amount of telekinetic energy in the target area - be it someone's arm and shoulder, most of their leg, or part of their torso. This presses down with a large amount of force, usually making the body part slam down into the ground. This serves three main purposes: nearly immobilising her opponent, pulling a flying enemy out of the sky, and potentially doing moderate crushing damage to the target area (initially when it hits the ground and also continued gradually throughout the duration of this move). 

This is very tiring for Ebony to use, but operates in a 'fire and forget' fashion, lasting for 15 seconds. She experiences the energy drain the moment this move is used. A strong opponent (one with an ATK approaching double or higher than Ebony's and with physical strength) would be able to stand up after accommodating for the force, although it would likely be painful and require a great deal of effort. Weaker foes would still be able to roll or drag themselves along the ground unless their ATK and DEF are fairly low. Furthermore, if the bolt hits an object instead of a person (like a sword or shield) that will also be pushed down, so will be near impossible to use.


Pulling attacks towards Viola's swords:

Lightning Rod (300) Requires: Aetherblades, Foresight, Ranged Control
By holding two of her Aetherblades in an X for half a second while concentrating and standing still, Viola can draw ranged attacks towards the blades, causing them to glow. This isn't very tiring, but as long as Viola keeps diverting all/most of her focus towards the two swords, she can maintain this move. Any ranged attack that Viola can see or sense passing through a 90 degree wide and 15m long cone in front of the swords is directed towards the interception of her blades (although Viola can choose to allow an exception on a case by case basis - e.g. for an ally's move or one not aimed at her). Once it hits, all of its strength is dissipated throughout the swords, so if it would usually explode on impact it no longer does so and the explosion energy goes to damaging the blades. This move does, however, weaken the swords. The concentration enhances her sword's durability a bit, but depending on the strength of attacks they can still be broken. If an attack manages to break both of her swords, it will keep moving afterwards but at a reduced strength (although with Viola's more durable swords this is unlikely unless they take a very strong hit), or explode outwards at reduced strength (if it would normally do that instead). Ranged attacks requiring ranged control and constant concentration are largely unaffected by this move, as long as they're being actively controlled. Due to the concentration required and the directional nature of this move, Viola is left open to flanking attacks.


(04-30-2018, 08:01 PM)Viola Wrote: I'd also like to add another utility for Viola. I used Croc's super for balancing:
Ground Secco; Tier 1 Super Utility (Debuff, Area Attack) : (600) Crocodile places his hand on the ground and uses his dehydration ability to dry out a 30 meter area around him, turning it into a desert wasteland. Within this area, an extreme heat and dryness pervades everything and everyone aside from Crocodile and his allies will find that even the simplest actions take far more energy than they usually do. For a round of combat (or about 2 non-combat posts), all Moves, Powers, and Abilities which aren't powered by SP cost roughly twice as much stamina to perform, including mundane actions like simple attacks, moving, and even just breathing. This can be maintained from round to round if Crocodile desires, by expending additional SP.

T1SU - Infinity Mend (600) Requires: Buff, Ranged, Time Manipulation
Viola closes her eyes for one second. Once she opens them, a blue-violet sweeping wave of magic flows outwards in a 30m radius sphere, forcing the most desirable future upon the land. Even deserts or steam-punk workshops will find nature quickly taking a hold. Grass, shrubbery and flowers all grow, bending around any obstructions rather than damaging them. It's as if many years pass for the terrain at once, but rather than it being left to its own devices, it's more akin to the whole area being gardened for years. As a result, changes are more aesthetic than chaotic, and Viola has a fair control over the rough décor - although any new plants won't be noticeably disruptive to anyone's movements. But, the most notable effect of this spell is how Viola's time magic permiates the air, giving a lush and rejuvenating feel to her and all of her allies so long as they remain in the area. This magic lasts for one round (~10 minutes out of combat), and all moves, powers, abilities, and actions cost half as much stamina/mana/etc. as they would normally (sp costs remain the same). Even simple actions such as walking are easier. After the magic disperses, the changes to the landscape remain. While most of the changes happen at the start, new flowers and plants bloom and grow throughout this move, just not as fast (a rose bush might slowly grow over a few minutes, for example). Viola can choose to continue spending SP to sustain this effect (1sp = 1 extra round).

[Image: giphy.gif]

Gnarly. Don't see any real problems here, all good to go.
[/spoiler]


Dexter:
[spoiler]
(05-04-2018, 11:14 AM)Dexter Mills Wrote: Moves for my NPC submission: Gizmo.

Starting Moves: (1,800 OM)

Remote Control (Remote Control Proficiency) (0 OM, fluff/weakness): Gizmo's remote control allows him to operate his entire arsenal of gadgets by pressing combinations of buttons (up up down down left right a b, etc.), which accounts for the long wind-up time of his moves.  If Gizmo loses his remote control he cannot use any of his gadgets.

Spider Legs (Physical Proficiency, Master Super Jumping) (900 OM): Inputting a combination of buttons into his remote control, which takes about three seconds, during which time he can move at normal speed but cannot use any of his other gadgets, Gizmo can protract four enormous spider legs, each between six and seven feet tall, from the pack on back.  The legs operate independent from each other in combat and function as normal melee weapons, dealing blunt weapon damage to enemies.  Gizmo can also use the spider legs as a mode of transportation, allowing him to move along walls or upside down along the ceiling.  Finally, Gizmo can engage all four legs at once to launch himself incredibly high into the air (Master Super Jumping, included w/ Flight).

Helicopter Rotors (Flight) (0 OM, included with Flight): Inputting a combination of buttons into his remote control, which takes about three seconds, during which time he can move at normal speed but cannot use any of his other gadgets, Gizmo can protract two spinning helicopter rotors from the pack on back, enabling him to fly in accordance with the rules of the Flight power.

Blaster Pods (Ranged Proficiency, Area Attack Proficiency, Remote Control Proficiency) (600 OM): Inputting a combination of buttons into his remote control, which takes about three seconds, during which time he can move at normal speed but cannot use any of his other gadgets, Gizmo can protract two shoulder-mounted rocket launchers from the pack on his back.  Then, by inputting a second combination, which takes an additional three seconds, Gizmo launches two missiles about the size of a man's forearm, which travel at a speed of approximately 100 MPH.  After 50 yards of travel the speed of the missiles falls off drastically as does elevation, until they hit the ground about 100 yards out.  The missiles explode on contact with anything solid and deal explosive damage in a five yard radius.  Gizmo has the choice of allowing the missiles to fly on their own, focusing on other priorities, or using his remote control to steer them to a destination (Remote Control Proficiency).

Hologram (Ranged Proficiency, Remote Control Proficiency) (300 OM): Gizmo's remote control doubles as a holographic image creator.  By inputting a combination of buttons, which takes about three seconds, during which time he can move at normal speed but cannot use any of his other gadgets, Gizmo's remote control can create a holographic image of himself, indistinguishable from the real thing except for those with TEC equal to or higher than Gizmo's, or those with the appropriate powers.  Gizmo can then control the image with the remote, creating a useful distraction.  The image does not deal damage or have a physical form.

Spiffy.

[Image: giphy.gif]
[/spoiler]


Ahana:
[spoiler]
(05-04-2018, 02:45 PM)Ahana Varma Wrote:
Quote:“Bahaal”: The Fires that Devour Nearby Matter; Restorations of the Golden Conflagration! (300)
(Physical Strength, Area Attack Proficiency, Area Defence Proficiency, Advanced Regeneration)
Ahana speaks the word “Bahaal” and then golden flames are projected outwards from her body at a speed of 6 m/s, until (after half a second) they fill a 6-metre-wide sphere centred on her location, at which point they stop advancing, though will still burn. This Move can be maintained for up to 10 seconds, during which time it drains Ahana’s energy quite slowly. After she ceases fuelling the flames they vanish instantly, leaving the affected area utterly charred.

This move technically deals very high damage, however it cannot be used against Primes (or Secondaries of comparable strength to Primes, e.g. Space Marines) without an accompanying Super Move (see ‘Accompaniments’); only against Minor Secondaries, inanimate objects, terrain and weak projectiles (more powerful attacks will only be weakened a bit by the flames, rather than stopped outright). Whilst maintaining this Move, Ahana must remain stationary, cannot see through the flames herself, and cannot use any other Moves or Powers except those listed as Accompaniments below.

Accompaniments:
• The basic, SP usage variant of the Advanced Regeneration Power.
• Any Super Move with the word ‘Bahaal’ in its name.

Each time this Move is used, Ahana must use at least one type of Accompaniment. Only one Super Move Accompaniment can be used per usage of this Move, however the amount that she can use Advanced Regeneration is limited only by her remaining SP.


Quote:Offensive Command Word: “Bahaal” [Tier 1 Super Attack] (600)
(Physical Strength, Area Attack Proficiency)
This Super Attack can only be activated in conjunction with the Move “'Bahaal': The Fires that Devour Nearby Matter; Restorations of the Golden Conflagration!” and cannot be used on its own. Activating this Super Attack will deal normal Super Attack damage in place of "Restorations"' default damage to any Primes (and Secondaries of comparable strength to Primes) other than Ahana within the affected area (split between them), regardless of whether they are allies or enemies.


Quote:Defensive Command Word: “Bahaal” [Tier 1 Super Defence] (600)
(Physical Strength, Area Attack Proficiency, Area Defence Proficiency)
This Super Defence can only be activated in conjunction with the Move “'Bahaal': The Fires that Devour Nearby Matter; Restorations of the Golden Conflagration!” and cannot be used on its own. Activating this Super Defence will burn away any Tier 1 Super Attack that enters the affected area of “Restorations” (in the case of melee Super Attacks, the attack will seem to collide with something solid within the fire, which will repel the attacker back from the fire so that they are not harmed by it). If this Super Defence is used when there are any Primes (or Secondaries of comparable strength to Primes) other than Ahana within the affected area then they must all be written as being able to get out of the way in time to avoid being harmed.

[Image: tenor.gif?itemid=5031964]

Good to go.
[/spoiler]


Dexter round 2:
[spoiler]
(05-04-2018, 02:55 PM)Dexter Mills Wrote: I'd like to upgrade this move to add some versatility.

Old Version:

Quote:Impart – Reflection (Ranged Proficiency, Debuff Proficiency, Telepathy) (300 OM): Dexter concentrates for three seconds, during which time he can only move at a walking pace, creating a telepathic channel between himself and a target. Once the tether is completed, Dexter needs only to make eye contact with his enemy and the target’s vision is replaced by Dexter’s vision – the target sees as if looking through Dexter’s eyes. Intended primarily as an escape mechanism, Dexter can move freely and use other moves once the tether has been created. The reflected vision lasts roughly five seconds, and cunning enemies can still infer Dexter’s movements and react accordingly, although they will not be as agile as usual having to adjust to the discordance between their sight and their movements.

New Version:

Quote:Impart – Reflection (Ranged Proficiency, Debuff Proficiency, Homing Proficiency, Telepathy) (600 OM): Dexter concentrates for three seconds, during which time he can only move at a walking pace, creating a telepathic channel between himself and a target within thirty yards. Dexter can move freely and use other moves once the tether has been created. Once the tether has been created, Dexter has two options:

1) The target’s vision is replaced by Dexter’s vision – the target sees as if looking through Dexter’s eyes. Intended primarily as an escape mechanism.  The reflected vision lasts roughly ten seconds, and cunning enemies can still infer Dexter’s movements and react accordingly, although they will not be as agile as usual having to adjust to the discordance between their sight and their movements.

-or-

2) Dexter's vision is replaced by the target's vision.  As above, but in reverse.  The same drawbacks that apply to the enemy apply to Dexter, with the exception that Dexter can maintain the swapped vision in this option for as long as he continues concentrating on the move.  The intention of this use is to gain information such as seeing around corners or behind barriers.

Nothing much has changed, just that the move will now require Homing proficiency instead of eye contact and is dual-use (raising the cost to 600 OM).

Cool. All good, yo.

[Image: tenor.gif?itemid=8735289]
[/spoiler]
If you see me around and you got questions, just give a shout. I'm happy to assist.

Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
Transcribe (Utility Move - Fodder Move): 

Can copy the contents of one book into a Terabyte Hard-Drive. However, this requires complete and total focus. The move takes about anywhere from 1-5 minutes, and cannot be used in combat. In addition, this cannot be used to obtain new moves on it's own. Furthermore, it does not work on books that are part of the arsenal of Primes for some reason. Another limitation in the move is that it prevents him from fighting, or moving at all when he has used this. Adding books to the transcribing process increases the time it takes.
Four moves here. After these, I think Viola should be set for DA (gotta pump out dem buffs for the 2v2 action).

Time Stutter (300) Requires: Time Manipulation, Foresight, Buff, Ranged, Homing
[spoiler]Viola focuses for 4 seconds, where she can twist and make small steps to try and avoid attacks, as well as execute basic blocks. Afterwards, she chooses a target within 60m of her (this can be herself). She can 'store' the energy for this move for up to 30 seconds, and it can be cast at will. She can act as usual while the spell is stored (so can concentrate on any of her powers/moves, and charge this move again if she wanted). This move is moderately tiring for Viola to use. The spell causes the target to iterate through brief periods of time, effectively bestowing an advanced form of foresight upon them.

For the first 3 seconds, after this move is used, the target experiences nothing different than usual. However, after the third second, time instantly reverses by 2 seconds. Only they retain knowledge of the 2 seconds of the future they experienced (so everyone else - including Viola if she didn't use this on herself - is none the wiser), and while the transition may be jarring, they can act differently with the knowledge they've accrued. 3 seconds after going back in time the first time, they're sent back 2 seconds a second time. This repeats again and again, with them progressing with 1 second for each time stutter - as a result, there is some overlap between each loop. The target experiences 10 time stutters in total, giving this move a 'real' duration of about 12 seconds (although the first second is never looped over, and the last and second seconds are experienced once rather than twice). The person affected by this move experiences 32 seconds during this time.

As the target actually experiences the events, suppression has no effect on blocking it (unlike normal with normal foresight). However, someone with telepathy and high enough TEC may be able to read the thoughts of someone affected by this move following the usual rules (and could thus react differently if they were able to do so quickly enough). If Viola uses this move on someone already under its effect, it resets the duration (so brings the number of remaining time loops up to 10). Viola's efficient, so she'll tend to wait until afterwards.[/spoiler]
Reversing time might usually be a big no-no, but this doesn't revert time to before when she uses the move. So, mechanically, it's basically the same as a better foresight.

Time Walk (300) Requires: Time Manipulation, Buff, Ranged, Homing
[spoiler]Viola focuses for 4 seconds, where she can twist and make small steps to try and avoid attacks, as well as execute basic blocks. Afterwards, she chooses a target within 60m of her (this can be herself). She can 'store' the energy for this move for up to 30 seconds, and it can be cast at will. She can act as usual while the spell is stored (so can concentrate on any of her powers/moves, and charge this move again if she wanted). This move is not initially tiring for Viola to use. This spell replicates Viola's timekeeper in a special way, superficially enhancing the target's reactions.

Once affected by this move, time 'stops' from the target's perspective. For the next 15 seconds (real time), time only moves forward when they move or act. If they perform an action slower than normally possible for them, then time will move in slow motion respectively. While active, Viola experiences a light drain of energy over the 15 seconds (real time) this is in effect. Theoretically, someone could experience years under the effects of this move if they simply stood still. This doesn't allow anyone to use, charge, or execute moves faster than usual or act beyond their physical capabilities, it just allows them to apply a lot more precision to their actions - potentially performing feats such as cutting bullets out the air or catching an arrow with their bare hands.

As this move essentially forces the target to always move and act at maximum efficiency, it will often leave them more tired than they usually would be from performing those actions. That said, they usually won't realise until after the move has ended. Someone under the effects of this move cannot recover fatigue or energy while it's in use by conventional means (i.e. resting normally) but both they and Viola can dispell this move early at will. If Viola uses this move on someone already under its effect, it resets the duration.[/spoiler]
Because I saw someone playing Superhot on youtube and wanted to rip it off. This is pretty similar to Viola's timekeeper move, except it always works in the same way (rather than slowing time variably at will), can be a buff, and is arguably less tiring (but has a charge time).

Haste (300) Requires: Time Manipulation, Buff, Ranged, Homing
[spoiler]Viola focuses for 5 seconds, where she can twist and make small steps to try and avoid attacks as well as execute basic blocks. Afterwards, she chooses a target within 60m of her (this cannot be herself). She can 'store' the energy for this move for up to 30 seconds, and it can be cast at will. She can act as usual while this spell is stored (so can concentrate on any of her powers/moves, and charge this move again if she wanted). This move is moderately tiring for Viola to use.

Once cast, the flow of time around the target is sped up for the following 15 seconds (real time). This allows them to move, think, and act twice as fast as well as charge moves and powers twice as quickly as normal. All normal time constraints are halved, including execution times (so burst movement would seem like 0.5 seconds on and 0.5 seconds off to an outsider). However, this move saps energy from those under its effects. In addition to suffering 30 seconds of fatigue over 15 seconds (due to them acting and experiencing twice as much), they also suffer a strong energy drain over the duration of this move but can choose to end its effects early. While under this moves effects, the target perceives everything else as moving at half speed.

Notably, the speed boost gained can be stacked with burst movement or super speed. If Viola uses this move on someone already under its effect, it resets the duration.[/spoiler]
Because what time-based buffer isn't complete without a haste move? I think the fatigue costs and charge time should be enough for this. I need a fancy name for this one though, so timey-wimey name suggestions would be hella cool if you think of any.

Kinetic Lag (300) Requires: Time Manipulation, Ranged, Ranged Control
[spoiler]Viola focuses for 3 seconds, where she can twist and make small steps to try and avoid attacks, as well as execute basic blocks. She can 'store' the energy for this move for up to 30 minutes - however, and it can be cast at will. She can act as usual while the spell is stored (so can concentrate on any of her powers/moves, but cannot charge this move multiple times). Initially, this move is not initially tiring for Viola to use.

When faced with an explosion (or any other area of effect attacks that does damage about a point, such as a shockwave running through the ground) within 30m of her, Viola can use the stored energy to freeze it in time the moment before it expands (or slightly afterwards) before it can harm her (or an ally). Once she does so, she's free to run and try and escape the explosion radius (but without insight or prior knowledge she won't know how far she needs to run). Holding back the explosion requires constant focus, so if Viola devotes her remaining efforts to running she won't be able to block or attack effectively with basic weapons. It also applies a constant light energy drain to her. Once she loses focus (willingly or unwillingly - i.e. by taking damage), the explosion occurs as usual.

On rare occasions, Viola may be able to trick someone into getting hurt. If Viola freezes an half-finished explosion, it remains inert. If it was really hot, the area may still be damaging, but toxic gasses and waves of force are nothing more than pretty or sight-obscuring effects while frozen. Without an increase to her reactions, Viola will typically need to use her foresight to be able to execute this move successfully (since she's effectively stopping a grenade the moment it explodes, or the moment before). There may be cases where Viola would have no way of knowing if something is about to explode or not (likely when fighting someone with suppression who just used a move she hasn't seen before). When this happens, she may end up wasting this spell against something that won't blow up as a precaution, although doing so doesn't come with the energy cost and she'll usually figure out that it was useless pretty quickly - it just means she needs to re-charge this to use it again. Super attacks are too powerful for her to stop with this move.[/spoiler]
This 'pauses' explosions, but in doing so Viola is typically left vulnerable until she escaped the blast radius.
(05-04-2018, 04:14 PM)Rafael Esquivel Wrote: Transcribe (Utility Move - Fodder Move): 

Can copy the contents of one book into a Terabyte Hard-Drive. However, this requires complete and total focus. The move takes about anywhere from 1-5 minutes, and cannot be used in combat. In addition, this cannot be used to obtain new moves on it's own. Furthermore, it does not work on books that are part of the arsenal of Primes for some reason. Another limitation in the move is that it prevents him from fighting, or moving at all when he has used this. Adding books to the transcribing process increases the time it takes.

Sure thing. Approved.
T2 Super Move- Surprise, Fucker. [800] Physical, Ranged, Area Attack, Homing,

[Picture of Dynamite here]

The reason Jak's got his nickname in DA 15' with his own twist.

Jak is able to use Om to create eco that can cause different effects to the dynamite.

Dark eco dynamite- Using Dark eco causes the dynamite to have a burning like feeling to it when it blows up near a opponent. It can also cause medium term damage as it hits. But there’s another effect, it latches itself like a leech to a opponent and can cause close range damage to a opponent as well, unless the opponent can knock it off before the blast.
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)

(05-04-2018, 06:34 PM)Jak Mar Wrote: T2 Super Move- Surprise, Fucker. [800] Physical, Ranged, Area Attack, Homing,

[Picture of Dynamite here]

The reason Jak's got his nickname in DA 15' with his own twist.

Jak is able to use Om to create eco that can cause different effects to the dynamite.

Dark eco dynamite- Using Dark eco causes the dynamite to have a burning  like feeling to it when it blows up near a opponent. It can also cause medium term damage as it hits. But there’s another effect, it latches itself like a leech to a opponent and can cause close range damage to a opponent as well, unless the opponent can knock it off before the blast.

>How big is the explosion?
>How far can he throw it? Or does he just slap it onto someone?
>Also, if it explodes, how does it latch onto someone?
>How long does this last? 
>This doesn't need homing.
Updates in bold:

Perfect Barrier (Area Shield) (300) - After a one second charge, Cell creates a green sphere of ki around his body that blocks damage from any angle. As it covers him entirely, the defensive strength of the shield isn't as great as one that focuses on one side of him. If left untouched, the shield will stay active as long as Cell concentrates on it. Cell cannot move or attack while this is active.
[Image: gdc0h.gif]
(05-04-2018, 07:01 PM)Cell Wrote: Updates in bold:

Perfect Barrier (Area Shield) (300) - After a one second charge, Cell creates a green sphere of ki around his body that blocks damage from any angle. As it covers him entirely, the defensive strength of the shield isn't as great as one that focuses on one side of him. If left untouched, the shield will stay active as long as Cell concentrates on it. Cell cannot move or attack while this is active.

Approved.
(05-04-2018, 06:56 PM)Dane Regan Wrote: >How big is the explosion?
>How far can he throw it? Or does he just slap it onto someone?
>Also, if it explodes, how does it latch onto someone?
>How long does this last? 
>This doesn't need homing.

T2 Super Move- Surprise, Fucker. [800] Physical, Ranged, Area Attack, 


[Picture of Dynamite here]

The reason Jak's got his nickname in DA 15' with his own twist.

Jak is able to use Om to create eco that can cause different effects to the dynamite.

Dark eco dynamite- Using Dark eco causes the dynamite to have a burning  like feeling to it when it blows up near a opponent. It can also cause medium term damage as it hits. The explosion has a 15 to 30 cm range. The blast range lasts about a good 15 seconds.  

[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)

Corrections in bold.

Today’s Blast  - 600 OM (Requires Ranged Attack, Integration, Shapeshifting)

The monster is also able to fire energy attacks that may or may not be made of a relevant substance to it. Otherwise, the attack will be made of pure energy, but functionally there is no difference. It can fire weaker energy blasts, approximately the size of a baseball, at a rate of one per second, becoming exhausted with continual use of this attack beyond ten uninterrupted blasts. It can also charge a single ranged blast for five seconds, but will need to rest at least fifteen seconds before firing another charged attack. The charged version is about three times the size of the uncharged. Both versions of this attack are only able to damage a single target, and they move roughly as fast as a fired arrow. The maximum range of either is about fifty yards. The monster may fire from its mouth, hands, or any unique appendages it may have, like a tail or wings.
[Image: zedd2018.png]


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