Thread Rating:
  • 6 Vote(s) - 3.67 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Move Approval V
Air Support- Tier 2 Super Move- 800 OM (Requires Flight and Area attack) , Marcus is able to call and rely on his girlfriend, Blair Williams, a known pilot in the Resistance and one of the pilots of the Avengers. When she is called upon, she pounds the enemy with the Quinjet's upcoming armor piercing bullet rain strikes as she goes by.
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]
(05-10-2018, 05:43 PM)Marcus Wright Wrote: Air Support- Tier 2 Super Move- 800 OM (Requires Flight, Area attack and Ranged) , Marcus is able to call and rely on his girlfriend, Blair Williams, a known pilot in the Resistance and one of the pilots of the Avengers. Due to the magic of the Omniverse it only takes a few seconds to call her in. When she is called upon, she flies by in a fighter jet and pounds the enemy with the Quinjet's upcoming armor piercing bullet rain strikes as she goes by. She will either focus on one target, or everyone in a rough line up to 60m long. The jet travels about as fast as you'd expect, and the whole assualt is over within seconds. Once she's finished the attack, the fighter jet disappears and she's returned to wherever she was before this move was used.

You'll need some extra details there. I added some stuff in in bold. If you're okay with that, you can use it. Go ahead and edit anything you don't like and resubmit it. Otherwise, you can use and link this post as an approval (and use the changed version of your move I have written above).
ROUND THREE... FIGHT

Spear of the bloodsoaked queen (1200 OM) Physical / ranged prof /debuff/ AOE prof.

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.

The spear has more weight on it than most similar weapons, and requires a little more time in between attacks, The upside to this drawback is that the weapon delivers harder hitting blows with each successful action.

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 heavy melee or casting weapon. This weapon can inflict up to 3 inch wide wide wounds that are difficult to treat as well as cutting wounds should the spear be swung. 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. The sight combined with the battlecry causes those who oppose her to experience the symptoms of fear such as weak knees or arms, nausea and physical weakness and will retreat back to put distance between her and them to avoid being in range of her spear for 20 seconds or until attacked again by Hecate. The effectiveness of the debuff is lessened for those who have higher TEC than Hecate’s TEC.

Doing this requires hecate to commit to a loud battlecry that lasts for 5 seconds and 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
(05-10-2018, 03:27 PM)Dane Regan Wrote: @Belle:
In:
>Sorry for missing this out before, but I think this would cost 300 OM per ability you want to combo it with (the first one is free).
>I'd allow you to include all "object"-type weapon moves that you hold under the same bracket. So any swords or axes you summon or draw. Or a gun (but not its bullets). Or a fork you grab using Shu. So if you're just doing this for "objects" (and not for shooting fireballs), then I guess this would still be 300. But using it for your throwing cards as well would probably be another 300 OM.

Shu:
>How long does this take to reinforce something with Shu? 
>This would cost 300 OM per type of object you want to be able to use.
>For example, I'd class all "small-ish" objects as the same type. So: spoons, forks, knives, small sticks. Anything "dagger size".
>"Medium-ish" objects would be another type, like larger sticks, table legs, maybe even chairs. Anything "sword size".
>Longer lance/spear like things would be another type.
>This would cost an additional 300 OM to throw those objects for ranged attacks.
>This would need area defence if you want to use any object (like a table) that's larger than 3ft in diameter - and would probably need another 600 OM for shield-like objects (600 instead of 300 due to the variable size).
>Basically, just try to classify the types of stuff you want to use yourself, or give me a short list and I'll get you sorted.

In -
I think I'm pretty good as is, don't need to add more to add it to other abilities. The only attack I think that it can even be used with is Bungee Gum. It only works with things constructed from Nen (or aura, in other words). To clarify, In can't make purely physical objects invisible - that would likely be a specialized Nen ability unique to a Hunter. By default, a Nen user can't make an ordinary length of chain invisible. (However, if a Conjurer-type were to use his aura to MAKE a length of chain forged from his own Nen, that WOULD be something he could use In on.)

While I do have Texture Surprise, considering it uses a physical object as a medium, In wouldn't have much use there, either. So yeah. For now, it'll pretty much only apply to Bungee Gum. I'll make a note of it in the description.

[spoiler]
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 Nen abilities with any of the five senses. This is even true for those possessing Enhanced Senses - although in this case the effectiveness of In diminishes the closer an observer is to Hisoka's Technique stat. When an Enhanced Senses user matches or exceeds Hisoka's Technique, a nen object concealed by In becomes visible.

Because of its abilities, this technique is used for launching sneak attacks or laying traps, as it can conceal Nen constructs generated with Emission, Transmutation, or Conjuration abilities. In Hisoka's case, he uses In to conceal his Bungee Gum, attaching it to an unaware opponent. Despite its usefulness, however, In is not without cost: the focus required to both cloak and use a Nen ability at the same time is more physically and mentally draining than it would be to simply use the ability on its own.

List of Hisoka's abilities that can be masked by In:
- Bungee Gum

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

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 primarily to sheathe his playing cards in his Nen, turning them into deadly weapons (see Weapon: Playing Cards for Hisoka's application of this technique in that case), but it can also be used to create improvised weapons from the environment if the need arises, without having to worry about their inherent durability. This technique allows one to, for example, block a standard sword attack with a plastic spoon, or send weaker fighters flying with a strike from a stick.

The size of items that can be enhanced is, as a rule, limited by the Nen user's proficiency, with Hisoka's ability beginning at the low end of the scale - everyday objects like coins and utensils - and reaching all the way up to two-handed weapons like polearms. The time it takes to coat an object is dependent on its size, as well, with a mere instant required for small objects, and several seconds for large, heavy blades. While larger objects than that are theoretically possible, without being a specialized Nen-type (such as an Emitter) and having training, it is regarded by Hisoka as a waste of time. Even if you could mold your aura around such large objects - like an entire table, for example - it would be extremely awkward to wield as a weapon. And if your intent was to use such an object as a shield, the Nen and time expended could have been easily used to remove yourself from the threat in the first place.

Weapons improvised in this way, while usually stronger than the common weapons and tools employed across the world, are also usually weaker than those that have been specially reinforced or trained with. For example, he could use a Shu-reinforced item to block a random Stormtrooper's stun baton, but would be at an inherent disadvantage against a Prime or Secondary that had bought Stun Baton as a move. These objects can also be thrown, and retain their coating for several seconds after being removed from contact with Hisoka's aura. (Cost: 1800 (Small/Medium/Large objects(900), Flex Shields (600) + thrown (300))

[/spoiler]

Oh, and some clarification (which I've attempted to include in the description): Shu cannot be stacked on top of Hisoka's playing cards. Shu is what Hisoka is using to make those playing cards deadly in the first place. The reason why they have their own separate move is to reflect how deadly and practiced Hisoka is with them.
Uh oh. Those boys got me all tingly...
[Image: ezgif-1-a370e630e1.gif]
I must calm it.

Air Support- Tier 2 Super Move- 800 OM (Requires Flight, Area attack and Ranged) , Marcus is able to call and rely on his girlfriend, Blair Williams, a known pilot in the Resistance and one of the pilots of the Avengers. Due to the magic of the Omniverse it only takes a few seconds to call her in. When she is called upon, she flies by in a fighter jet and pounds the enemy with the Quinjet's upcoming armor piercing bullet rain strikes as she goes by. She will either focus on one target, or everyone in a rough line up to 60m long. The jet travels about as fast as you'd expect, and the whole assualt is over within seconds. Once she's finished the attack, the fighter jet disappears and she's returned to wherever she was before this move was used.
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]
(05-10-2018, 04:02 PM)Vash Wrote: here's the corrected version
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 and focuses on performing this action (unless it moves at an exorbitantly slow pace), it isn't excessively large, his TEC determines how effective and the amount of focus required to perform this.

Yeah, you don't need all that extra semantic stuff that Dane is trying to get you to add. This looks fine to me and is Approved.
@Daniel: At the very least he needed the fatigue cost, otherwise there's nothing stopping him from becoming immune to bullets. It needs *some* drawback. (And, preferably it should specify that the rocks are going faster than he'd normally be able to throw them - "intercepting velocity" is fine for that though)

I agree, maybe I did add in some semantics that weren't technically needed. But the drawback was essential, with the rest just making it more logically feasible (or possible - because a normal speed rock would never be fast enough to reliably block a bullet).
Bumping these:

(05-02-2018, 11:07 PM)Sasuke Uchiha Wrote: Alright, let's try this again!

Silence
(Basic Move)(300)(Requires: Telepathy, Insight, Debuff Proficiency)
Through the use of Sharingan and after making eye contact, Sasuke is able to discern an opponent’s basic move that is problematic and shut down/prevent its activation. This ability takes concentration and about fifteen seconds to cast, in addition to the normal insight cast time, during which Sasuke may dodge and move, but is unable to attack, and severe damage will interrupt his ability to cast this technique. This technique also gradually fatigues Sasuke throughout its duration, though not a grievous amount. He may only have one move or super move silenced at a time, per opponent, and no more than two opponents can be silenced at a time. His opponents will remain silenced indefinitely unless Sasuke is incapacitated/overwhelmed immensely, exhausts to much fatigue, or until he casts the move again, exceeding his cap of two opponents/one move per. Only works on moves that are not linked to other moves and weapon moves only if they have yet to be summoned. This technique can’t affect suppression players with equal or higher tech than Sasuke.
 
Silence
(Tier 1 Super Move)(600)(Requires: Telepathy, Insight, Debuff Proficiency)
Through the use of Sharingan and after making eye contact, Sasuke is able to discern an opponent’s Tier 1 Super move that is problematic and shut down/prevent its activation for that round and every round after at a cost of 1 sp per round. This ability takes concentration and about six seconds to cast, in addition to the normal insight cast time, during which Sasuke may dodge and move, but is unable to attack and severe damage will interrupt his ability to cast this technique. This technique also gradually fatigues Sasuke throughout its duration, though not a grievous amount. He may only have one move or super move silenced at a time, per opponent, and no more than two opponents can be silenced at a time. His opponents remain silenced until Sasuke exhausts all of his sp or until he casts the move again, exceeding his cap of two opponents/one super per. Only works on super moves, can’t affect suppression players with equal or higher tech than Sasuke, and a Super Defense of appropriate tier negates the technique's effect.
 
Silence
(Tier 2 Super Move)(800)(Requires: Telepathy, Insight, Debuff Proficiency)
Through the use of Sharingan and after making eye contact, Sasuke is able to discern an opponent’s Tier 2 Super move that is problematic and shut down/prevent its activation for that round and every round after, at a cost of 2 sp per round. This ability takes concentration and about six seconds to cast, in addition to the normal insight cast time, during which Sasuke may dodge and move, but is unable to attack and severe damage will interrupt his ability to cast this technique. This technique also gradually fatigues Sasuke throughout its duration, though not a grievous amount. He may only have one move or super move silenced at a time, per opponent, and no more than two opponents can be silenced at a time. His opponents remain silenced until Sasuke exhausts all of his sp, or casts the move again, exceeding his cap of two opponents/one super per. Only works on super moves, can’t affect suppression players with equal or higher tech than Sasuke, and a Super Defense of appropriate tier negates the technique's effect.
 
 
Uchiha Illusions: Confusion
(Basic Move)(600)(Requires: Insight, Telepathy, Ranged Proficiency)
Through the use of various illusions, and a telepathic power of suggestion, the user can confuse their target into attacking an opponent of the user’s choosing with the target’s own basic moves. Sasuke may only suggest the activation of said move, the duration of the assault is out of his hands.This takes continuous concentration, Sasuke is unable to attack or defend while casting the illusion, only dodge (and only at halved speed). With an even technique stat to the target, activation takes fifteen seconds, diminishing by two seconds per additional tech stat in the user's favor. This technique is extremely exhausting as the user takes on the fatigue of the target's activated move as well as from the casting of illusions. In any given fight, this trick and/or any variation of this trick won’t work on the same person twice and the illusion ends after the move is completed. Various illusions can be anything such as, but not limited to: changing the target’s perception of an opponent into something/one else or convincing the target an opponent has taken an action they have not.

Uchiha Illusions: Confusion
(Tier 1 Super Move)(600)(Requires: Insight, Telepathy, Ranged Proficiency)
Through the use of various illusions, strong telepathic link, and the power of suggestion, the user can confuse their target into attacking an opponent of the user’s choosing with the target’s own Tier One Super Moves. Sasuke may only suggest the activation of said move, the duration of the assault is out of his hands. Being unable to access a target’s sp pool, the user must have touched the target previously for a few seconds to establish a stronger telepathic link, and exhaust their own sp to activate their target’s own Tier One Super Move. The illusion itself takes continuous concentration, and Sasuke is unable to attack or defend while casting the illusion, only dodge (and only at halved speed). With an even technique stat to the target, activation takes fifteen seconds, diminishing by two seconds per additional tech stat in the user's favor. In any given fight, this trick and/or any variation of this trick won’t work on the same person twice and the illusion ends after the move is completed. Various illusions can be anything such as, but not limited to: changing the target’s perception of an opponent into something/one else or convincing the target an opponent has taken an action they have not.

Uchiha Illusions: Confusion
(Tier 2 Super Move)(800)(Requires: Insight, Telepathy, Ranged Proficiency)
Through the use of various illusions, strong telepathic link, and the power of suggestion, the user can confuse their target into attacking an opponent of the user’s choosing with the target’s own Tier Two Super Moves. Sasuke may only suggest the activation of said move, the duration of the assault is out of his hands. Being unable to access a target’s sp pool, the user must have touched the target previously for a few seconds to establish a stronger telepathic link, and exhaust their own sp to activate their target’s own Tier Two Super Move. The illusion itself takes continuous concentration and Sasuke is unable to attack or defend while casting the illusion, only dodge (and only at halved speed). With an even technique stat to the target, activation takes fifteen seconds, diminishing by two seconds per additional tech stat in the user's favor.. In any given fight, this trick and/or any variation of this trick won’t work on the same person twice and the illusion ends after the move is completed. Various illusions can be anything such as, but not limited to: changing the target’s perception of an opponent into something/one else or convincing the target an opponent has taken an action they have not.

And submitting these for approval:

Sage Defense: Power of the White Snake
(Tier 1 Super Defense – 1 SP/P – 600 OM Requires: Area Defense; Tier 2 Super Defense – 2 SP/P – 800 OM Requires: Area Defense)
[spoiler][Image: sasukedefense.gif][Image: sasukedefense2gif.gif][/spoiler]
When Orochimaru marked Sasuke with the cursed seal of heaven, the legendary Sannin also imbued his Sage of the White Snake chakra to Sasuke's. When Sasuke senses an incoming danger that would otherwise overwhelm the shinobi, the chakra may act of its own accord to protect it's host. The Giant White Snake expels from the cursed seal, enclosing in on the immediate space, or up to ten yards surrounding Sasuke, and shielding anyone within from attacks of both melee and ranged.

Shadow Clone Jutsu!
 (Tier 1 Assist: 5 Stats – 1 SP/P– 1000 OM ; Tier 2 Assist: 10 Stats – 2SP/P– 1500 OM)
[spoiler][Image: multiform2.gif][Image: multiform.gif][/spoiler]
By concentrating one's chakra, this technique allows the user to create corporeal duplicates of their body. The clones are created immediately in the caster's vicinity and are nearly indistinguishable from the original, except for stat differences. 
One clone represents one assist, regardless of tier. These copies carry out the user's wishes, attacking his foes, or managing difficult tasks, before being dispelled a short time later(SP), disappearing in a puff of smoke. Shadow clones can strike with force similar to the caster and are capable of mimicking the caster's techniques with exception to moves barring stat limitations.

       Tier 1         Tier 2
ATK:    1     –       2
DEF:    0     –       0
SPD:    2     –       3
TEC:    2     –       5


Shadow Clown Knowledge
(Move)(Fodder Free!)(Requires: Telepathy)
Once dispersed, all information gained through a shadow clone is transferred back to the user.


Taijutsu: Joint Locks 
(Basic Move)(300)(Requires Physical Proficiency, Debuff, Foresight)
[spoiler][Image: Lock2.gif][Image: Lock1.gif][/spoiler] With the use of foresight, Sasuke is able to predict openings in an opponents combat style, allowing him to perform Joint locksIf Sasuke's foresight is suppressed, then he must spend several seconds of combat studding his opponent prior to executing any locks.Joint locks work by applying pressure on a joint and pushing it in an "unnatural" direction (i.e. locking an arm and forcing an elbow backward). This restricts an opponent's movement and/or causes the target to risk potential for a hyperextension or bone injury. This includes but not limited to elbows (armbar/kimura), shoulders (omoplata/americana), wrist locks, ankle locks, finger joints, and leg locks. The user is only able to perform the locks for a few seconds before having to release the hold, but once the hold is released the target suffers from lingering effects. What is minimal at first, becomes more problematic with each lock applied, varied by the difference between a target's DEF and the user's TEC. Examples of lingering effects after two or three applied locks could be moderate stiffness, slowness, and pain that can causes the target to favor their injury and/or be less effective in its use for a duration of a few to several minutes. 

Taijutsu: Choke Holds
(Basic Move)(300)(Requires Physical Proficiency, Debuff, Foresight, Acrobat, Burst Movement)
[spoiler][Image: ChokeHold.gif][Image: ChokeHold2.gif][/spoiler]
With the use of foresight, Sasuke is able to predict openings in an opponents combat style, allowing him to perform Choke Holds. If Sasuke's foresight is suppressed, then he must spend several seconds of combat studding his opponent prior to executing any holds. Choke holds allow for the user to incapacitate an opponent by applying a tight grip around a target's neck, restricting their breathing until they lose conscious. Setting this move in takes five to eight seconds against someone with equal tech, fails against someone with higher tech, and shortens by a couple of seconds for each point lower than their own. Setting this move up is a battle for position, and during the time it takes to execute the move, an opponent can attack, resist, and cause damage to the user. Restraining an opponent as they struggle against you long enough to set this move in is extremely taxing and exhausting. Once incapacitated, a target will remain unconscious for fifteen seconds, unless struck with a moderate level of damage. The user is only able to perform one Taijutsu Choke technique once per fight, per target.

Sage Restraints: Power of the White Snake
(Tier 1 Super Utility – 1 SP/P – 600 OM)(Requires Ranged Proficiency, Ranged MaterializeDebuff)
[spoiler][Image: KindlyAfraidCaracal-max-1mb.gif][Image: SageRestraints.gif][/spoiler]
Imbued with Sage of the White Snake chakra, Sasuke is able to summon snakes around his enemy, restricting, and preventing the target from moving for forty seconds. During this time, the target is unable to attack, save for telepathically, only a super move will break the snake's hold on the target and Sasuke must be within ten yards of the target to activate. 
Dante's Abyss 2015
   GRAND CHAMPION   
[Image: Sasuke_DA_zpsb4vizgxd.png]                  
Mark Twain Wrote:"The difference between the right word and the almost right word is the difference between lightning and a lightning bug."
(05-10-2018, 07:49 PM)Belle Wrote: [spoiler]
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 Nen abilities with any of the five senses. This is even true for those possessing Enhanced Senses - although in this case the effectiveness of In diminishes the closer an observer is to Hisoka's Technique stat. When an Enhanced Senses user matches or exceeds Hisoka's Technique, a nen object concealed by In becomes visible.

Because of its abilities, this technique is used for launching sneak attacks or laying traps, as it can conceal Nen constructs generated with Emission, Transmutation, or Conjuration abilities. In Hisoka's case, he uses In to conceal his Bungee Gum, attaching it to an unaware opponent. Despite its usefulness, however, In is not without cost: the focus required to both cloak and use a Nen ability at the same time is more physically and mentally draining than it would be to simply use the ability on its own.

List of Hisoka's abilities that can be masked by In:
- Bungee Gum

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

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 primarily to sheathe his playing cards in his Nen, turning them into deadly weapons (see Weapon: Playing Cards for Hisoka's application of this technique in that case), but it can also be used to create improvised weapons from the environment if the need arises, without having to worry about their inherent durability. This technique allows one to, for example, block a standard sword attack with a plastic spoon, or send weaker fighters flying with a strike from a stick.

The size of items that can be enhanced is, as a rule, limited by the Nen user's proficiency, with Hisoka's ability beginning at the low end of the scale - everyday objects like coins and utensils - and reaching all the way up to two-handed weapons like polearms. The time it takes to coat an object is dependent on its size, as well, with a mere instant required for small objects, and several seconds for large, heavy blades. While larger objects than that are theoretically possible, without being a specialized Nen-type (such as an Emitter) and having training, it is regarded by Hisoka as a waste of time. Even if you could mold your aura around such large objects - like an entire table, for example - it would be extremely awkward to wield as a weapon. And if your intent was to use such an object as a shield, the Nen and time expended could have been easily used to remove yourself from the threat in the first place.

Weapons improvised in this way, while usually stronger than the common weapons and tools employed across the world, are also usually weaker than those that have been specially reinforced or trained with. For example, he could use a Shu-reinforced item to block a random Stormtrooper's stun baton, but would be at an inherent disadvantage against a Prime or Secondary that had bought Stun Baton as a move. These objects can also be thrown, and retain their coating for several seconds after being removed from contact with Hisoka's aura. (Cost: 1800 (Small/Medium/Large objects(900), Flex Shields (600) + thrown (300))

[/spoiler]

Oh, and some clarification (which I've attempted to include in the description): Shu cannot be stacked on top of Hisoka's playing cards. Shu is what Hisoka is using to make those playing cards deadly in the first place. The reason why they have their own separate move is to reflect how deadly and practiced Hisoka is with them.

In: Approved.

Shu: If you got this move, you'd be able to use these objects like actual weapons. You can roleplay yourself as not being proficient, but it's totally fine for your 'Nen' to allow you to hit someone with a stick the same as you would a club that you got a move for. Other than that, this is a solid move. It's "Approved" (with Ranged, Physical, and Area Defense), but it's weaker than it needs to be - this move is mechanically identical to you summoning objects to use as weapons on the fly.
(05-10-2018, 07:21 PM)Hecate Rothchild Wrote: ROUND THREE... FIGHT

Spear of the bloodsoaked queen (1200 OM) Physical / ranged prof /debuff/ AOE prof.
[spoiler]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.

The spear has more weight on it than most similar weapons, and requires a little more time in between attacks, The upside to this drawback is that the weapon delivers harder hitting blows with each successful action.

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 heavy melee or casting weapon. This weapon can inflict up to 3 inch wide wide wounds that are difficult to treat as well as cutting wounds should the spear be swung. 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 usually punch through armor without breaking (depending on their DEF and Hecate's ATK). 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. The sight combined with the battlecry causes those who oppose her to experience the symptoms of fear such as weak knees or arms, nausea and physical weakness and will retreat back to put distance between her and them to avoid being in range of her spear for 20 seconds or until attacked again by Hecate. The effectiveness of the debuff is lessened for those who have higher TEC than Hecate’s TEC.

Doing this requires hecate to commit to a loud battlecry that lasts for 5 seconds and 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[/spoiler]

I added in a bolded comment. If you're okay with that, then approved.

(05-10-2018, 07:52 PM)Marcus Wright Wrote: Air Support- Tier 2 Super Move- 800 OM (Requires Flight, Area attack and Ranged)
[spoiler]Marcus is able to call and rely on his girlfriend, Blair Williams, a known pilot in the Resistance and one of the pilots of the Avengers. Due to the magic of the Omniverse it only takes a few seconds to call her in. When she is called upon, she flies by in a fighter jet and pounds the enemy with the Quinjet's upcoming armor piercing bullet rain strikes as she goes by. She will either focus on one target, or everyone in a rough line up to 60m long. The jet travels about as fast as you'd expect, and the whole assualt is over within seconds. Once she's finished the attack, the fighter jet disappears and she's returned to wherever she was before this move was used.[/spoiler]

Approved.

(05-10-2018, 11:06 PM)Sasuke Uchiha Wrote: And submitting these for approval:
[spoiler]
Sage Defense: Power of the White Snake
(Tier 1 Super Defense – 1 SP/P – 600 OM ; Tier 2 Super Defense – 2 SP/P – 800 OM)

When Orochimaru marked Sasuke with the cursed seal of heaven, the legendary Sannin also imbued his Sage of the White Snake chakra to Sasuke's. When Sasuke senses an incoming danger that would otherwise overwhelm the shinobi, the chakra may act of its own accord to protect it's host. The Giant White Snake expels from the cursed seal, enclosing around Sasuke, and shielding  the ninja from attacks of both melee and ranged.

Shadow Clone Jutsu!
 (Tier 1 Assist: 5 Stats – 1 SP/P– 1000 OM ; Tier 2 Assist: 10 Stats – 2SP/P– 1500 OM)

By concentrating one's chakra, this technique allows the user to create corporeal duplicates of their body. The clones are created immediately in the caster's vicinity and are nearly indistinguishable from the original; only those with heightened senses (TEC equal to or greater than the caster) being able to identify the original from the rest. These copies carry out the user's wishes, attacking his foes, or managing difficult tasks, before being dispelled a short time later(SP), disappearing in a puff of smoke. Shadow clones can strike with force similar to the caster and are capable of mimicking the caster's techniques with exception to moves barring stat limitations.

       Tier 1         Tier 2
ATK:    1     –       2
DEF:    0     –       0
SPD:    1     –       3
TEC:    3     –       5


Shadow Clown Knowledge
(Move)(300)(Requires: Telepathy)
Once dispersed, all information gained through a shadow clone is transferred back to the user.


Taijutsu: Joint Locks 
(Basic Move)(300)(Requires Physical Proficiency, Debuff)

Joint locks work by applying pressure on a joint 
and pushing it in an "unnatural" direction (i.e. locking an arm and forcing an elbow backward). This restricts an opponent's movement and/or causes the target to risk potential for a hyperextension or bone injury. This includes but not limited to elbows (armbar/kimura), shoulders (omoplata/americana), wrist locks, ankle locks, finger joints, and leg locks. The user is only able to perform the locks for a few seconds before having to release the hold, but once the hold is released the target suffers from severe stiffness, slowness, and pain that can cause the target to favor the injury and/or be less effective in its use. The user is only able to perform one Taijutsu (Choke or Lock) technique once per fight, per target.

Taijutsu: Chokes
(Basic Move)(Requires Physical Proficiency, Debuff)

Choke Holds allow for the user to incapacitate an opponent by applying a tight grip around a target's neck, restricting their breathing until they lose conscious. Setting this move in takes five to eight seconds against someone with equal tech, fails against someone with higher tech, and shortens by a couple of seconds for each point lower than their own. Restraining an opponent as they struggle against you long enough to set this move in is extremely taxing and exhausting. Once incapacitated, a target will remain unconscious for fifteen seconds, unless struck with a moderate level of damage. The user is only able to perform one Taijutsu (Choke or Lock) technique once per fight, per target.

Sage Restraints: Power of the White Snake
(Tier 1 Super Utility – 1 SP/P – 600 OM)(Requires Ranged Proficiency, Debuff)

Imbued with Sage of the White Snake chakra, Sasuke is able to summon snakes around his enemy, restricting, and preventing the target from moving for thirty seconds. During this time, the target is unable to attack, save for telepathically, only a super attack will break the snake's hold on the target and Sasuke must be within ten yards of the target to activate. 
[/spoiler]

Sooorrrryyy. I promise I'll try to sort out your other stuff over this weekend.

Power of the White Snake: Approved, but with area defence.

Shadow Clone Jutsu!: Anyone who is able to use insight on you/the clone would be able to figure it out. As would someone with another smart reason (such as noticing that the clone moves slower than the caster). If you want to get a move to try and force the effect you want, you're welcome to. But assists are just statted entities. You'd only get the natural benefits that come with having an assist look identical to you. Also, you can't have more than half your stat points in the same stat. 1/0/1/3 is invalid (but 1/1/1/2 and 1/0/2/2 are fine)

Shadow Clown Knowledge: You have telepathy so I'd allow this as fodder (it might even be fodder without telepathy required, but I'm less sure I could rule that). Approved for 0 OM.

Joint Locks: I'd prefer some more detail here. Like, spend a few seconds to analyse someone's fighting style (optional, but would justify the move being easier to execute). Then try to get an upper hand on them in a melee fight (e.g. by attacking them from behind, physically overpowering them, doing some skillful shiz, anything reasonable - the move doesn't even need to be specific about that). Then put them in a joint lock for up to 5 seconds. Then leave and let the debuff linger. Rather than "the user does one of these things" I want to know how they might achieve that. That said, your debuff isn't going to be as permanent as you want. It can linger and make the limb awkward and sluggish to use, and then slowly wear off (with this debuff being more effective against low DEF targets). You should also note that someone with elasticity or survival probably won't suffer much from this move. "Single-use" isn't enough to really justify a long-term debuff.

Chokes: While "obvious", I want some writing prompts added clarifying whether the person can still try to struggle and try to attack while being choked, and how the user might try to execute this move. Obviously, executing a choke hold on someone who was previously trying to hit you with a sword is going to be pretty hard (unless you can teleport or sneak up on them). Balance wise, this is fine as it is.

Power of the White Snake: This needs ranged materialise. Also, bump the time up to 40 seconds. Lastly, add that this can be blocked by a super defence.
Okay Dane, I think I am ready for you.

 I edited the post with all of the changes you sugested. Edits can be distinguished by underlines, unless I down right deleted to make changes. Stats on assist are adjusted too. Mostly, I added prerequisites, changed durations, and generally nerfed stuff. Thanks for all your help. Be gentle with me! Lol
Dante's Abyss 2015
   GRAND CHAMPION   
[Image: Sasuke_DA_zpsb4vizgxd.png]                  
Mark Twain Wrote:"The difference between the right word and the almost right word is the difference between lightning and a lightning bug."
(03-08-2018, 05:37 AM)Schwi Dola Wrote: Overboost Mimic  (Tier 2 Super Move) (Requires Mimic)

Schwi focuses on processing for 15 seconds unable to attack or defend. In doing so she increases the power of a move she has mimicked into a Tier 2 Super Move. She cannot Overboost moves that require buff or debuff proficiency, and the move retains the standard mimic penalty (less skilled use). Moves that already have an area of effect will have the area boosted by 50% (dealing less damage as area moves normally do with the same drawbacks as lower area moves). Permanent moves are limited to a single use of it as the super move, such as summoned weapons. Schwi then uses this new super move included in the cost of this move, and can thereafter repeat use of the new super move until forgotten as with normal mimic moves.

In light of other misc rules about moves I'd like to ensure a couple of caveats are inserted to ensure compliance. Specifically about reflect and area of effect but also about variable moves. Let me know if you can think of something odd that should be included ^^

Overboost Mimic  (Tier 2 Super Move) (Requires Mimic)

Schwi focuses on processing for 15 seconds unable to attack or defend. In doing so she increases the power of a move she has mimicked into a Tier 2 Super Move. She cannot Overboost moves that require buff or debuff proficiency, and the move retains the standard mimic penalty (less skilled use). Moves that already have an area of effect will have the area boosted by 50% (dealing less damage as area moves normally do with the same drawbacks as lower area moves, however the result cannot exceed the maximum area of a tier 2 super move). Permanent moves are limited to a single use of it as the super move, such as summoned weapons. Reflect moves are not redirected at a target instead harmlessly deflected. Only a single variation of a variable move is Overboosted, to acquire other variations Schwi would need to repeat Overboost Mimic. Schwi then uses this new super move included in the cost of this move, and can thereafter repeat use of the new super move until forgotten as with normal mimic moves.
Sasuke Uchiha:
[spoiler]
(05-10-2018, 11:06 PM)Sasuke Uchiha Wrote: Sage Defense: Power of the White Snake
(Tier 1 Super Defense – 1 SP/P – 600 OM Requires: Area Defense; Tier 2 Super Defense – 2 SP/P – 800 OM Requires: Area Defense)

When Orochimaru marked Sasuke with the cursed seal of heaven, the legendary Sannin also imbued his Sage of the White Snake chakra to Sasuke's. When Sasuke senses an incoming danger that would otherwise overwhelm the shinobi, the chakra may act of its own accord to protect it's host. The Giant White Snake expels from the cursed seal, enclosing in on the immediate space, or up to ten yards surrounding Sasuke, and shielding anyone within from attacks of both melee and ranged.

Shadow Clone Jutsu!
 (Tier 1 Assist: 5 Stats – 1 SP/P– 1000 OM ; Tier 2 Assist: 10 Stats – 2SP/P– 1500 OM)

By concentrating one's chakra, this technique allows the user to create corporeal duplicates of their body. The clones are created immediately in the caster's vicinity and are nearly indistinguishable from the original, except for stat differences. These copies carry out the user's wishes, attacking his foes, or managing difficult tasks, before being dispelled a short time later(SP), disappearing in a puff of smoke. Shadow clones can strike with force similar to the caster and are capable of mimicking the caster's techniques with exception to moves barring stat limitations.

       Tier 1         Tier 2
ATK:    1     –       2
DEF:    0     –       0
SPD:    2     –       3
TEC:    2     –       5


Shadow Clown Knowledge
(Move)(Fodder Free!)(Requires: Telepathy)
Once dispersed, all information gained through a shadow clone is transferred back to the user.


Taijutsu: Joint Locks 
(Basic Move)(300)(Requires Physical Proficiency, Debuff, Foresight)

With the use of foresight, Sasuke is able to predict openings in an opponents combat style, allowing him to perform Joint locks
Joint locks work by applying pressure on a joint and pushing it in an "unnatural" direction (i.e. locking an arm and forcing an elbow backward). This restricts an opponent's movement and/or causes the target to risk potential for a hyperextension or bone injury. This includes but not limited to elbows (armbar/kimura), shoulders (omoplata/americana), wrist locks, ankle locks, finger joints, and leg locks. The user is only able to perform the locks for a few seconds before having to release the hold, but once the hold is released the target suffers from moderate stiffness, slowness, and pain that can causes the target to favor their injury and/or be less effective in its use for a duration of a few to several minutes, based on the difference between a target's DEF and the user's TEC. The user is only able to perform one Taijutsu (Choke or Lock) technique once per fight, per target.

Taijutsu: Choke Holds
(Basic Move)(300)(Requires Physical Proficiency, Debuff, Foresight)

With the use of foresight, Sasuke is able to predict openings in an opponents combat style, allowing him to perform Choke HoldsChoke holds allow for the user to incapacitate an opponent by applying a tight grip around a target's neck, restricting their breathing until they lose conscious. Setting this move in takes five to eight seconds against someone with equal tech, fails against someone with higher tech, and shortens by a couple of seconds for each point lower than their own. Setting this move up is a battle for position, and during the time it takes to execute the move, an opponent can attack, resist, and cause damage to the user. Restraining an opponent as they struggle against you long enough to set this move in is extremely taxing and exhausting. Once incapacitated, a target will remain unconscious for fifteen seconds, unless struck with a moderate level of damage. The user is only able to perform one Taijutsu (Choke or Lock) technique once per fight, per target.

Sage Restraints: Power of the White Snake
(Tier 1 Super Utility – 1 SP/P – 600 OM)(Requires Ranged Proficiency, Ranged MaterializeDebuff)

Imbued with Sage of the White Snake chakra, Sasuke is able to summon snakes around his enemy, restricting, and preventing the target from moving for forty seconds. During this time, the target is unable to attack, save for telepathically, only a super move will break the snake's hold on the target and Sasuke must be within ten yards of the target to activate. 

Power of the White Snake: Approved.

Shadow Clone Jutsu!: This might sound silly, but it's not clear how many clones you're summoning. Since it's possible to have assists that are multiple entities, your use of plurals makes the move ambiguous in that regard.

Shadow Clown Knowledge: Approved.

Joint Locks: I still think you're doing a lot for very little. Like, let's say you could use this as often as you wanted in a fight, would you? No, because the duration is pretty long. If you cut down the debuff duration by quite a lot, you could have this as a quick-fire move with a much shorter (or non-existent) cooldown that you can use to mess up someone's arm or something whenever they leave an opening, and maybe do something cool like flipping them to the floor in the process. Alternatively, you could have a charge time. Like, focus on someone for a while, then use this move.

I treat most longer duration debuffs equivalently to damage. If someone couldn't do about a similar amount of damage to what I'd allow for a normal move with those drawbacks, then it probably needs rebalancing. That said, a debilitating effect can be more potent than the damage itself would be, since, y'know, it doesn't actually do damage. Especially if the duration is just a few minutes instead of lasting indefinitely.

I would allow you to have this move last for a few minutes if you had a good charge time (eyeing someone up for 15 second or so - maybe for less time if you're fine with the debuff being weaker), keep it single use per person, and maybe expend some energy. You could use burst movement as a justification for doing it quickly and in a tiring way if you want.

That said, this move actually does damage with the way you've written it (but if you specify that it doesn't actually do damage, then you can use the above). Since you can cause an injury to someone's arm. That's probably equivalent to something like:

Quote:Serious Injury (5-6 damage points) A serious injury is something like crushed digits, severe burns, an eye or face injury, or even a bone fracture. 

Although maybe a bit lessened, depending. So, for this move to be at the full strength you want it, you be looking at a super move. Otherwise, with a basic move, you can just do something to make their arm go click, and cause it to ache and feel sluggish for a bit (without the possibility of damage).

Choke Holds: What happens if your opponent has suppression?

Power of the White Snake: Approved[/spoiler]
Schwi Dola:
[spoiler]
(05-11-2018, 10:40 AM)Schwi Dola Wrote: Overboost Mimic  (Tier 2 Super Move) (Requires Mimic)

Schwi focuses on processing for 15 seconds unable to attack or defend. In doing so she increases the power of a move she has mimicked into a Tier 2 Super Move. She cannot Overboost moves that require buff or debuff proficiency, and the move retains the standard mimic penalty (less skilled use). Moves that already have an area of effect will have the area boosted by 50% (dealing less damage as area moves normally do with the same drawbacks as lower area moves, however the result cannot exceed the maximum area of a tier 2 super move). Permanent moves are limited to a single use of it as the super move, such as summoned weapons. Reflect moves are not redirected at a target instead harmlessly deflected. Only a single variation of a variable move is Overboosted, to acquire other variations Schwi would need to repeat Overboost Mimic. Schwi then uses this new super move included in the cost of this move, and can thereafter repeat use of the new super move until forgotten as with normal mimic moves.

I know this wasn't in the original, but it's a little bit unclear due to your general terms. Are you just doing a super attack? In your original version, it did look like that (since all your examples were attack-based), but your mention of reflection moves makes me think otherwise now.

If you want to use this for super defences as well as super attacks, you should really be spending another 800 OM (you can have it as a separate super move, or I guess you could write them both together as a hybrid thing for 1600 OM).

Sorry to potentially be making you spend more OM on a move you already have.

Besides that, though, I don't see any problem with your changes, just with the cost.[/spoiler]
Its a Super Utility itself Tongue. Alright, I'm just lucky I have the spare OM, barely.

It doesn't really work well as a super defense due to the large wind up time actually, although I'd like to keep the option.
(05-11-2018, 11:21 AM)Schwi Dola Wrote: Its a Super Utility itself Tongue. Alright, I'm just lucky I have the spare OM, barely.

Yeah, I know it's a "utility". But, really, if you're creating and using a super attack, it's basically a super attack. The same goes for creating and using a super defence. It's a really nice move, but without it costing 1600 OM in total, it would sorta be getting a T2 SD and SA for the price of one. I assume you can't create a utility-type effect with this, though? Since you excluded buff/debuff moves.
Stardust rod (300 om) (Ranged proficancy): Shantotto’s personal mage staff, this two foot long weapon is nearly the same size as the mage who wields it. This weapon serves as a conduit to channel her spells.

It is best described as a polished wooden staff with gold embellishment holding a large opal like crystal focus on the tip held in place by more gold.

Summoning the stardust rod takes only the blink of an eye but requires a small bit of stamina to do multiple times, Shantotto can keep the weapon on her back at all times to reduce the need to summon it. The rod itself is a fragile tool and can break if struck hard.

The stardust rod is capable of being used to create a pulse of dark magic that expands outward from the focus of the rod to divert incoming attacks away from Shantotto’s body. The burst is a short range shield that activates prior to the incoming attack or projectile makes contact with the rod or Shantotto so as to prevent any damage to the rod itself. The magical pulse is a bubble emitted from the acts as a reactive force to the incoming strike countering it with a similar counter directional force to block it. Doing so requires enough time for Shantotto to react and a 1/4th second to focus. As well as a small amount of her stamina however constantly using this to redirect incoming blows can quickly tire her out.

Blows that manage to strike the Stardust rod will often shatter its focus (the crystal orb on the tip, and heavy strikes risk breaking the rod entirely. Forcing her to resummon it should it be broken.) Due to the fragile nature this weapon can not be used as a melee weapon.



TLDR: She makes a dark magic shield using the pulse to stop attacks from hitting her
I mainly excluded Buff and Debuff because Buff would generally tend to just be power up forms instead, and I don't want to fuss with how a stat debuff converts to a super move form although this may be the minority of debuff moves. It would technically include heal moves but I guess I'll purchase separate copies for each of the Super Move forms to do so.

Overboost Mimic  (Tier 2 Super Move) (Requires Mimic)

Schwi focuses on processing for 15 seconds unable to attack or defend. In doing so she increases the power of a move she has mimicked into a Tier 2 Super Move. She cannot Overboost moves that require buff or debuff proficiency, and the move retains the standard mimic penalty (less skilled use). Moves that already have an area of effect will have the area boosted by 50% (dealing less damage as area moves normally do with the same drawbacks as lower area moves, however the result cannot exceed the maximum area of a tier 2 super move). Permanent moves are limited to a single use of it as the super move, such as summoned weapons. Reflect moves are not redirected at a target instead harmlessly deflected. Only a single variation of a variable move is Overboosted, to acquire other variations Schwi would need to repeat Overboost Mimic. Schwi then uses this new super move included in the cost of this move, and can thereafter repeat use of the new super move until forgotten as with normal mimic moves. Overboost Mimic is purchased separately for Attack, Defense, and Utility applications and can only create moves of the corresponding type.
@Shantotto: How big is the pulse?
(05-11-2018, 11:43 AM)Schwi Dola Wrote: I mainly excluded Buff and Debuff because Buff would generally tend to just be power up forms instead, and I don't want to fuss with how a stat debuff converts to a super move form although this may be the minority of debuff moves. It would technically include heal moves but I guess I'll purchase separate copies for each of the Super Move forms to do so.

Overboost Mimic  (Tier 2 Super Move) (Requires Mimic)

Schwi focuses on processing for 15 seconds unable to attack or defend. In doing so she increases the power of a move she has mimicked into a Tier 2 Super Move. She cannot Overboost moves that require buff or debuff proficiency, and the move retains the standard mimic penalty (less skilled use). Moves that already have an area of effect will have the area boosted by 50% (dealing less damage as area moves normally do with the same drawbacks as lower area moves, however the result cannot exceed the maximum area of a tier 2 super move). Permanent moves are limited to a single use of it as the super move, such as summoned weapons. Reflect moves are not redirected at a target instead harmlessly deflected. Only a single variation of a variable move is Overboosted, to acquire other variations Schwi would need to repeat Overboost Mimic. Schwi then uses this new super move included in the cost of this move, and can thereafter repeat use of the new super move until forgotten as with normal mimic moves. Overboost Mimic is purchased separately for Attack, Defense, and Utility applications and can only create moves of the corresponding type.

There don't tend to be non-super heal moves, reaally.

Also, the converting of a normal move to a utility is pretty wishy-washy. For an attack or defence, it's obvious. You do damage or you block damage. I can't think of any utility things you could really do here. And faffing about with how a buff/debuff would convert to a super move really wouldn't work, as you said.

You can consider this approved (I removed the reference to utilities and added the 1600 OM cost):
[spoiler]
Quote:Overboost Mimic (Tier 2 Super Attack/Defence) (Requires Mimic) (1600 OM)

Schwi focuses on processing for 15 seconds unable to attack or defend. In doing so she increases the power of a move she has mimicked into a Tier 2 Super Attack/Defence. She cannot Overboost moves that require buff or debuff proficiency, and the move retains the standard mimic penalty (less skilled use). Moves that already have an area of effect will have the area boosted by 50% (dealing less damage as area moves normally do with the same drawbacks as lower area moves, however the result cannot exceed the maximum area of a tier 2 super move). Permanent moves are limited to a single use of it as the super move, such as summoned weapons. Reflect moves are not redirected at a target instead harmlessly deflected. Only a single variation of a variable move is Overboosted, to acquire other variations Schwi would need to repeat Overboost Mimic. Schwi then uses this new super move included in the cost of this move, and can thereafter repeat use of the new super move until forgotten as with normal mimic moves. Overboost Mimic is purchased separately for Attack, and Defense applications and can only create moves of the corresponding type.
[/spoiler]
(04-30-2018, 02:52 PM)Dane Regan Wrote: Moves have been updated once again in my quote below to fix the problems pointed out at the bottom.

(04-30-2018, 12:17 PM)Whirda Wrote: [spoiler]Move Approval for Tia Dalma, my NPC submission.

Undead Companion (300 OM) (Ranged Proficiency, Homing Proficiency): Calling upon her latent necromantic powers, after five minutes of uninterrupted concentration Tia Dalma can raise a human or animal from the dead to serve as her companion.  While channeling this move Tia Dalma must remain stationary and completely focused.  In combat, the mindless companion will attack the closest target in defense of its master and cannot wield weapons or armor, performing only biting attacks and clumsy punches.  Much like a regular zombie, removing or bludgeoning the head will kill it, but it will persist through the loss of limbs or wounds that would otherwise be fatal. 

Outside of combat, the zombie is a faithful servant used to perform menial tasks and act as a sentry to protect Tia Dalma's island haven in the Vasty Deep. (I think this constitutes RP fodder but I can update this to 600OM if needed.)

Past and Future (0 OM): By concentrating briefly on a willing host, Tia Dalma can see their past and/or future in great detail, often discerning details of which the host itself is unaware.  As pointed out below this move is purely RP fodder, cannot be used in combat, and has no effect on an unwilling host.  It is only intended to be used for Whirda's return storyline and will not have any meta applications such as seeing future Prime enemies or OOC information or the like.

Fair Winds and Following Seas (600 OM) (Ranged Proficiency, Area Attack Proficiency, Area Defense Proficiency, Debuff Proficiency, Ranged Materialize Proficiency): The Sea Goddess has an innate control over the weather, able to conjure or quell wind, waves, and dangerous storm clouds to aid allies or impede and attack enemies.  As below, this move can be used as RP fodder out of combat but will not be used to gain any advantage other than better storytelling. 

Wind: By remaining stationary and concentrating for a few seconds Tia Dalma conjures gusts of wind up to thirty yards away.  The gusts last about ten seconds and buffet nearby enemies or objects, battering large enemies and throwing medium and small enemies several feet but deal no significant damage.  The gusts occupy an area of roughly ten square yards.  While the wind does no direct damage, it can blow objects that cause harm - such as rocks - and cause other effects you might expect such as waves at sea.

Waves: See Wind.

Storms: By remaining stationary and concentrating for a few seconds, Tia Dalma conjures storm clouds above an area of about 15 square yards (is this an appropriate size?).  The storm clouds persist for approximately five minutes, releasing loud thunderclaps and indiscriminate bolts of lightning, about one bolt of lightning per ten seconds.  This move cannot be aimed or controlled and lightning bolts travel at the speed of, well, a lightning bolt.

Cure (0 OM) (Healing): By concentrating for a few minutes to several days (depending on the severity of the affliction) on an ally, Tia Dalma can remove deadly toxins and diseases from her target.  This move cannot cure flesh wounds, but can cure everything from the common cold to the venom of a deadly serpent to the most dangerous diseases.  As below, Tia Dalma has the Healing power and cannot use this move in combat.  RP fodder.

Healing Stream (300 OM) (Healing, Ranged Proficiency): While remaining stationary and actively concentrating, Tia Dalma channels a beam of healing energy between herself and an ally within 30 yards.  This only applies to Tia Dalma's normal healing.  Tia Dalma can maintain this move indefinitely.

Calypso's Maelstrom (Tier 1 Offensive Super Move, 600 OM) (Ranged Proficiency, Area Attack Proficiency): Tia Dalma conjures a maelstrom fifteen yards square, quite similar to a condensed hurricane.  This move forms around Tia Dalma, and at the end she occupies the "eye" of the storm, a circle about five feet in diameter where the maelstrom has no effect.  Enemies near the maelstrom will be sucked in by its powerful winds and tossed like a ragdoll while skeins of rippling electricity shock and burn them and freezing rain pelts them, inflicting moderate damage.  The maelstrom lasts approximately thirty seconds.[/spoiler]

Undead Companion: Approved at 300, since your fodder is just some out of combat utility.

Past and Future: Approved

Fair Winds and Following Seas:
I can't see any reasons why this would need area defense or debuff.
Wind: How big are the winds, roughly? What sorta of area is affected? Also, can you replace 'a few seconds' with 3 seconds.
Waves: See wind, although I'm happy giving you this as a freebie since it does the same thing as wind. If you added a comment to wind saying something like "while the wind does no damage, it can blow objects that cause harm - such as rocks - and cause other effects you might expect such as waves at sea."
Storms: Roughly how high is the cloud? Also, I think this move should really have a larger charge time combined with a fatigue cost. You'll probably need homing if you want the lightning to reliably hit anyone under the area

Cure: Approved for 0 OM, as fodder.

Healing Stream: This will also need buff proficiency. I'm happy with your being able to sustain this move indefinitely since healing is usually purely concentration based. Summer has a ranged healing move that I'm using as a basis for balancing this. See:
[spoiler]Healing Light (Healing, Ranged, Ranged Materialize, Area Defense, Buff) (300) (Sonny):
Sonny bends the skies to his whim, breaking up any cloud formations just enough to make way for a beam of light to pierce through it, but not changing the weather drastically. By staying still and maintaining his concentration, he can train this beam of light on any ally within 30 meters of him that he can see, applying healing magic to them so long as he can keep the light on them. Since it requires his utmost concentration, the healing effect is about twice as strong as natural regen would be, and is based of off Sonny's DEF making it a bit stronger, but it’s still far too weak to really swing a fight. Rather, the strength in this move lies in that those under the effects feel no pain, and their abilities cannot be interrupted. He can track an ally so long as they do not move too quickly or erratically (He can track SPDs equal to or lower than his TEC), and he can maintain this spell for minutes at a time due to the low energy requirement. It does, however, require him to stand perfectly still, making him a sitting duck, and prevents him from using other moves. The effects of the light cease the moment he stops concentrating.[/spoiler]
Although his does some other stuff as well, so yours could heal 4 times your natural regen rate (equivalent to your usual focusing and healing, but at range) and have a longer duration.

Calypso's Maelstrom: 3 minutes is too long for a duration. I'd expect 30 seconds or so tops, really. You could get away with longer if it wasn't doing damage. Also, how close does someone need to be to be sucked in? The standard maximum size for a T1 super attack is a 15m radius, so I guess you can suck people in within that range at most. Lastly, this doesn't need area defense.


Forum Jump:


Users browsing this thread: 1 Guest(s)