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(05-21-2018, 03:01 PM)Ricter Wrote: Ah okay I understand, so the base power allows me to heal someone by 3 damage points for 1 sp normally. So for this move I'd just be able to effectively use the 1 SP to just regrow the limb then, at least for this use of it, but not heal any damage points. If I'm understanding correctly then dose this work?
[Tier 1 Super Utility] Restoration: (600 OM) [Requires Physical Strength, Healing, Buff]
With a bright glimmer of his sword he would soon make a slash or stab at a friendly target, the energy from the sword would magically restore the use of lost body parts by regrowing them in a green glowing light over the course of three seconds. It can only be used on one friendly target at a time, in addition too only restoring one limb at a time but doesn't in fact heal them of damage points they my have sustained.
Yeah, that'd work. But you should really have some sort of explanation there for why they don't regain any hp. Otherwise, it'd be kinda confusing to write. Whether it's "exerting a toll on their body" or "using their life force to fuel the spell", something fancy along those lines. Mechanically, however, your move is totally fine.
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Alrighty, thanks again Regan, this should be it then. ^.^
[Tier 1 Super Utility] Restoration: (600 OM) [Requires Physical Strength, Healing, Buff]
With a bright glimmer of his sword he would soon make a slash or stab at a friendly target, the energy from the sword would magically restore the use of lost body parts by regrowing them in a green glowing light over the course of three seconds. It can only be used on one friendly target at a time, in addition too only restoring one limb at a time but doesn't in fact heal them of damage points they my have sustained due to the strain on the persons physical body being too great to actually heal the damage all at once. Requiring more time or rest for them to fully cope with the injuries they suffered but allowing them full use of any separated/broken parts they were missing.
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(05-21-2018, 04:40 PM)Ricter Wrote: Alrighty, thanks again Regan, this should be it then. ^.^
[Tier 1 Super Utility] Restoration: (600 OM) [Requires Physical Strength, Healing, Buff]
With a bright glimmer of his sword he would soon make a slash or stab at a friendly target, the energy from the sword would magically restore the use of lost body parts by regrowing them in a green glowing light over the course of three seconds. It can only be used on one friendly target at a time, in addition too only restoring one limb at a time but doesn't in fact heal them of damage points they my have sustained due to the strain on the persons physical body being too great to actually heal the damage all at once. Requiring more time or rest for them to fully cope with the injuries they suffered but allowing them full use of any separated/broken parts they were missing.
Approved.
For reference, the way it's worded makes it sound like you don't want to use it on yourself. I'd be totally fine with you adding a small line at the bottom to say he can use this on himself (instead of an ally) if he wants, though.
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Okay, and yeah I see how it would look that way, I'll add it in, thanks again for approving it Regan. lol
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Electric Pulse - T2 Super Defense - 800 OM - Requires Area Shield
Zedd expels built up electrical energy from his body, resulting in a whirlwind of blue lightning bolts surrounding him for a brief duration at a radius of 10 yards. This electricity is enough to repel most attackers and shred almost any ballistic or energy attacks to nothing while it is active.
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(05-21-2018, 05:33 PM)Lord Zedd Wrote: Electric Pulse - T2 Super Defense - 800 OM - Requires Area Shield
Zedd expels built up electrical energy from his body, resulting in a whirlwind of blue lightning bolts surrounding him for a brief duration at a radius of 10 yards. This electricity is enough to repel most attackers and shred almost any ballistic or energy attacks to nothing while it is active.
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
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(05-15-2018, 10:47 PM)Dane Regan Wrote: Amber Veritz:
[spoiler]
(05-15-2018, 10:29 PM)Amber Veritz Wrote: Kamisoritoge, Katana Style - Alt form(2000)
Brute force isn’t always the way to win a fight, even Amber knows that. Training with Murasaki has given her the skill to use more intricate blades, and change her fighting style completely. Razorback Berserk cannot be used in this form. Amber’s appearance does change slightly. She loses her faunus heritage(Her cat ears), and her hair becomes a different color.
Stats: 4/0/4/4
![[Image: 7MDKI3F.png]](https://i.imgur.com/7MDKI3F.png)
Approved.
(05-15-2018, 10:29 PM)Amber Veritz Wrote: Kamisoritoge, aka Razorback Katana - Move(600)
requires Physical Strength
A sharp katana. The blade gleams orange and is extendable past the standard katana length. In it’s short form, the blade is around 3ft long(Short of a meter) in it’s extended form, the unwieldy blade reaches 8 feet past it’s hilt. The extension takes only a second by clicking a button on the hilt, which propels the blade from a hollow point(It's two pieces of metal, one inside the other.)This also makes it an unpredictable stabbing weapon for up to five feet. Switching between the two lengths can cause the mechanism to malfunction, but usually Amber avoids this problem by simply not doing that. If it [i]does/i] happen, it takes 5-10 seconds to fix it, otherwise it will be locked in it's current length.(this is solely fodder, since it's randomly affected) This is a standard weapon that can only be used with Katana style.
Approved. You should note that I'm assuming this underlined part is mostly fodder and added fluff (and not something you intended as a drawback), since it's a random effect that sometimes happens, but there's nothing forcing it to occur or any mention of how often it is.
(05-15-2018, 10:29 PM)Amber Veritz Wrote: Tracker, Utility Move
requires Advanced sense(Faunus or Panther form only)
A tactical move used to locate targets by tracking their footsteps. While active, Amber can trace a person footprint through previously invisible imprints left behind while in her animal forms(Faunus and Panther). The ‘imprint’ can be tracked for up 2 minutes from the time it was made, and can be harder to track if an opponent has higher tec. She can used this ability every five minutes and it can be sustained for a total of 30 seconds. This move adhears to the normal Advanced Sense rules, meaning tracking those with equal tec to Amber is not possible if they have supression, but that doesn't mean she can't track people by normal means too. This move also requires Amber's concentration to work. While active, her vision blurs to the world around her, making it difficult to see more than 20ft away(Except for footprints which she can see from 30ft away). Beyond that, she can only see black fuzz. Her hearing still works fine and she can deactivate this move whenever she feels the need.
If you have equal TEC it would be impossible to sense someone who has suppression with enhanced senses, so this move would be useless for tracking them. You could, however, note that while Amber can't see/sense their imprints, she can still see the usual physical stuff such as footprints and broken twigs and use that to track them.
Personally, I think having to concentrate on this is enough of a drawback. So you don't really need the limited vision thing (although I'd still specify what range you can see 'imprints').
Lastly, make sure to include the 300 OM cost.
"I've been neglected, harassed, beaten, and diminished all my life. What motivates me to continue? The glory of proving people wrong. Being worth more than the numbing existence offered me. To be a hero." - Amber
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(05-21-2018, 10:11 PM)Amber Veritz Wrote: Tracker, Utility Move
requires Advanced sense(Faunus or Panther form only)
A tactical move used to locate targets by tracking their footsteps. While active, Amber can trace a person footprint through previously invisible imprints left behind while in her animal forms(Faunus and Panther). The ‘imprint’ can be tracked for up 2 minutes from the time it was made, and can be harder to track if an opponent has higher tec. She can used this ability every five minutes and it can be sustained for a total of 30 seconds. This move adhears to the normal Advanced Sense rules, meaning tracking those with equal tec to Amber is not possible if they have supression, but that doesn't mean she can't track people by normal means too. This move also requires Amber's concentration to work. While active, her vision blurs to the world around her, making it difficult to see more than 20ft away(Except for footprints which she can see from 30ft away). Beyond that, she can only see black fuzz. Her hearing still works fine and she can deactivate this move whenever she feels the need.
Approved for 300 OM.
(The other moves you posted were already approved, but your added comment to the sword move is fine, so consider this iteration approved as well.)
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(05-21-2018, 12:31 PM)Roger Smith Wrote: The Watch -- 900 OM (Requires: Ranged)
Roger's watch, worn on his left wrist. A handy tool, which features myriad functions concealed within it. Its primary function is to call the Big O, but its other uses are not to be forgotten. Chief among them are its grappling line and cutting laser tool, but it has other functions beside.- Grappling Hook -- The grappling line is a razor-thin wire, typically almost impossible to see save for when it glints in the light. It is capped by a small hook on the end, which provides it enough weight to accurately launch it, and to hook it in place when it hits a target. It has a maximum range of 20 meters, and travels at the speed of an arrow. It functions similarly to a grappling hook, allowing Roger to scale walls, swing across gaps, or retrieve distant small items in typical fashion for such a tool; the wire is more than strong enough to bear his weight, though far from unbreakable -- a fairly strong blow, especially a cutting one, can break it. If it is broken, it takes nearly a minute to repair and re-summon the missing wire and hook. Once the hook and wire is securely anchored and grappled onto something, it can be reeled in with surprising force for the watch's tiny mechanism, more than sufficient to easily pull an average sized human off their feet, though individuals stronger than Roger or particularly large targets can resist; the line can even haul Roger himself up to a higher point at a fairly decent speed.
- Bladed Hook -- The grappling line's hook can also be adjusted to unsheathe small blades. Their small size makes them of only minimal use in combat, but allows the hook to be used to cut through objects with a well-placed shot, or by wrapping around and sawing through them. It is highly ineffective as a weapon, but can be an effective tool in the proper circumstances.
- Cutting Laser -- The watch features a laser cutting tool. It is incredibly short ranged, only reaching up to about a foot, but puts out a tremendous amount of energy, chiefly in the form of heat. It can cut through most mundane objects in a matter of seconds, and with sustained use can eventually carve through almost anything, limited mostly by its short range and small size. It is cumbersome and impractical to use as a weapon thanks mostly to its short range, but it is fairly powerful and can inflict horrible burns if successfully used. It is somewhat troublesome to use, requiring the exterior edge of the watch to be rotated, and then a second and a half for the watch face to rise up and reveal the laser emitter, though at that point it can be fired with only a thought from Roger, and hidden away again simply by pushing the watch face back down. While it theoretically has a limitless supply of power, thanks to the unknown technology used to construct it, using it for more than roughly 12 continuous seconds will cause it to begin to overheat, and can burn Roger himself quite badly; thus it is used typically in only short bursts.
- It can be used to remotely start and call Roger's car, the Griffon, to his location. As of now this serves little purpose other than convenience, without the car's other tools summoned yet.
Approved.
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Well then, a fluff move!
Quote:Voidmaw
The Void, though able to be sculpted into life, is rather anathema to the existence of other things. So what happens when a being of Void eats something?
Cost: 0 OM
Requirements: N/A
Due to the metaphysical implications of Little Ghost's existence, the construction of a shell of Soul and Carapace to contain an infinity of Void, Little Ghost could very well eat anything or everything to cross his path, the matter ceasing to exist as it is swallowed. This, coupled with his relatively recent discovery of self-hood (and through that, GLORIOUS FOOD), makes him prone to taste anything he can get his hands on. At least the things that don't belonging to someone. Or are parts of someone. Why? Because that's just rude! And Legeater, though cute, was a very rude bug.
As a pure fluff move, Little Ghost cannot use this move as anything other than a filler. It may later be the basis of other moves.
"So you'd pursue the deeper truth? It isn't one the weak could bear."
"Prove yourself ready to face it. I'll not hold back. My needle is lethal and I'd feel no sadness in a weakling's demise."
"Show me you can accept this Kingdom's past and claim responsibility for its future."
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(05-22-2018, 11:43 AM)Little Ghost Wrote: Well then, a fluff move!
Quote:Voidmaw
The Void, though able to be sculpted into life, is rather anathema to the existence of other things. So what happens when a being of Void eats something?
Cost: 0 OM
Requirements: N/A
Due to the metaphysical implications of Little Ghost's existence, the construction of a shell of Soul and Carapace to contain an infinity of Void, Little Ghost could very well eat anything or everything to cross his path, the matter ceasing to exist as it is swallowed. This, coupled with his relatively recent discovery of self-hood (and through that, GLORIOUS FOOD), makes him prone to taste anything he can get his hands on. At least the things that don't belonging to someone. Or are parts of someone. Why? Because that's just rude! And Legeater, though cute, was a very rude bug.
As a pure fluff move, Little Ghost cannot use this move as anything other than a filler. It may later be the basis of other moves.
Approved.
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Iron Mountain: (900 OM) [Requires Physical Strength, Area Defence] Taking up a defensive posture while wielding his sword he focuses on parrying, deflecting, or blocking, strikes and hostile projectiles with the blade or flat face of the weapon. If a volley of attacks are coming towards him he can tighten his focus and parry them in rapid succession, cutting through or simply deflecting them away from his general area. While in this stance he can only shuffle along the ground which cuts his movement speed in half, making it more so for defending rather than avoiding. If he can see the attack about to come he can lower his stance, tensing up and preparing to counter act if given enough time to do so. He can hold this stance for up to ten seconds, allowing him to block or split a very strong attack with his own built up preparation. However he is rooted in place while preparing this, unable to move unless he drops the guard completely.
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(05-22-2018, 11:59 AM)Ricter Wrote: Iron Mountain: (900 OM) [Requires Physical Strength, Area Defence] Taking up a defensive posture while wielding his sword he focuses on parrying, deflecting, or blocking, strikes and hostile projectiles with the blade or flat face of the weapon. If a volley of attacks are coming towards him he can tighten his focus and parry them in rapid succession, cutting through or simply deflecting them away from his general area. While in this stance he can only shuffle along the ground which cuts his movement speed in half, making it more so for defending rather than avoiding. If he can see the attack about to come he can lower his stance, tensing up and preparing to counter act if given enough time to do so. He can hold this stance for up to ten seconds, allowing him to block or split a very strong attack with his own built up preparation. However he is rooted in place while preparing this, unable to move unless he drops the guard completely.
Just to check I understood this correctly:
300 - Basic parrying, move slower and focus to block lots of quick attacks.
600 (variable) - Charge up for up to 10 seconds to block a strong attack.
>How long does it take to initiate the defensive posture? Or can he do near-instantly?
>I assume you want to be able to block bullets, so he'd be moving his sword a lot faster than usual. Can you add a drawback to accommodate for that? Travelling slower and requiring focus isn't really enough if you want to be able to quickly block lots of quick attacks. Something like it putting a strain on his arms because of how quickly he's blocking, or having to spend a few moments to bring up the posture.
>You say he can only hold this for 10 seconds. Is there anything stopping him from bringing it back up straight away?
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(05-22-2018, 12:28 PM)Dane Regan Wrote: (05-22-2018, 11:59 AM)Ricter Wrote: Iron Mountain: (900 OM) [Requires Physical Strength, Area Defence] Taking up a defensive posture while wielding his sword he focuses on parrying, deflecting, or blocking, strikes and hostile projectiles with the blade or flat face of the weapon. If a volley of attacks are coming towards him he can tighten his focus and parry them in rapid succession, cutting through or simply deflecting them away from his general area. While in this stance he can only shuffle along the ground which cuts his movement speed in half, making it more so for defending rather than avoiding. If he can see the attack about to come he can lower his stance, tensing up and preparing to counter act if given enough time to do so. He can hold this stance for up to ten seconds, allowing him to block or split a very strong attack with his own built up preparation. However he is rooted in place while preparing this, unable to move unless he drops the guard completely.
Just to check I understood this correctly:
300 - Basic parrying, move slower and focus to block lots of quick attacks.
600 (variable) - Charge up for up to 10 seconds to block a strong attack.
>How long does it take to initiate the defensive posture? Or can he do near-instantly?
>I assume you want to be able to block bullets, so he'd be moving his sword a lot faster than usual. Can you add a drawback to accommodate for that? Travelling slower and requiring focus isn't really enough if you want to be able to quickly block lots of quick attacks. Something like it putting a strain on his arms because of how quickly he's blocking, or having to spend a few moments to bring up the posture.
>You say he can only hold this for 10 seconds. Is there anything stopping him from bringing it back up straight away?
Yes, basically what you said.
Iron Mountain: (600 OM) [i][Requires Physical Strength, Area Defence][/i]
After a brief second he manages to take up a defensive posture while wielding his sword for which he focuses on parrying, deflecting, or blocking, strikes and hostile projectiles with the blade or flat face of the weapon. If a volley of attacks are coming towards him he can tighten his focus and parry them in rapid succession, cutting through or simply deflecting them away from his general area. While in this stance he can only shuffle along the ground which cuts his movement speed in half, in addition he'd begin to grow slightly tired if he's blocking multiple attacks for a long period of time. If he can see the attack about to come he can lower his stance, tensing up and preparing to counter act if given enough time to do so. He can hold this stance for up to ten seconds, allowing him to block or split a very strong attack with his own built up preparation. However he is rooted in place while preparing this, unable to move unless he drops the guard completely, and thanks to the strain it can only be used every other post or it will tire out his arms depending on how strong the attack he's defending against.
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(05-22-2018, 12:43 PM)Ricter Wrote: Yes, basically what you said.
Iron Mountain: (600 OM) [Requires Physical Strength, Area Defence]
After a brief second he manages to take up a defensive posture while wielding his sword for which he focuses on parrying, deflecting, or blocking, strikes and hostile projectiles with the blade or flat face of the weapon. If a volley of attacks are coming towards him he can tighten his focus and parry them in rapid succession, cutting through or simply deflecting them away from his general area. While in this stance he can only shuffle along the ground which cuts his movement speed in half, in addition he'd begin to grow slightly tired if he's blocking multiple attacks for a long period of time. If he can see the attack about to come he can lower his stance, tensing up and preparing to counter act if given enough time to do so. He can hold this stance for up to ten seconds, allowing him to block or split a very strong attack with his own built up preparation. However he is rooted in place while preparing this, unable to move unless he drops the guard completely, and thanks to the strain it can only be used every few minutes or it will tire out his arms depending on how strong the attack he's defending against.
Approved, but with a slight bolded change here. "Posts" aren't really a valid measurement of time outside of super moves. Some fight posts last 5 minutes. Others barely last 20 seconds. Outside of the more "gamey" aspects of the OV (like super moves) it's generally better to stick with actual rough timings.
As a side note, since you're charging up the stronger parry, you could lower the fatigue drain if you wanted (although that would mean you'd need to charge it up for longer to block stronger moves).
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(05-20-2018, 04:02 PM)Kumoko Wrote: Giving Spider Silk a buff to web-spinning speed in preparation for some variants I'm adding to it. (Mainly nets and webs and such).
Changes to the original in bold.
Spider Silk (Physical Strength, Ranged Proficiency, Area Attack, Debuff) (1500):
Kumoko can produce a centimeter-thick rope of sticky silk from her abdomen at a rate of about 3 meters per second. The stickiness will not affect Kumoko herself, and so she can safely manipulate the threads to her heart's content, attaching them to people, objects, or themselves.
Anyone or anything that touches the webbing will that the silk sticks to them very firmly, with a grip equivalent to Kumoko's own ATK + TEC. Thus, if someone gets themselves wrapped up in it, they'll have a much easier time breaking free (whether by tearing the strands or by tearing them off of themselves) if their ATK + TEC is greater than hers. Those without Physical Strength have a disadvantage when trying to break free. When it comes to things that can cut it, it's as durable as normal rope. Anything that could cut a rope can cut the silk, though since it's sticky, failing to sever it in one swing leaves the weapon stuck, and it again comes down to normal struggling to break it free.
Kumoko’s body can produce a theoretically inexhaustible supply of silk, but the act of doing so is slightly draining and requires most of her concentration, preventing her from using other moves that require concentration, though she can still move as normal, allowing her to connect it from place to place easier if constructing a web or something. Since she can only spin 3 meters of silk per second, she can't actually construct a full-on spider web in a fight unless someone leaves her alone for minutes.
Variant - Casting Net: [spoiler]One of the things Kumoko can make in combat is a small casting net, done by simply tying a long length of thread together into a net/web shape as she spins it. Easy and Effective. While the designs of the various nets she can create look complex and tricky on the outside, due to her skill, they don't take any longer to create than it takes her to spin the length of webbing that she needs. Of course, as she's weaving together the net as she's spinning the web, it takes her absolute full concentration to do, and she is completely incapable of moving or using other moves as she's doing it (though she can be clinging to a wall or something with Spider Walk), and due to her incredibly fragile body, any attacks thrown at her will often force her to abandon construction and flee. All net designs start off as a small ball that, when thrown, flare out to full diameter and fall over the thing she's trying to ensnare. With her strength, she's only capable of throwing these nets up to about 20 meters horizontally (or potentially a lot further if her target is directly below her or something) at a speed of about 10m/s. As spinning the web isn’t really energy intensive, and throwing something as light as the webs isn’t exactly difficult, the only real limiting factor to how many nets she can make and throw in a fight is the time she’s capable of dedicating to actually making them. Additionally, due to their tendency to get tangled, she can only hold onto one at a time, having to use it before she can make another.
The most basic forms of this net measure anywhere from 1 to 4 meters in diameter, consisting of a simple design of an outer ring, a smaller, inner ring halfway to the center, and 4 threads stretching from one end of the outer ring, through the center, and over to the opposite end, holding the inner ring in place. These webs take a total length of thread 9 times the diameter of them, and a total time that corresponds to how fast she can physically spin that thread (so a 1-meter diameter net would take 9 meters of thread and 3 seconds, while a 4-meter one would take 36 meters of thread and about 12 seconds).
The basic 1m net can snare targets for up to 5 seconds - or at least the parts of their body it covers. It may remain longer if they don't actively struggle against it, and the time taken for someone to free themselves by struggling is reduced proportionally based on their ATK + TEC vs Kumoko's ATK + TEC (their ATK stat doesn't count if they don't have physical strength, however). So, if someone has physical strength and an ATK + TEC double Kumoko's, they will only remain stuck for half as long as someone with the same ATK + TEC as Kumoko's or lower. Nets not fully stuck to someone can be removed quicker due to the lower contact area. Larger nets are capable of restraining people for longer, so a 2m one would trap someone for twice as long as a 1m net. And a 4m one could trap someone for up to 4 times as long - however, this bonus time only increases if the extra net actually works to help trap the target (so, for most people, a 3m net would be just as strong as a 4m net). The size of the larger nets also makes it possible to tangle up multiple people, in which case the ATK + TEC check is made individually, since, due to the sticky nature of the webbing, they’re all technically tangled up separately. One person might be able to wrestle free, but since they only tore off the webs sticking to them, their friend would still be ensnared by separate sticky webs.
Additionally, Kumoko can also spend extra time reinforcing the webbing, adding in more threads, thereby making it even harder to escape from. She can use up to double the amount of webbing used in the base versions (this in turn would double the time it takes to make the net), which doesn’t increase the size at all, but does increase the time that someone’s tangled up for. Up to twice the time if she goes for the full net.
The final alteration Kumoko is capable of making to this net is giving herself the ability to haul in her catch. To do this, she simply attaches a web to the center of the net equal to or greater than the distance she intends to throw it. This adds more charge time proportional to how far she wants to be able to retrieve someone from. At the full 20 meters, this adds about 7 seconds.[/spoiler]
Bump!
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(05-23-2018, 06:40 PM)Kumoko Wrote: (05-20-2018, 04:02 PM)Kumoko Wrote: Giving Spider Silk a buff to web-spinning speed in preparation for some variants I'm adding to it. (Mainly nets and webs and such).
Changes to the original in bold.
Spider Silk (Physical Strength, Ranged Proficiency, Area Attack, Debuff) (1500):
Kumoko can produce a centimeter-thick rope of sticky silk from her abdomen at a rate of about 3 meters per second. The stickiness will not affect Kumoko herself, and so she can safely manipulate the threads to her heart's content, attaching them to people, objects, or themselves.
Anyone or anything that touches the webbing will that the silk sticks to them very firmly, with a grip equivalent to Kumoko's own ATK + TEC. Thus, if someone gets themselves wrapped up in it, they'll have a much easier time breaking free (whether by tearing the strands or by tearing them off of themselves) if their ATK + TEC is greater than hers. Those without Physical Strength have a disadvantage when trying to break free. When it comes to things that can cut it, it's as durable as normal rope. Anything that could cut a rope can cut the silk, though since it's sticky, failing to sever it in one swing leaves the weapon stuck, and it again comes down to normal struggling to break it free.
Kumoko’s body can produce a theoretically inexhaustible supply of silk, but the act of doing so is slightly draining and requires most of her concentration, preventing her from using other moves that require concentration, though she can still move as normal, allowing her to connect it from place to place easier if constructing a web or something. Since she can only spin 3 meters of silk per second, she can't actually construct a full-on spider web in a fight unless someone leaves her alone for minutes.
Variant - Casting Net: [spoiler]One of the things Kumoko can make in combat is a small casting net, done by simply tying a long length of thread together into a net/web shape as she spins it. Easy and Effective. While the designs of the various nets she can create look complex and tricky on the outside, due to her skill, they don't take any longer to create than it takes her to spin the length of webbing that she needs. Of course, as she's weaving together the net as she's spinning the web, it takes her absolute full concentration to do, and she is completely incapable of moving or using other moves as she's doing it (though she can be clinging to a wall or something with Spider Walk), and due to her incredibly fragile body, any attacks thrown at her will often force her to abandon construction and flee. All net designs start off as a small ball that, when thrown, flare out to full diameter and fall over the thing she's trying to ensnare. With her strength, she's only capable of throwing these nets up to about 20 meters horizontally (or potentially a lot further if her target is directly below her or something) at a speed of about 10m/s. As spinning the web isn’t really energy intensive, and throwing something as light as the webs isn’t exactly difficult, the only real limiting factor to how many nets she can make and throw in a fight is the time she’s capable of dedicating to actually making them. Additionally, due to their tendency to get tangled, she can only hold onto one at a time, having to use it before she can make another.
The most basic forms of this net measure anywhere from 1 to 4 meters in diameter, consisting of a simple design of an outer ring, a smaller, inner ring halfway to the center, and 4 threads stretching from one end of the outer ring, through the center, and over to the opposite end, holding the inner ring in place. These webs take a total length of thread 9 times the diameter of them, and a total time that corresponds to how fast she can physically spin that thread (so a 1-meter diameter net would take 9 meters of thread and 3 seconds, while a 4-meter one would take 36 meters of thread and about 12 seconds).
The basic 1m net can snare targets for up to 5 seconds - or at least the parts of their body it covers. It may remain longer if they don't actively struggle against it, and the time taken for someone to free themselves by struggling is reduced proportionally based on their ATK + TEC vs Kumoko's ATK + TEC (their ATK stat doesn't count if they don't have physical strength, however). So, if someone has physical strength and an ATK + TEC double Kumoko's, they will only remain stuck for half as long as someone with the same ATK + TEC as Kumoko's or lower. Nets not fully stuck to someone can be removed quicker due to the lower contact area. Larger nets are capable of restraining people for longer, so a 2m one would trap someone for twice as long as a 1m net. And a 4m one could trap someone for up to 4 times as long - however, this bonus time only increases if the extra net actually works to help trap the target (so, for most people, a 3m net would be just as strong as a 4m net). The size of the larger nets also makes it possible to tangle up multiple people, in which case the ATK + TEC check is made individually, since, due to the sticky nature of the webbing, they’re all technically tangled up separately. One person might be able to wrestle free, but since they only tore off the webs sticking to them, their friend would still be ensnared by separate sticky webs.
Additionally, Kumoko can also spend extra time reinforcing the webbing, adding in more threads, thereby making it even harder to escape from. She can use up to double the amount of webbing used in the base versions (this in turn would double the time it takes to make the net), which doesn’t increase the size at all, but does increase the time that someone’s tangled up for. Up to twice the time if she goes for the full net.
The final alteration Kumoko is capable of making to this net is giving herself the ability to haul in her catch. To do this, she simply attaches a web to the center of the net equal to or greater than the distance she intends to throw it. This adds more charge time proportional to how far she wants to be able to retrieve someone from. At the full 20 meters, this adds about 7 seconds.[/spoiler]
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Artful Dodger( tier 1 super defence, requires master acrobat, burst movement, basic super jumping) (600 OM)
when in danger Victor can leap with a short burst of movement in any direction to allow himself to escape the threat of attack, using his acrobatic skills to always land on balance.
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(05-24-2018, 03:44 PM)Victor Wolfe Wrote: Artful Dodger( tier 1 super defence, requires master acrobat, burst movement, basic super jumping) (600 OM)
when in danger Victor can leap with a short burst of movement in any direction to allow himself to escape the threat of attack, using his acrobatic skills to always land on balance.
Say someone attacks you with a T2 super. By the rules, that would still hit you for some damage. Based on this description, you'd be totally fine. Just add a comment saying his dodge is delayed for T2s and above, causing him to still take some damage from them, but not as much as if he took a more direct hit.
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Artful Dodger( tier 1 super defence, requires master acrobat, burst movement, basic super jumping) (600 OM)
when in danger Victor can leap with a short burst of movement in any direction to allow himself to escape the threat of attack unless, from a tier 2 or higher, this will cause him to react too slowly, and only mitigate some of the damage. His acrobatic skills allow him to always land on balance.
Bold are the changes, this ok?
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