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Move Approval V
(05-15-2018, 01:48 PM)Ebonywood Hellscythe Wrote: (This is only 300 OM since Ebony has to leak fire after doing the punch. The fire's intentionally slower than walking speed, it's there to give Ebony space rather than to deal damage. And executing this move with a punch, a swing of a wand, or a swing of her scythe are all identical - since regardless of how she does it they're hit by a telekinetic force, not the actual weapon. Same effect. Different execution.)

Infernal Deluge (300) Requires: Physical, Ranged, Area Attack, Telekinesis
[spoiler]Ebony charges up mana for 3 seconds. She can do this while moving or taking damage, but can't focus on any other moves/powers at the same time. Within a second after building up strength, she lashes out with a basic melee strike - this can be with her fists, or one of her weapons. Instead of the attack connecting as usual, the stored energies are all expelled at once a fraction of a second before she hits her opponent. This takes the form of a powerful burst of telekinetic energy that hits like a strong slam spread out over the target's body. Most foes are pushed back by about 10m if this hits directly, with the distance varying by up to a couple of metres either way based on Ebony's ATK and their DEF.

Following the blow, fiery magicks forcibly leak out of Ebony in the form of a slow sweeping wave of dark purple fire. This only takes about half a second, where Ebony is forced to stand roughly still. The fire is expelled from any weapons she's holding and her body - as well as the air about 0.5m around her. The flames travel at 1m/s in the direction of the attack. While slow, they eventually reach a distance of 15m in a cone-shaped blast before dissipating into the air, spreading out in a 15m arc at their furthest point. The curved rectangular-shaped wave is about 1m thick and reaches 5m high at its maximum range (it starts at 2m tall after creation). It provides a treacherous hazard to the battlefield, dealing moderate damage to all who touch it - and especially those who pass through it. The fire is just as strong at a distance as it is at the source despite dispersing and growing wider. While the flames don't completely block vision or prevent attacks from passing through, they serve as a way to help Ebony use the space she creates for herself, although there's nothing stopping something from going over or round. Ebony cannot be harmed by how own fire, and the flames are unaffected by wind and small obstacles, but shields can leave gaps in the waves.[/spoiler]

Adding this on top of my Eb move.

Safe Teleport (300) Requires: Teleportation

By using his magic carefully, Dane can prepare a teleport for later use. This takes twice as long as usual to charge (based on his current SPD), but Dane can happily dodge, execute basic blocks, and even take moderate damage while doing so (he just can't charge attacks or attack effectively without disturbing his concentration too much). Once Dane has charged the teleport, he can use it within the next minute at will. Only the maximum range of the teleport is saved - not the destination. Teleporting like this is just as tiring as normal, and follows any other usual rules (outside of being instant). Dane can only have one of these stored at a time, and the stored charge is lost if he ever teleports, regardless of whether or not he uses this move to do so.
Working on moves for an NPC I'm drafting up. Long-winded, but most of it should be fairly basic stuff I'd think.

Enigma Lily -- 1,200 OM (Requires: Physical Strength, Ranged, Debuff)

[spoiler]A pair of pistols that serve as Cerise's primary weapons. They feature a handful of hidden and secondary features in addition to being firearms. At their most basic, they serve as reliable firearms, with a 12-round capacity and a fire rate of two rounds per second. Thanks to stabilizers and silencers built into the weapon, there is virtually no recoil to interrupt accuracy for continual fire, and the weapon is nearly completely silent. They fire energy bolts rather than bullets, which hit with a sharp concussive and burning impact, akin to a very small explosion (roughly two inches in diameter), and are effective to a range of 45 meters. The guns do not need to be reloaded, but after expending their ammunition capacity each one takes four seconds to recharge before it can be fired again. In addition to this effect, at close range -- within six feet -- the guns eject a burst of fire similar in shape and effect to a shotgun burst; it does moderate damage on top of the bullet, and spreads out to an effective diameter of 3 feet at its furthest point, but its range is minimal.

Alternately, rather than the incendiary burst effect, the guns may be switched to an alt-fire mode. In this mode, the weapon's ammunition capacity is dropped to only 8 rounds, its fire rate to one round per second, its effective range to 30 meters, and its recharge time increase to 6 seconds when depleted. To compensate, the guns now fire concentrated beams of energy, roughly a foot long and two inches in diameter per shot. They hit with the same burning, mildly explosive impact as the bullets, but deliver far more impact and tend to bore and tear through or into targets before detonating in their small blast.

The secondary effect of the weapons is the ability to transition to an alternate form. A flick of a catch on the weapon, and the barrel of the gun flips vertical with the grip, into a straight mass not unlike the hilt of a bladed weapon. After this, it projects a beam of energy which coils into a long cord, approximately twelve feet long, and functions as a whip. It is effective as a weapon and as a tool, for any purpose a regular whip of comparable length might serve, and strikes with a cutting/slashing impact and the same burning sensation as the gun's bullets. Transitioning to or from one form to another takes approximately two seconds -- per weapon, if she opts to change both of them.

The weapon's final feature is the ability to charge energy into its whip form, taking three seconds to build up requisite charge. This charge cannot be interrupted by losing focus or taking damage, as it requires simply holding down a trigger to gather and hold the charge, but if she is hit hard enough or disarmed then the charge can be lost. When sufficiently energized, the whip's next strike will deliver a serious jolt of electricity, inflicting much more damage than usual and leaving the target in question stunned and paralyzed for several seconds (10 seconds, minus one second for every point over Cerise's ATK her opponent has in DEF); the time of effect is divided in half, first being completely paralyzed then simply stunned and sluggish in movement. The charging effect does temporarily overload the weapon, meaning it cannot be charged again for approximately twenty seconds after use.[/spoiler]

Huntress Brace -- 2,100 OM (Requires: Physical Strength, Ranged, Area Attack, Debuff)

[spoiler]A weapon worn on Cerise's right arm. It serves as an armored bracer, and her primary defensive implement for blocking attacks she cannot avoid. Beyond that, it features two weapons built into it: a blade and small crossbow. Both weapons are hidden and concealed within the bracer when not actively deployed and in use, making them hard to spot or notice at first glance and well-suited to surprise attacks against unwary foes. Only one may be in use at a time, and deploying either one, or concealing it again takes one second -- thus, switching from one to the other would take two seconds.

The blade is unremarkable, being fifteen inches in length when deployed. Suited well enough for slashing and thrusting attacks, it is sturdy enough to be used to block some attacks as well. It features a groove down the center, which can be used to contain poison. This poison, when in use, coats the blade in a liquid sheen which shimmers faintly purple, heralding its presence for anyone observant enough. When struck by this poison, it delivers no effects right away. The effects take five seconds to manifest, at which point they will be subjected to excruciating pain throughout their entire body, akin to having their blood on fire. The actual damage inflicted by this poison is minimal, but the effects can severely debilitate and hamper a struck target's combat performance. The effects last for fifteen seconds, with tougher targets able to shrug it off quicker (effects last one less second per point of DEF target has more than Cerise's ATK). The poison takes five seconds to properly apply, and only remains viable for fifteen seconds when applied before vaporizing; within that window, it is only good for one strike. The poison in question is actually venom, from Cerise's own fangs, and so her supply of it is technically limitless -- though she only carries two doses of it for quick application at any given time, and acquiring enough to coat the blade if those two are used would take nearly thirty seconds.

The blade also features a powerful mechanism allowing it to be driven out of its concealment with extreme force, enabling it to deliver an extremely powerful strike. Usually employed on heavily-armored or protected targets to crack through said defenses, or simply to deliver a heavy wound. It is unwieldy and requires precise lining up for optimal damage, limiting its use to circumstantial ones against paralyzed or incapacitated targets, or from stealth or surprise. It takes time to prepare and properly pressurize the blade for this shield-cracking strike, usually much more time than can be spared during the fray of combat, limiting it to one use per battle in most cases. If by some miracle she can find a suitable hiding place to work on it, it takes 45 seconds to properly pressurize and ready the blade for this strike.

The crossbow on the weapon is fairly unremarkable, save for its ability to hold more than one bolt at a time. It holds up to six bolts in a revolver-esque cylinder within the armored bracing, and the cylinder can be rotated to select a specific bolt to fire. When fully loaded, it is capable of firing one bolt per second, and can be fully loaded again at a rate of four seconds per bolt, though only requires one bolt to be loaded in order to fire. It is a completely silent weapon, and while its effective range is only 20 meters, it can be equipped to fire a range of different types of ammunition for specialized effects:
-- Standard bolts, typical of a crossbow. They inflict moderate damage, but have no special effects. Cerise carries 18 such bolts at any given time.
-- Smoke bolts, which release a cloud of thick, obscuring smoke on impact. Smoke cloud bursts into a three-meter radius area, restricting sight to just a few feet at best. The cloud will begin to disperse after roughly ten seconds, and be gone entirely by fifteen seconds. Cerise carries only 3 such bolts at any given time.
-- Explosive bolts, which explode in a powerful blast two meters in radius. It is purely concussive in nature, and features minimal shrapnel or debris save for what is blown apart by the explosion itself, but does serve to hurl targets in its range away, and inflict a painful ringing in the ears of those too near to the blast. Cerise carries only one such bolt at a time.
-- Grapple bolts, which feature a sturdy cord attached to the bolt, and a clawed head which latches onto whatever the bolt hits; the claws are sturdy and powerful enough to dig into even stone and secure a hold. Once attached, it can be used to try and pull a target off balance, off a cliff, or to tie them up. Of course...it could also be used to pull Cerise around by a stronger foe. It has other uses, such as anything a regular grappling hook might be used for, and helping her scale walls, traverse wide gaps or save herself from a long fall. Cerise carries 6 of these bolts at a time.[/spoiler]

Rune Circle -- 600 OM (Requires: ???)

[spoiler]Cerise quickly traces a small circle in the air, which glows purple and solidifies into a ring of runic symbols, roughly a foot in diameter, which slowly spins. When formed, it settles into place on the back of her left wrist, much like a buckler shield might, and can be used as such, with the interior of the circle being solid to anything save for Cerise and her own weapons. The shield takes two seconds to form up, and will last indefinitely until dismissed, taking no energy to maintain it once summoned, though the initial summoning does have a mild energy drain. It cannot be disarmed or removes from her person, unlike a normal shield, though can be broken with a powerful enough strike, or repeated blows; it is more suited to warding off and deflecting or parrying attacks than outright blocking them.

Alternately, she can quick-summon the shield in a fraction of a second, doing so in a flash of purple light. When done in such a manner, the shield only lasts for two seconds, hovering a few inches from her outstretched fingertips before fading. The energy cost is somewhat higher than the normal usage, but serves as a good snap-defense to take some bite out of sudden attacks.[/spoiler]

Snakebite -- 300 OM (Requires: Physical Strength, Debuff)

[spoiler]Being a snake faunus, Cerise possesses a set of fangs in her mouth, perfectly suited to biting and piercing any unfortunate targets she can manage to get ahold of. She is also, as it turns out, a venomous snake. The same venom is used to coat the blade in her Huntress Brace, though when delivered by a bite it is much more potent, as it is fresh from the source. Should she manage to successfully bite a target, the poison is injected and takes effect nearly immediately. Initially there will pain, as associated with a bite, then over two seconds it will rapidly start to burn and agonizing pain will spread and radiate from the bite wound, and within three further seconds it will spread throughout a foe's body. Thereafter, for the next twenty seconds, the target will be subjected to immense, crippling pain and agony; the more pure, potent venom will even do actual damage to their body, though the amount of pain makes it seem like much more damage than it actually is. For all its virulence and potency, however, the venom runs its course quickly, and for every point of DEF the target has greater than Cerise's ATK, it will subtract two seconds from the duration of the poisoning. Owing to a multitude of factors -- the time it takes to build up the venom (nearly two minutes between bites), her small size and the difficulty it imposes of actually biting a, let alone one who is aware of the venom -- it is only easily usable once in a battle.[/spoiler]

Poison Spit -- 300 (Requires: Ranged, Debuff)

[spoiler]A trick Cerise developed as a surprise attack. Rather than biting to inject her venom, she can opt to spit it at a target. While less effective at crippling them, it is much easier to use effectively, and uses less of the venom at once. A suitable amount can be gathered and spat every 30 seconds; it can reach up to 20 feet before spreading into a (relatively) harmless mist and losing effectiveness. Within that range, it will be as if getting splashed with acid or something else highly caustic. It will cause immense pain, and temporary blindness if it strikes the eyes. These effects last for five seconds upon exposure, minus one second for each point of DEF a target has more than Cerise's ATK.[/spoiler]

T1 Power Up: Flower Shroud -- 1000 OM

[spoiler]Visually marked at first by the image of a flower taking shape over the small skull pendant Cerise has pinned in her hair. It glimmers and sparkles in hues of deep purple and lighter flecks of pink, like some sort of crystal. Moments after it appears, thick curtains of shadow, tinged with an edged in brightly glowing purple and shot through with patches of pale blue and white, spring up around her, sweeping around in obscuring patterns from her knee level down. Careful observation may spot the occasional form of flower petals in the shifting curtains of shadow. It marks an increased expenditure of energy for a matching increase in power, improving her strength and movement abilities markedly, and the dense output of energy serving as a mild cushion and shield to protect her at the same time.

ATK: +2
DEF: +1
SPD: +2
TEC: +0[/spoiler]

T1 Super Attack: Black Hunt -- 600 OM (Requires: Ranged, Area Attack)

[spoiler]Cerise holds up her left arm, focusing and gathering energy into it. As she does so, the same crystalline flower marking and curtains of dark energy from Flower Shroud spring up around her. The required energy takes three seconds to gather, into a mostly transparent orb hovering several inches over her upraised palm. The orb in question pulses with shades of the same deep purple and pale blue as the aura around her, and distorts air and light around it. When gathered, she then throws the orb of energy at her target, which results in a backwash of energy that blows away the aura around her and makes a deep, reverberating bass rumble. The orb will zip across ground toward its target, moving at speeds comparable to a bullet. Upon reaching its destination, traveling up to 100 meters, or on impact with anything, it explodes in a blast 10 meters in diameter, with a dull rumble that deafens as much as it destroys anything caught within its range and leaves only a perfectly smooth, glassy crater in its wake. It is a powerful attack, certainly, though a heavily draining (SP cost) and fairly linear one.[/spoiler]

T1 Super Defense: Lore Wall -- 600 OM (Requires: ???)

[spoiler]A more powerful variation on Rune Circle, Cerise traces a ring in the air, approximately two feet in diameter, which glows faintly with a pale pink hue. After a second, it solidifies into a spinning circle of runic symbols, which hovers six inches from her fingertips, centered on her hand. The center of the circle acts as a powerful vacuum-like effect, drawing attacks in and nullifying them. It is capable of absorbing any number of weaker attacks, or one powerful attack, before the power used to create it runs out. It can be held for up to 10 seconds, or until it has absorbed enough punishment to collapse.[/spoiler]
"Hold on a second, I have a call..."
[Image: blog-Wesker.jpg]
"Yes, this is Wesker. Go ahead."
Moves for Captain Marvelous, already written on my application but it was suggested to me I post them here.

MOVES:

[Image: latest?cb=20110205162916]
-Gokai Saber (requires Physical Strength - 600 OM)
A technomagic sword designed by AkaRed to interface with the Ranger Keys and harness the power of the Super Sentai. It resembles a pirate cutlass but uses sentai energy to make the heavy weapon light and perfectly sharp. It makes exaggerated metallic slicing noises whenever handled. It has a grappling line installed in it that can be used to swing the sword around at a longer range, a different fighting style that was more favoured by his lost partner Luka Milfy. There is a slot built into it to slide in Ranger Keys to power Super Moves. The sentai energy in the blade tends to spark when it strikes an opponent.

[Image: latest?cb=20110205162907]
-Gokai Gun (requires Ranged Proficiency - 300 OM)
A technomagic gun designed to look like a flintlock pistol. It was designed by AkaRed to draw on the power of Super Sentai. It hardens energy into round solid bullets that fire in small bursts so it never runs out of ammunition or requires reloading as long as Captain Marvelous is still GokaiRed. It has a cylinder slot built into it that fits Ranger Keys to power up Super Moves.

[Image: goranger.jpg]
-Gokai Change: GORENGER! (Requires Ranged Proficiency - 600 OM)
By inserting the AkaRanger Key into his Mobilates and turning the key Marvelous calls on the power and shape of AkaRanger, which manifests in mostly cosmetic and defensive ways. Taking on the physical appearance and fighting mannerisms of AkaRanger, Marvelous is shielded by the spirit of the first red Sentai leader against one major blow. When overwhelmed with an attack GokaiRed cannot defend against the form shatters, blunting the worst of the assault but returning Marvelous to his GokaiRed form. It also transforms his two Gokai Weapons into the laser pistol (no change but cosmetic for the Gokai Pistol) and the electric whip of AkaRanger (about 10 foot long, can shock those wrapped in it) at the cost of being unable to use his regular Gokai Moves (including non Gorenger Super Moves) for the duration. The Gorenger (somehow) store their weapons in their visors. This is the first Gokai Change Marvelous has and he needs to be in this form in order to use any further moves he purchases from the Gorenger catalogue of abilities.


SUPER MOVES:


[Image: https3A2F2F782Emedia2Etumblr2Ecom2Ftumbl...0&fit=clip]
-Final Wave: Blast and Slash! - (requires Strength and Ranged, Tier 1 Super Move)

GokaiRed slots two red Ranger Keys into his Saber and Gun and closes the cylinders. The weapons begin to pulse with all the colours of the rainbow and their electronic voice shouts: "FINAL WAVE!" This is a slow build up.

GokaiRed yells; "Blast and Slash!" and initiates the attack. First he aims and fires with the Gokai Gun. This charged bullet crackles with sentai energy flame but moves slowly. Then Marvelous does a large overhand slash with the Gokai Saber and unleashes a cutting wave. This energy wave moves much faster than the bullet, smashing into it and propelling it rapidly into the target. Once struck the target crackles with red lightning before the Sentai energy ignites into a flaming explosion, giving Marvelous enough time to pose dramatically.

Marvelous will only do this when his weapons have built up some energy from fighting, only when he's transformed into GokaiRed and only when it's dramatically appropriate. He can only use it once per fight.
[Image: captainmarvelousisg.png]
"Let's make a show of it!"
(05-18-2018, 11:22 AM)Captain Marvelous Wrote: Moves for Captain Marvelous, already written on my application but it was suggested to me I post them here.

-Gokai Saber (requires Physical Strength - 600 OM)
[spoiler]
A technomagic sword designed by AkaRed to interface with the Ranger Keys and harness the power of the Super Sentai. It resembles a pirate cutlass but uses sentai energy to make the heavy weapon light and perfectly sharp. It makes exaggerated metallic slicing noises whenever handled. It has a grappling line installed in it that can be used to swing the sword around at a longer range, a different fighting style that was more favoured by his lost partner Luka Milfy. There is a slot built into it to slide in Ranger Keys to power Super Moves. The sentai energy in the blade tends to spark when it strikes an opponent.[/spoiler]
-Gokai Gun (requires Ranged Proficiency - 300 OM)
[spoiler]A technomagic gun designed to look like a flintlock pistol. It was designed by AkaRed to draw on the power of Super Sentai. It hardens energy into round solid bullets that fire in small bursts so it never runs out of ammunition or requires reloading as long as Captain Marvelous is still GokaiRed. It has a cylinder slot built into it that fits Ranger Keys to power up Super Moves.[/spoiler]
-Gokai Change: GORENGER! (Requires Ranged Proficiency - 600 OM)
[spoiler]By inserting the AkaRanger Key into his Mobilates and turning the key Marvelous calls on the power and shape of AkaRanger, which manifests in mostly cosmetic and defensive ways. Taking on the physical appearance and fighting mannerisms of AkaRanger, Marvelous is shielded by the spirit of the first red Sentai leader against one major blow. When overwhelmed with an attack GokaiRed cannot defend against the form shatters, blunting the worst of the assault but returning Marvelous to his GokaiRed form. It also transforms his two Gokai Weapons into the laser pistol (no change but cosmetic for the Gokai Pistol) and the electric whip of AkaRanger (about 10 foot long, can shock those wrapped in it) at the cost of being unable to use his regular Gokai Moves (including non Gorenger Super Moves) for the duration. The Gorenger (somehow) store their weapons in their visors. This is the first Gokai Change Marvelous has and he needs to be in this form in order to use any further moves he purchases from the Gorenger catalogue of abilities.[/spoiler]
-Final Wave: Blast and Slash! - (requires Strength and Ranged, Tier 1 Super Move)
[spoiler]GokaiRed slots two red Ranger Keys into his Saber and Gun and closes the cylinders. The weapons begin to pulse with all the colours of the rainbow and their electronic voice shouts: "FINAL WAVE!" This is a slow build up.

GokaiRed yells; "Blast and Slash!" and initiates the attack. First he aims and fires with the Gokai Gun. This charged bullet crackles with sentai energy flame but moves slowly. Then Marvelous does a large overhand slash with the Gokai Saber and unleashes a cutting wave. This energy wave moves much faster than the bullet, smashing into it and propelling it rapidly into the target. Once struck the target crackles with red lightning before the Sentai energy ignites into a flaming explosion, giving Marvelous enough time to pose dramatically.

Marvelous will only do this when his weapons have built up some energy from fighting, only when he's transformed into GokaiRed and only when it's dramatically appropriate. He can only use it once per fight.[/spoiler]

(Was literally about to post by your join app, lol)

Gokai Saber:
>How big is the sword?
>Can you elaborate on how the grappling line works? I assume it makes the handle detach from the sword and lets you wave it about blade at distance, but how fast can he extend the line? How quickly can he retract it?
>How much extra reach does the grappling line give him? Further than 12ft would make it also require ranged prof.

Gokai Gun:
>What's the fire rate?

Gokai Change: GORENGER!:
>It might seem like a "whole 1000 OM away", but I'd just wait and get a powerup, dude.
>Can you describe the new appearance in more detail, if you are keeping this.
>From what I gather, this does two things, grant him a new weapon and protect him from an attack.
"Marvelous is shielded by the spirit of the first red Sentai leader against one major blow"
>This needs a drawback, otherwise, you're just blocking an attack that comes your way for free.
"can shock those wrapped in it"
>You'll need to explain more. Does it just do "electric" damage to people it hits? Or does it paralyse them a bit? Etc. Also, if you want to be able to use your whip to trap someone, that'd cost another 300 OM (300 for hitting, 300 for trapping).
>I'd advise you come back to this move sometime in the future.

Final Wave: Blast and Slash!: 
>How big is the energy wave, roughly?
Quote:Gokai Saber
>How big is the sword?

>Can you elaborate on how the grappling line works? I assume it makes the handle detach from the sword and lets you wave it about blade at distance, but how fast can he extend the line? How quickly can he retract it?
>How much extra reach does the grappling line give him? Further than 12ft would make it also require ranged prof.

About 2.5 feet long, point to hilt. Shorter or longer if you think, I actually am not sure. Looking at the toy I ... can't find measurements. The grappling line launches the blade that can stick into things and swing off of it. He can wave it around to attack in circles around him but it's pretty difficult to do so properly, he usually leaves that to Luka. Easy to get tangled and then you're in trouble. It extends maybe fifteen feet in an effective weapon range, probably much more than that in non-combat applications. He just presses a button on the hilt to launch it, so pretty quickly. Retracting it is also just a button press but it takes a moment to bring in the full line. And yeah, I should have put Ranged on it, I thought I had sorry.



Quote:Gokai Gun:

>What's the fire rate?

It fires bursts of three if he holds down the trigger.



Quote:Gokai Change: GORENGER!:
>It might seem like a "whole 1000 OM away", but I'd just wait and get a powerup, dude.
>Can you describe the new appearance in more detail, if you are keeping this.
>From what I gather, this does two things, grant him a new weapon and protect him from an attack.
"Marvelous is shielded by the spirit of the first red Sentai leader against one major blow"
>This needs a drawback, otherwise, you're just blocking an attack that comes your way for free.
"can shock those wrapped in it"
>You'll need to explain more. Does it just do "electric" damage to people it hits? Or does it paralyse them a bit? Etc. Also, if you want to be able to use your whip to trap someone, that'd cost another 300 OM (300 for hitting, 300 for trapping).
>I'd advise you come back to this move sometime in the future.

I understand the sentiment, but being AkaRanger doesn't make him any stronger and I'm going to have about 35+ of these eventually, with little variation between them except it changes what I look like and my fighting style/weapons. I'm not significantly stronger in any way, but it does give me a flexibility that other sentai teams don't have. I threw in the defensive ability since that is the only mechanical advantage I could think of to justify it. It's not worth the powerup. The appearance is as shown in that picture, I look like a Power Ranger from the 70's with a cape and a visor that doesn't make sense to be visible but somehow it is. Rounded helmet. Yes, the main things it does is shift his weapons and lets him blunt one major attack at the cost of the form. The drawback to the electric whip is just that it takes a moment to draw it (from my visor of all places) and then it's a bit slow to wield, it's thick and a bit ungainly. It does electric damage when it hits. I'll not do any sort of grapple with it, just hit and shock. No paralysis. I thank you for your advice but I really think if you're okay with how I've done this mechanically I want to keep it, I have other ideas for higher level forms (my giant robot!) and believe me, this is not my last Gokai Change move.


Quote:Final Wave: Blast and Slash!: 

>How big is the energy wave, roughly?


Judging by the gif I'd say it's about three feet long and it can only target one opponent.
[Image: captainmarvelousisg.png]
"Let's make a show of it!"
@Captain Marvelous: Sure thing. Just repost the moves but with those comments worked into them.

Also, as for the Gokai Change: GORENGER thing, you can get a fodder transformation that costs 0 OM if you want. So long as it's just a costume change. Like:

Gokai Change: GORENGER (0, rp fodder)
[insert appearance here and any transformation description fluff]

Then get your individual moves for that "form". (and maybe give them all the same prefix or something to make it obvious)

Although I guess you could work everything that each "form" can do under one variable move instead. Like:

Gokai Change: GORENGER (???)
[insert appearance here and any transformation description fluff]

[insert name/title of weapon/move 1]
[insert weapon/move 1 description]

[insert name/title of weapon/move 2]
[insert weapon/move 2 description]

[...]

If you'd prefer to do it like that for organisation reasons. (The appearance stuff obviously doesn't cost OM)

This is assuming all your "transformations" are just costume changes. If you actually want to do anything more than that (without a transformation), you'll probably need the shapeshifting power.
I think Shapeshifting is mostly for fooling people or imitating others and I'm not doing that. Though my change is I'd say about 90% cosmetic, I'm starting with the mostly pointless transformations and I'll pay for them to be worth it somehow (changing my weapons, giving a one time use before breaking). When I get better forms with better powers I'll pay more for them, up to and including Power Up Forms. I also will develop moves and super moves only useable in certain forms, but I also think I'd need to gather the rest of the team to do them, most sentai special moves require the whole squad. Thanks for your help. I'm probably going to use your format for grouping my Gokai Changes and the Moves I build off of them.

MOVES:

-Gokai Saber (requires Physical Strength, Ranged Proficiency - 600 OM)
A technomagic sword about two and a half feet long designed by AkaRed to interface with the Ranger Keys and harness the power of the Super Sentai. It resembles a pirate cutlass but uses sentai energy to make the heavy weapon light and perfectly sharp. It makes exaggerated metallic slicing noises whenever handled. It has a grappling line installed in it that can be used to swing the sword around at a longer range (about 15 feet), a different fighting style that was more favoured by his lost partner Luka Milfy. GokaiRed finds using them this way a bit difficult and is likely to get tangled up if he tries. The line launches and recoils at the touch of a button on the hilt. There is a slot built into it to slide in Ranger Keys to power Super Moves. The sentai energy in the blade tends to spark when it strikes an opponent.


-Gokai Gun (requires Ranged Proficiency - 300 OM)
A technomagic gun designed to look like a flintlock pistol. It was designed by AkaRed to draw on the power of Super Sentai. It hardens energy into round solid bullets that fire in small three round bursts so it never runs out of ammunition or requires reloading as long as Captain Marvelous is still GokaiRed. It has a cylinder slot built into it that fits Ranger Keys to power up Super Moves.

-Gokai Change: GORENGER! (Requires Ranged Proficiency - 600 OM)
By inserting the AkaRanger Key into his Mobilates and turning the key Marvelous calls on the power and shape of AkaRanger, which manifests in mostly cosmetic and defensive ways. Taking on the physical appearance and fighting mannerisms of AkaRanger, Marvelous is shielded by the spirit of the first red Sentai leader against one major blow. When overwhelmed with an attack GokaiRed cannot defend against, the form shatters, blunting the worst of the assault but returning Marvelous to his GokaiRed form. It also transforms his two Gokai Weapons into the laser pistol (no change but cosmetic for the Gokai Pistol) and the electric whip of AkaRanger (about 10 foot long, thick and awkward, can't wrap around but does do electric damage with a strike) at the cost of being unable to use his regular Gokai Moves (including non-Gorenger Super Moves) for the duration. The Gorenger (somehow) store their weapons in their visors. This is the first Gokai Change Marvelous has and he needs to be in this form in order to use any further moves he purchases from the Gorenger catalogue of abilities.


SUPER MOVES:

-Final Wave: Blast and Slash! - (requires Strength and Ranged, Tier 1 Super Move)

GokaiRed slots two red Ranger Keys into his Saber and Gun and closes the cylinders. The weapons begin to pulse with all the colours of the rainbow and their electronic voice shouts: "FINAL WAVE!" This is a slow build up.

GokaiRed yells; "Blast and Slash!" and initiates the attack. First he aims and fires with the Gokai Gun. This charged bullet crackles with sentai energy flame but moves slowly. Then Marvelous does a large overhand slash with the Gokai Saber and unleashes a cutting wave. This energy wave moves much faster than the bullet, smashing into it and propelling it rapidly into the target. The combined wave is about three feet long and can only target one opponent. Once struck the target crackles with red lightning before the Sentai energy ignites into a flaming explosion, giving Marvelous enough time to pose dramatically.

Marvelous will only do this when his weapons have built up some energy from fighting, only when he's transformed into GokaiRed and only when it's dramatically appropriate. He can only use it once per fight.
[Image: captainmarvelousisg.png]
"Let's make a show of it!"
(05-17-2018, 10:59 PM)Albert Wesker Wrote: Working on moves for an NPC I'm drafting up. Long-winded, but most of it should be fairly basic stuff I'd think.

Enigma Lily -- 1,200 OM (Requires: Physical Strength, Ranged, Debuff)

[spoiler]A pair of pistols that serve as Cerise's primary weapons. They feature a handful of hidden and secondary features in addition to being firearms. At their most basic, they serve as reliable firearms, with a 12-round capacity and a fire rate of two rounds per second. Thanks to stabilizers and silencers built into the weapon, there is virtually no recoil to interrupt accuracy for continual fire, and the weapon is nearly completely silent. They fire energy bolts rather than bullets, which hit with a sharp concussive and burning impact, akin to a very small explosion (roughly two inches in diameter), and are effective to a range of 45 meters. The guns do not need to be reloaded, but after expending their ammunition capacity each one takes four seconds to recharge before it can be fired again. In addition to this effect, at close range -- within six feet -- the guns eject a burst of fire similar in shape and effect to a shotgun burst; it does moderate damage on top of the bullet, and spreads out to an effective diameter of 3 feet at its furthest point, but its range is minimal.

Alternately, rather than the incendiary burst effect, the guns may be switched to an alt-fire mode. In this mode, the weapon's ammunition capacity is dropped to only 8 rounds, its fire rate to one round per second, its effective range to 30 meters, and its recharge time increase to 6 seconds when depleted. To compensate, the guns now fire concentrated beams of energy, roughly a foot long and two inches in diameter per shot. They hit with the same burning, mildly explosive impact as the bullets, but deliver far more impact and tend to bore and tear through or into targets before detonating in their small blast.

The secondary effect of the weapons is the ability to transition to an alternate form. A flick of a catch on the weapon, and the barrel of the gun flips vertical with the grip, into a straight mass not unlike the hilt of a bladed weapon. After this, it projects a beam of energy which coils into a long cord, approximately twelve feet long, and functions as a whip. It is effective as a weapon and as a tool, for any purpose a regular whip of comparable length might serve, and strikes with a cutting/slashing impact and the same burning sensation as the gun's bullets. Transitioning to or from one form to another takes approximately two seconds -- per weapon, if she opts to change both of them.

The weapon's final feature is the ability to charge energy into its whip form, taking three seconds to build up requisite charge. This charge cannot be interrupted by losing focus or taking damage, as it requires simply holding down a trigger to gather and hold the charge, but if she is hit hard enough or disarmed then the charge can be lost. When sufficiently energized, the whip's next strike will deliver a serious jolt of electricity, inflicting much more damage than usual and leaving the target in question stunned and paralyzed for several seconds (10 seconds, minus one second for every point over Cerise's ATK her opponent has in DEF); the time of effect is divided in half, first being completely paralyzed then simply stunned and sluggish in movement. The charging effect does temporarily overload the weapon, meaning it cannot be charged again for approximately twenty seconds after use.[/spoiler]

Huntress Brace -- 2,100 OM (Requires: Physical Strength, Ranged, Area Attack, Debuff)

[spoiler]A weapon worn on Cerise's right arm. It serves as an armored bracer, and her primary defensive implement for blocking attacks she cannot avoid. Beyond that, it features two weapons built into it: a blade and small crossbow. Both weapons are hidden and concealed within the bracer when not actively deployed and in use, making them hard to spot or notice at first glance and well-suited to surprise attacks against unwary foes. Only one may be in use at a time, and deploying either one, or concealing it again takes one second -- thus, switching from one to the other would take two seconds.

The blade is unremarkable, being fifteen inches in length when deployed. Suited well enough for slashing and thrusting attacks, it is sturdy enough to be used to block some attacks as well. It features a groove down the center, which can be used to contain poison. This poison, when in use, coats the blade in a liquid sheen which shimmers faintly purple, heralding its presence for anyone observant enough. When struck by this poison, it delivers no effects right away. The effects take five seconds to manifest, at which point they will be subjected to excruciating pain throughout their entire body, akin to having their blood on fire. The actual damage inflicted by this poison is minimal, but the effects can severely debilitate and hamper a struck target's combat performance. The effects last for fifteen seconds, with tougher targets able to shrug it off quicker (effects last one less second per point of DEF target has more than Cerise's ATK). The poison takes five seconds to properly apply, and only remains viable for fifteen seconds when applied before vaporizing; within that window, it is only good for one strike. The poison in question is actually venom, from Cerise's own fangs, and so her supply of it is technically limitless -- though she only carries two doses of it for quick application at any given time, and acquiring enough to coat the blade if those two are used would take nearly thirty seconds.

The blade also features a powerful mechanism allowing it to be driven out of its concealment with extreme force, enabling it to deliver an extremely powerful strike. Usually employed on heavily-armored or protected targets to crack through said defenses, or simply to deliver a heavy wound. It is unwieldy and requires precise lining up for optimal damage, limiting its use to circumstantial ones against paralyzed or incapacitated targets, or from stealth or surprise. It takes time to prepare and properly pressurize the blade for this shield-cracking strike, usually much more time than can be spared during the fray of combat, limiting it to one use per battle in most cases. If by some miracle she can find a suitable hiding place to work on it, it takes 45 seconds to properly pressurize and ready the blade for this strike.

The crossbow on the weapon is fairly unremarkable, save for its ability to hold more than one bolt at a time. It holds up to six bolts in a revolver-esque cylinder within the armored bracing, and the cylinder can be rotated to select a specific bolt to fire. When fully loaded, it is capable of firing one bolt per second, and can be fully loaded again at a rate of four seconds per bolt, though only requires one bolt to be loaded in order to fire. It is a completely silent weapon, and while its effective range is only 20 meters, it can be equipped to fire a range of different types of ammunition for specialized effects:
-- Standard bolts, typical of a crossbow. They inflict moderate damage, but have no special effects. Cerise carries 18 such bolts at any given time.
-- Smoke bolts, which release a cloud of thick, obscuring smoke on impact. Smoke cloud bursts into a three-meter radius area, restricting sight to just a few feet at best. The cloud will begin to disperse after roughly ten seconds, and be gone entirely by fifteen seconds. Cerise carries only 3 such bolts at any given time.
-- Explosive bolts, which explode in a powerful blast two meters in radius. It is purely concussive in nature, and features minimal shrapnel or debris save for what is blown apart by the explosion itself, but does serve to hurl targets in its range away, and inflict a painful ringing in the ears of those too near to the blast. Cerise carries only one such bolt at a time.
-- Grapple bolts, which feature a sturdy cord attached to the bolt, and a clawed head which latches onto whatever the bolt hits; the claws are sturdy and powerful enough to dig into even stone and secure a hold. Once attached, it can be used to try and pull a target off balance, off a cliff, or to tie them up. Of course...it could also be used to pull Cerise around by a stronger foe. It has other uses, such as anything a regular grappling hook might be used for, and helping her scale walls, traverse wide gaps or save herself from a long fall. Cerise carries 6 of these bolts at a time.[/spoiler]

Rune Circle -- 600 OM (Requires: ???)

[spoiler]Cerise quickly traces a small circle in the air, which glows purple and solidifies into a ring of runic symbols, roughly a foot in diameter, which slowly spins. When formed, it settles into place on the back of her left wrist, much like a buckler shield might, and can be used as such, with the interior of the circle being solid to anything save for Cerise and her own weapons. The shield takes two seconds to form up, and will last indefinitely until dismissed, taking no energy to maintain it once summoned, though the initial summoning does have a mild energy drain. It cannot be disarmed or removes from her person, unlike a normal shield, though can be broken with a powerful enough strike, or repeated blows; it is more suited to warding off and deflecting or parrying attacks than outright blocking them.

Alternately, she can quick-summon the shield in a fraction of a second, doing so in a flash of purple light. When done in such a manner, the shield only lasts for two seconds, hovering a few inches from her outstretched fingertips before fading. The energy cost is somewhat higher than the normal usage, but serves as a good snap-defense to take some bite out of sudden attacks.[/spoiler]

Snakebite -- 300 OM (Requires: Physical Strength, Debuff)

[spoiler]Being a snake faunus, Cerise possesses a set of fangs in her mouth, perfectly suited to biting and piercing any unfortunate targets she can manage to get ahold of. She is also, as it turns out, a venomous snake. The same venom is used to coat the blade in her Huntress Brace, though when delivered by a bite it is much more potent, as it is fresh from the source. Should she manage to successfully bite a target, the poison is injected and takes effect nearly immediately. Initially there will pain, as associated with a bite, then over two seconds it will rapidly start to burn and agonizing pain will spread and radiate from the bite wound, and within three further seconds it will spread throughout a foe's body. Thereafter, for the next twenty seconds, the target will be subjected to immense, crippling pain and agony; the more pure, potent venom will even do actual damage to their body, though the amount of pain makes it seem like much more damage than it actually is. For all its virulence and potency, however, the venom runs its course quickly, and for every point of DEF the target has greater than Cerise's ATK, it will subtract two seconds from the duration of the poisoning. Owing to a multitude of factors -- the time it takes to build up the venom (nearly two minutes between bites), her small size and the difficulty it imposes of actually biting a, let alone one who is aware of the venom -- it is only easily usable once in a battle.[/spoiler]

Poison Spit -- 300 (Requires: Ranged, Debuff)

[spoiler]A trick Cerise developed as a surprise attack. Rather than biting to inject her venom, she can opt to spit it at a target. While less effective at crippling them, it is much easier to use effectively, and uses less of the venom at once. A suitable amount can be gathered and spat every 30 seconds; it can reach up to 20 feet before spreading into a (relatively) harmless mist and losing effectiveness. Within that range, it will be as if getting splashed with acid or something else highly caustic. It will cause immense pain, and temporary blindness if it strikes the eyes. These effects last for five seconds upon exposure, minus one second for each point of DEF a target has more than Cerise's ATK.[/spoiler]

T1 Power Up: Flower Shroud -- 1000 OM

[spoiler]Visually marked at first by the image of a flower taking shape over the small skull pendant Cerise has pinned in her hair. It glimmers and sparkles in hues of deep purple and lighter flecks of pink, like some sort of crystal. Moments after it appears, thick curtains of shadow, tinged with an edged in brightly glowing purple and shot through with patches of pale blue and white, spring up around her, sweeping around in obscuring patterns from her knee level down. Careful observation may spot the occasional form of flower petals in the shifting curtains of shadow. It marks an increased expenditure of energy for a matching increase in power, improving her strength and movement abilities markedly, and the dense output of energy serving as a mild cushion and shield to protect her at the same time.

ATK: +2
DEF: +1
SPD: +2
TEC: +0[/spoiler]

T1 Super Attack: Black Hunt -- 600 OM (Requires: Ranged, Area Attack)

[spoiler]Cerise holds up her left arm, focusing and gathering energy into it. As she does so, the same crystalline flower marking and curtains of dark energy from Flower Shroud spring up around her. The required energy takes three seconds to gather, into a mostly transparent orb hovering several inches over her upraised palm. The orb in question pulses with shades of the same deep purple and pale blue as the aura around her, and distorts air and light around it. When gathered, she then throws the orb of energy at her target, which results in a backwash of energy that blows away the aura around her and makes a deep, reverberating bass rumble. The orb will zip across ground toward its target, moving at speeds comparable to a bullet. Upon reaching its destination, traveling up to 100 meters, or on impact with anything, it explodes in a blast 10 meters in diameter, with a dull rumble that deafens as much as it destroys anything caught within its range and leaves only a perfectly smooth, glassy crater in its wake. It is a powerful attack, certainly, though a heavily draining (SP cost) and fairly linear one.[/spoiler]

T1 Super Defense: Lore Wall -- 600 OM (Requires: ???)

[spoiler]A more powerful variation on Rune Circle, Cerise traces a ring in the air, approximately two feet in diameter, which glows faintly with a pale pink hue. After a second, it solidifies into a spinning circle of runic symbols, which hovers six inches from her fingertips, centered on her hand. The center of the circle acts as a powerful vacuum-like effect, drawing attacks in and nullifying them. It is capable of absorbing any number of weaker attacks, or one powerful attack, before the power used to create it runs out. It can be held for up to 10 seconds, or until it has absorbed enough punishment to collapse.[/spoiler]

*Cracks knuckles*, let's do dis.

Enigma Lily: The charged version gives you quite a lot of bang for your buck. More damage, 5-second paralysis, 5-second stun. And only a 3-second charge up. And all you have to do is hold down a button. This really needs more drawbacks or lessened effects. Also, don't you have two whips? Is there anything stopping her charging both at the same time? I'd up the charge time and/or make it "exert a toll on her body" (i.e. be tiring).

Huntress Brace: 
>Explosive bolts - Roughly how far are you expecting to push someone back, assuming a direct hit?
>Cost wise, I counted:
300 - Blocking with the bracer
300 - Dagger
300 - Poisoning the dagger
300 - Assassin's blade thing
300 - Crossbow, basic
300 - Crossbow, smoke
300 - Crossbow, explosive
300 - Crossbow, grapple
=2400 OM

Rune Circle: Approved (no proficiencies needed)

Snakebite:
>I'm not really a fan of giving you a strong effect under the "once per battle" thing. I mean, you just have to bite someone, and then they can't really concentrate on moves for 20 seconds (or, probably can't - this doesn't cause that directly but it's a likely consequence of the pain).
>If she has to change up and focus to prepare the venom, or maybe has to keep biting them for a period of time, potentially leaving her exposed - then I'd be cool with it.
>Don't get me wrong, I consider having to actually bite someone to use a move to be a fair drawback, since that's going to be hard and they'll have to leave themselves open. But it's not quite enough to warrant the effect you want in my opinion (by itself, anyway). If you don't want any charge and want this to be a quick use, just capitalise on how hard it is to execute in the description.

Poison Spit: 
>Roughly how long does this take to actually execute?
>How fast does the poison travel?

Flower Shroud: Approved.

Black Hunt: Approved. 

Lore Wall: Approved (doesn't need any proficiencies), but I've seen T1 super attacks that last for up to 30 seconds, so you can increase the duration to that if you want.
Everything should be responded to besides my moves here: http://omniverse-rpg.com/showthread.php?...#pid132342
(And Sasuke's fancy stuff which I swear I'll do this weekend /late.)



(05-18-2018, 12:27 PM)Captain Marvelous Wrote: I think Shapeshifting is mostly for fooling people or imitating others and I'm not doing that. Though my change is I'd say about 90% cosmetic, I'm starting with the mostly pointless transformations and I'll pay for them to be worth it somehow (changing my weapons, giving a one time use before breaking). When I get better forms with better powers I'll pay more for them, up to and including Power Up Forms. I also will develop moves and super moves only useable in certain forms, but I also think I'd need to gather the rest of the team to do them, most sentai special moves require the whole squad. Thanks for your help. I'm probably going to use your format for grouping my Gokai Changes and the Moves I build off of them.

MOVES:
[spoiler]
-Gokai Saber (requires Physical Strength, Ranged Proficiency - 600 OM)
A technomagic sword about two and a half feet long designed by AkaRed to interface with the Ranger Keys and harness the power of the Super Sentai. It resembles a pirate cutlass but uses sentai energy to make the heavy weapon light and perfectly sharp. It makes exaggerated metallic slicing noises whenever handled. It has a grappling line installed in it that can be used to swing the sword around at a longer range (about 15 feet), a different fighting style that was more favoured by his lost partner Luka Milfy. GokaiRed finds using them this way a bit difficult and is likely to get tangled up if he tries. The line launches and recoils at the touch of a button on the hilt. There is a slot built into it to slide in Ranger Keys to power Super Moves. The sentai energy in the blade tends to spark when it strikes an opponent.

-Gokai Gun (requires Ranged Proficiency - 300 OM)
A technomagic gun designed to look like a flintlock pistol. It was designed by AkaRed to draw on the power of Super Sentai. It hardens energy into round solid bullets that fire in small three round bursts so it never runs out of ammunition or requires reloading as long as Captain Marvelous is still GokaiRed. It has a cylinder slot built into it that fits Ranger Keys to power up Super Moves.

-Gokai Change: GORENGER! (Requires Ranged Proficiency - 600 OM)
By inserting the AkaRanger Key into his Mobilates and turning the key Marvelous calls on the power and shape of AkaRanger, which manifests in mostly cosmetic and defensive ways. Taking on the physical appearance and fighting mannerisms of AkaRanger, Marvelous is shielded by the spirit of the first red Sentai leader against one major blow. When overwhelmed with an attack GokaiRed cannot defend against, the form shatters, blunting the worst of the assault but returning Marvelous to his GokaiRed form. It also transforms his two Gokai Weapons into the laser pistol (no change but cosmetic for the Gokai Pistol) and the electric whip of AkaRanger (about 10 foot long, thick and awkward, can't wrap around but does do electric damage with a strike) at the cost of being unable to use his regular Gokai Moves (including non-Gorenger Super Moves) for the duration. The Gorenger (somehow) store their weapons in their visors. This is the first Gokai Change Marvelous has and he needs to be in this form in order to use any further moves he purchases from the Gorenger catalogue of abilities.


SUPER MOVES:

-Final Wave: Blast and Slash! - (requires Strength and Ranged, Tier 1 Super Move)

GokaiRed slots two red Ranger Keys into his Saber and Gun and closes the cylinders. The weapons begin to pulse with all the colours of the rainbow and their electronic voice shouts: "FINAL WAVE!" This is a slow build up.

GokaiRed yells; "Blast and Slash!" and initiates the attack. First he aims and fires with the Gokai Gun. This charged bullet crackles with sentai energy flame but moves slowly. Then Marvelous does a large overhand slash with the Gokai Saber and unleashes a cutting wave. This energy wave moves much faster than the bullet, smashing into it and propelling it rapidly into the target. The combined wave is about three feet long and can only target one opponent. Once struck the target crackles with red lightning before the Sentai energy ignites into a flaming explosion, giving Marvelous enough time to pose dramatically.

Marvelous will only do this when his weapons have built up some energy from fighting, only when he's transformed into GokaiRed and only when it's dramatically appropriate. He can only use it once per fight.[/spoiler]

Yeah. Shapeshifting is mostly for that. But if you want to have lots of different appearances that are more than just costume changes, you'll need it. But if it's just an outfit change each time, you're good without.

Gokai Saber: Approved.

Gokai Gun: Approved, but with the minor bolded addition:
Quote:-Gokai Gun (requires Ranged Proficiency - 300 OM)

A technomagic gun designed to look like a flintlock pistol. It was designed by AkaRed to draw on the power of Super Sentai. It hardens energy into round solid bullets that fire in small three round bursts once a second so it never runs out of ammunition or requires reloading as long as Captain Marvelous is still GokaiRed. It has a cylinder slot built into it that fits Ranger Keys to power up Super Moves.

Gokai Change: GORENGER!: This needs a drawback for the shielding. Maybe have a charge time for the transformation? Or have the transformation take a few moments (like 2 to 3 seconds or so, longer if you'd rather have a stronger shield). Or have it be tiring. Also, if you want the shielding to cover your whole body, you'll need area defence proficiency.

Final Wave: Blast and Slash!: Approved.
The transformation takes a few moments since like most tokusatsu heroes there's a lot of posing and stock footage. All my changes will be into different Sentai warriors, so I'm never going to change into anything other than what I already am, but with different themes, weapons, moves and fighting style. In the end I'm still a guy in spandex whether I have a T-Rex or a car on my helmet. If I need area defense (thought that was for beyond your own body) I guess I'll hold off on buying the Gokai Change until I can afford that. The other option is to buy your 0 OM costume changes but I do want them to have real effect, even if they're just minor ones. Like Jetman can fly, Kakuranger can do the shadow-clone jutsu, Shinkenger has no gun but a big freaking sword, Magiranger can do magic, etc.
[Image: captainmarvelousisg.png]
"Let's make a show of it!"
(05-18-2018, 12:50 PM)Dane Regan Wrote: *Cracks knuckles*, let's do dis.

Enigma Lily: The charged version gives you quite a lot of bang for your buck. More damage, 5-second paralysis, 5-second stun. And only a 3-second charge up. And all you have to do is hold down a button. This really needs more drawbacks or lessened effects. Also, don't you have two whips? Is there anything stopping her charging both at the same time? I'd up the charge time and/or make it "exert a toll on her body" (i.e. be tiring).

Huntress Brace: 
>Explosive bolts - Roughly how far are you expecting to push someone back, assuming a direct hit?
>Cost wise, I counted:
300 - Blocking with the bracer
300 - Dagger
300 - Poisoning the dagger
300 - Assassin's blade thing
300 - Crossbow, basic
300 - Crossbow, smoke
300 - Crossbow, explosive
300 - Crossbow, grapple
=2400 OM

Snakebite:
>I'm not really a fan of giving you a strong effect under the "once per battle" thing. I mean, you just have to bite someone, and then they can't really concentrate on moves for 20 seconds (or, probably can't - this doesn't cause that directly but it's a likely consequence of the pain).
>If she has to change up and focus to prepare the venom, or maybe has to keep biting them for a period of time, potentially leaving her exposed - then I'd be cool with it.
>Don't get me wrong, I consider having to actually bite someone to use a move to be a fair drawback, since that's going to be hard and they'll have to leave themselves open. But it's not quite enough to warrant the effect you want in my opinion (by itself, anyway). If you don't want any charge and want this to be a quick use, just capitalise on how hard it is to execute in the description.

Poison Spit: 
>Roughly how long does this take to actually execute?
>How fast does the poison travel?

Mooch-o grassy ass, com pad ray. You right. You right. Alright. Here we go; changes bolded.


Enigma Lily -- 1,200 OM (Requires: Physical Strength, Ranged, Debuff)

[spoiler]A pair of pistols that serve as Cerise's primary weapons. They feature a handful of hidden and secondary features in addition to being firearms. At their most basic, they serve as reliable firearms, with a 12-round capacity and a fire rate of two rounds per second. Thanks to stabilizers and silencers built into the weapon, there is virtually no recoil to interrupt accuracy for continual fire, and the weapon is nearly completely silent. They fire energy bolts rather than bullets, which hit with a sharp concussive and burning impact, akin to a very small explosion (roughly two inches in diameter), and are effective to a range of 45 meters. The guns do not need to be reloaded, but after expending their ammunition capacity each one takes four seconds to recharge before it can be fired again. In addition to this effect, at close range -- within six feet -- the guns eject a burst of fire similar in shape and effect to a shotgun burst; it does moderate damage on top of the bullet, and spreads out to an effective diameter of 3 feet at its furthest point, but its range is minimal.

Alternately, rather than the incendiary burst effect, the guns may be switched to an alt-fire mode. In this mode, the weapon's ammunition capacity is dropped to only 8 rounds, its fire rate to one round per second, its effective range to 30 meters, and its recharge time increase to 6 seconds when depleted. To compensate, the guns now fire concentrated beams of energy, roughly a foot long and two inches in diameter per shot. They hit with the same burning, mildly explosive impact as the bullets, but deliver far more impact and tend to bore and tear through or into targets before detonating in their small blast.

The secondary effect of the weapons is the ability to transition to an alternate form. A flick of a catch on the weapon, and the barrel of the gun flips vertical with the grip, into a straight mass not unlike the hilt of a bladed weapon. After this, it projects a beam of energy which coils into a long cord, approximately twelve feet long, and functions as a whip. It is effective as a weapon and as a tool, for any purpose a regular whip of comparable length might serve, and strikes with a cutting/slashing impact and the same burning sensation as the gun's bullets. Transitioning to or from one form to another takes approximately two seconds -- per weapon, if she opts to change both of them.

The weapon's final feature is the ability to charge energy into its whip form, taking three five seconds to build up requisite charge. This charge cannot be interrupted by losing focus or taking damage, as it requires simply holding down a trigger to gather and hold the charge, but if she is hit hard enough or disarmed then the charge can be lost. When sufficiently energized, the whip's next strike will deliver a serious jolt of electricity, inflicting much more damage than usual and leaving the target in question stunned and paralyzed for several seconds (10 seconds, minus one second for every point over Cerise's ATK her opponent has in DEF); the time of effect is divided in half, first being completely paralyzed then simply stunned and sluggish in movement. The charging effect does temporarily overload the weapon, meaning it cannot be charged again for approximately twenty seconds after use. It should be noted, the energy to overcharge the whip in such a manner has to come from somewhere -- in this instance, directly from her, making it have a noticeably tiring effect on her even with just one use, which only gets progressively worse. This limits the number of times it can be used, but also restricts it to being used with only one whip at a time; trying to use it with both would drain too much energy too quickly and weaken her grip, losing the charge in both.[/spoiler]

Huntress Brace -- 2,400 OM (Requires: Physical Strength, Ranged, Area Attack, Debuff)

[spoiler]A weapon worn on Cerise's right arm. It serves as an armored bracer, and her primary defensive implement for blocking attacks she cannot avoid. Beyond that, it features two weapons built into it: a blade and small crossbow. Both weapons are hidden and concealed within the bracer when not actively deployed and in use, making them hard to spot or notice at first glance and well-suited to surprise attacks against unwary foes. Only one may be in use at a time, and deploying either one, or concealing it again takes one second -- thus, switching from one to the other would take two seconds.

The blade is unremarkable, being fifteen inches in length when deployed. Suited well enough for slashing and thrusting attacks, it is sturdy enough to be used to block some attacks as well. It features a groove down the center, which can be used to contain poison. This poison, when in use, coats the blade in a liquid sheen which shimmers faintly purple, heralding its presence for anyone observant enough. When struck by this poison, it delivers no effects right away. The effects take five seconds to manifest, at which point they will be subjected to excruciating pain throughout their entire body, akin to having their blood on fire. The actual damage inflicted by this poison is minimal, but the effects can severely debilitate and hamper a struck target's combat performance. The effects last for fifteen seconds, with tougher targets able to shrug it off quicker (effects last one less second per point of DEF target has more than Cerise's ATK). The poison takes five seconds to properly apply, and only remains viable for fifteen seconds when applied before vaporizing; within that window, it is only good for one strike. The poison in question is actually venom, from Cerise's own fangs, and so her supply of it is technically limitless -- though she only carries two doses of it for quick application at any given time, and acquiring enough to coat the blade if those two are used would take nearly thirty seconds.

The blade also features a powerful mechanism allowing it to be driven out of its concealment with extreme force, enabling it to deliver an extremely powerful strike. Usually employed on heavily-armored or protected targets to crack through said defenses, or simply to deliver a heavy wound. It is unwieldy and requires precise lining up for optimal damage, limiting its use to circumstantial ones against paralyzed or incapacitated targets, or from stealth or surprise. It takes time to prepare and properly pressurize the blade for this shield-cracking strike, usually much more time than can be spared during the fray of combat, limiting it to one use per battle in most cases. If by some miracle she can find a suitable hiding place to work on it, it takes 45 seconds to properly pressurize and ready the blade for this strike.

The crossbow on the weapon is fairly unremarkable, save for its ability to hold more than one bolt at a time. It holds up to six bolts in a revolver-esque cylinder within the armored bracing, and the cylinder can be rotated to select a specific bolt to fire. When fully loaded, it is capable of firing one bolt per second, and can be fully loaded again at a rate of four seconds per bolt, though only requires one bolt to be loaded in order to fire. It is a completely silent weapon, and while its effective range is only 20 meters, it can be equipped to fire a range of different types of ammunition for specialized effects:
-- Standard bolts, typical of a crossbow. They inflict moderate damage, but have no special effects. Cerise carries 18 such bolts at any given time.
-- Smoke bolts, which release a cloud of thick, obscuring smoke on impact. Smoke cloud bursts into a three-meter radius area, restricting sight to just a few feet at best. The cloud will begin to disperse after roughly ten seconds, and be gone entirely by fifteen seconds. Cerise carries only 3 such bolts at any given time.
-- Explosive bolts, which explode in a powerful blast two meters in radius. It is purely concussive in nature, and features minimal shrapnel or debris save for what is blown apart by the explosion itself, but does serve to hurl targets in its range away, and inflict a painful ringing in the ears of those too near to the blast. With a direct hit, the target can be knocked flying up to three meters, that distance diminishing rapidly as they near the edge of the explosive effect. Cerise carries only one such bolt at a time.
-- Grapple bolts, which feature a sturdy cord attached to the bolt, and a clawed head which latches onto whatever the bolt hits; the claws are sturdy and powerful enough to dig into even stone and secure a hold. Once attached, it can be used to try and pull a target off balance, off a cliff, or to tie them up. Of course...it could also be used to pull Cerise around by a stronger foe. It has other uses, such as anything a regular grappling hook might be used for, and helping her scale walls, traverse wide gaps or save herself from a long fall. Cerise carries 6 of these bolts at a time.[/spoiler]

Snakebite -- 300 OM (Requires: Physical Strength, Debuff)

[spoiler]Being a snake faunus, Cerise possesses a set of fangs in her mouth, perfectly suited to biting and piercing any unfortunate targets she can manage to get ahold of. She is also, as it turns out, a venomous snake. The same venom is used to coat the blade in her Huntress Brace, though when delivered by a bite it is much more potent, as it is fresh from the source. Preparing to deliver a bite takes two seconds to ready her fangs and get the venom ready to flow before she can strike and make the bite attempt. Should she manage to successfully bite a target, the poison is injected and takes effect nearly immediately. Initially there will pain, as associated with a bite, then over two seconds, during which Cerise must maintain the bite to fully inject the venom, it will rapidly start to burn and agonizing pain will spread and radiate from the bite wound, and within three further seconds it will spread throughout a foe's body. Thereafter, for the next twenty seconds, the target will be subjected to immense, crippling pain and agony; the more pure, potent venom will even do actual damage to their body, though the amount of pain makes it seem like much more damage than it actually is. For all its virulence and potency, however, the venom runs its course quickly, and for every point of DEF the target has greater than Cerise's ATK, it will subtract two seconds from the duration of the poisoning. Owing to a multitude of factors -- the time it takes to build up the venom (nearly two minutes between bites), her small size and the difficulty it imposes of actually biting a, let alone one who is aware of the venom -- it is only easily usable once in a battle.[/spoiler]

Poison Spit -- 300 (Requires: Ranged, Debuff)

[spoiler]A trick Cerise developed as a surprise attack. Rather than biting to inject her venom, she can opt to spit it at a target. The preparatory period remains similar as for an actual bite; three seconds to ready her fangs and dispense the venom into a suitable mouthful for spitting. While less effective at crippling them, it is much easier to use effectively, and uses less of the venom at once. A suitable amount can be gathered and spat every 30 seconds; it can reach up to 20 feet, at about the speed of a high-pressure water pistol, or about half the speed of an arrow, before spreading into a (relatively) harmless mist and losing effectiveness. Within that range, it will be as if getting splashed with acid or something else highly caustic. It will cause immense pain, and temporary blindness if it strikes the eyes. These effects last for five seconds upon exposure, minus one second for each point of DEF a target has more than Cerise's ATK.[/spoiler]
"Hold on a second, I have a call..."
[Image: blog-Wesker.jpg]
"Yes, this is Wesker. Go ahead."
(05-17-2018, 10:57 AM)Dane Regan Wrote:
(05-15-2018, 01:48 PM)Ebonywood Hellscythe Wrote: (This is only 300 OM since Ebony has to leak fire after doing the punch. The fire's intentionally slower than walking speed, it's there to give Ebony space rather than to deal damage. And executing this move with a punch, a swing of a wand, or a swing of her scythe are all identical - since regardless of how she does it they're hit by a telekinetic force, not the actual weapon. Same effect. Different execution.)

Infernal Deluge (300) Requires: Physical, Ranged, Area Attack, Telekinesis
[spoiler]Ebony charges up mana for 3 seconds. She can do this while moving or taking damage, but can't focus on any other moves/powers at the same time. Within a second after building up strength, she lashes out with a basic melee strike - this can be with her fists, or one of her weapons. Instead of the attack connecting as usual, the stored energies are all expelled at once a fraction of a second before she hits her opponent. This takes the form of a powerful burst of telekinetic energy that hits like a strong slam spread out over the target's body. Most foes are pushed back by about 10m if this hits directly, with the distance varying by up to a couple of metres either way based on Ebony's ATK and their DEF.

Following the blow, fiery magicks forcibly leak out of Ebony in the form of a slow sweeping wave of dark purple fire. This only takes about half a second, where Ebony is forced to stand roughly still. The fire is expelled from any weapons she's holding and her body - as well as the air about 0.5m around her. The flames travel at 1m/s in the direction of the attack. While slow, they eventually reach a distance of 15m in a cone-shaped blast before dissipating into the air, spreading out in a 15m arc at their furthest point. The curved rectangular-shaped wave is about 1m thick and reaches 5m high at its maximum range (it starts at 2m tall after creation). It provides a treacherous hazard to the battlefield, dealing moderate damage to all who touch it - and especially those who pass through it. The fire is just as strong at a distance as it is at the source despite dispersing and growing wider. While the flames don't completely block vision or prevent attacks from passing through, they serve as a way to help Ebony use the space she creates for herself, although there's nothing stopping something from going over or round. Ebony cannot be harmed by how own fire, and the flames are unaffected by wind and small obstacles, but shields can leave gaps in the waves.[/spoiler]

Adding this on top of my Eb move.

Safe Teleport (300) Requires: Teleportation

By using his magic carefully, Dane can prepare a teleport for later use. This takes twice as long as usual to charge (based on his current SPD), but Dane can happily dodge, execute basic blocks, and even take moderate damage while doing so (he just can't charge attacks or attack effectively without disturbing his concentration too much). Once Dane has charged the teleport, he can use it within the next minute at will. Only the maximum range of the teleport is saved - not the destination. Teleporting like this is just as tiring as normal, and follows any other usual rules (outside of being instant). Dane can only have one of these stored at a time, and the stored charge is lost if he ever teleports, regardless of whether or not he uses this move to do so.

Alright lemme see here.

Infernal Deluge -- Maybe nitpicking, but just for clarity's sake here: assuming she doesn't manage to make an attack within a second of charging, what results? And on a similar question, if she does make an attack but fails to hit anything, what results?

Safe Teleport -- Good to go.
If you see me around and you got questions, just give a shout. I'm happy to assist.

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

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
(05-18-2018, 01:17 PM)Albert Wesker Wrote: Mooch-o grassy ass, com pad ray. You right. You right. Alright. Here we go; changes bolded.

Enigma Lily -- 1,200 OM (Requires: Physical Strength, Ranged, Debuff)

[spoiler]A pair of pistols that serve as Cerise's primary weapons. They feature a handful of hidden and secondary features in addition to being firearms. At their most basic, they serve as reliable firearms, with a 12-round capacity and a fire rate of two rounds per second. Thanks to stabilizers and silencers built into the weapon, there is virtually no recoil to interrupt accuracy for continual fire, and the weapon is nearly completely silent. They fire energy bolts rather than bullets, which hit with a sharp concussive and burning impact, akin to a very small explosion (roughly two inches in diameter), and are effective to a range of 45 meters. The guns do not need to be reloaded, but after expending their ammunition capacity each one takes four seconds to recharge before it can be fired again. In addition to this effect, at close range -- within six feet -- the guns eject a burst of fire similar in shape and effect to a shotgun burst; it does moderate damage on top of the bullet, and spreads out to an effective diameter of 3 feet at its furthest point, but its range is minimal.

Alternately, rather than the incendiary burst effect, the guns may be switched to an alt-fire mode. In this mode, the weapon's ammunition capacity is dropped to only 8 rounds, its fire rate to one round per second, its effective range to 30 meters, and its recharge time increase to 6 seconds when depleted. To compensate, the guns now fire concentrated beams of energy, roughly a foot long and two inches in diameter per shot. They hit with the same burning, mildly explosive impact as the bullets, but deliver far more impact and tend to bore and tear through or into targets before detonating in their small blast.

The secondary effect of the weapons is the ability to transition to an alternate form. A flick of a catch on the weapon, and the barrel of the gun flips vertical with the grip, into a straight mass not unlike the hilt of a bladed weapon. After this, it projects a beam of energy which coils into a long cord, approximately twelve feet long, and functions as a whip. It is effective as a weapon and as a tool, for any purpose a regular whip of comparable length might serve, and strikes with a cutting/slashing impact and the same burning sensation as the gun's bullets. Transitioning to or from one form to another takes approximately two seconds -- per weapon, if she opts to change both of them.

The weapon's final feature is the ability to charge energy into its whip form, taking three five seconds to build up requisite charge. This charge cannot be interrupted by losing focus or taking damage, as it requires simply holding down a trigger to gather and hold the charge, but if she is hit hard enough or disarmed then the charge can be lost. When sufficiently energized, the whip's next strike will deliver a serious jolt of electricity, inflicting much more damage than usual and leaving the target in question stunned and paralyzed for several seconds (10 seconds, minus one second for every point over Cerise's ATK her opponent has in DEF); the time of effect is divided in half, first being completely paralyzed then simply stunned and sluggish in movement. The charging effect does temporarily overload the weapon, meaning it cannot be charged again for approximately twenty seconds after use. It should be noted, the energy to overcharge the whip in such a manner has to come from somewhere -- in this instance, directly from her, making it have a noticeably tiring effect on her even with just one use, which only gets progressively worse. This limits the number of times it can be used, but also restricts it to being used with only one whip at a time; trying to use it with both would drain too much energy too quickly and weaken her grip, losing the charge in both.[/spoiler]

Huntress Brace -- 2,400 OM (Requires: Physical Strength, Ranged, Area Attack, Debuff)

[spoiler]A weapon worn on Cerise's right arm. It serves as an armored bracer, and her primary defensive implement for blocking attacks she cannot avoid. Beyond that, it features two weapons built into it: a blade and small crossbow. Both weapons are hidden and concealed within the bracer when not actively deployed and in use, making them hard to spot or notice at first glance and well-suited to surprise attacks against unwary foes. Only one may be in use at a time, and deploying either one, or concealing it again takes one second -- thus, switching from one to the other would take two seconds.

The blade is unremarkable, being fifteen inches in length when deployed. Suited well enough for slashing and thrusting attacks, it is sturdy enough to be used to block some attacks as well. It features a groove down the center, which can be used to contain poison. This poison, when in use, coats the blade in a liquid sheen which shimmers faintly purple, heralding its presence for anyone observant enough. When struck by this poison, it delivers no effects right away. The effects take five seconds to manifest, at which point they will be subjected to excruciating pain throughout their entire body, akin to having their blood on fire. The actual damage inflicted by this poison is minimal, but the effects can severely debilitate and hamper a struck target's combat performance. The effects last for fifteen seconds, with tougher targets able to shrug it off quicker (effects last one less second per point of DEF target has more than Cerise's ATK). The poison takes five seconds to properly apply, and only remains viable for fifteen seconds when applied before vaporizing; within that window, it is only good for one strike. The poison in question is actually venom, from Cerise's own fangs, and so her supply of it is technically limitless -- though she only carries two doses of it for quick application at any given time, and acquiring enough to coat the blade if those two are used would take nearly thirty seconds.

The blade also features a powerful mechanism allowing it to be driven out of its concealment with extreme force, enabling it to deliver an extremely powerful strike. Usually employed on heavily-armored or protected targets to crack through said defenses, or simply to deliver a heavy wound. It is unwieldy and requires precise lining up for optimal damage, limiting its use to circumstantial ones against paralyzed or incapacitated targets, or from stealth or surprise. It takes time to prepare and properly pressurize the blade for this shield-cracking strike, usually much more time than can be spared during the fray of combat, limiting it to one use per battle in most cases. If by some miracle she can find a suitable hiding place to work on it, it takes 45 seconds to properly pressurize and ready the blade for this strike.

The crossbow on the weapon is fairly unremarkable, save for its ability to hold more than one bolt at a time. It holds up to six bolts in a revolver-esque cylinder within the armored bracing, and the cylinder can be rotated to select a specific bolt to fire. When fully loaded, it is capable of firing one bolt per second, and can be fully loaded again at a rate of four seconds per bolt, though only requires one bolt to be loaded in order to fire. It is a completely silent weapon, and while its effective range is only 20 meters, it can be equipped to fire a range of different types of ammunition for specialized effects:
-- Standard bolts, typical of a crossbow. They inflict moderate damage, but have no special effects. Cerise carries 18 such bolts at any given time.
-- Smoke bolts, which release a cloud of thick, obscuring smoke on impact. Smoke cloud bursts into a three-meter radius area, restricting sight to just a few feet at best. The cloud will begin to disperse after roughly ten seconds, and be gone entirely by fifteen seconds. Cerise carries only 3 such bolts at any given time.
-- Explosive bolts, which explode in a powerful blast two meters in radius. It is purely concussive in nature, and features minimal shrapnel or debris save for what is blown apart by the explosion itself, but does serve to hurl targets in its range away, and inflict a painful ringing in the ears of those too near to the blast. With a direct hit, the target can be knocked flying up to three meters, that distance diminishing rapidly as they near the edge of the explosive effect. Cerise carries only one such bolt at a time.
-- Grapple bolts, which feature a sturdy cord attached to the bolt, and a clawed head which latches onto whatever the bolt hits; the claws are sturdy and powerful enough to dig into even stone and secure a hold. Once attached, it can be used to try and pull a target off balance, off a cliff, or to tie them up. Of course...it could also be used to pull Cerise around by a stronger foe. It has other uses, such as anything a regular grappling hook might be used for, and helping her scale walls, traverse wide gaps or save herself from a long fall. Cerise carries 6 of these bolts at a time.[/spoiler]

Snakebite -- 300 OM (Requires: Physical Strength, Debuff)

[spoiler]Being a snake faunus, Cerise possesses a set of fangs in her mouth, perfectly suited to biting and piercing any unfortunate targets she can manage to get ahold of. She is also, as it turns out, a venomous snake. The same venom is used to coat the blade in her Huntress Brace, though when delivered by a bite it is much more potent, as it is fresh from the source. Preparing to deliver a bite takes two seconds to ready her fangs and get the venom ready to flow before she can strike and make the bite attempt. Should she manage to successfully bite a target, the poison is injected and takes effect nearly immediately. Initially there will pain, as associated with a bite, then over two seconds, during which Cerise must maintain the bite to fully inject the venom, it will rapidly start to burn and agonizing pain will spread and radiate from the bite wound, and within three further seconds it will spread throughout a foe's body. Thereafter, for the next twenty seconds, the target will be subjected to immense, crippling pain and agony; the more pure, potent venom will even do actual damage to their body, though the amount of pain makes it seem like much more damage than it actually is. For all its virulence and potency, however, the venom runs its course quickly, and for every point of DEF the target has greater than Cerise's ATK, it will subtract two seconds from the duration of the poisoning. Owing to a multitude of factors -- the time it takes to build up the venom (nearly two minutes between bites), her small size and the difficulty it imposes of actually biting a, let alone one who is aware of the venom -- it is only easily usable once in a battle.[/spoiler]

Poison Spit -- 300 (Requires: Ranged, Debuff)

[spoiler]A trick Cerise developed as a surprise attack. Rather than biting to inject her venom, she can opt to spit it at a target. The preparatory period remains similar as for an actual bite; three seconds to ready her fangs and dispense the venom into a suitable mouthful for spitting. While less effective at crippling them, it is much easier to use effectively, and uses less of the venom at once. A suitable amount can be gathered and spat every 30 seconds; it can reach up to 20 feet, at about the speed of a high-pressure water pistol, or about half the speed of an arrow, before spreading into a (relatively) harmless mist and losing effectiveness. Within that range, it will be as if getting splashed with acid or something else highly caustic. It will cause immense pain, and temporary blindness if it strikes the eyes. These effects last for five seconds upon exposure, minus one second for each point of DEF a target has more than Cerise's ATK.[/spoiler]

All approved. EDIT: Sorry, I was wrong before. Huntress Brace would only cost 2100 OM. You don't need to pay more to be able to block with the bracer. It'd be like paying more OM with a sword to block with the crossguard. It's all one object.

@Marvelous: Area defense is any shield larger than 3ft. Even if it just covers your body. Also, yeah. If you add in a direct mention of how long it takes to transform, you should be good.
Thanks Failz. Changes in bold.

Infernal Deluge (300) Requires: Physical, Ranged, Area Attack, Telekinesis
[spoiler]Ebony charges up mana for 3 seconds. She can do this while moving or taking damage, but can't focus on any other moves/powers at the same time. Within a second after building up strength, she lashes out with a basic melee strike - this can be with her fists, or one of her weapons. Instead of the attack connecting as usual, the stored energies are all expelled at once a fraction of a second before she hits her opponent. This takes the form of a powerful burst of telekinetic energy that hits like a strong slam spread out over the target's body. Most foes are pushed back by about 10m if this hits directly, with the distance varying by up to a couple of metres either way based on Ebony's ATK and their DEF. If Ebony doesn't attack within the second, then the energy is lost. Furthermore, the telekinetic energy will still be discharged on a miss (with the force usually glancing her intended target, potentially staggering them a bit). But, as the magics involved are highly innate, the energy disappates if Ebony doesn't attempt to direct it at someone or something (meaning the next part of this move will not occur if she simply punches the air or remains idle).

Following the blow, fiery magicks forcibly leak out of Ebony in the form of a slow sweeping wave of dark purple fire. This only takes about half a second, where Ebony is forced to stand roughly still. The fire is expelled from any weapons she's holding and her body - as well as the air about 0.5m around her. The flames travel at 1m/s in the direction of the attack. While slow, they eventually reach a distance of 15m in a cone-shaped blast before dissipating into the air, spreading out in a 15m arc at their furthest point. The curved rectangular-shaped wave is about 1m thick and reaches 5m high at its maximum range (it starts at 2m tall after creation). It provides a treacherous hazard to the battlefield, dealing moderate damage to all who touch it - and especially those who pass through it. The fire is just as strong at a distance as it is at the source despite dispersing and growing wider. While the flames don't completely block vision or prevent attacks from passing through, they serve as a way to help Ebony use the space she creates for herself, although there's nothing stopping something from going over or round. Ebony cannot be harmed by how own fire, and the flames are unaffected by wind and small obstacles, but shields can leave gaps in the waves.[/spoiler]
(05-18-2018, 01:40 PM)Ebonywood Hellscythe Wrote: Thanks Failz. Changes in bold.

Infernal Deluge (300) Requires: Physical, Ranged, Area Attack, Telekinesis
[spoiler]Ebony charges up mana for 3 seconds. She can do this while moving or taking damage, but can't focus on any other moves/powers at the same time. Within a second after building up strength, she lashes out with a basic melee strike - this can be with her fists, or one of her weapons. Instead of the attack connecting as usual, the stored energies are all expelled at once a fraction of a second before she hits her opponent. This takes the form of a powerful burst of telekinetic energy that hits like a strong slam spread out over the target's body. Most foes are pushed back by about 10m if this hits directly, with the distance varying by up to a couple of metres either way based on Ebony's ATK and their DEF. If Ebony doesn't attack within the second, then the energy is lost. Furthermore, the telekinetic energy will still be discharged on a miss (with the force usually glancing her intended target, potentially staggering them a bit). But, as the magics involved are highly innate, the energy disappates if Ebony doesn't attempt to direct it at someone or something (meaning the next part of this move will not occur if she simply punches the air or remains idle).

Following the blow, fiery magicks forcibly leak out of Ebony in the form of a slow sweeping wave of dark purple fire. This only takes about half a second, where Ebony is forced to stand roughly still. The fire is expelled from any weapons she's holding and her body - as well as the air about 0.5m around her. The flames travel at 1m/s in the direction of the attack. While slow, they eventually reach a distance of 15m in a cone-shaped blast before dissipating into the air, spreading out in a 15m arc at their furthest point. The curved rectangular-shaped wave is about 1m thick and reaches 5m high at its maximum range (it starts at 2m tall after creation). It provides a treacherous hazard to the battlefield, dealing moderate damage to all who touch it - and especially those who pass through it. The fire is just as strong at a distance as it is at the source despite dispersing and growing wider. While the flames don't completely block vision or prevent attacks from passing through, they serve as a way to help Ebony use the space she creates for herself, although there's nothing stopping something from going over or round. Ebony cannot be harmed by how own fire, and the flames are unaffected by wind and small obstacles, but shields can leave gaps in the waves.[/spoiler]

[Image: giphy.gif]
If you see me around and you got questions, just give a shout. I'm happy to assist.

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

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
False emperor’s sting (600) (Requires physical strength, remote control, debuff.)

Erik perpetually has six barbed chains, each ending in a 6 inch, rusted, jagged blade, extending from rings his back. Each one is 10 feet long and lies wrapped around Erik’s torso when dormant. When Erik needs them, however, the chains come to life, painfully tearing themself from around his torso, causing moderate bleeding, and rearing up defensively around his body. Using the chains appears effortless, but requires moderate concentration and a steady energy drain, although pain cannot break their usage. Erik can only move at half speed while using the chains, and can only maintain their use for two minutes a fight, although using them to their full duration will leave him nearly exhausted. Each one can move independently at the same speed as Erik’s limbs, and act as an extension of Erik’s body, functioning as a mix between additional limbs and bladed whips. When used as a weapon, each chain and blade does slightly below average damage, but their jagged nature allows them to make ragged, painful wounds which bleed easily. Additionally, Erik can reel a chain in manually, useful if he can wrap a chain around a foe, although they must have an ATK equal to or lower than Erik’s to be pulled in. Each chain is rather durable and hard to land a solid hit on because of their prehensile nature, but if a foe can pull them taut and land a few solid hits, the chain will whip back painfully at Erik before wrapping itself back under his clothes and around his torso, causing moderate damage and bleeding. The chains don't regenerate in combat, but slowly regrow as normal limbs do. Finally, Erik can expend three seconds and a small amount of energy to imbue a single blade with a mild poison. When a foe is struck with the poisoned blade, within 15 seconds, they will find concentration difficult for the next three seconds. This poison can only be applied once every 30 seconds, starting from when it is applied. Outside of combat, Erik can use a small length, about a metre or so, of one or two chains to help him gesture and emote through his monotone, with only a moderate sting from each as a result.
*The emperor of mankind yeets erik into a sun*
[Today 08:03 pm] Erik Vrell : Bruh
[Today 08:03 pm] The emperor of mankind : don't worship gods
@Erik:
>This would cost 900 OM:
300 - Basic chains
300 - Wrapping chains around someone and pulling them in
300 - Poison
>This wasn't mentioned in your move, but if you wanted to be able to only use less than 6 chains at once (and leave the others wrapped around you) for lower concentration/fatigue requirements, that would cost you another 300 OM.
>Define "moderate concentration". Does it stop him doing anything else of note? Or could he load and shoot guns? Or swing swords? Or attack in other ways at the same time?
>Your poison is pretty weak. 3 second charge, 15 second delay, then 3 second that they can't concentrate. You can bump it up to 5 seconds duration, I'd say. And reduce the delay if you wanted.
False emperor’s sting (900) (Requires physical strength, remote control, debuff.)

Erik perpetually has six barbed chains, each ending in a 6 inch, rusted, jagged blade, extending from rings his back. Each one is 10 feet long and lies wrapped around Erik’s torso when dormant. When Erik needs them, however, all six of the chains come to life, and always all six, painfully tearing themself from around his torso, causing moderate bleeding, and rearing up defensively around his body. Using the chains appears effortless, but requires moderate concentration, where he can do little other than use the chains and move,and a steady energy drain, although pain cannot break their usage. Erik can only move at half speed while using the chains, and can only maintain their use for two minutes a fight, although using them to their full duration will leave him nearly exhausted. Each one can move independently at the same speed as Erik’s limbs, and act as an extension of Erik’s body, functioning as a mix between additional limbs and bladed whips. When used as a weapon, each chain and blade does slightly below average damage, but their jagged nature allows them to make ragged, painful wounds which bleed easily. Additionally, Erik can reel a chain in manually, useful if he can wrap a chain around a foe, although they must have an ATK equal to or lower than Erik’s to be pulled in. While bound, a foe will find it difficult to attack, but the chain binding them will be pulled taut, and thus vulnerable.Each chain is rather durable and hard to land a solid hit on because of their prehensile nature, but if a foe can pull them taut and land a few solid hits, the chain will whip back painfully at Erik before wrapping itself back under his clothes and around his torso, causing moderate damage and bleeding. The chains don't regenerate in combat, but slowly regrow as normal limbs do. Finally, Erik can expend three seconds and a small amount of energy to imbue a single blade with a mild poison. When a foe is struck with the poisoned blade, within 10 seconds, they will find concentration difficult for the next five seconds. This poison can only be applied once every 30 seconds, starting from when it is applied. Outside of combat, Erik can use a small length, about a metre or so, of one or two chains to help him gesture and emote through his monotone, with only a moderate sting from each as a result.

Changes in bold.
*The emperor of mankind yeets erik into a sun*
[Today 08:03 pm] Erik Vrell : Bruh
[Today 08:03 pm] The emperor of mankind : don't worship gods
(05-19-2018, 07:26 AM)Erik Vrell Wrote: False emperor’s sting (900) (Requires physical strength, remote control, debuff.)
[spoiler]
Erik perpetually has six barbed chains, each ending in a 6 inch, rusted, jagged blade, extending from rings his back. Each one is 10 feet long and lies wrapped around Erik’s torso when dormant. When Erik needs them, however, all six of the chains come to life, and always all six, painfully tearing themself from around his torso, causing moderate bleeding, and rearing up defensively around his body. Using the chains appears effortless, but requires moderate concentration, where he can do little other than use the chains and move,and a steady energy drain, although pain cannot break their usage. Erik can only move at half speed while using the chains, and can only maintain their use for two minutes a fight, although using them to their full duration will leave him nearly exhausted. Each one can move independently at the same speed as Erik’s limbs, and act as an extension of Erik’s body, functioning as a mix between additional limbs and bladed whips. When used as a weapon, each chain and blade does slightly below average damage, but their jagged nature allows them to make ragged, painful wounds which bleed easily. Additionally, Erik can reel a chain in manually, useful if he can wrap a chain around a foe, although they must have an ATK equal to or lower than Erik’s to be pulled in. While bound, a foe will find it difficult to attack, but the chain binding them will be pulled taut, and thus vulnerable.Each chain is rather durable and hard to land a solid hit on because of their prehensile nature, but if a foe can pull them taut and land a few solid hits, the chain will whip back painfully at Erik before wrapping itself back under his clothes and around his torso, causing moderate damage and bleeding. The chains don't regenerate in combat, but slowly regrow as normal limbs do. Finally, Erik can expend three seconds and a small amount of energy to imbue a single blade with a mild poison. When a foe is struck with the poisoned blade, within 10 seconds, they will find concentration difficult for the next five seconds. This poison can only be applied once every 30 seconds, starting from when it is applied. Outside of combat, Erik can use a small length, about a metre or so, of one or two chains to help him gesture and emote through his monotone, with only a moderate sting from each as a result.
[/spoiler]
Changes in bold.

Approved. Now make an update where they're black and constantly dripping with blood for maximum edginess.
Masochist's Climax 600 OM
Area of Attack, Ranged, Debuff. Foresight.
Description:
Ash has always been the type to focus on avoiding attacks through dodging, netralizing, or escape. After her fight with the Ultramarine she understands her frailty can also become a great weapon. Ash focuses on taking hits from the other fighter instead of dodging using foresight to assist with this task, however, much of the strength from these attacks are absorbed leading them to do the same damage as if they only glanced her - ie as if she tried to dodge - leading to a more enjoyable situation. This absorbtion happens for any attack she would be able to dodge and normally would dodge. For 10 seconds of esctacy Ash cannot attack/counter or dodge the attacks.
After 10 seconds the the stored pleasure energy is too much to contain and is realeased in a single loud but lewd moan. This forms a weaponized sound wave that explodes from her in the form of jagged translucent pink shards which spray out in a 30-ft radius around her. These shards do more damage based on how much damage Ash absorbed and leaves the unfortunate victims dazed for 3 seconds and causes them to lose sight of Ash with both their vision and enhanced senses.
Ash is exhausted for a few seconds after this, especially after a particularly harsh beating~! <3
[Image: tumblr_maolcpnQS61qakj1do1_500.gif]

Warning: Anything that involves Ash should be rated M. Possibly higher.

Erik Vrell : Ash has a 'love' fourth dimensional shape
Erik Vrell : As in its wide and unfathomable for us mere mortals


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