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Move Approval V
Updating Hellfire to make more sense for a charge move.

Old:
[spoiler]Hellfire (Ranged, Area Attack) (600): 
Clownpiece fires out a simple blast of hellfire from whatever hand is free, which reaches up to about 3.5 meters away from her and measures about 1 meter wide. She can begin firing after about a second of charging, and is capable of holding it for up to five seconds, during which she can sweep it around, and even move with it, much like a flamethrower. It does take a second for the fire to reach max range however, so if she's trying to hit a moving target, she does need to lead. Due to the low charge and energy requirement of it, the blast it quite weak at first, certainly much weaker than you'd expect an attack called "hellfire" to be. Alternatively, she can charge it first, for up to five seconds, and unleash it in a much larger and stronger fiery blast, turning the stream into a large cone, immolating an area up to 10 meters away from her and 5 meters in diameter at the widest. This version she can't sweep around, keeps her rooted in place, and she can't maintain it for nearly as long, only half as long as the base form. In exchange for all of this, it actually holds a heat worthy of being called "hellfire," as it burns through all but the largest obstacles in her path, reaching max range in about a second. No matter what level of blast she's using however, it requires her utmost concentration to use, preventing it from being used in tandem with other moves.[/spoiler]

New:
[spoiler]Hellfire (Ranged, Area Attack) (600):
Clownpiece fires out a simple blast of hellfire from whatever hand is free, which reaches up to about 5 meters away from her and measures about 1 meter wide. She can begin firing this almost immediately and is capable of holding it for up to five seconds before it starts hurting her hand too much and she has to stop. During this time, she’s capable of sweeping it about and moving as normal, much like a flamethrower. Due to the fact that it takes a second for the fire to reach max range, she needs to lead her targets in order to hit them. As expected, hellfire is a lot different than normal fire. Where a normal gout of fire would burn away one’s body, hellfire burns away one’s soul. Though the sulfur-smelling flames do throw out their fair share of heat, and one engulfed by the flames would feel like they’re burning, it doesn’t leave any physical marks, instead eroding away something not quite physical, leaving a much more internal and ethereal pain. Of course, due to the almost non-existent charge and minimal fatigue, it doesn’t hurt an incredible amount, though it’s still something that’s best to avoid.
Alternatively, Clownpiece can instead choose to charge this attack up for longer, up to 10 seconds, a time during which she can move around as normal but can’t attack. The longer she charges for, the stronger, bigger, and more cone-like the blast gets, but simultaneously, the slower she must move when firing it, the less time she’s capable of firing it, and the more it wears her out. At max charge, she must brace herself in place, is only capable of maintaining it for a second, and is left breathless afterward. In exchange, this blast explodes up to 20 meters forward and 10 meters at the widest in half a second, and burns with an intense heat worthy of being called “hellfire.”[/spoiler]
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
(06-01-2018, 05:30 PM)Clownpiece Wrote: Updating Hellfire to make more sense for a charge move.

Old:
[spoiler]Hellfire (Ranged, Area Attack) (600): 
Clownpiece fires out a simple blast of hellfire from whatever hand is free, which reaches up to about 3.5 meters away from her and measures about 1 meter wide. She can begin firing after about a second of charging, and is capable of holding it for up to five seconds, during which she can sweep it around, and even move with it, much like a flamethrower. It does take a second for the fire to reach max range however, so if she's trying to hit a moving target, she does need to lead. Due to the low charge and energy requirement of it, the blast it quite weak at first, certainly much weaker than you'd expect an attack called "hellfire" to be. Alternatively, she can charge it first, for up to five seconds, and unleash it in a much larger and stronger fiery blast, turning the stream into a large cone, immolating an area up to 10 meters away from her and 5 meters in diameter at the widest. This version she can't sweep around, keeps her rooted in place, and she can't maintain it for nearly as long, only half as long as the base form. In exchange for all of this, it actually holds a heat worthy of being called "hellfire," as it burns through all but the largest obstacles in her path, reaching max range in about a second. No matter what level of blast she's using however, it requires her utmost concentration to use, preventing it from being used in tandem with other moves.[/spoiler]

New:
[spoiler]Hellfire (Ranged, Area Attack) (600):
Clownpiece fires out a simple blast of hellfire from whatever hand is free, which reaches up to about 5 meters away from her and measures about 1 meter wide. She can begin firing this almost immediately and is capable of holding it for up to five seconds before it starts hurting her hand too much and she has to stop. During this time, she’s capable of sweeping it about and moving as normal, much like a flamethrower. Due to the fact that it takes a second for the fire to reach max range, she needs to lead her targets in order to hit them. As expected, hellfire is a lot different than normal fire. Where a normal gout of fire would burn away one’s body, hellfire burns away one’s soul. Though the sulfur-smelling flames do throw out their fair share of heat, and one engulfed by the flames would feel like they’re burning, it doesn’t leave any physical marks, instead eroding away something not quite physical, leaving a much more internal and ethereal pain. Of course, due to the almost non-existent charge and minimal fatigue, it doesn’t hurt an incredible amount, though it’s still something that’s best to avoid.
Alternatively, Clownpiece can instead choose to charge this attack up for longer, up to 10 seconds, a time during which she can move around as normal but can’t attack. The longer she charges for, the stronger, bigger, and more cone-like the blast gets, but simultaneously, the slower she must move when firing it, the less time she’s capable of firing it, and the more it wears her out. At max charge, she must brace herself in place, is only capable of maintaining it for a second, and is left breathless afterward. In exchange, this blast explodes up to 20 meters forward and 10 meters at the widest in half a second, and burns with an intense heat worthy of being called “hellfire.”[/spoiler]

The basic version can be fired instantly, so there's not much sense in having a maximum usage time (since she can just start firing straight afterwards). Add a comment about how long she has to wait until she can fire it again or something like that.
Change in Bold

Hellfire (Ranged, Area Attack) (600):
[spoiler]Clownpiece fires out a simple blast of hellfire from whatever hand is free, which reaches up to about 5 meters away from her and measures about 1 meter wide. She can begin firing this almost immediately and is capable of holding it for up to five seconds before it starts hurting her hand too much and she has to stop and cool off a bit, which takes about 15 seconds, before she can fire again. While firing it, she’s capable of sweeping it about and moving as normal, much like a flamethrower. Due to the fact that it takes a second for the fire to reach max range, she needs to lead her targets in order to hit them. As expected, hellfire is a lot different than normal fire. Where a normal gout of fire would burn away one’s body, hellfire burns away one’s soul. Though the sulfur-smelling flames do throw out their fair share of heat, and one engulfed by the flames would feel like they’re burning, it doesn’t leave any physical marks, instead eroding away something not quite physical, leaving a much more internal and ethereal pain. Of course, due to the almost non-existent charge and minimal fatigue, it doesn’t hurt an incredible amount, though it’s still something that’s best to avoid.
Alternatively, Clownpiece can instead choose to charge this attack up for longer, up to 10 seconds, a time during which she can move around as normal but can’t attack. The longer she charges for, the stronger, bigger, and more cone-like the blast gets, but simultaneously, the slower she must move when firing it, the less time she’s capable of firing it, and the more it wears her out. At max charge, she must brace herself in place, is only capable of maintaining it for a second, and is left breathless afterward. In exchange, this blast explodes up to 20 meters forward and 10 meters at the widest in half a second, and burns with an intense heat worthy of being called “hellfire.”[/spoiler]
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
(06-01-2018, 05:47 PM)Clownpiece Wrote: Change in Bold

Hellfire (Ranged, Area Attack) (600):
[spoiler]Clownpiece fires out a simple blast of hellfire from whatever hand is free, which reaches up to about 5 meters away from her and measures about 1 meter wide. She can begin firing this almost immediately and is capable of holding it for up to five seconds before it starts hurting her hand too much and she has to stop and cool off a bit, which takes about 15 seconds, before she can fire again. While firing it, she’s capable of sweeping it about and moving as normal, much like a flamethrower. Due to the fact that it takes a second for the fire to reach max range, she needs to lead her targets in order to hit them. As expected, hellfire is a lot different than normal fire. Where a normal gout of fire would burn away one’s body, hellfire burns away one’s soul. Though the sulfur-smelling flames do throw out their fair share of heat, and one engulfed by the flames would feel like they’re burning, it doesn’t leave any physical marks, instead eroding away something not quite physical, leaving a much more internal and ethereal pain. Of course, due to the almost non-existent charge and minimal fatigue, it doesn’t hurt an incredible amount, though it’s still something that’s best to avoid.
Alternatively, Clownpiece can instead choose to charge this attack up for longer, up to 10 seconds, a time during which she can move around as normal but can’t attack. The longer she charges for, the stronger, bigger, and more cone-like the blast gets, but simultaneously, the slower she must move when firing it, the less time she’s capable of firing it, and the more it wears her out. At max charge, she must brace herself in place, is only capable of maintaining it for a second, and is left breathless afterward. In exchange, this blast explodes up to 20 meters forward and 10 meters at the widest in half a second, and burns with an intense heat worthy of being called “hellfire.” No matter what level of blast she's using however, it requires her utmost concentration to use, preventing it from being used in tandem with other moves.[/spoiler]

Added in a bolded comment that wasn't in this version of the move (but was in your old version). If you're fine with that: approved. Basically, it was unclear whether she can do other stuff at the same time as shooting the fire, or if she can literally just fire it from any free hand whenever, and then do other attacks at the same time.
Unstable Emerald Blast Wave (300, Ranged, Ranged Materialize, Area Attack): 

Pressing the Oan Power ring to his chest for 2 seconds, and then pointing it outwards, Jack will release a blast wave that is moderately damaging. This requires his full concentration, and that he stay stationary to do it. The blast wave lasts for 10 seconds, and travels for about 30 feet in any direction. It's speed is that of a bullet. This is moderately taxing on his stamina, akin to a light work out. The blast wave is colored emerald and has an unstable feel to it, in terms of pulsating with staticky energy. The energy wave is clearly unstable. 

Unstable Construct  - Emerald Revolver (300, Ranged Proficiency): 

An unstable construct that pulsates with barely contained Emerald Energy. This revolver can at present only hold 3 shots. The shots are capable of moving at the speed of regular bullets. This construct takes him ten seconds to make. In addition, reloading the construct takes about 7 seconds. This can be used with other moves, but has a chance of misfiring if he does so. It can be used while moving around. The pistols look like traditional revolvers made out of green crystal that has cracks all over it, but are partially made out of energy.
(06-01-2018, 09:32 PM)Jack Darby Wrote: Unstable Emerald Blast Wave (300, Ranged, Ranged Materialize, Area Attack): 

Pressing the Oan Power ring to his chest for 2 seconds, and then pointing it outwards, Jack will release a blast wave that is moderately damaging. This requires his full concentration, and that he stay stationary to do it. The blast wave lasts for 10 seconds, and travels for about 30 feet in any direction. It's speed is that of a bullet. This is moderately taxing on his stamina, akin to a light work out. The blast wave is colored emerald and has an unstable feel to it, in terms of pulsating with staticky energy. The energy wave is clearly unstable. 

Unstable Construct  - Emerald Revolver (300, Ranged Proficiency): 

An unstable construct that pulsates with barely contained Emerald Energy. This revolver can at present only hold 3 shots. The shots are capable of moving at the speed of regular bullets. This construct takes him ten seconds to make. In addition, reloading the construct takes about 7 seconds. This can be used with other moves, but has a chance of misfiring if he does so. It can be used while moving around. The pistols look like traditional revolvers made out of green crystal that has cracks all over it, but are partially made out of energy.

Unstable Emerald Blast Wave: 
>How big is the wave? Like, how wide is it? Or does it go in all directions instead of just "any" direction?
>What does it actually do to people hit by it? Damage them? Push them back?

Unstable Construct  - Emerald Revolver:
>Does he have to concentrate or stand still to make it? Or can he still dodge? What about attacking or using other moves while making it?
>What's the fire rate? How quickly can it fire all 3 shots? 1 per second? All 3 over 1 second?
Unstable Construct  - Emerald Revolver (300, Ranged Proficiency): 

An unstable construct that pulsates with barely contained Emerald Energy. This revolver can at present only hold 3 shots. The shots are capable of moving at the speed of regular bullets. This construct takes him ten seconds to make. In addition, reloading the construct takes about 7 seconds. This can be used with other moves, but has a chance of misfiring if he does so. It can be used while moving around. The pistols look like traditional revolvers made out of green crystal that has cracks all over it, but are partially made out of energy. While this is being created he can use other moves, or dodge. The three shots can be fired one every 5 seconds. 

Unstable Emerald Blast Wave (300, Ranged, Ranged Materialize, Area Attack): 

Pressing the Oan Power ring to his chest for 7 seconds, and then pointing it outwards, Jack will release a blast wave that is moderately damaging. This requires his full concentration, and that he stay stationary to do it. The blast wave lasts for 10 seconds, and travels for about 30 feet in any direction. It's speed is that of a bullet. This is moderately taxing on his stamina, akin to a light work out. The blast wave is colored emerald and has an unstable feel to it, in terms of pulsating with staticky energy. The energy wave is clearly unstable. The blast wave is 10 feet in diameter. The blast does actual damage - heavy damage to any opponent that is hit by it. 
(06-01-2018, 10:32 PM)Jack Darby Wrote: Unstable Construct  - Emerald Revolver (300, Ranged Proficiency): 

An unstable construct that pulsates with barely contained Emerald Energy. This revolver can at present only hold 3 shots. The shots are capable of moving at the speed of regular bullets. This construct takes him ten seconds to make. In addition, reloading the construct takes about 7 seconds. This can be used with other moves, but has a chance of misfiring if he does so. It can be used while moving around. The pistols look like traditional revolvers made out of green crystal that has cracks all over it, but are partially made out of energy. While this is being created he can use other moves, or dodge. The three shots can be fired one every 5 seconds. 

Unstable Emerald Blast Wave (300, Ranged, Ranged Materialize, Area Attack): 

Pressing the Oan Power ring to his chest for 7 seconds, and then pointing it outwards, Jack will release a blast wave that is moderately damaging. This requires his full concentration, and that he stay stationary to do it. The blast wave lasts for 10 seconds, and travels for about 30 feet in any direction. It's speed is that of a bullet. This is moderately taxing on his stamina, akin to a light work out. The blast wave is colored emerald and has an unstable feel to it, in terms of pulsating with staticky energy. The energy wave is clearly unstable. The blast wave is 10 feet in diameter. The blast does actual damage - heavy damage to any opponent that is hit by it

Unstable Construct  - Emerald Revolver: Approved, but I'd advise you look at some other gun moves or think about the numbers for the times you're using here.

Unstable Emerald Blast Wave:
>See the parts I underlined, you contradict yourself
"The blast wave is 10 feet in diameter"
>This doesn't make sense, since earlier you say the wave travels 30ft in any direction. Did you want it to explode out in a full circle? If so, just replace "any" with "every". If not, and it is meant to be a more cone or cylinder shaped wave, diameter isn't a good description by itself.
BlasTech Industries IR-1 Falcon -- 600 OM (Requires: Ranged) The replacement standard issue assault rifle for the 13th Stormtrooper Legion under Colonel Skleros. Capable of rapid fire at 700 rounds per minute with sustained fire, the plasma bolts travel at 2,500 feet per second. It features a 60-round magazine, takes about three seconds to reload when emptied, and Trixie can hold up to 18 magazines at a time, depending on the gear she is wearing or if she’s in full pack or not. It is accurate up to 550 meters for single targets and 740 meters for area targets. When used, every 20 shots generate sufficient charge to discharge a large plasma projectile from the under-barrel energy launcher. This secondary shot is produced whenever a total of 20 shots are fired, used to offload excess heat from the weapon firing.
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
Quote:BlasTech Industries IR-1 Falcon -- 600 OM (Requires: Ranged) The replacement standard issue assault rifle for the 13th Stormtrooper Legion under Colonel Skleros. Capable of rapid fire at 700 rounds per minute with sustained fire, the plasma bolts travel at 2,500 feet per second. It features a 60-round magazine, takes about three seconds to reload when emptied, and Trixie can hold up to 18 magazines at a time, depending on the gear she is wearing or if she’s in full pack or not. It is accurate up to 550 meters for single targets and 740 meters for area targets. When used, every 20 shots generate sufficient charge to discharge a large plasma projectile from the under-barrel energy launcher. This secondary shot is produced whenever a total of 20 shots are fired, used to offload excess heat from the weapon firing.

Is the plasma projectile an optional thing or does it happen no matter what? Does it explode or is it just a larger, more powerful shot? If it explodes, what is the area of the explosion?
(06-02-2018, 04:47 AM)Daniel Wrote:
Quote:BlasTech Industries IR-1 Falcon -- 600 OM (Requires: Ranged) The replacement standard issue assault rifle for the 13th Stormtrooper Legion under Colonel Skleros. Capable of rapid fire at 700 rounds per minute with sustained fire, the plasma bolts travel at 2,500 feet per second. It features a 60-round magazine, takes about three seconds to reload when emptied, and Trixie can hold up to 18 magazines at a time, depending on the gear she is wearing or if she’s in full pack or not. It is accurate up to 550 meters for single targets and 740 meters for area targets. When used, every 20 shots generate sufficient charge to discharge a large plasma projectile from the under-barrel energy launcher. This secondary shot is produced whenever a total of 20 shots are fired, used to offload excess heat from the weapon firing.

Is the plasma projectile an optional thing or does it happen no matter what? Does it explode or is it just a larger, more powerful shot? If it explodes, what is the area of the explosion?

Not optional.
No. Larger more powerful shot.
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
Unstable Emerald Blast Wave (300, Ranged, Ranged Materialize, Area Attack): 

Pressing the Oan Power ring to his chest for 7 seconds, and then pointing it outwards, Jack will release a blast wave.  This requires his full concentration, and that he stay stationary to do it. The blast wave lasts for 10 seconds. It's speed is that of a bullet. This is moderately taxing on his stamina, akin to a light work out. The blast wave is colored emerald and has an unstable feel to it, in terms of pulsating with staticky energy. The energy wave is clearly unstable. A circle shaped blast wave that lashes out in every direction, the Unstable Emerald Blast Wave has a range of 35 feet in every direction when it activates. 

Unstable Emerald Construct Fist (600, Physical Strength, Ranged Prof, Ranged Materialize Prof, Remote Control Prof): 

An energy fist that is about the size of a mini van that Jack can create. By means of the ring he wears he is capable of using the fist in two different ways. 
  • Physical: The Fist will be used by him to deliver an upper cut to an opponent. This takes 5 seconds to charge up before he can perform. When this is being done he can use other moves, and can move around. However, he cannot use other moves that involve the Oan Power Ring. This is moderately exhausting, akin to a light work out. The fist could be broken easily. 
  • Fist Missile:  A missile version of the Fist. This travels at the speed of an arrow. Takes him about 10 seconds to create the Fist Missile with his ring. The missile can be controlled by Jack remotely, and materializes out of the ring. The missile does a high amount of damage when it impacts with an opponent. The missile could be broken easily. 50% chance of missing. 
(06-02-2018, 09:18 AM)Jack Darby Wrote: Unstable Emerald Blast Wave (300, Ranged, Ranged Materialize, Area Attack): 

Pressing the Oan Power ring to his chest for 7 seconds, and then pointing it outwards, Jack will release a blast wave.  This requires his full concentration, and that he stay stationary to do it. The blast wave lasts for 10 seconds. It's speed is that of a bullet. This is moderately taxing on his stamina, akin to a light work out. The blast wave is colored emerald and has an unstable feel to it, in terms of pulsating with staticky energy. The energy wave is clearly unstable. A circle shaped blast wave that lashes out in every direction, the Unstable Emerald Blast Wave has a range of 35 feet in every direction when it activates. 

Unstable Emerald Construct Fist (600, Physical Strength, Ranged Prof, Ranged Materialize Prof, Remote Control Prof): 

An energy fist that is about the size of a mini van that Jack can create. By means of the ring he wears he is capable of using the fist in two different ways. 
  • Physical: The Fist will be used by him to deliver an upper cut to an opponent. This takes 5 seconds to charge up before he can perform. When this is being done he can use other moves, and can move around. However, he cannot use other moves that involve the Oan Power Ring. This is moderately exhausting, akin to a light work out. The fist could be broken easily. 
  • Fist Missile:  A missile version of the Fist. This travels at the speed of an arrow. Takes him about 10 seconds to create the Fist Missile with his ring. The missile can be controlled by Jack remotely, and materializes out of the ring. The missile does a high amount of damage when it impacts with an opponent. The missile could be broken easily. 50% chance of missing. 

Unstable Emerald Blast Wave: Approved.

Unstable Emerald Construct Fist:
>Where does the fist appear? Below someone's chin? Or does it fly at them from you?
"50% chance of missing."
>Your ability to hit attacks is mostly based on your TEC and your opponents ability to block/dodge, since you're controlling and aiming the fist it does not make sense for it to automatically miss half the time regardless of your target.
>Can he do anything while charging this? Does it stop him attacking at the same time? Or can he go ahead and punch people or shoot while charging this? Can he move at the same time?
(06-02-2018, 05:12 AM)Trixie Wrote:
(06-02-2018, 04:47 AM)Daniel Wrote:
Quote:BlasTech Industries IR-1 Falcon -- 600 OM (Requires: Ranged) The replacement standard issue assault rifle for the 13th Stormtrooper Legion under Colonel Skleros. Capable of rapid fire at 700 rounds per minute with sustained fire, the plasma bolts travel at 2,500 feet per second. It features a 60-round magazine, takes about three seconds to reload when emptied, and Trixie can hold up to 18 magazines at a time, depending on the gear she is wearing or if she’s in full pack or not. It is accurate up to 550 meters for single targets and 740 meters for area targets. When used, every 20 shots generate sufficient charge to discharge a large plasma projectile from the under-barrel energy launcher. This secondary shot is produced whenever a total of 20 shots are fired, used to offload excess heat from the weapon firing.

Is the plasma projectile an optional thing or does it happen no matter what? Does it explode or is it just a larger, more powerful shot? If it explodes, what is the area of the explosion?

Not optional.
No. Larger more powerful shot.

Yeah, this would only be 300, it's not a variable effect, it's something tat happens no matter what, not something you can chose to do. 

How much larger, in comparison to the regular plasma bolts, are the bigger ones?
(06-02-2018, 09:38 AM)Daniel Wrote:
(06-02-2018, 05:12 AM)Trixie Wrote:
(06-02-2018, 04:47 AM)Daniel Wrote:
Quote:BlasTech Industries IR-1 Falcon -- 600 OM (Requires: Ranged) The replacement standard issue assault rifle for the 13th Stormtrooper Legion under Colonel Skleros. Capable of rapid fire at 700 rounds per minute with sustained fire, the plasma bolts travel at 2,500 feet per second. It features a 60-round magazine, takes about three seconds to reload when emptied, and Trixie can hold up to 18 magazines at a time, depending on the gear she is wearing or if she’s in full pack or not. It is accurate up to 550 meters for single targets and 740 meters for area targets. When used, every 20 shots generate sufficient charge to discharge a large plasma projectile from the under-barrel energy launcher. This secondary shot is produced whenever a total of 20 shots are fired, used to offload excess heat from the weapon firing.

Is the plasma projectile an optional thing or does it happen no matter what? Does it explode or is it just a larger, more powerful shot? If it explodes, what is the area of the explosion?

Not optional.
No. Larger more powerful shot.

Yeah, this would only be 300, it's not a variable effect, it's something tat happens no matter what, not something you can chose to do. 

How much larger, in comparison to the regular plasma bolts, are the bigger ones?

Twice the size. If one blaster bolt is a finger the discharge is a fist.
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
That should all work, Trix. Just add all the changes/additions into the original move and repost it so we can give you the thumbs up.
Mark of the Demon (800) Tier 2 Super Utility - Requires Buff Proficiency, Telepathy

[spoiler] Kuzuru coats his thumb with a bit of his own blood. He then presses his thumb against the forehead of a willing ally. After a few seconds the mark begins to glow crimson as the target is inundated with the memories of dead warriors. Through these memories Kuzuru’s ally is able to hold their own in close-quarters combat as if they had years of martial arts experience. For three rounds Kuzuru’s ally gains +1 Tec, with the final round granting +2 TEC as they finally get a solid grasp of the sudden influx of foreign thoughts. Additionally they gain access to the Physical Strength proficiency allowing them access to basic martial prowess. After three rounds the mark disintegrates and the memories fade away.[/spoiler]
[Image: ZzG0TJ9.png]    

[Image: AshenBladeBadge.png]
(06-02-2018, 02:33 PM)Kuzuru Wrote: Mark of the Demon (800) Tier 2 Super Utility - Requires Buff Proficiency, Telepathy

[spoiler] Kuzuru coats his thumb with a bit of his own blood. He then presses his thumb against the forehead of a willing ally. After a few seconds the mark begins to glow crimson as the target is inundated with the memories of dead warriors. Through these memories Kuzuru’s ally is able to hold their own in close-quarters combat as if they had years of martial arts experience. For three rounds Kuzuru’s ally gains +1 Tec, with the final round granting +2 TEC as they finally get a solid grasp of the sudden influx of foreign thoughts. Additionally they gain access to the Physical Strength proficiency allowing them access to basic martial prowess. After three rounds the mark disintegrates and the memories fade away.[/spoiler]

This seems good. Approved.

Not sure how useful it'll be for 1 or 2 round fights, though.
These moves are for Kratos, my new NPC for DA

Moves:

Bound in Chains: 600 OM

ranged, remote control, physical, area attack profs, debuff prof

Buried inside both of Kratos’ forearms are iron chains, they often flame when they accumulate speed and the smoldering chains are whipped with such force that it slams into an enemy with enormous power and force. These chains can range up to 10-15 feet.

They can cause him pain whenever he uses them, move somewhat slowly through the air, and take at least 3 seconds for them to recoil in order to be issued again (revolve in the air, accumulate speed and fire).

Debuff Chains: Same move, same chains, but when an item or player is near, they can be bound by the chains, which will immobilize the player until they have struck the chains with a heavy force (at one specific link in order to break the chains) or be immobilized for 15 seconds. The chains will burn into their flesh because of the heat, but I only see it doing surface damage.


God Slaying Blades: 600 OM
Physical, debuff

https://i.ytimg.com/vi/ibfkacdW_x8/maxresdefault.jpg

Two dual blades replace the chains in his hands, they are pretty wide and resemble curve shaped clevers, and they are often covered in flames, from the fury and anger of the spartan who fights with unquenchable anger. Kratos uses these blades often in rapid succession and this is a more agile move for him. He need not stop and aim one blade, but rather both motions dance together and allow for a speedy, precise attack. The 600 is priced because the flames can leap off the blades and catch fire on an enemy’s clothes, as well as just inflict extra fire damage.


Leviathan Axe: 600 OM
homing, ranged

https://i.ytimg.com/vi/iJLUFFYd-pM/maxresdefault.jpg

Kratos aims for 5 seconds, whips back his stone axe, and releases it in a boomerang-fashion, it swirls and twirls in the air as though tracing the source of its target and finally lands at the targeted being/item, blade first.

This blade also returns to Kratos’ hands on command (much like Thor!) after at least 10 seconds of waiting.


Super moves: T1: Lightning of Zeus 600 OM (ranged, debuff)

Lightning of Zeus requires striking precision (or uses a means around this/ conductible) Kratos readies the power in his hand, charging and immersing himself with the fury and power of Zeus, feels the static suck from the air and then, as his hand glows a crystallized blue, and branches of electricity crawl up his chained arm.

Kratos gets in a good stance to throw his ray of lightning and it is lobbed through the air at an enemy, shocking them with painful, raw power lasting for 3-5 forceful seconds. It may take a few more seconds for the enemy to recover full control of their body/motor functions.


Transformations: Kratos becomes engulfed in flames of war, (imagery could allude to anger, but also the fiery death he cursed his family to). T1 transformation - Spartan Rage

ATK: 4 (N/A)
DEF: 2 (+2)
SPD:2 (+2)
TEC: 2 (+1)
[Image: -Gildarts-fairy-tail-35651033-300-180.gif]
"I have never met a strong person with an easy past." -Atticus
Unstable Emerald Construct Fist (600, Physical Strength, Ranged Prof, Ranged Materialize Prof, Remote Control Prof): 

An energy fist that is about the size of a mini van that Jack can create. By means of the ring he wears he is capable of using the fist in two different ways. 
  • Physical: The Fist will be used by him to deliver an upper cut to an opponent. This takes 5 seconds to charge up before he can perform. When this is being done he can use other moves, and can move around. However, he cannot use other moves that involve the Oan Power Ring. This is moderately exhausting, akin to a light work out. The fist could be broken easily. 
  • Fist Missile:  A missile version of the Fist. This travels at the speed of an arrow. Takes him about 10 seconds to create the Fist Missile with his ring. The missile can be controlled by Jack remotely, and materializes out of the ring. The missile does a high amount of damage when it impacts with an opponent. The missile could be broken easily. This appears about 1 foot away from his hand before rocketing towards an opponent.  When he is using this he cannot use other moves that involve the Oan Power Ring. He is free to move around or use other weapons, other than the Oan Power Ring, or moves that are not connected. 



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