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Move Approval V
Weapon: Playing Cards.

Hisoka's weapon of choice is a set of ordinary French playing cards, which he uses in combat to lethal effects by wielding or throwing them in conjunction with his Shu. The cards have white borders, with a checkered pattern composed by small, light and dark fuchsia squares.

With the aid of Shu, Hisoka can turn his cards into mortal edge weapons or projectiles. He employs them by targeting his opponent's vital spots, generally the throat, but also to incapacitate them by severing their tendons. He can throw them with deadly accuracy and speed, potentially reaching a maximum of ninety miles an hour, consistent with a professionally thrown fastball. Thrown cards begin to lose speed after ten meters, but maintain a straight trajectory until thirty meters, after which they are no longer able to sustain enough speed, and fall. Hisoka tends to incorporate his cards in surprise attacks with Bungee Gum. (Requires: Physical Strength and Ranged Proficiency) (Cost: 600 OM)

Hatsu Ability
Bungee Gum
(Elastic Love)

Hisoka's main ability allows him to make his aura sticky and elastic. Its extreme durability, flexibility and adhesive properties make it an exceptionally versatile ability with several offensive, defensive, and supplementary applications. He can activate it from his fingers, hands, and feet. He can attach it both through physical contact and remotely, by extending it towards the target, which can make it very difficult to avoid. He can give it the command to contract at will, and it snaps back with greater force the more it is stretched. It is extremely resilient, allowing it to absorb the kinetic energy and stretch before returning that energy in the direction of its sender, making it an effective defense against projectiles, and can be shaped to any desired length, though it loses more resilience the further it is extended from the body.

Offensively, Bungee Gum can be used to pull the opponent towards Hisoka, or to create flail-like weapons. He can also separate it from his body - most commonly to attach projectiles to his opponent, such as his Shu-enhanced cards, while concealing it with In. The combination of the latter technique and Bungee Gum allows Hisoka to lay multi-layered traps that spring all at once.

Bungee Gum also has a wide range of auxiliary applications. Hisoka can attach it to a solid surface to retreat at extreme speed when the need arises. By using it on his feet, he can adhere to the ground or run on walls. It is also useful for sticking objects in place for traps, or to keep hold of them, even after throwing them. By covering a wound with it, he can instantly stop hemorrhages. (Requires Elasticity, Basic Regeneration, Ranged Proficiency, Physical Proficiency, Homing Proficiency, Remote Control Proficiency) (Cost: 1200 OM)

Hatsu Ability
Texture Surprise

(Flimsy Lies)


By passing his hand over an object, Hisoka can apply his aura to any smooth, flat surface, such as paper or cloth, and manifest imagery on it to change its appearance and texture for deception. He can replicate over one thousand different textures. He has tricked Nen users of the Spiders' caliber with this ability, with none of them realizing he had used it, either by sight or by touch. It can also be applied to pure aura, such as Hisoka's Bungee Gum, to alter his own appearance, and can affect a maximum of a few meters squared of material per application.

Since no aura is detectable once Texture Surprise is active, its effects are also visible to individuals unable to use Nen. Furthermore, entities possessed of Enhanced Senses are able to discern a certain 'fakeness' to things coated with Texture Surprise. (Cost: 300 OM)
Uh oh. Those boys got me all tingly...
[Image: ezgif-1-a370e630e1.gif]
I must calm it.

(05-07-2018, 04:41 PM)Dane Regan Wrote:
(05-07-2018, 04:35 PM)Yu Kanda Wrote: The thing is, every attack uses innocence energy, hence the seperate move. The drawback is the time it takes before it actually becomes effective. With a low DEF character it might become a little noticable halfway through the fight, perhaps even near the end, depending on writing, with high defense characters it might never effect them at all.

The time it takes to come into effect isn't a drawback. It's simply a weakness in the base effect. This is essentially a passive move, and those aren't really a thing in the OV. So, you'll have to rework this. There needs to be an actual drawback of some sort for the effects you want.

The only passive moves I can name are Ebony's Immortal Flames and Enel's lightning thing - both of them are identical though. They do weak damage to anyone who touches them - which is more 'a bit painful' than actually damaging. They're allowed only because they're weaker effects close to fodder that are hard to actually use.

So having a move that either has little effect or no effect towards the end of a fight is too much? Really? Its almost a fluffmove where you throw in two lines that the corruption is spreading and the fight has to end quickly. Perhaps miss a block or two. Or with a high defense character that he laughs at the tickling sensation the energy does.


I am so done with this....and will take action.
[Image: giphy.gif]
You're naive. We're destroyers, not saviors. - Yu Kanda
@Yu: It might be weak. But it's not weak enough to justify a free benefit to all your attacks: "Vision will slowly become blurry and movements will become more and more sluggish as the fight continues at its peak the target will be unable to block or parry at their normal rate."

As I said, passive moves "aren't a thing", and definitely not in the free benefit to all your other moves sense. You're welcome to upgrade your weapons or attacks to add this effect to them (at the implied cost of them doing slightly reduced damage or something like that). But I can't approve it as it stands. If it was just fluff, then you'd have sent it in as a fodder move and it wouldn't cost OM. You're welcome to nerf it down and make it a fodder move if you want.

Furthermove, normal moves can't have an effect on other moves like you want here. For example, Handsome Jack couldn't get a normal move that gave all his weapons extra damage to shields. Similarly, you can't make a move that increases the damage of all your attacks, you can't make a move that adds a debuff to all your attacks, you can't make a normal move to reduce the charge times or cooldowns of all your other moves (at least for the standard 300 OM cost). That's cheating the system in that you're adding a variable aspect to all your other moves for just 300 OM (instead of 300 OM per move). And, if it's not variable (because it's "always on"), then you should just add that effect to the moves you want to have it. Which would actually save you spending any OM in the first place.

(There's a slight exception for super utilities and adding effects to your moves in some cases - I think.)

I'm not discriminating against you. I'm denying a move in its current state because you are getting something for nothing balance-wise. Even if high DEF characters are basically immune, that says nothing for low DEF ones.

You can still have this effect if you want, but you will need to work it into each of your other moves, or make it a functional move of its own. I understand the former option may sound tedius, but that's how things are.

Or you could have it be something like, "when executing a normal sword swing, Yu can reduce the damage of the attack by a bit to [apply the debuff]".
(05-07-2018, 05:09 PM)Belle Wrote: Weapon: Playing Cards.

Hisoka's weapon of choice is a set of ordinary French playing cards, which he uses in combat to lethal effects by wielding or throwing them in conjunction with his Shu. The cards have white borders, with a checkered pattern composed by small, light and dark fuchsia squares.

With the aid of Shu, Hisoka can turn his cards into mortal edge weapons or projectiles. He employs them by targeting his opponent's vital spots, generally the throat, but also to incapacitate them by severing their tendons. He can throw them with deadly accuracy and speed, potentially reaching a maximum of ninety miles an hour, consistent with a professionally thrown fastball. Thrown cards begin to lose speed after ten meters, but maintain a straight trajectory until thirty meters, after which they are no longer able to sustain enough speed, and fall. Hisoka tends to incorporate his cards in surprise attacks with Bungee Gum. (Requires: Physical Strength and Ranged Proficiency) (Cost: 600 OM)

Hatsu Ability
Bungee Gum
(Elastic Love)

Hisoka's main ability allows him to make his aura sticky and elastic. Its extreme durability, flexibility and adhesive properties make it an exceptionally versatile ability with several offensive, defensive, and supplementary applications. He can activate it from his fingers, hands, and feet. He can attach it both through physical contact and remotely, by extending it towards the target, which can make it very difficult to avoid. He can give it the command to contract at will, and it snaps back with greater force the more it is stretched. It is extremely resilient, allowing it to absorb the kinetic energy and stretch before returning that energy in the direction of its sender, making it an effective defense against projectiles, and can be shaped to any desired length, though it loses more resilience the further it is extended from the body.  

Offensively, Bungee Gum can be used to pull the opponent towards Hisoka, or to create flail-like weapons. He can also separate it from his body - most commonly to attach projectiles to his opponent, such as his Shu-enhanced cards, while concealing it with In. The combination of the latter technique and Bungee Gum allows Hisoka to lay multi-layered traps that spring all at once.

Bungee Gum also has a wide range of auxiliary applications. Hisoka can attach it to a solid surface to retreat at extreme speed when the need arises. By using it on his feet, he can adhere to the ground or run on walls. It is also useful for sticking objects in place for traps, or to keep hold of them, even after throwing them. By covering a wound with it, he can instantly stop hemorrhages. (Requires Elasticity, Basic Regeneration, Ranged Proficiency, Physical Proficiency, Homing Proficiency, Remote Control Proficiency) (Cost: 1200 OM)

Hatsu Ability
Texture Surprise

(Flimsy Lies)


By passing his hand over an object, Hisoka can apply his aura to any smooth, flat surface, such as paper or cloth, and manifest imagery on it to change its appearance and texture for deception. He can replicate over one thousand different textures. He has tricked Nen users of the Spiders' caliber with this ability, with none of them realizing he had used it, either by sight or by touch. It can also be applied to pure aura, such as Hisoka's Bungee Gum, to alter his own appearance, and can affect a maximum of a few meters squared of material per application.

Since no aura is detectable once Texture Surprise is active, its effects are also visible to individuals unable to use Nen. Furthermore, entities possessed of Enhanced Senses are able to discern a certain 'fakeness' to things coated with Texture Surprise. (Cost: 300 OM)

Playing Cards - Approved!

Texture Surprise - Approved!

Bungee Gum - Approved!
[Image: hnc9xy5]
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Ceiling Turret (300 OM, Ranged Proficiency, Must be in Castle Zimmer): 

One of the moves that is actually a defense system that was put in Castle Zimmer by Warren. By pulling out a remote, and waiting 5 seconds, a cannon can come down from the ceiling and lock onto a single opponent. This shoots a beam of energy that travels at the speed of an arrow. The beam of energy is admittedly low powered, and is a mechanism that Warren has yet to make portable. Requires Warren's full concentration, so he cannot move, or attack or dodge when this is in use. 

Wall Missiles (300 OM,  Ranged Proficiency, Area Attack, Must be in Castle Zimmer): 

One of the defense systems installed in Castle Zimmer. This can either be automatically activated should someone intrude in Castle Zimmer without permission from Warren Zimmer, or activated should he be in the castle and encounter the intruder. Like the Ceiling Turrets these travel at the speed of an arrow each, but about 15 missiles are fired at a time from the wall turrets. While they may do a low amount of damage individually, the damage the missiles are truly capable of is fairly high if all of them hit their target. Takes about 7 seconds to activate. Requires Warren's full concentration, so he cannot move, or attack or dodge when this is in use.
(05-07-2018, 04:59 PM)Viola Wrote: While waiting for a senior staffer to give haste a look over, I figured I'd give it another rework. I think these changes to Haste should fix most/some issues people have. This makes it so Viola kinda sorta has to spend SP, without this actually being a super utility. I also added a bunch of clarifications on exactly what happens twice as fast (which is basically everything). It might look basically the same, but I've essentially doubled the fatigue cost and forced Viola to spend SP. While this isn't a super utility, it has to be used in conjunction with a specific one.

Summary of benefits/drawbacks of Haste:
[spoiler]
Benefits:
>Target moves, acts, thinks, and charges stuff at double speed for 15 seconds.
>Mechanical attributes of their weapons are twice as fast, so their gun can unload all its bullets in half the time.
>To them everything else is moving in slow motion (half speed) and they're the normal one.
>Debuffs cast directly on them (and not a lingering effect that applies to everyone who remains in the area) last half as long.
>Any bullets/spells they fire, explosions they cause, or weapons they throw move twice as fast. This applies to all their actions, so bullets from stolen guns and thrown rocks will also 
>They jump and fall twice as fast - every movement is double speed.

Drawbacks:
>5 second charge time (complete focus)
>Viola and the target have to be inside the effects of Viola's Infinity Mend super utility (halves fatigue for all allies within a 60m diameter sphere for 1 round)
>Viola can't do anything while this is active (including continue to spend energy on any moves, regardless of if they require focus)
>Person under the effects of haste suffers double fatigue for every action, the halved fatigue is already accounted for with this number. 
>This works out as quadruple fatigue since they're doing twice as much.
>Buffs cast directly on them (and not a lingering effect that applies to everyone who remains in the area) last half as long.
>The duration of lingering moves the target uses are halved (so if they have a move that sets their sword on fire for 5 seconds, to others it will only look like 2.5 seconds), this includes something used on an opponent.
>A constantly channelled move based on fatigue (such as them having to keep spending energy to keep their sword on fire) may only last a quarter as long (it will look half as long to them and a quarter as long to an outsider) due to the double fatigue of actions within haste.

General:
>They're not twice as strong, if they couldn't normally lift a rock, they can't now.
>A constantly channelled spell cast on them will act as usual. So if someone freezes them in ice and needs to keep focus to stop them breaking free, it will last the usual time. (Whereas a fire and forget freeze spell will last half as long).
>Super moves used on the target or by the target are unaffected by haste (however, haste may still impact the execution time of the target's super moves).[/spoiler]
Haste (300) Requires: Time Manipulation, Buff, Ranged, Homing
[spoiler]
Viola focuses for 5 seconds, where she can has to focus completely, stand still, and cannot defend herself. Afterwards, she can choose to delay the casting of this spell for up to 3 seconds (with similar concentration requirements to charging it - however if she wishes to use this time to cast Infinity Mend she can). Viola can only cast this move while within the effects of her Infinity Mend super utility (or an identical super utility she and the target benefit from), as the energy requirements are too great for usual use. Her target must also be within the effects of that spell, and remain there to continue to benefit from haste. All fatigue requirements mentioned in this move description already account for Infinity Mend (so the actual values would be double). This spell is moderately tiring for Viola to cast.

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) as well as lingering durations (so their 5-second long burning debuff would only last for 2.5 seconds). This also applies to other lingering moves used on them (so a 5-second stun spell would only stun them for 2.5 seconds), but not channelled effects (so if someone freezes them in ice and needs to keep focus to stop them breaking free, it will last the usual time). Furthermore, similarly to their melee attacks being twice as fast, their thrown weapons and bullets they fire will travel at double speed. Their explosions will detonate twice as fast. Despite any speed or timing changes, all attacks done by the target still deal the usual damage. This applies to incidental weapons as well (stolen guns, thrown rocks, etc.), but the haste effect on incidental weapons and ammo runs out after 3 seconds of leaving the target's body or the moment anyone else touches them.

However, this move saps energy from those under its effects. In addition to passively suffering 30 seconds of fatigue over 15 seconds (due to them acting and experiencing twice as much), the fatigue costs of all their moves, powers, and actions (even walking and running) are actively doubled, essentially quadrupling the energy they need to spend. While under this moves effects, the target perceives everything else as moving at half speed. Furthermore, while this move is active, Viola has to stand still and divert her complete focus towards maintaining it. Due to this, Viola cannot even expend energy towards anything (such as a lingering buff she cast beforehand, or a non-concentration based effect). If she loses concentration, this spell ends early. Both Viola and her target can choose to end this move at any time.

Notably, the speed boost gained can be stacked with burst movement or super speed. However, whenever someone uses one of these powers while under the effects of haste, Viola suffers twice the fatigue those actions would take under normal conditions. Super moves may be executed twice as fast by the target, but no super moves used on or by the target see any change in effectiveness (so a super utility would last just as long as usual and do the exact same thing, a super attack would do just as much damage, etc.). Lastly, while under the effects of haste, the target perceives everything besides their own actions to be in slow motion. To them, everything else is moving at half speed. As every movement they make is twice as fast, this also applies to jumps and falls.[/spoiler]
(The utility Viola needs to use with this - which is already approved here: http://omniverse-rpg.com/showthread.php?...#pid130916)
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 permeates 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]

What? No.

Don't make this so complicated.

You last move description was fine.

All that needed to change was that the stats needed to come from somewhere. In a super move they come from and are limited by SP, In a regular move they come from the character themselves. So, If you want to be able to double someone's speed, whether that's going from 1 SPD to 2, or 5 SPD to 10, Viola needs to loose those stats (what she's adding, not the end total) herself. That's how you get that move approved, OR you turn it into a super utility.
(05-07-2018, 10:05 PM)Warren Zimmer Wrote: Ceiling Turret (300 OM, Ranged Proficiency, Must be in Castle Zimmer): 
[spoiler]One of the moves that is actually a defense system that was put in Castle Zimmer by Warren. By pulling out a remote, and waiting 5 seconds, a cannon can come down from the ceiling and lock onto a single opponent. This shoots a beam of energy that travels at the speed of an arrow. The beam of energy is admittedly low powered, and is a mechanism that Warren has yet to make portable. Requires Warren's full concentration, so he cannot move, or attack or dodge when this is in use.[/spoiler]
Wall Missiles (300 OM,  Ranged Proficiency, Area Attack, Must be in Castle Zimmer): 
[spoiler]One of the defense systems installed in Castle Zimmer. This can either be automatically activated should someone intrude in Castle Zimmer without permission from Warren Zimmer, or activated should he be in the castle and encounter the intruder. Like the Ceiling Turrets these travel at the speed of an arrow each, but about 15 missiles are fired at a time from the wall turrets. While they may do a low amount of damage individually, the damage the missiles are truly capable of is fairly high if all of them hit their target. Takes about 7 seconds to activate. Requires Warren's full concentration, so he cannot move, or attack or dodge when this is in use.[/spoiler]

Firstly, you don't actually need to get moves like this to have turrets in your bases. Base defense upgrades do allow for that. But, yeah, they're expensive. And these moves are pretty cool. (What can I say, who doesn't love firing rockets by pressing a button on their watch.)

Ceiling Turret: This needs ranged control and ranged materialise. If you want, you could let Warren materialise the turret outside of Castle Zimmer - you could upgrade your description to let it do that. Also, this takes 5 seconds to charge, you can totally have a stronger beam - unless you planned for the turret to stick around for as long as Warren wants it to and to continue firing, when you should probably clarify that.

Wall Missiles: This also needs ranged materialise and ranged control. Also, how big are the explosions? Lastly, you could upgrade this to work anywhere, not just at your base, if you wanted. It wouldn't make it any weaker or anything, just let you use it more often. (Like, at his base, it's foddered as the turrets already being there. Outside his base, he creates them on the fly. The move charge times would stay the same though, etc.)



@Daniel: Fair. I guess it is starting to look convoluted so I could cut the description down with less examples and the like and just stick to "they go through time twice as fast", etc. I'm just a sucker for adding too much detail, I guess.

Also, why? Why do I need those specific drawbacks? I guess Viola sorta loses stats while this is active and while charging it since she can't actually do anything. I guess I could outright state that, but I don't see why it would make much difference. Since the only stat she'd really be using is her DEF (since all she can do is get hit). And she's already got 0 DEF. I suppose I could go further and have her close her eyes while it's active and seal foresight and any sensory powers as well... But that's getting off topic.
Quote:Innocence corruption ( debuff, melee, ranged ) (300 OM) : The innocence recognises Kanda’s foes and attacks them from inside. With every attack Kanda hits against the target it leaves a small trail of innocence. At first it has little to no effect, however the longer the fight continues, the more the enemy comes in touch with the innocence, the target starts to feel it's effect. Vision will slowly become blurry and movements will become more and more sluggish as the fight continues at its peak the target will be unable to block or parry at their normal rate. The higher the target’s DEF, the longer it takes for the corruption to take over. If a target is not being hit with an attack every 10 seconds the effects start to wear off. This does not happen instantly either, like the build up it takes time for the traces for corruption to disappear. Corruption does not damage or kill.

Does this move have to be activated or is it something that just automatically happens?

So it's like a bleed effect that slowly lessens an opponents ability to defend? Does he have to damage an oppoent to have this effect begin or will it happen even if they block his attacks?

I know you want this to be a gradual, over the course of a fight, sort of thing, but how many times can this effect be applied before it's not able to be applied anymore (y'know, like the stages of a bleed effect sort of thing). And how long would it take one of these stages to disappear?

Also, I do think this needs some kind of downside that effects Kanda, at the moment it's just a general battle fatigue sort of thing (due to how this would actually go about in a fight). But I do think it needs some other downside.
Ceiling Turret (300 OM, Ranged Proficiency, Ranged Materialize, Remote Control): 

One of the moves that is actually a defense system that was put in Castle Zimmer by Warren. By pulling out a remote, and waiting 5 seconds, a cannon can come down from the ceiling and lock onto a single opponent. This shoots a beam of energy that travels at the speed of an arrow. The beam of energy is admittedly low powered, and is a mechanism that Warren has yet to make portable. Requires Warren's full concentration, so he cannot move, or attack or dodge when this is in use. Alternatively by pushing a button on his NFL-R.  he can cause the Ceiling Turrets to appear anywhere. While the beams may be weak they can keep firing as much as Warren wants them to. Should Warren not be around Castle Zimmer, this can remotely activate and blast the intruder automatically. 


Wall Missiles (300 OM,  Ranged Proficiency, Area Attack, Ranged Materialize, Remote Control): 

One of the defense systems installed in Castle Zimmer. This can either be automatically activated should someone intrude in Castle Zimmer without permission from Warren Zimmer, or activated should he be in the castle and encounter the intruder. Like the Ceiling Turrets these travel at the speed of an arrow each, but about 15 missiles are fired at a time from the wall turrets. While they may do a low amount of damage individually, the damage the missiles are truly capable of is fairly high if all of them hit their target. Takes about 7 secontds to activate. Requires Warren's full concentration, so he cannot move, or attack or dodge when this is in use. 


This can also be used outside Warren's base, by pushing a button on a remote. Once he pushes a button on the remote, the turrets that shoot the wall missiles will appear and open fire performing their usual on an opponent. Warren does not need to be physically present in the same verse as Castle Zimmer to activate this move remotely. 



Base Cameras (Fodder Move - I think): 

Basically allows Warren to spy on his base when he is not in it, and record everything for his viewing later, including if someone snatches an Artefact or anything along those lines because it's a pain for him to have to deal with later. 
(05-07-2018, 10:57 PM)Warren Zimmer Wrote: Ceiling Turret (300 OM, Ranged Proficiency, Ranged Materialize, Remote Control): 

One of the moves that is actually a defense system that was put in Castle Zimmer by Warren. By pulling out a remote, and waiting 5 seconds, a cannon can come down from the ceiling and lock onto a single opponent. This shoots a beam of energy that travels at the speed of an arrow. The beam of energy is admittedly low powered, and is a mechanism that Warren has yet to make portable. Requires Warren's full concentration, so he cannot move, or attack or dodge when this is in use. Alternatively by pushing a button on his NFL-R.  he can cause the Ceiling Turrets to appear anywhere but still needs to spend the 5 seconds to create then. While the beams may be weak they can keep firing as much as Warren wants them to. They shoot about two beams per seconds.


Wall Missiles (300 OM,  Ranged Proficiency, Area Attack, Ranged Materialize, Remote Control): 

One of the defense systems installed in Castle Zimmer. This can either be automatically activated should someone intrude in Castle Zimmer without permission from Warren Zimmer, or activated should he be in the castle and encounter the intruder. Like the Ceiling Turrets these travel at the speed of an arrow each, but about 15 missiles are fired at a time from the wall turrets. While they may do a low amount of damage individually, the damage the missiles are truly capable of is fairly high if all of them hit their target. Each causes a targeted explosion with a 1ft radius. Takes about 7 seconds to activate. Requires Warren's full concentration, so he cannot move, or attack or dodge when this is in use.


This can also be used outside Warren's base, by pushing a button on a remote. Once he pushes a button on the remote and goes through the usual 7 second activation process, the turrets that shoot the wall missiles will appear and open fire performing their usual on an opponent. To fire more missiles, Warren needs to reactivate the turrets (which takes 7 seconds and is the same as activating them the first time).



Base Cameras (Fodder Move - I think): 

Basically allows Warren to spy on his base when he is not in it, and record everything for his viewing later, including if someone snatches an Artefact or anything along those lines because it's a pain for him to have to deal with later. 

I added in a couple of bolded comments above. If you're okay with adding those in, then all these are approved. Otherwise, change my small edits to suit what you intended.
Retracting my innocence corruption debuff move.
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You're naive. We're destroyers, not saviors. - Yu Kanda
Creating a template move for a couple of NPC Primes. 

[Color] Lightsaber -- (300)

The standard issue weapon of a Sith Soldier trained and educated in the ways of the Force. Measuring at eleven inches long the hilt consists of a power supply, a primary crystal and a focusing crystal. Depending on the color crystal used a lightsaber produces a four and a half foot blade of that color. The blade is composed of pure plasma energy and capable of cutting through nearly anything within the reasonable limitations of the Omniverse. Aesthetic design of the hilt varies from user to user, but the function does not change nor does it improve the quality of the blade or cutting potential.
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
Projectile Deflection -300 OM (Ranged Attack Proficiency)
Vash, using his sharp senses and wit, can predict where many projectiles will end up. By throwing rocks or other hard objects in his vicinity Vash can deflect individual physical projectiles such as bullets, arrows, bolts, or other forms of small ballistic munitions one at a time. This will only work if Vash can see the source of the projectile (unless it moves at an exorbitantly slow pace), it isn't excessively large, and his TEC is equal to or exceeds the ATK of the weapon being used.
[Image: giphy.gif]
I'm always open to someone hopping in for any kind of interaction! it keeps things interesting and helps me write as I do so far better when there are set circumstances to avoid getting indecisive.
Ten - Once a person has opened their aura nodes, they must learn to keep their aura from leaking away from their body. Ten (纏, Envelop; Shroud) is the process of keeping the nodes open, but also having aura flow through and around the body rather than away from it. Once maintained, it creates a shroud around the user that feels similar to standing in lukewarm, viscous fluid. Ten maintains youthful vigor and reduces one's aging, since the energy powering the body no longer leaks away; one can keep the body from breaking down and deter the aging process. Ten is the most basic defense against emotional Nen attacks, and it also offers limited protection against physical attacks, but hardly any when said attacks are enhanced with aura. Through frequent meditation and practice, one can improve the quality of their Ten and even maintain it in their sleep. Once it has been learned, it will never be forgotten, much like cycling and swimming. Despite being the most elementary technique of all, Ten is also one of the most important, as the more polished it is, the more precise one's control over their aura. (Cost: 0. This is an explanation for Hisoka's baseline durability and strength.)

Zetsu (AKA Suppression) - While Ten allows a user to keep aura from leaking away from their body, Zetsu (絶, Suppress; Null) stops the flow of aura from their body altogether. By closing all of their aura nodes, the user is able to halt all outflow of their aura like water from a valve, making their presence much harder or even impossible to sense. This technique is useful when tracking another person, as it will make it easier to follow them, preventing other users of Nen from noticing their pursuer. (Cost: 1000 OM. This is a flavored version of Suppression.)

Ren (Tier 2 Powerup) - Ren (練, Refine; Enhance) focuses on outputting a larger amount of aura than Ten, projecting it outwards explosively. This amplifies the user's physical strength and durability and provides a large pool of aura for any advanced techniques or individual skills they decide to use, albeit at the cost of expending said aura. One can train their Ren to extend its duration and increase the amount of aura at their disposal.

If Ten is considered purely defensive, Ren can be regarded as its offensive counterpart, although it also grants the user vastly enhanced defensive abilities.

Attack: +3
Defense: +2
Speed: +3
Technique: +2

(Cost: 1500 OM)

Hatsu - Hatsu (発, Release; Act) is one's personal expression of Nen. Its qualities are influenced by but not restricted to the Nen user's natural Nen category, one of the six available, which is decided by nature and nurture. Hatsu is used to project one's aura to carry out a certain function, creating a special and unique paranormal ability that is colloquially called "Nen ability", "Hatsu ability", or simply "Hatsu". (Cost: 0 OM. Flavor for explaining how Nen Hatsu abilities work.)

Advanced Nen Techniques

In - In (隱, Conceal) - is an advanced form of Zetsu used to render one's aura imperceptible, effectively concealing it. Unlike Zetsu, however, In does not stop the user's aura flow; instead, it hides it, making it difficult to perceive with any of the five senses. This is even true of those affected by Enhanced Senses, although in this case the effectiveness diminishes the closer an observer is to Hisoka's Technique stat. When matching or exceeding Hisoka's Technique, a nen object concealed by In becomes visible. Because of its abilities, this technique is perfect for launching sneak attacks or laying traps, as it can conceal not only the user's presence, but also Nen constructs generated with Emission, Transmutation, or Conjuration abilities.

Special: In can be countered completely by Gyo, or any similar move that boosts Enhanced Senses, regardless of Tech disparity. (Requires: Stealth, Suppression) (Cost: 300 OM)

En - En (圓, Circle) (Enhanced Senses) is an advanced application of Ten and Ren. In Ren, aura usually envelops only a small amount of space around the user's body. En is when one extends their Ren so that their aura extends further than normal, then uses Ten at the same time to contain and give shape to that aura, normally a sphere. Someone using En can feel the shape and movement of anything within the area covered by their aura, with the degree of awareness and finesse depending on their level of skill. Nen users can be told apart from regular people due to their stronger reactionto the En user's aura. Zetsu (Suppression) can suppress a Nen user's, or Prime's, response, making their position difficult to pinpoint.

As someone who has mastered En, Hisoka is capable of extending his coverage to a circle with a 100 meter radius. (Cost: 2000 OM. This is a flavored version of Enhanced Senses: Master)

Shu - Shu (周, Enfold) is an advanced application of Ten. Shu allows a user of Nen to enshroud an object with their aura, allowing them to use that object as an extension of their own body. For example, one could use Shu to extend their Ten around a weapon, which would strengthen and protect it. Hisoka uses this technique to sheathe his playing cards in his Nen, turning them into deadly weapons. (See Weapon: Playing Cards) (Flavor for explaining how Hisoka uses Nen to enhance objects like his playing cards. May need an OM cost if he intends to use Shu on improvised weapons, like picking up a chair and slamming someone with it.)
Uh oh. Those boys got me all tingly...
[Image: ezgif-1-a370e630e1.gif]
I must calm it.

Thermal Detonator (300)

A palm sized, round grenade. Powered by a volatile baradium core encased in thermite, the Thermal Detonator is activated by pressing the button on the top of it. Once the pressure is released from the trigger the user has about six seconds before the core detonates in a violent fusion based explosion. The blast radius is about 20 meters. The very nature of the explosion is purely thermal damage causing severe burns to anyone caught in it’s explosion.
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
Trixie:
[spoiler]
(05-08-2018, 09:29 PM)Trixie Wrote: Creating a template move for a couple of NPC Primes. 

[Color] Lightsaber -- (300)

The standard issue weapon of a Sith Soldier trained and educated in the ways of the Force. Measuring at eleven inches long the hilt consists of a power supply, a primary crystal and a focusing crystal. Depending on the color crystal used a lightsaber produces a four and a half foot blade of that color. The blade is composed of pure plasma energy and capable of cutting through nearly anything within the reasonable limitations of the Omniverse. Aesthetic design of the hilt varies from user to user, but the function does not change nor does it improve the quality of the blade or cutting potential.

Remember to add your proficiencies, so this is approved with Physical Attack.

Just remember that someone with only 3 ATK won't normally be able to cut through a reinforced steel wall or something (due to OV limitations). That said, you could add in a comment like, "cutting through stronger objects (like steel) may take more time" if you want to be able to. 

(05-09-2018, 09:52 AM)Trixie Wrote: Thermal Detonator (300)

A palm sized, round grenade. Powered by a volatile baradium core encased in thermite, the Thermal Detonator is activated by pressing the button on the top of it. Once the pressure is released from the trigger the user has about six seconds before the core detonates in a violent fusion based explosion. The blast radius is about 20 meters. The very nature of the explosion is purely thermal damage causing severe burns to anyone caught in it’s explosion.

This needs area attack. Also, I assume you plan to throw it (which would need ranged prof). Can you add in a brief line either describing how far it can be thrown or just a rough comment on how heavy it is (which would imply how far someone could throw it). "It can be thrown about as far as a normal grenade" would work. If you don't plan to throw it, just specify that it's dropped or placed somewhere instead.

Lastly, while this might seem like a stupid question, is there anything stopping the user from just continuously throwing one of these every second or so? Since I assume ammo would probably be limited, you might want to specify that (or say how long it takes to make new ones and how many can be carried at once).
[/spoiler]
Vash:
[spoiler]
(05-09-2018, 07:36 AM)Vash Wrote: Projectile Deflection -300 OM (Ranged Attack Proficiency)
Vash, using his sharp senses and wit, can predict where many projectiles will end up. By throwing rocks or other hard objects in his vicinity Vash can deflect individual physical projectiles such as bullets, arrows, bolts, or other forms of small ballistic munitions one at a time. This will only work if Vash can see the source of the projectile (unless it moves at an exorbitantly slow pace), it isn't excessively large, and his TEC is equal to or exceeds the ATK of the weapon being used.

You realise bullets travel a lot faster than thrown rocks, right? In many cases, you would have to be throwing a rock before the bullet is even fired. I'm fine with you throwing a rock or something like that to bounce away a thrown grenade or another rock, or a magical spell that doesn't travel really fast, but even with 5 TEC, doing it against a bullet is just kinda silly. You would need a stupidly high SPD stat to be able to flick your arm fast enough for the rock to really leave your hand before a bullet hits you. Heck, you would have to be predicting where they're going to shoot before they've even finished aiming in some situations (which would naturally be impossible since they'd just aim somewhere where the rock isn't).

If you want to pull off something crazy like this, you'd be better off getting the foresight power and a move that lets you try to shoot enemy bullets or ranged attacks as the fire them. Or make your thrown rock move only work for enemy attacks that you'd reasonably be able to react to.[/spoiler]
Belle:
[spoiler]
(05-09-2018, 07:44 AM)Belle Wrote: Ten - Once a person has opened their aura nodes, they must learn to keep their aura from leaking away from their body. Ten (纏, Envelop; Shroud) is the process of keeping the nodes open, but also having aura flow through and around the body rather than away from it. Once maintained, it creates a shroud around the user that feels similar to standing in lukewarm, viscous fluid. Ten maintains youthful vigor and reduces one's aging, since the energy powering the body no longer leaks away; one can keep the body from breaking down and deter the aging process. Ten is the most basic defense against emotional Nen attacks, and it also offers limited protection against physical attacks, but hardly any when said attacks are enhanced with aura. Through frequent meditation and practice, one can improve the quality of their Ten and even maintain it in their sleep. Once it has been learned, it will never be forgotten, much like cycling and swimming. Despite being the most elementary technique of all, Ten is also one of the most important, as the more polished it is, the more precise one's control over their aura. (Cost: 0. This is an explanation for Hisoka's baseline durability and strength.)

Zetsu (AKA Suppression) - While Ten allows a user to keep aura from leaking away from their body, Zetsu (絶, Suppress; Null) stops the flow of aura from their body altogether. By closing all of their aura nodes, the user is able to halt all outflow of their aura like water from a valve, making their presence much harder or even impossible to sense. This technique is useful when tracking another person, as it will make it easier to follow them, preventing other users of Nen from noticing their pursuer. (Cost: 1000 OM. This is a flavored version of Suppression.)

Ren (Tier 2 Powerup) - Ren (練, Refine; Enhance) focuses on outputting a larger amount of aura than Ten, projecting it outwards explosively. This amplifies the user's physical strength and durability and provides a large pool of aura for any advanced techniques or individual skills they decide to use, albeit at the cost of expending said aura. One can train their Ren to extend its duration and increase the amount of aura at their disposal.

If Ten is considered purely defensive, Ren can be regarded as its offensive counterpart, although it also grants the user vastly enhanced defensive abilities.

Attack: +3
Defense: +2
Speed: +3
Technique: +2

(Cost: 1500 OM)

Hatsu - Hatsu (発, Release; Act) is one's personal expression of Nen. Its qualities are influenced by but not restricted to the Nen user's natural Nen category, one of the six available, which is decided by nature and nurture. Hatsu is used to project one's aura to carry out a certain function, creating a special and unique paranormal ability that is colloquially called "Nen ability", "Hatsu ability", or simply "Hatsu". (Cost: 0 OM. Flavor for explaining how Nen Hatsu abilities work.)

Advanced Nen Techniques

In - In (隱, Conceal) - is an advanced form of Zetsu used to render one's aura imperceptible, effectively concealing it. Unlike Zetsu, however, In does not stop the user's aura flow; instead, it hides it, making it difficult to perceive with any of the five senses. This is even true of those affected by Enhanced Senses, although in this case the effectiveness diminishes the closer an observer is to Hisoka's Technique stat. When matching or exceeding Hisoka's Technique, a nen object concealed by In becomes visible. Because of its abilities, this technique is perfect for launching sneak attacks or laying traps, as it can conceal not only the user's presence, but also Nen constructs generated with Emission, Transmutation, or Conjuration abilities.

Special: In can be countered completely by Gyo, or any similar move that boosts Enhanced Senses, regardless of Tech disparity. (Requires: Stealth, Suppression) (Cost: 300 OM)

En - En (圓, Circle) (Enhanced Senses) is an advanced application of Ten and Ren. In Ren, aura usually envelops only a small amount of space around the user's body. En is when one extends their Ren so that their aura extends further than normal, then uses Ten at the same time to contain and give shape to that aura, normally a sphere. Someone using En can feel the shape and movement of anything within the area covered by their aura, with the degree of awareness and finesse depending on their level of skill. Nen users can be told apart from regular people due to their stronger reactionto the En user's aura. Zetsu (Suppression) can suppress a Nen user's, or Prime's, response, making their position difficult to pinpoint.

As someone who has mastered En, Hisoka is capable of extending his coverage to a circle with a 100 meter radius. (Cost: 2000 OM. This is a flavored version of Enhanced Senses: Master)

Shu - Shu (周, Enfold) is an advanced application of Ten. Shu allows a user of Nen to enshroud an object with their aura, allowing them to use that object as an extension of their own body. For example, one could use Shu to extend their Ten around a weapon, which would strengthen and protect it. Hisoka uses this technique to sheathe his playing cards in his Nen, turning them into deadly weapons. (See Weapon: Playing Cards) (Flavor for explaining how Hisoka uses Nen to enhance objects like his playing cards. May need an OM cost if he intends to use Shu on improvised weapons, like picking up a chair and slamming someone with it.)

Ten - Sure thing, approved.

Zetsu - This is fine.

Ren - Approved.

Hatsu - Approved, but these fodder things are more suited for just general lore to be written on the roster. Fodder moves generally actually do something (but that something is a foddery thing).

In - I'm confused, isn't this just a flavour version of suppression+stealth? Why are you making a move for it?

En - Again, you don't even really need a fodder move for this. Since as far as I can see, it's just lore. You can literally just write it on your roster by the power. Also, note that enhanced senses don't inherently let you tell what someone's powers are (so you wouldn't actually be able to tell if someone is a 'Nen user'). That's just a fodder thing that'd need OOC permission.

Shu - This will cost you OM if you want to use it on anything besides the playing cards. Since you're essentially turning any incidental weapon into a non-incidental one.
[/spoiler]
Spear of the bloodsoaked queen (900 OM) Physical / ranged prof /debuff.

Hecate takes 5 seconds to summon forth her spear at a small cost of her stamina.

(physical description) A 7 foot (2.13m) long spear resembling a pike and a battle standard. (spear with a flag attached to inspire troops) The head of this spear tapers from 3 inches at its widest point down to a fine point over the course of its 8 inches, the spear tip itself has a serpentine shape. The tip is made of steel, and has a crimson coloration.

The flag on the spear is 6 feet long when unwrapped, the shape is a swallowtail banner. It is a white flag with its insignia, a Woman wearing a crown sitting upon a throne. In crimson red matching that of freshly spilt blood. On the two corners the insignia of the witch corps. A twin headed snake wrapping around flame is visible. This insignia is made of gold thread.

The handle of the spear is wooden, made of a wood called bloodwood. There are small iron embellishments every 12 inches in the form of small flanges to prevent the hands from slipping up or down the shaft.

This weapon while designed to look elegant, is a potent tool in the hands of Hecate, who is able to use the weapon as a melee or casting weapon. This weapon inflicts 3 inch wide wide wounds that are difficult to treat as well as cutting wounds should the spear be swung. The maximum thrusting speed of the weapon is one thrust or swing per second. These attacks are similarly draining to that of a sword swing.

The spear is also capable of acting as a casting weapon capable of sending sharp spikes of red ice at a target up to 80 feet away. These spikes of ice are 12 inches (30.48cm) in length and travel at 120 feet per second (36.57meters per second) These shards are razor sharp and can punch through armor without breaking. The spikes melt over time taking thirty seconds to melt fully. Alternatively Hecate can lower her guard for .75 of a second to snap her fingers to detonate the shards causing them to inflict multiple small injuries around the initial wound. Doing so is slightly draining to Hecate (similar to a 25m Sprint) and can only be used a few times over the course of a fight.
To initiate the spears ranged ability the spear is thrust or swing in similar fashion to how it would be used in melee combat.

In addition to it's combat capabilities as a ranged and melee weapon, Hecate can plant the butt of the spear into the ground and unwrap the flag, doing so causes her opponents to cower at her literal lust for blood and will retreat back to put distance between her and them lowering their attack for 20 seconds.

Doing this requires hecate to commit to a loud battlecry that is mentally and physically draining (similar to a 100m dash)

The spear can be broken and will require time and energy to resummon it, discarded spear parts or whole spears are persistent
(05-09-2018, 10:46 AM)Dane Regan Wrote: In - I'm confused, isn't this just a flavour version of suppression+stealth? Why are you making a move for it?

It isn't so much for stealthing Hisoka, it stealths the Nen attack itself.

To take an example from the source material, he points at you during a conversation, and using In, can launch a stealthed Bungee Gum to attach to you, with you none the wiser until the trap is sprung.
Uh oh. Those boys got me all tingly...
[Image: ezgif-1-a370e630e1.gif]
I must calm it.

(05-09-2018, 12:37 PM)Belle Wrote:
(05-09-2018, 10:46 AM)Dane Regan Wrote: In - I'm confused, isn't this just a flavour version of suppression+stealth? Why are you making a move for it?

It isn't so much for stealthing Hisoka, it stealths the Nen attack itself.

To take an example from the source material, he points at you during a conversation, and using In, can launch a stealthed Bungee Gum to attach to you, with you none the wiser until the trap is sprung.

Oooh. Whoops. Part of that's my fault, but maybe adding a brief concise explanation of what it does inside the move might be a good idea. Or maybe I'm just stupid.

Anyway, what drawbacks are there? Because at the moment it lets you stealth any of your attacks for free. I'd be fine with you stealthing a weapon with no notable drawbacks while out of someone's sight (since that's how stealth normally works), but since you can do it when they're looking at you, I think you'll need a drawback.
(05-09-2018, 10:46 AM)Dane Regan Wrote:
(05-09-2018, 07:36 AM)Vash Wrote: Projectile Deflection -300 OM (Ranged Attack Proficiency)
Vash, using his sharp senses and wit, can predict where many projectiles will end up. By throwing rocks or other hard objects in his vicinity Vash can deflect individual physical projectiles such as bullets, arrows, bolts, or other forms of small ballistic munitions one at a time. This will only work if Vash can see the source of the projectile (unless it moves at an exorbitantly slow pace), it isn't excessively large, and his TEC is equal to or exceeds the ATK of the weapon being used.

You realise bullets travel a lot faster than thrown rocks, right? In many cases, you would have to be throwing a rock before the bullet is even fired. I'm fine with you throwing a rock or something like that to bounce away a thrown grenade or another rock, or a magical spell that doesn't travel really fast, but even with 5 TEC, doing it against a bullet is just kinda silly. You would need a stupidly high SPD stat to be able to flick your arm fast enough for the rock to really leave your hand before a bullet hits you. Heck, you would have to be predicting where they're going to shoot before they've even finished aiming in some situations (which would naturally be impossible since they'd just aim somewhere where the rock isn't).

If you want to pull off something crazy like this, you'd be better off getting the foresight power and a move that lets you try to shoot enemy bullets or ranged attacks as the fire them. Or make your thrown rock move only work for enemy attacks that you'd reasonably be able to react to.

@Dane: 

Stepping in here, but I feel as tho rocks, bullets, or any kind of projectile, only travel at the speed of your character's detailed move. I can throw a rock at the same speed as you can shoot a 9mm in the Omni. So, due to Omniphysics, what you said wasn't actually accurate. It would only be true if the opponents speed heavily outweighed Vash's. He only needs to be able to reasonably predict the angle of the shot and toss the rock before-hand, which isn't impossible for even normal people, tho,  I would agree adding foresight to this move would make it more effective and viable.
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