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Move Approval V
(06-04-2018, 10:49 PM)Clownpiece Wrote: Lampad's Torch - Vanish (Ranged, Area Attack, Buff, Stealth, Telepathy) (+300): Since Clownpiece's stealth is more tricking people into thinking she's a hallucination rather than outright going invisible, it's a simple matter for her to bestow stealth upon allies as well. Simply change up the person thought to be a hallucination and voile. Of course, being stealth, it still requires that the person she chooses to stealth be out of sight of any enemies (though allies are fair game). Additionally, she's only capable of rendering stealth onto one person at a time. Trying to stealth anyone else breaks the stealth for the first person (though Clownpiece and her assists can be stealthed as normal). This person must be within 20 meters of her for it to work, and both of them must remain still for 3 seconds while she concentrates. Once placed under Clownpiece's spell, this person can move around and do everything as normal, just with everyone thinking they're a hallucination. They're still beholden to all the rules of stealth, however, so attacking causes it to flicker, taking any amount of damage breaks it, and so on. While not energy intensive in the least, capable of being used to her heart's content, this ability is still quite limited. This is due to the fact that only one person can be buffed by this move at a time, and that both Clownpiece and her ally are rarely going to get the time they need to hide away.
It should be noted that Clownpiece can use this on her own assists without much of the downsides (since technically they should be able to stealth on their own anyway). All it takes is a sweep of her torch, and an assist of hers within range is rendered stealthed immediately. Though they must still be hidden from enemies for this to work, obviously.

"While not energy intensive in the least". this would definitely need some kind of energy cost.

Also, it needs a duration (How long it'll last if they aren't attacked/ don't attack).
(06-06-2018, 12:22 AM)Handsome Jack Wrote: Tier 1 Assist: Dem Digits
Lemme hold em...

Though created via the same Holographic Projector as his Holo-Jacks, the Digi-Jack is a far more advanced construct. The Digistruct process forms a frame composed of fields of forces, then masks it with a light projection duplicating Jack's looks. It even grants it a rather complex artificial intelligence system, allowing a Digi-Jack to act on its own. Because it possesses not only Jack's appearance, but his personality and knowledge as well, a Digi-Jack can utilize his full arsenal of weaponry as it chooses. However, because of the drain a Digi-Jack places on the Holo Projector's battery, it isn't quite as powerful as Jack himself.

ATK: 2
DEF: 2
SPD: 0
TEC: 1

Approved.
Lampad's Torch - Vanish (Ranged, Area Attack, Buff, Stealth, Telepathy) (+300): Since Clownpiece's stealth is more tricking people into thinking she's a hallucination rather than outright going invisible, it's a simple matter for her to bestow stealth upon allies as well. Simply change up the person thought to be a hallucination and voile. Of course, being stealth, it still requires that the person she chooses to stealth be out of sight of any enemies (though allies are fair game). Additionally, she's only capable of rendering stealth onto one person at a time. Trying to stealth anyone else breaks the stealth for the first person (though Clownpiece and her assists can be stealthed as normal). This person must be within 20 meters of her for it to work, and both of them must remain still for 3 seconds while she concentrates. Once placed under Clownpiece's spell, this person can move around and do everything as normal, just with everyone thinking they're a hallucination. They're still beholden to all the rules of stealth, as well as one extra, however. Attacking causes it to flicker, taking any amount of damage breaks it, and so on. This stealth also breaks automatically after 30 seconds, even with no damage taken. While it's not incredibly fatiguing, something she's capable of using relatively freely, she still can't use it recklessly without wearing herself out. Fortunately, due to the difficulty in actually using it on people without being interrupted, she's rarely able to tire herself that much.
It should be noted that Clownpiece can use this on her own assists without much of the downsides (since technically they should be able to stealth on their own anyway). All it takes is a sweep of her torch, and an assist of hers within range is rendered stealthed immediately. Though they must still be hidden from enemies for this to work, obviously. Unlike the other version, this one lasts as though the assist stealthed on their own (read: indefinitely).

Additions in bold
[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
Paracusia (300) (Requires telepathy, ranged)

Erik spends a small amount of energy to latch onto the mind of an opponent within Erik’s telepathy range. Latching on takes half a second at close range, increasing to a second at the edge of the telepathy range, after which Erik causes the foe to hallucinate a horrifying, ear-splitting scream right behind them, disrupting their concentration and generally freaking them out. This can only be done once every five seconds. This cooldown increases by half a second for each TEC point the opponent has above Erik, and decreases by half a second for each TEC point Erik has above his foe.
*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
(06-06-2018, 05:12 AM)Erik Vrell Wrote: Paracusia (300) (Requires telepathy, ranged)

Erik spends a small amount of energy to latch onto the mind of an opponent within Erik’s telepathy range. Latching on takes half a second at close range, increasing to a second at the edge of the telepathy range, after which Erik causes the foe to hallucinate a horrifying, ear-splitting scream right behind them, disrupting their concentration and generally freaking them out. This can only be done once every five seconds. This cooldown increases by half a second for each TEC point the opponent has above Erik, and decreases by half a second for each TEC point Erik has above his foe.

This needs homing proficiency. And due to the ease of use (can't be dodged), I'd say it also needs a higher fatigue cost.
Paracusia (300) (Requires telepathy, homing, ranged)

Erik spends a moderate amount of energy to latch onto the mind of an opponent within Erik’s telepathy range. Latching on takes half a second at close range, increasing to a second at the edge of the telepathy range, after which Erik causes the foe to hallucinate a horrifying, ear-splitting scream right behind them. This can only be done once every five seconds. This cooldown increases by half a second for each TEC point the opponent has above Erik, and decreases by half a second for each TEC point Erik has above his foe.


Added homing and bumped up energy cost.
*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
(06-06-2018, 05:28 AM)Erik Vrell Wrote: Paracusia (300) (Requires telepathy, homing, ranged)

Erik spends a moderate amount of energy to latch onto the mind of an opponent within Erik’s telepathy range. Latching on takes half a second at close range, increasing to a second at the edge of the telepathy range, after which Erik causes the foe to hallucinate a horrifying, ear-splitting scream right behind them. This can only be done once every five seconds. This cooldown increases by half a second for each TEC point the opponent has above Erik, and decreases by half a second for each TEC point Erik has above his foe.


Added homing and bumped up energy cost.

I think raw effectiveness should be based on TEC. Either you can make it more tiring for high TEC targets, or you can make it less effective at disrupting their concentration.

The cooldown scaling based in your TEC and their TEC is basically fluff, balance-wise. Chances are, you wouldn't even be using this more than once every 10 seconds anyway in most cases. And, even if you were wanting to, it doesn't impact the move's effectiveness.
Paracusia (300) (Requires telepathy, ranged)

Erik spends a moderate amount of energy, increasing moderatelyagainst foes with higher than Erik's, and decreasing moderately against those with TEC lower than or equal to Erik's, to latch onto the mind of an opponent within Erik’s telepathy range. Latching on takes half a second at close range, increasing to a second at the edge of the telepathy range, after which Erik causes the foe to hallucinate a horrifying, ear-splitting scream right behind them. This can only be done once every five seconds.

Removed variable cooldown, added TEC variable energy cost.
*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
(06-06-2018, 05:39 AM)Erik Vrell Wrote: Paracusia (300) (Requires telepathy, ranged)

Erik spends a moderate amount of energy, increasing moderately against foes with higher TEC than Erik's, and decreasing moderately against those with TEC lower than Erik's, to latch onto the mind of an opponent within Erik’s telepathy range. Latching on takes half a second at close range, increasing to a second at the edge of the telepathy range, after which Erik causes the foe to hallucinate a horrifying, ear-splitting scream right behind them. This can only be done once every five seconds.

Removed variable cooldown, added TEC variable energy cost.

Approved, but I removed the "equal to Erik" under the decreasing fatigue thing. Because a TEC equal to his should be the baseline.
Will do, thanks
*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
Sneezing up a storm 600 OM(chargeable)
Area, ranged prof

Gildarts feels his nose twitch with agitation and feels the UNCONTROLLABLE URGE. After hesitating and feeling the sneeze charge pre-nostrel for at least 3 seconds, Gildarts feels his magic roll through him in a wave-like motion. Released, is a monumental explosion of mostly air, from his nasal cavity. However a shockwave combined with his gust of air is produced and merges with his crash magic yielding a devastating combination of destruction in its wake. The longer the sneeze powers up, the greater the distance will have felt the blast.
[Image: -Gildarts-fairy-tail-35651033-300-180.gif]
"I have never met a strong person with an easy past." -Atticus
(06-06-2018, 09:15 AM)Gildarts Wrote: Sneezing up a storm 600 OM(chargeable)
Area, ranged prof

Gildarts feels his nose twitch with agitation and feels the UNCONTROLLABLE URGE. After hesitating and feeling the sneeze charge pre-nostrel for at least 3 seconds, Gildarts feels his magic roll through him in a wave-like motion. Released, is a monumental explosion of mostly air, from his nasal cavity. However a shockwave combined with his gust of air is produced and merges with his crash magic yielding a devastating combination of destruction in its wake. The longer the sneeze powers up, the greater the distance will have felt the blast.

How large and how fast is the shockwave? What shape is the shockwave? A cone?
Forge of Solus Prime(600?; Requires Mimic, Buff)

[Image: latest?cb=20131006160528]

The Forge of Solus Prime was a weapon of the Primes that could be used by Solus Prime and was, in fact, her signature relic. This allowed her to Smith fine blades like the Star Saber, armor such as the Apex Armor, and many other weapons. The Forge of Solus Prime has retained that power in the Omniverse, allowing Jack to craft weapons for others, and even transfer a copy of his moves to his allies. To do this, he takes ten seconds to quickly summon the hammer and an anvil, taking a singular weapon and setting it on the anvil before charging up with an overhead smash. This adjusts the weapon to be able to be used by a specified ally. However, this comes at a cost. When he has transferred a move, he cannot use the move for the rest of a battle, even if the move in question is not being used. This also transfers any moves that are connected to the the move he is transferring. Outside of combat the hammer can be used to create items for flavor purposes, but also to create new tools for himself, as well as new weapons. Granted, he must purchase those weapons. It can also allow him to create replicas of the weapons of others.
Updating: T3 Super Attack - Hurricane: Shock and Awe
(Requires Strength Prof, Burst Movement, Super Speed, Super Jump(Basic), Debuff Prof, Area of Attack Prof, and Invictus(Weapon))
Description:
The Storm Demon runs her hand along the still blade of Invictus, covering several teeth of the chainsword with the purest form of magic Ash has access to, infusing it with Prime magic. Upon revving the weapon up, it will glow the same Electric Blue that is always present in Transformation: Storm Demon.
Ash's only warning to this attack is to rev the chainsaw, she then launches herself towards the intended creature from a maximum of 10 meters. Ash will stab or cleave her target with her chainsword and hold the spinning blade inside them for 3 seconds. As their body is being mutilated the Prime Magic activates, turning the already extensive gore into a crimson* hurricane - complete with sparks of matching electricity - that attacks the outside of the body.
This puts the creature into a state of shock in most cases as they struggle to understand and deal with the horrors of this move for 5 seconds which numbs them to the pain for this time.

*Traditional blood is red, but if you are like Ash and bleed another color, the vortex will be that color.
[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
(06-06-2018, 01:49 PM)Ash Wrote: Updating: T3 Super Attack - Hurricane: Shock and Awe
(Requires Strength Prof, Burst Movement, Super Speed, Super Jump(Basic), Debuff Prof, Area of Attack Prof, and Invictus(Weapon))
Description:
The Storm Demon runs her hand along the still blade of Invictus, covering several teeth of the chainsword with the purest form of magic Ash has access to, infusing it with Prime magic. Upon revving the weapon up, it will glow the same Electric Blue that is always present in Transformation: Storm Demon.
Ash's only warning to this attack is to rev the chainsaw, she then launches herself towards the intended creature from a maximum of 10 meters. Ash will stab or cleave her target with her chainsword and hold the spinning blade inside them for 3 seconds. As their body is being mutilated the Prime Magic activates, turning the already extensive gore into a crimson* hurricane - complete with sparks of matching electricity - that attacks the outside of the body.
This puts the creature into a state of shock in most cases as they struggle to understand and deal with the horrors of this move for 5 seconds which numbs them to the pain for this time.

*Traditional blood is red, but if you are like Ash and bleed another color, the vortex will be that color.

Approved.
Shadechill Toxin (Debuff Proficiency) (300 OM)

Concentrating for five seconds, during which time she can move normally but cannot use other moves or powers, Whirda applies a diluted Shadechill Toxin, essentially a minor paralytic, to her weapons (Umbral Dagger/Knives). For the duration of the current fight, whenever these weapons deal piercing or slashing damage to an opponent they infect the opponent with Shadechill. While this move cannot reduce stats like its super move cousin, affected targets still experience the same chilled sensation and blurred vision. The effect is slight after the first application, affecting reaction time and dexterity, but stacks up to five times on future applications. With each stack, the effect on reaction and dexterity increases slightly.
(06-06-2018, 02:12 PM)Whirda Wrote: Shadechill Toxin (Debuff Proficiency) (300 OM)

Concentrating for five seconds, during which time she can move normally but cannot use other moves or powers, Whirda applies a diluted Shadechill Toxin, essentially a minor paralytic, to her weapons (Umbral Dagger/Knives).  For the duration of the current fight, whenever these weapons deal piercing or slashing damage to an opponent they infect the opponent with Shadechill.  While this move cannot reduce stats like its super move cousin, affected targets still experience the same chilled sensation and blurred vision.  The effect is slight after the first application, affecting reaction time and dexterity, but stacks up to five times on future applications.  With each stack, the effect on reaction and dexterity increases slightly.

This will need a lower duration (for how long the poison lasts) and maybe a limited number of uses for the poison as well. Right now, you can spend 5 seconds before a fight and basically end up with a free boost. Also, this would cost 600 OM, as you can stack the debuff to make it stronger. Lastly, how long does the debuff last?
(06-06-2018, 12:58 PM)Jack Darby Wrote: Forge of Solus Prime(600?; Requires Mimic, Buff)
[spoiler]
[Image: latest?cb=20131006160528]

The Forge of Solus Prime was a weapon of the Primes that could be used by Solus Prime and was, in fact, her signature relic. This allowed her to Smith fine blades like the Star Saber, armor such as the Apex Armor, and many other weapons. The Forge of Solus Prime has retained that power in the Omniverse, allowing Jack to craft weapons for others, and even transfer a copy of his moves to his allies. To do this, he takes ten seconds to quickly summon the hammer and an anvil, taking a singular weapon and setting it on the anvil before charging up with an overhead smash. This adjusts the weapon to be able to be used by a specified ally. However, this comes at a cost. When he has transferred a move, he cannot use the move for the rest of a battle, even if the move in question is not being used. This also transfers any moves that are connected to the the move he is transferring. Outside of combat the hammer can be used to create items for flavor purposes, but also to create new tools for himself, as well as new weapons. Granted, he must purchase those weapons. It can also allow him to create replicas of the weapons of others.[/spoiler]

Can the hammer be used to attack with? If not, just say so somewhere in the move.

You'll need more sustained drawbacks if you want to transfer moves for a whole fight.

Lastly, the part where you can create replicas of weapons is fodder, as that's done automatically by purchasing them.
For the same 600 OM can I just add this as a permanent part of the two moves (Dagger/Knives), cut the stacking and give it a duration of 30 seconds? Along with boosting the effect of the initial application since it no longer stacks?
(06-06-2018, 02:21 PM)Whirda Wrote: For the same 600 OM can I just add this as a permanent part of the two moves (Dagger/Knives), cut the stacking and give it a duration of 30 seconds?  Along with boosting the effect of the initial application since it no longer stacks?

Yeah. Go ahead and write those out. 

Or you could cut the stacking and get your earlier move for 300 OM (but it would still need fixes for balance).


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