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Move Approval V
For a future alt swap, absolutely no rush on these.

Telescoping Bo Staff (Physical Strength) (300)
A normal bo staff crafted from tungsten carbide, rendering it extremely sturdy and resistant to scratches and damage. While hanging from Gambit’s belt, the bo staff measures approximately one foot, but when Gambit uses it in combat it telescopes out to approximately six feet.

Playing Cards (Ranged Proficiency) (300)
An unassuming pack of throwing cards. Gambit has the ability to throw these cards with deadly accuracy, making them capable of dealing minor slashing damage. The deck contains 52 cards but miraculously, any card he throws reappears in the small leather case on his belt after about five seconds. There isn't a much better way to describe the speed than that of a thrown playing card, and Gambit has an effective range of about 30 meters.

Molecular Acceleration (Area Attack Proficiency) (300)
Gambit has the power to convert the potential energy in an object into kinetic energy, thus ‘charging’ that object with explosive results. The time it takes to charge an object or objects depends on size, ranging from about one second for a playing card, to three seconds for his bo staff, and scaling up proportionally from there. At present, this charging must take place through direct skin contact, and Gambit must focus while charging an item, able to move normally but unable to fight or use other moves or powers. At present, Gambit cannot use this ability on organic/sentient targets such as allies or enemies. When a charged object strikes or is struck by another solid surface, it explodes with concussive force, dealing moderate damage (still subject to Gambit’s ATK stat). This explosion does not damage the charged object.
Bio (600 om) Ranged proficiency / Debuff Proficiency

Shantotto channels for one second, staying stationary and unable to defend herself with her stardust rod, before launching a ball of swirling green and black liquid at her target, the ball is roughly 4 inches in diameter and continues to swirl around as it flies. It travels faster than an arrow but slower than a bullet at roughly 200m per second.

This ball splatters on impact coating any surface or person struck by it with a corrosive compound deals stings the target but does no real damage, however the next attack that hits deals moderately increased damage. This debuff lasts for 7 seconds giving a narrow window of opportunity.

This attack takes a moderate amount of stamina to cast and can be cast consecutively up to 5 times to stack up the increased damage effect up to 5 times for the next attack that hits. The Duration of the debuff gets increased by 3 seconds per successful hit up to a maximum of 7 seconds. Using all five uses is very tiring. In addition if all 5 shots are used up Shantotto has to wait ten minutes before being able to use the attack again.
(06-07-2018, 07:42 PM)Shantotto Wrote: Bio (600 om) Ranged proficiency / Debuff Proficiency

Shantotto channels for one second, staying stationary and unable to defend herself with her stardust rod, before launching a ball of swirling green and black liquid at her target, the ball is roughly 4 inches in diameter and continues to swirl around as it flies. It travels faster than an arrow but slower than a bullet at roughly 200m per second.

This ball splatters on impact coating any surface or person struck by it with a corrosive compound deals stings the target but does no real damage, however the next attack that hits deals moderately increased damage. This debuff lasts for 7 seconds giving a narrow window of opportunity.

This attack takes a moderate amount of stamina to cast and can be cast consecutively up to 5 times to stack up the increased damage effect up to 5 times for the next attack that hits. The Duration of the debuff gets increased by 3 seconds per successful hit up to a maximum of 7 seconds.  Using all five uses is very tiring. In addition if all 5 shots are used up Shantotto has to wait ten minutes before being able to use the attack again.

Approved
Hey, anyone that is still waiting for approval on a move, bump the move and I'll get to em (Doing this because I'm lazy and don't wanna have to go back and search for them).
Quote:Forge of Solus Prime(600?; Requires Mimic, Buff)

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[Image: latest?cb=20170207204606]


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. (Fodder) This move cannot be used in any form of combat - cannot be used to attack an opponent. Furthermore, he can only use the item on one move set per fight. If he tries to do more than that, the Forge shatters. The individual he transfers the moves to would only get 3 uses of each weapon / move before the weapon would fade, and he would have to re-transfer it. After the 3 uses, though he must also recreate the Forge which takes about 15 seconds during which he cannot move, attack, block, dodge, or do anything else. 
(06-06-2018, 05:06 AM)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, 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

Bump
[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
(06-05-2018, 11:39 AM)Schwi Dola Wrote: Harder to sort out when two of you guys are looking at my moves and you aren't looking at the edits, Karl. Tongue. (The Form here as you can see, gives her TEC so she can focus hard if she needs to for them TEC specialists Wink ) Daniel told me to remove the teleport out of my Spatial Rend :: shrug:: and he also wanted a specified time for the fear effect. I've already edited Spatial Rend and Inverted Shift to try and be more clear on what it is doing to you.

That move, Murderous Aura, is intentionally weak. Its mostly flavor for a few reasons. It has the drawbacks it does and is so weak so that she can hit the 200 feet around her with it with little cost. Maybe I'll pick up something that intentionally blasts her target with fear sometime later after Schwi levels once or twice, but this is a natural effect of her being a spiritual entity.

Angelic Scythe (300) (Requires Physical Strength) - A large black Scythe that glows black with its murderous energy. It has a 6 foot handle with a 5 foot curved blade. Jibril focuses and materializes this weapon in her hands over 2 seconds. Made of pure spiritual energy, the Scythe will disappear shortly after if she drops it. If Jibril beheads a Prime with this scythe, its energy will cause the head to stay in this world after the Prime dies so that Jibril may collect it.

Spatial Rend (300) (Requires Physical Strength) - Using Angelic Scythe, Jibril pours magical power into it for 10 seconds deepening its black aura (while simultaneously preparing the energy for teleport if available). She then charges at her target (running or flying) with the scythe, slashing with a strike that cleaves space itself, visually ripping and distorting the space the scythe cuts creating a loud pop. The space 2 CM around the cut, randomly twists, compresses, and stretches for additional damage snapping back in place after 1 second with another loud pop.  A powerful attack with a significant energy cost, however the energy gathered will dissipate after 30 seconds if she is unable to attempt the strike.

Murderous Aura (300) (Requires Debuff Proficiency, Area Attack, Telepathy) - This is a mostly passive aura effect radiating 200 feet that Jibril has turned on while she focuses on harming or killing someone although she can voluntarily force it not to activate. It consumes a minimal amount of magic while active. Jibril physically radiates her intent and love to kill others causing others to feel her desire to kill them. Anyone who isn't the target of her hostile desires can feel the effect and strength of her aura although also get the feeling that it isn't directed at them. The aura will directly invoke fear in her targets for 10 seconds (not bystanders) but only those with less than half of her TEC. After recovering from the fear, they will not be affected again unless Jibril's TEC increases. The aura pauses if Jibril is significantly distracted from her target, such as being blasted by a strong attack or if she focuses solely on a different target.

Compress (0) - Jibril can focus her spirits to compress space around an object to be stored in her bosom. Costs a fair amount of magical power to achieve, takes several seconds for 3x3 foot cubes and longer for larger objects, cannot be used on living objects, and is not useful in combat. The object can be set back down and regain its original size over 10 seconds.

Holy Ray (600) (Requires Ranged Proficiency) - Jibril collects black/purple magical power in part of or all of her hand and fires it in a straight line at the speed of an bullet. She charges this attack up to 5 seconds putting more power into it creating a blast that can vary from a pin size to a fist sized energy blast. The weakest is negligible but a full charge is a strong punch. This has a light energy cost when used at its highest charge and proportionally less cost when used at lesser charges. This move cannot be used within 8 seconds of its previous use.

Quick Shift (600/800) (T1/2 Super Defense) (Requires Foresight, Teleport) - Foreseeing a serious attack, Jibril forces her body to shift, teleporting anywhere within her teleportation range to avoid an attack. (Both T1 and T2 versions)

Inverted Shift (800) (T2 Super Attack) (Requires Ranged Materialize, Ranged Proficiency, Area Attack, Teleport) - Jibril gathers a huge amount of spirits from the environment around her and her own body. She holds out her hand and focuses them on a single opponent in a few moments within the range of her teleport. To those that can see the flow of magic/spirits, her spirits almost instantaneously move to her target and once all gathered shatter the space her opponent occupies creating a very loud sound. For a few moments the space twists, bends, and breaks under the immense pressure of her spirits. In those moments, the target's entire body is compressed, twisted, and stretched at random throughout and if its not tough enough pieces may break off entirely from anywhere on the body which do not reattach as the space snaps back into its normal state, creating the same very loud pop in the air.


Focus (Tier 1 Powered Form) - Jibril loses her more jovial nature and focuses seriously on killing her enemy.
Atk: 4
Def: 4 (+2 from base stat upgrades)
Spd: 4
Tec: 5
Bump? This needs to be sorted out before the first round, please.
(06-08-2018, 08:50 AM)Clownpiece Wrote:
(06-06-2018, 05:06 AM)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, 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

Bump

Approved

(06-08-2018, 09:33 AM)Schwi Dola Wrote:
(06-05-2018, 11:39 AM)Schwi Dola Wrote: Harder to sort out when two of you guys are looking at my moves and you aren't looking at the edits, Karl. Tongue. (The Form here as you can see, gives her TEC so she can focus hard if she needs to for them TEC specialists Wink ) Daniel told me to remove the teleport out of my Spatial Rend :: shrug:: and he also wanted a specified time for the fear effect. I've already edited Spatial Rend and Inverted Shift to try and be more clear on what it is doing to you.

That move, Murderous Aura, is intentionally weak. Its mostly flavor for a few reasons. It has the drawbacks it does and is so weak so that she can hit the 200 feet around her with it with little cost. Maybe I'll pick up something that intentionally blasts her target with fear sometime later after Schwi levels once or twice, but this is a natural effect of her being a spiritual entity.

Angelic Scythe (300) (Requires Physical Strength) - A large black Scythe that glows black with its murderous energy. It has a 6 foot handle with a 5 foot curved blade. Jibril focuses and materializes this weapon in her hands over 2 seconds. Made of pure spiritual energy, the Scythe will disappear shortly after if she drops it. If Jibril beheads a Prime with this scythe, its energy will cause the head to stay in this world after the Prime dies so that Jibril may collect it.

Spatial Rend (300) (Requires Physical Strength) - Using Angelic Scythe, Jibril pours magical power into it for 10 seconds deepening its black aura (while simultaneously preparing the energy for teleport if available). She then charges at her target (running or flying) with the scythe, slashing with a strike that cleaves space itself, visually ripping and distorting the space the scythe cuts creating a loud pop. The space 2 CM around the cut, randomly twists, compresses, and stretches for additional damage snapping back in place after 1 second with another loud pop.  A powerful attack with a significant energy cost, however the energy gathered will dissipate after 30 seconds if she is unable to attempt the strike.

Murderous Aura (300) (Requires Debuff Proficiency, Area Attack, Telepathy) - This is a mostly passive aura effect radiating 200 feet that Jibril has turned on while she focuses on harming or killing someone although she can voluntarily force it not to activate. It consumes a minimal amount of magic while active. Jibril physically radiates her intent and love to kill others causing others to feel her desire to kill them. Anyone who isn't the target of her hostile desires can feel the effect and strength of her aura although also get the feeling that it isn't directed at them. The aura will directly invoke fear in her targets for 10 seconds (not bystanders) but only those with less than half of her TEC. After recovering from the fear, they will not be affected again unless Jibril's TEC increases. The aura pauses if Jibril is significantly distracted from her target, such as being blasted by a strong attack or if she focuses solely on a different target.

Compress (0) - Jibril can focus her spirits to compress space around an object to be stored in her bosom. Costs a fair amount of magical power to achieve, takes several seconds for 3x3 foot cubes and longer for larger objects, cannot be used on living objects, and is not useful in combat. The object can be set back down and regain its original size over 10 seconds.

Holy Ray (600) (Requires Ranged Proficiency) - Jibril collects black/purple magical power in part of or all of her hand and fires it in a straight line at the speed of an bullet. She charges this attack up to 5 seconds putting more power into it creating a blast that can vary from a pin size to a fist sized energy blast. The weakest is negligible but a full charge is a strong punch. This has a light energy cost when used at its highest charge and proportionally less cost when used at lesser charges. This move cannot be used within 8 seconds of its previous use.

Quick Shift (600/800) (T1/2 Super Defense) (Requires Foresight, Teleport) - Foreseeing a serious attack, Jibril forces her body to shift, teleporting anywhere within her teleportation range to avoid an attack. (Both T1 and T2 versions)

Inverted Shift (800) (T2 Super Attack) (Requires Ranged Materialize, Ranged Proficiency, Area Attack, Teleport) - Jibril gathers a huge amount of spirits from the environment around her and her own body. She holds out her hand and focuses them on a single opponent in a few moments within the range of her teleport. To those that can see the flow of magic/spirits, her spirits almost instantaneously move to her target and once all gathered shatter the space her opponent occupies creating a very loud sound. For a few moments the space twists, bends, and breaks under the immense pressure of her spirits. In those moments, the target's entire body is compressed, twisted, and stretched at random throughout and if its not tough enough pieces may break off entirely from anywhere on the body which do not reattach as the space snaps back into its normal state, creating the same very loud pop in the air.


Focus (Tier 1 Powered Form) - Jibril loses her more jovial nature and focuses seriously on killing her enemy.
Atk: 4
Def: 4 (+2 from base stat upgrades)
Spd: 4
Tec: 5
Bump? This needs to be sorted out before the first round, please.

Looking good to me, all approved.
T1SU - Charm (600): Physical, Debuff, Telepathy
[spoiler]Dane speaks a few words or a sentence to someone within 12ft of him over the course of 5 seconds (or so), during which he can't attack or defend himself but can still move to dodge and pursue. This breaches their mind if they don't immediately block him out (i.e. use a super defence). For the next 40 seconds, they fall desperately in love with him and are unable to act in a way that might harm him and his friends. They probably won't suddenly throw their own allies under the bus and fight for him, but the won't assist any of his enemies or hinder his allies - they're so in love with Dane than the idea of betraying him simply doesn't register, so they'll most likely abstain from combat. Some people may choose to help him and his allies or hinder their own allies in a fight situation, although this will typically be very minor and depends on the person (OOC permission is needed for more than them using one or two minor buffs or trying to stop the fight). However, this move will also end prematurely if the person under its effects takes damage from Dane or someone else they couldn't hurt during this move, or if they witness one of those people try to hurt them.

RP Notes: For targets who can't feel "love" (e.g. robots), or for those where Dane is far out of line with their "tastes", this will simply take the form of feelings like immense respect and devotion, or just act like a strong friendship - but has the same mechanical impacts. Some targets may experience lingering effects, but most probably won't (this is writing fodder). In non-combat situations, this move may last for longer durations (such as against some NPCs or with OOC permission).[/spoiler]
T2SU - Dominate (800): Physical, Debuff, Telepathy
[spoiler]Dane presses his palm against the head of his target for 5 seconds. This can be a full hold or just a touch, but, if not blocked (with a T2 super defence or higher), a barrage of information will flow directly into their mind from Dane, forcing his will upon them for the next 40 seconds. During this time, they cannot work in a way to harm or hinder Dane or his allies, nor aid Dane's enemies. Furthermore, they experience a very strong compulsion to assist Dane. Unlike Charm, they're still somewhat lucid, so have the ability to try and resist. This varies from person to person somewhat, but as a bare minimum, they will have to attack anyone Dane designates and work to protect him. 

This won't be at full effectiveness: they could easily try to miss most strikes, opt not to use their more powerful or exerting attacks, and so on - however, their mind will always force them to attempt a method that could be lethal (so they can't "attack" someone with a feather). Setting up opportunities for Dane to attack more easily is considered to be under the lethality umbrella (as Dane attacking someone could be lethal). Even if they don't end up hurting anyone, they will hinder Dane's enemies to a good extent of their ability, such as blocking and obstructing their attacks. They still maintain a sense of self-preservation, so won't mindlessly tank attacks if they wouldn't normally, but will happily end up with some grazes.

In addition to this, they will be forced to obey any other basic order Dane gives them that doesn't directly put them in harm's way (e.g. he can ask them to drop a weapon, or try to execute a basic attack, but not to stab themselves, or get in the way of a strong enemy's attack). Dane cannot directly force them to use specific moves or powers (but could ask them to climb a wall - prompting them to use a wall climbing move), nor can he ask them to give up an item or artefact or lead them to spend sp. Lastly, this effect ends prematurely if they ever take more than a couple of moderate hits from either Dane or someone they're unable to attack. In some cases, this may have a longer duration - even spanning weeks and months, potentially even indefinitely (requires OOC permission). This is more prevalent when used against a defeated opponent or someone with a weaker mind (rp fodder).
[/spoiler]
Reposting these after some discussion in the staff forum about the appropriate duration of "stun/freeze/etc." super utilities as well as whether I can stretch "mind control" as far as I did. Haven't really changed much besides:
>adding minor quirks to the "mind control" (to stop shenanigans like stealing items and stuff - lemme know if there's another "exploit" I missed)
>changing Charm so it ends when Dane or his allies try to hurt the charmed person
>adding charge times to each of them
>adding in a bit of fluff regarding the rp side of the "love" thing
The basic consensus is that 40 seconds of bringing someone out of a fight for 1sp is fine if they can't be hurt (or it ends if they're attacked). Although technically, Charm doesn't bring someone out of a fight, it just stops them hurting Dane's team or aiding someone who wants to hurt Dane's team. I think it's fine - because it doesn't force them to fight for Dane or anything - but it has an interesting effect on a free-for-all worth considering.
Was going over my moves before DA and wanted to check in on one I’ve already purchased; is 5 min hella too long a summon time for this or is it appropriate?

Steamboat Willie - Tier 2 Offensive Super Move


Mickey concentrates his omnilium to form an actual-size, completely grayscale steamboat. This means that when completely summoned, the steamboat is approximately 17 meters in length by 5.5 meters in width, with a depth of 2.4 meters. It takes Mickey approximately five minutes of unbroken concentration (Spirit Bomb style) to summon the Steamboat Willie because of its size, and if at any point an opponent lands a hit on Mickey, he will have to start all over again on summoning it. Once summoned, Mickey must make his way to the wheel and pilot the boat toward the opponent he wishes to ram into; however, the mouse is a bit rusty on his ship-piloting skills, so it is much more likely for him to make a hit on an opponent directly in the path of the steamboat. Turning is not his strong suit. The ship travels at a speed of 5mph. If the ship collides with an opponent, it does some pretty gnarly physical damage and knocks them back, but cannot be summoned again for the duration of battle as it takes a lot out of Mickey. This does have the potential to hit multiple opponents if they all happen to be within the Steamboat Willie's path, but once it crashes into the ground, it cannot be used again and will disappear within seconds.
[Image: 2agonyw.png]
@Mickey:
>Yeah, for a super attack anything from "near instant" to "5 seconds" would work. You're spending SP. The time component is basically just fodder when SP is involved (at least for super attacks) - so long as there's theoretically enough delay for someone to use a super defence.
>Since the ship is large (wider than a metre or so), this also needs area attack (as well as physical attack).
Legit. Am I cool to edit that time description to five seconds in my roster?

And I’ll post in pre-round one and ask if I’m cool to purchase Area Attack since it was mistakenly approved without me being told it needed it.
[Image: 2agonyw.png]
(06-09-2018, 05:12 PM)Mickey Mouse Wrote: Legit. Am I cool to edit that time description to five seconds in my roster?

And I’ll post in pre-round one and ask if I’m cool to purchase Area Attack since it was mistakenly approved without me being told it needed it.

Yeah. Sure. You can edit the time down to 5 seconds. Just link this post in your log and say "Updating Steamboat Willie" or something like that.

As for using the move, outside of DA I'd say you could just 'use it' (and get Area Attack when next possible). But, yeah, for DA you'd have to ask Alex - but I doubt he'd tell you no.
I've met the edits to the Forge of Solus Prime. This is not a bump, just asking what needs to be changed.
(06-07-2018, 09:56 AM)Whirda Wrote: For a future alt swap, absolutely no rush on these.

Telescoping Bo Staff (Physical Strength) (300)
A normal bo staff crafted from tungsten carbide, rendering it extremely sturdy and resistant to scratches and damage.  While hanging from Gambit’s belt, the bo staff measures approximately one foot, but when Gambit uses it in combat it telescopes out to approximately six feet.

Playing Cards (Ranged Proficiency) (300)
An unassuming pack of throwing cards.  Gambit has the ability to throw these cards with deadly accuracy, making them capable of dealing minor slashing damage.  The deck contains 52 cards but miraculously, any card he throws reappears in the small leather case on his belt after about five seconds.  There isn't a much better way to describe the speed than that of a thrown playing card, and Gambit has an effective range of about 30 meters.  

Molecular Acceleration (Area Attack Proficiency) (300)
Gambit has the power to convert the potential energy in an object into kinetic energy, thus ‘charging’ that object with explosive results.  The time it takes to charge an object or objects depends on size, ranging from about one second for a playing card, to three seconds for his bo staff, and scaling up proportionally from there.  At present, this charging must take place through direct skin contact, and Gambit must focus while charging an item, able to move normally but unable to fight or use other moves or powers.  At present, Gambit cannot use this ability on organic/sentient targets such as allies or enemies.  When a charged object strikes or is struck by another solid surface, it explodes with concussive force, dealing moderate damage (still subject to Gambit’s ATK stat).  This explosion does not damage the charged object.

*casual bump*
Spectral Limbs (600 OM, Physical Proficiency, Ranged Proficiency, Remote Control Proficiency)
Mordus can summon another set of arms, ranging from normal sized, to as thick as trees. Summoning is instant, usually with a clap. Mordus can keep them on his person, giving him more limbs to attack with, lift, etc. Or, he can summon them as physical arms in a range of 50 feet. He can slam them into people, pick things up, etc. They work as really big (Or small) summonable arms, that don’t have to be attached to him. The only downsize, is that if they are not attached to his body, he has to stand still and control them with his normal arms, miming the movements.


Plz approve mus fite
Officially bumping the Forge of Solus Prime.
(06-07-2018, 09:56 AM)Whirda Wrote: Telescoping Bo Staff (Physical Strength) (300)
A normal bo staff crafted from tungsten carbide, rendering it extremely sturdy and resistant to scratches and damage.  While hanging from Gambit’s belt, the bo staff measures approximately one foot, but when Gambit uses it in combat it telescopes out to approximately six feet.

Just put in a line about how fast it telescopes and that one is good to go.

Quote:Playing Cards (Ranged Proficiency) (300)
An unassuming pack of throwing cards.  Gambit has the ability to throw these cards with deadly accuracy, making them capable of dealing minor slashing damage.  The deck contains 52 cards but miraculously, any card he throws reappears in the small leather case on his belt after about five seconds.  There isn't a much better way to describe the speed than that of a thrown playing card, and Gambit has an effective range of about 30 meters.

I'm torn on whether there should be a maximum amount of cards he can regenerate or not, because it doesn't do a lot of damage but an infinitely refilling ammo system with no drain seems a tad too much. Maybe add in a cap of cards he can regenerate in one fight and that'd be cool (not that you'd likely hit the limit or abuse it, but moves rules and stuff).

Quote:Molecular Acceleration (Area Attack Proficiency) (300)
Gambit has the power to convert the potential energy in an object into kinetic energy, thus ‘charging’ that object with explosive results.  The time it takes to charge an object or objects depends on size, ranging from about one second for a playing card, to three seconds for his bo staff, and scaling up proportionally from there.  At present, this charging must take place through direct skin contact, and Gambit must focus while charging an item, able to move normally but unable to fight or use other moves or powers.  At present, Gambit cannot use this ability on organic/sentient targets such as allies or enemies.  When a charged object strikes or is struck by another solid surface, it explodes with concussive force, dealing moderate damage (still subject to Gambit’s ATK stat).  This explosion does not damage the charged object.

Can the charge be broken if he's struck? Also I take it the Area Attack prof is needed because he might charge objects larger than 3 feet, or is it due to the concussive explosion? Also how big is this explosion?
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Illidan Stormrage \ Jim Raynor \ Cell
(06-12-2018, 07:12 AM)Civic Wrote:
(06-07-2018, 09:56 AM)Whirda Wrote: Telescoping Bo Staff (Physical Strength) (300)
A normal bo staff crafted from tungsten carbide, rendering it extremely sturdy and resistant to scratches and damage.  While hanging from Gambit’s belt, the bo staff measures approximately one foot, but when Gambit uses it in combat it telescopes out to approximately six feet in half a second.  *Gambit cannot/would not fight with the un-telescoped version of the weapon.

Just put in a line about how fast it telescopes and that one is good to go.

Added telescoping time and a small note.

Quote:Playing Cards (Ranged Proficiency) (300)
An unassuming pack of throwing cards.  Gambit has the ability to throw these cards with deadly accuracy, making them capable of dealing minor slashing damage.  The deck contains 52 cards but miraculously, any card he throws reappears in the small leather case on his belt after about five seconds.  There isn't a much better way to describe the speed than that of a thrown playing card, and Gambit has an effective range of about 30 meters.  Recharging more than a third of the deck in a single fight will add a small fatigue cost to each recharged card.  Recharging more than two thirds of the deck in a single fight will add a significant fatigue cost to each recharged card.

I'm torn on whether there should be a maximum amount of cards he can regenerate or not, because it doesn't do a lot of damage but an infinitely refilling ammo system with no drain seems a tad too much. Maybe add in a cap of cards he can regenerate in one fight and that'd be cool (not that you'd likely hit the limit or abuse it, but moves rules and stuff).

Quote:Molecular Acceleration (Area Attack Proficiency) (300)
Gambit has the power to convert the potential energy in an object into kinetic energy, thus ‘charging’ that object with explosive results.  The time it takes to charge an object or objects depends on size, ranging from about one second for a playing card, to three seconds for his bo staff, and scaling up proportionally from there.  At present, this charging must take place through direct skin contact, and Gambit must focus while charging an item, able to move normally but unable to fight or use other moves or powers.  At present, Gambit cannot use this ability on organic/sentient targets such as allies or enemies.  The charge lasts fifteen seconds.  When a charged object strikes or is struck by another solid surface, it explodes with concussive force, dealing moderate damage (still subject to Gambit’s ATK stat).  This explosion does not damage the charged object.  The explosion is approximately two square yards, with most of the damage focused in the center, at the point of the blast.  

Can the charge be broken if he's struck? Also I take it the Area Attack prof is needed because he might charge objects larger than 3 feet, or is it due to the concussive explosion? Also how big is this explosion?

Once the item is charged, it wouldn't lose the charge from Gambit being hit, no.  I should put a time limit on the charge duration though.  Also, if something strikes the item while Gambit is still holding it, it would explode and damage Gambit instead.  Area attack is due to the explosion but he is also capable of charging larger items with a longer focus time, so I think the proficiency covers both?

Changes in red!
@Whirda:
Quote:Telescoping Bo Staff (Physical Strength) (300)
A normal bo staff crafted from tungsten carbide, rendering it extremely sturdy and resistant to scratches and damage. While hanging from Gambit’s belt, the bo staff measures approximately one foot, but when Gambit uses it in combat it telescopes out to approximately six feet in half a second. *Gambit cannot/would not fight with the un-telescoped version of the weapon.

Telescoping Bo Staff: Approved

Playing Cards:
>I know they technically have an irl speed, but it's an obscure object should add one - especially since you're wanting to throw them straighter and accurately for damage and cards aren't usually an aerodynamic object.
>You don't need to give it limited ammo if you don't want. It's fine to have guns that never need to reload, for example - they just do less damage because they have fewer drawbacks (but don't need to stop being shot to be reloaded).
>As cards are a more obscure object that aren't really a major irl weapon, I'd add in a rough estimate for how many he can shoot per second.

Molecular Acceleration:
"The time it takes to charge an object or objects depends on size"
>Needs 600 OM for the variable stuff here.
>Damage would be dependent on how long you charged it. Playing cards would give a fairly weak explosion. A chair would probably give you a good one.
>Add a maximum sized object + charge time to this. Like X seconds to charge up a car.


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