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Ignoring the details, I'd say that would need regeneration. As you are essentially "healing" yourself, even if it's only countering a debuff. Healing would be required to get a move to counter a debuff like the one you mentioned used on an ally - so regen is needed to counter one used on yourself.
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Quote:Quote:Forge of Solus Prime (600, Mimic, Buff, Physical Strength):
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 five 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. The hammer can also be used to physically assault his opponents by smashing it into them, or swinging it at them much like a regular hammer.
Green Lantern Power Ring Prototype (???, ???,???):
The Green Lantern Prototype was forged by Jack with the Forge of Solus Pirme. The ring is a prototype, and has many of the capabilities of a Green Lantern Ring. This acts as a Mobile Dataverse Device, and a Communicator. This ring is still capable of shooting green energy beams out of it. The beams appear to be fists made out of a green crystalline energy. They travel at the speed of an arrow. This can be used while moving, or with other moves. This is moderately draining, equivalent to a light work out when he uses it. Each blast has 5 seconds to cool down. It has a range of 75 feet. The ring was discovered somewhere in Camelot by Jack.
While not an ideal power ring, the ring has been picked up by him because he needs one. This is the typical attack mode of the ring. Jack Darby can summon objects with his ring to interact with and manipulate objects at range. These manipulations are analogous to the things that a person with two large hands could feasibly complete (moving, pushing, pulling, pressing, turning, etc). These objects have superficial images associated with them, always in the form of an object that is completing the task. If the object is grabbing and moving another thing, it will have a "grasping" mechanic, be it a hand, a mouth, a clamp, a claw, etc. These images are purely illusory, and the strength of the object is always the same. That means that a Construct shaped like a hand and a Construct shaped like a crowbar are equally good at prying something open and etc.
These grabbing constructs appear as a tendril of rope-like light that extends from Jack's power ring, ending in the chosen 'grabber'. They can extend as far as Jack's concentration allows, but the longer the grabber, the more easily it is broken. His constructs are colored emerald. While these objects are illusory and can fulfill only one purpose, they can be attacked, damaged and destroyed. The more damage they take, the more strain it puts on Jack's mind. The more energy he puts into these objects, the harder they are to break but the more physically and mentally exhausted he becomes. These objects will immediately dissipate upon his breaking his concentration for any reason. Maximum range of ~30 meters (~100 feet) This is the 2nd ability of the ring.
The ring can also shoot a beam of energy that can lift objects around an opponent, and use them as projectiles traveling at the speed of an arrow. Alternately these objects can also be used to bludgeon his opponent, smashing the objects into their head with the beam from the ring.
Another way the ring could be used is that it could be used to create a Green Energy Shield around him capable of nullifying non - super moves provided his DEF / Tec be high enough to do so. This takes about 7 seconds to activate.
This ring also acts as a Mobile Dataverse Device, and a Communicator for him. It has plenty of room for upgrades.
![[Image: latest?cb=20120821204503]](https://vignette.wikia.nocookie.net/greenlantern/images/3/32/Green_Lantern_Power_Ring_Green_Lantern_The_Animated_Series.png/revision/latest?cb=20120821204503)
Burning Rubber (???, ???):
Using Arcee, Jack will drive her at his maximum speed up to an opponent before revving the engine, and slamming the front wheel of the motorcycle into the face of the opponent. The sensation of hot rubber will do damage to an opponent's face, and also lessen the accuracy of any of their attacks considerably for the next 15 seconds. When he uses this move, Jack cannot use other moves unless they are hand free, and moving around is much more difficult, unless done using Arcee.
Failed Star Saber Replica (???,???):
![[Image: energy_saber_by_doomskuller-d95ipxw.jpg]](https://t00.deviantart.net/Mqs16sC7j6U3tV7Uv5pJSpEAb9c=/300x200/filters:fixed_height(100,100):origin()/pre00/b2ad/th/pre/i/2015/225/2/f/energy_saber_by_doomskuller-d95ipxw.jpg)
A plain sword with a blade out of blue energy. This takes him about 5 seconds to materialize. The blade can clash with most blades including lightsabers, and similar. The sword is one handed. Can be used with other moves, so long as he has a hand free to hold the sword. This was forged with the Forge of Solus Prime.
The Will Blade (???,???):
![[Image: 72XCtMe.png]](http://i.imgur.com/72XCtMe.png)
The Will Blade was made by Jack Darby during his travels of the Tangled Green. A heavier sword that requires both hands. This sword has a spot for his Oan Power Ring in the sword. It can clash with most blades, and is a heavy sword. It's about 3 feet long and heavy. The sword can ignite with green flames, and clash with most blades when the Oan Power ring is inserted. However without the Oan Power Ring inserted, Jack cannot use the blade. When he is using it he cannot use the Oan Power Ring. It was forged by Jack with the Forge of Solus Prime.
Green Lantern Construct - Sword (???, ???):
One of the first constructs with the Green Lantern Ring Jack has learned how to make. A hand and a half sword, this sword takes about 3 seconds for him to manifest. The sword can clash with lightsabers, and any other blades. It is made out of will power.
![[Image: emerald_sword_v_2_by_krovanthedragon-d4vluc2.jpg]](https://pre00.deviantart.net/2618/th/pre/f/2012/099/b/e/emerald_sword_v_2_by_krovanthedragon-d4vluc2.jpg)
Bumping all of these.
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Bumping once more, as I could really use help to fix these up.
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06-17-2018, 03:04 AM
(This post was last modified: 06-17-2018, 09:40 AM by X-23.)
Still confused as to why you’d need more than 1 sword move, but eh. Those 3 should be relatively obvious; 300 each, aside from the one with the fire. That’d probably cost 600. Unless the flames are just for flavour and add nothing to the sword.
Burning rubber is gonna cost 600 and require debuff.
The power ring is a pain. (Did you straight up copy+pasta parts of sinestro’s moves for his ring?) either way, every different thing you can do with the ring is gonna cost 300. So you’re looking at an incredibly expensive move with a vast array of requirements. Consider splitting it down into separate moves to make it a little less daunting to read through and make sense of.
Oh and read over Sinestro’s moves for his power ring properly.
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Forge of Solus Prime (900, Mimic, Buff, Physical Strength):
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 five 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. This is not without drawbacks. First, and foremost, Jack is unable to use any move that is connected to one that he has transferred, such as for example if he were to use a Green Lantern Ring as the transferred move, he'd be unable to use any connected that for 2 minutes.
The move allows whoever he copies a move to in this fashion to use one of his moves for 1 minute. However, they also receive a temporary copy of any powers and proficiency needed, but only when applied to the move(s) transferred.
The hammer also allows him to absorb moves that are shot at him, and recreate them with his own aesthetic, though functionally the moves would still be the same.
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Wanted some opinions on these, for maybe getting them later to see if they work out with the prophecies that are on them. Or if I need more proficiencies.
Steel: (300) [Requires Buff, Area Defense]
He can increase the amount of iron proteins in his fur, making the fibers virtually as hard as metal, and coating his body in virtually a suit of armor when it comes to protection. Attacks that reflect off him resemble if you hit something metallic, typically displaying sparks if another metallic weapon would hit him, but will only block weaker attacks, anything stronger breaks his guard. The defense takes five seconds of him standing still to form, and once made it can be maintained by him however takes a lot of concentration, only allowing him to use basic attacks and swings of a weapon but allowing him freedom of movement. The defense would need to be dropped completely in order to use more focus related powers and abilities and remade after another five second time frame to get it back again.
???: (300) [Requires Healing, Buff, Area Defense, Telepathy, Ranged]
Thanks to all the herbal remedies he’s enchanted his weapon with, and some alcohol, his body can be engulfed in an aura that eludes the smell of vanilla with a mix of different kinds of herbs, in addition to a bit of sake from a friend of his to add some joyful inebriation. After and fifteen second charge time and five seconds of being in his generalized area he can use the allure of the smells to impose minor hypnotic effects on those who stay near him. One of which makes those who are around him very relaxed, a content state of lulled indulgence, similar to feeling a bit tipsy or drunk but having not drunken anything at all. They can choose to act normal however, or simply go along with the sensations as it was more so made to aid them than cause harm.
The aroma fights off the effects of foreign mental disturbances that may change the way someone acts, thinks, or anything affecting their five senses by matching his DEF vs their aggressors TEC. If they have double his DEF then the disturbance go’s through naturally, if they are nearly even then they are half as effective, less than half his DEF and they become immune to them for the duration. The effect can only afflict those in a five meter radius from his location. Leaving his general area makes the relaxing sensation go away, he can keep the mental blocking aspect of the skill going forever but requires that he can’t do more than use basic swings too fight. Which limit his ability to use other moves as long as this is being used. Flavor wise he can always smell like this while not giving an in combat effect, additionally this can't help those afflicted by super debuff moves.
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06-18-2018, 02:21 AM
(This post was last modified: 06-19-2018, 11:46 PM by Tyson Renegade.)
I'd better get a move set started
Then work on get enough OM to get the moves.....This is going to difficult.
But I'm going to try:
Bloodskal Blade: {Physical Strength}
[spoiler] ![[Image: Bloodska_Blade.png]](https://s33.postimg.cc/w5f4i7gun/Bloodska_Blade.png) [/spoiler]
A legendary vampire sword, Remade from the vampire queen Lilith. The blade itself almost having the same strength also the same to an zanpakuto. What soul reapers called soul cutters. The original sword was retired and the ancient vampire remade the steel sword completely from Tyson's blood. Tyson's blade looks something close to an Roman gladiator sword, Having an long triangle shape looking like a great sword made to be sharp. With a blade length of about 29; 7/8 inches unlike regular greatswords this looks something sword and a katana wrapped into one. Tyson used the sword to kill his victims as somewhat the sword starts glowing red almost like it was licking the blood of it victims. As the blade is literally an extension of his soul, he wields it effortlessly, being capable of dealing blindingly fast slashes with apparent ease.
Chaos Blast: Feeling immense anger, Tyson raises up a had summoning energy. Forming a volleyball-sized orb of demonic energy from either one of his hands. The demon will throw or concentrate of target and fire it and the explodes. If the attack it will feel like a small bomb just exploded right in front of you and your body was caught in the explosion. Having a range of about one kilometer almost with the speed of an sniper's bullet being struck. He'll only need a second to focus his anger into creating the attack again, but he can chain these together by alternating his hands.
Chaos Hell Burner: A technique shown to him from other demons. He clenches his fist focus on his opponents feeling anger towards him. For just five seconds, Tyson's fist starts gathering opening the palm of hand form an unstable energy blast. He opens up his hand fully bringing it forward and firing and massive energy wave at once hits explodes on contact. His hand firing the remain complete motionless when gathering the energy for the attack or the attack power will be weaken by half.
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I'd make a note for what length the blade has - that's always important. If the attacks are very fast, it shold be noted the swings are going to be very weak in return - unless you add a stamina cost to them.
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I wanted it to be like a vampire zanpakuto.....Hopefully I made it a bit better.
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-Ice Dust, snow drift (300 OM): - requires ranged proficiency, area attack proficiency, debuff proficiency
Weiss slashes upwards with Myrtenaster in a target direction, and rapidly forms a four foot high, six foot long bank of snow. The Snow itself forms roughly into a fattened arrowhead, and sails forward at a relatively slow rate of 40 meters per second in the targeted direction. The move is relatively light on Weiss's stamina - repeated uses will start wearing if she attempts to use it several times in a short period, however. The Damage is quite minor, being comparable to a light jab from the user, and even against someone with lower DEF, it's unlikely to leave anything more than a couple completely superficial boo-boo's unless the stat difference is immense - at least half of Weiss's attack or lower. The knock-back is, however, fairly strong, capable of knocking a prime with equivalent defence off their feet on a direct hit, and disorienting and staggering someone for a brief moment against someone with less than double her ATK in DEF.
Weiss is also limited to using this move no more than once in a five second period, in order to allow her Ice dust chamber time to refill itself, and it's range taps out at only 20 meters.
-Ice dust, Frozen Lake (300 OM) - Requires ranged proficiency, Debuff proficiency, Area attack proficiency
Weiss stabs her sword into the ground, holding the blade firmly into the ground for around 2 seconds. A relatively even, thin square of ice forms across the ground , roughly 15 feet wide, in front of the blade.. The Ice functions like regular ice in every respect, being slippery to walk on, difficult to gain traction on, only mildly durable, translucent, and allowing anyone with the proper grace to slide upon it's surface - and anyone without the proper grace to fall on their butt. The only notable difference is a resistance to ambient heat - it can even withstand the flames of the ashen steppes for a brief period.
The ice is relatively easy to break, but requires effective Area-of-effect moves to properly purge from an area due to it's nature as a sheet of ice covering the ground, and can last for up to a couple minutes. The energy drain on Weiss is moderate, but she is not immune to the effects of her own ice, meaning she has to worry about slipping on her own move just like anyone else would.
-Hierro - Requires physical proficency, (900 OM)
Weiss has learned how to channel her spiritual energy as a hollow well enough to instinctively learn one of the most common abilities of an arrancar. By focusing energy into a specific area of her body, she can temporarily harden the area to feel like steel. Weiss is capable of channeling this energy into 3 Major areas of her body - Her Chest, Her stomach, or her hands. In all cases, this requires roughly two seconds of focused concentration of her spiritual energy into that area, which leaves Weiss capable of basic movement, but little else.
The Protection this move gives is fairly significant - if Weiss were to grab the blade of someone with similar ATK to her DEF, while empowering her hand with Hierro, for instance, it would allow her to do so safely. The energy drain is high, however, making it something to be saved for critical moments - in cases where the damage would be less than fatal, or close to it, it would generally be better to take the attack head-on than utilize this energy draining move to block it. There is technically no time limit to using this move, but it drains her more the longer she uses it, making relying on the move a bad idea.
Additionally, she has to choose which area to cover - Chest, stomach or hands. She may not use Hierro to empower 2 or more of these bodily sections, and she must decide which body part to empower before focusing her spiritual energy, making this move useless against surprise attacks or in chaotic battles.
For those who strike Weiss while empowered with Hierro, the textile feeling and effects are what one would feel striking or breaking solid metal - Sparks may fly off of a blade, for instance, regardless of if the weapon penetrates or not. The sound, reverberation, and General sensation are all similar to striking a metal barrier.
As can be expected, people with ATK above Weiss's DEF are capable of penetrating this barrier to varying degrees, with an ATK more than double Weiss's DEF leaving it's defensive qualities as nearly useless.
Sound Dust - Tier 1 Super Defence
Weiss activates the sound dust hidden in Myrtenaster's revolver and creates a large, golden barrier of sound that expands from the tip of Her blade, that covers her in a protective dome of energy. this ability can stop a single super move of the same tier, or powerful normal moves for a couple seconds, but is heavily draining on Weiss's energy reserves, using up 1 sp.
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06-18-2018, 08:14 AM
(This post was last modified: 06-18-2018, 08:17 AM by Violet.)
Reforged Hellfire Weapon
After losing her original ability to summon the hellfire daggers, given to her by Yenma, Violet was given a second chance at being able to summon her beloved weapons by a special denizen of the Underverse with the power to create such things. These weapons are made of pure Ki energy bound with a special rock like material she brought back with her from the Underverse and can be summoned at will by Violet. They can take several forms depending on her needs. Usually, they're just a pair of daggers that appear to be forged of red-tinted steel, with a red satin material binding the hilt, but can also take the form of a red steel bladed katana with a similar appearance to the daggers, or a red steel bo stave, a shield, or a pair of glaives. All of these forms have a similar appearance: made of crimson steel with decorative as well as functional grips made of a darker crimson material and black ornament througout. Observers may notice streaks of red energy flowing throughout the weapon and a slight warmth and tingling sensation if touched. It takes a few minutes to summon, and can stay in a form for up to a day before reverting back into the special rock material.
Each form has its own special property:
Daggers: applies a poison debuff that will inflict minor damage to the opponent over a period of about 15 seconds. (requires debuff proficiency, which I have)
Katana: Gives a temporary boost to her movement speed and allows for attacks that can hit multiple targets within close range (requires burst movement and area attack proficiency, both of which I have)
Glaives: Applies a poison debuff (debuff proficiency) that will inflict minor damage to an opponent over about 15 seconds. Can hit other opponents within close range (area attack proficiency) and can also be used as a somewhat weak barrier (area shield proficiency)
Bo Stave: temporary speed boost (via burst movement), hit multiple targets within close range(area attack proficiency) and used to direct ki bursts towards opponents (ranged proficiency/homing proficiency)
Shield: She can summon a shield in place of one of the daggers to reduce damage from an opponent (area shield proficiency)
Just throwing this out there for after DA so I can get it priced, revised, whatever else I need. I am not sure if this is even the right spot for it haha.
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06-18-2018, 10:46 PM
(This post was last modified: 06-19-2018, 11:57 PM by Luci.)
Did I do this right? The character's name is The Shaunteraug, is like a mist bender
Mist (1200) - Ranged proficiency, Debuff proficiency, Area proficiency, Ranged Materialize Proficiency, Remote Control Proficiency, Stealth, Suppression
This a collection of four different applications of the same move. The other three applications of this move are only possible when Cloud of Mist has already been performed.
Cloud of Mist - Ranged proficiency, Debuff proficiency, Area proficiency, Ranged Materialize Proficiency, Remote Control Proficiency, Stealth, Supression
The Shaunteraug summons a rolling cloud of thick mist, starting at his location and filling a 100 foot radius circle within three seconds. This fog can be hard to see through, especially for characters with low TEC scores. The cloud gets thicker the closer you get to the center; the ten foot area around the Shaunteraug is incredibly thick, reinforced with the Shaunteraug’s Stealth and Suppression. If the Shaunteraug moves for any reason, the cloud will move with him.
From this cloud The Shaunteraug can summon various weapons, described below.
Blades of Mist - Ranged proficiency, Ranged Materialize Proficiency, Remote Control Proficiency,
The Shaunteraug raises his arm and summons four tendrils of semi-solid mist ending in jagged blades; this takes about three seconds. These tendrils lash out at nearby enemies, trying to stab and slash enemies. These tendrils can be summoned anywhere within the Cloud of Mist.The tendrils cut be broken or slice through, as well as blocked.
The shaunteraug can not move while channeling this spell, although her can chanel Hands of Mist and Arrows of Mist while maintaining this move.
Hands of Mist - Ranged Proficiency, Debuff Proficiency, Ranged Materialize Proficiency, Remote Control Proficiency,
The Shaunteraug raises his arm and summons four tendrils of semi-solid mist ending in human hands; this takes about three seconds. These tendrils lash out at nearby enemies, trying to grab and hinder opponents. These tendrils can be summoned anywhere within the Cloud of Mist. The tendrils can be broken or slice through, as well as blocked, and the holds can be broken from characters with higher ATK.
If an opponent is grabbed with two hands, they may have their speed slowed. If they cannot fight off the tendrils they may be completely immobile.
The shaunteraug can not move while channeling this spell, although her can chanel Blades of Mist and Arrows of Mist while maintaining this move.
Arrows of Mist - Ranged proficiency, Ranged Materialize Proficiency, Remote Control Proficiency
The Shaunteraug summons four arrows out of his misty cloud and points his finger. Over the next four seconds, the arrows will where he points, firing once every second, and acting as a normal solid arrow. Like a normal, solid arrow, these arrows can be blocked or dodged. These tendrils can only be summoned within ten feet of The Shaunteraug while in the Cloud of Mist.
The shaunteraug can not move while channeling this spell, although he can chanel Blades of Mist and Hands of Mist while using this move.
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06-20-2018, 07:01 PM
(This post was last modified: 06-20-2018, 07:17 PM by The Vision.)
Hopefully for Wario once he gets approved. This was an idea I had for Luigi way back when but I wanna see how to make this work.
The idea in mind is that the flower can give Wario the power to poof another Wario into existence which does ONE thing and then poofs away. Think a Meeseeks box, but the Meeseek lasts 4 seconds or whatever no matter what. I know this kinda thing is allowed for Super Moves, but hopefully I can make it work for normal Moves. (Will understand if not possible)
Copy Flower (300)
A Power Flower Wario stole from the Mario Bros. a long time ago. Wario creates a very, VERY temporary copy of himself. This copy can do a predetermined Move, after which it instantly vanishes. The original Wario suffers any negative effects of that Move (exhaustion/cooldown) and also any damage the copy sustains. This is true unless Wario uses a Bros. Move, a move with the "Bros." tag. If the copy is damaged before it accomplishes its goal, it vanishes anyway and the Move is considered cancelled.
01001101 01100001 01100100 01100101
01111001 01101111 01110101
01101100 01101111 01101111 01101011
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06-21-2018, 04:10 PM
(This post was last modified: 06-21-2018, 04:27 PM by Jack Darby.)
Forge of Solus Prime (900, Mimic, Buff, Physical Strength):
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 five 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. This is not without drawbacks. First, and foremost, Jack is unable to use any move that is connected to one that he has transferred, such as for example if he were to use a Green Lantern Ring as the transferred move, he'd be unable to use any connected that for 2 minutes.
The move allows whoever he copies a move to in this fashion to use one of his moves for 1 minute. However, they also receive a temporary copy of any powers and proficiency needed, but only when applied to the move(s) transferred.
The hammer also allows him to absorb moves that are shot at him, and recreate them with his own aesthetic, though functionally the moves would still be the same.
Green Lantern Power Ring (Flavor Move):
The power ring that Jack wields. After the Oan Power Ring was stolen from him by a member of the Sinestro Corps as were both of his hands, Jack created this power ring for himself with the Forge of Solus Prime. It is currently a work in progress, and so lacks many of the capabilities one might assume that a Green Lantern Ring should have.
Mechanical Hands (300, Physical Strength, Ranged Proficiency):
Mechanical Hands Jack had to materialize for himself after the loss of his original limbs. These are powered by the Green Light of Will, and are good at punching things. They can also shoot green plasma blasts that travel at the speed of an arrow, and have a range of 75 feet. When he is using them for that, he cannot use the ring's moves. Nor can he use the ring's moves for 10 seconds after he is done using Mechanical Hands. The damage these are capable of is minimal.
Hard-Light Blast – 600 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
The ring can fire a concentrated beam of green hard-light when Jack concentrates. This can take the form of a single beam or appear as any other ranged weapon Jack imagines. Jack can put more energy into each shot, the strength of which relates directly to how physically and mentally drained he is after the attack. If he chooses to create a hard-light weapon, it must be roughly the size of a pistol for a weak shot, or the size of a rifle for a charged shot. These weapons and projectiles will immediately dissipate upon his breaking his concentration for any reason.
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06-21-2018, 09:31 PM
(This post was last modified: 06-21-2018, 09:42 PM by Jack Darby.)
Wall Construct (300, Area Shield):
A Wall Construct that is about as durable as a standard brick wall. This construct can be used purely defensively, and cannot be used for any form of offense. When he is making it, Jack is incapable of making other constructs, or using the power ring for any other functions. This takes him about 8 seconds to make. It can withstand any non Supermoves, depending if they are more powerful than the shield can withstand.
Emerald Saber and Shield (600, Physical Strength, Area Defense.):
![[Image: images?q=tbn:ANd9GcTLKEHVWmFIbJ6saudRvoC...sx4JrxB_zT]](https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTLKEHVWmFIbJ6saudRvoC0R7u2jYsMGXtTIb_Hlmsx4JrxB_zT)
A sword and shield combination that Jack created in the Tangled Green for himself.The sword is your typical 2 H broadsword that can be wielded by Jack Darby. It was made by him out of crystallized will power, for the most part, and also metal. The shield and sword take about 5 seconds to summon. They can be used to attack an opponent, or to block attacks as needed. The shield and sword are fairly easy for him to wield.
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AHHHHHHHHHHHHH
now with that out of the way, since my quote has finally become fixed i shall undertake the massive dump you guys have in here.
Like geez.
:froggonk:
(06-17-2018, 08:06 PM)Ricter Wrote: [spoiler]
Wanted some opinions on these, for maybe getting them later to see if they work out with the prophecies that are on them. Or if I need more proficiencies.
Steel: (300) [Requires Buff, Area Defense]
He can increase the amount of iron proteins in his fur, making the fibers virtually as hard as metal, and coating his body in virtually a suit of armor when it comes to protection. Attacks that reflect off him resemble if you hit something metallic, typically displaying sparks if another metallic weapon would hit him, but will only block weaker attacks, anything stronger breaks his guard. The defense takes five seconds of him standing still to form, and once made it can be maintained by him however takes a lot of concentration, only allowing him to use basic attacks and swings of a weapon but allowing him freedom of movement. The defense would need to be dropped completely in order to use more focus related powers and abilities and remade after another five second time frame to get it back again.
???: (300) [Requires Healing, Buff, Area Defense, Telepathy, Ranged]
Thanks to all the herbal remedies he’s enchanted his weapon with, and some alcohol, his body can be engulfed in an aura that eludes the smell of vanilla with a mix of different kinds of herbs, in addition to a bit of sake from a friend of his to add some joyful inebriation. After and fifteen second charge time and five seconds of being in his generalized area he can use the allure of the smells to impose minor hypnotic effects on those who stay near him. One of which makes those who are around him very relaxed, a content state of lulled indulgence, similar to feeling a bit tipsy or drunk but having not drunken anything at all. They can choose to act normal however, or simply go along with the sensations as it was more so made to aid them than cause harm.
The aroma fights off the effects of foreign mental disturbances that may change the way someone acts, thinks, or anything affecting their five senses by matching his DEF vs their aggressors TEC. If they have double his DEF then the disturbance go’s through naturally, if they are nearly even then they are half as effective, less than half his DEF and they become immune to them for the duration. The effect can only afflict those in a five meter radius from his location. Leaving his general area makes the relaxing sensation go away, he can keep the mental blocking aspect of the skill going forever but requires that he can’t do more than use basic swings too fight. Which limit his ability to use other moves as long as this is being used. Flavor wise he can always smell like this while not giving an in combat effect, additionally this can't help those afflicted by super debuff moves.
[/spoiler]
Steel:
"only allowing him to use basic attacks and swings of a weapon but allowing him freedom of movement." This sentence is confusing, what exactly are you restricting? Are you trying to make it that way Ricter must focus and slow down in order to focus on this move? Perhaps adding in 'unable to use charged moves' would be appropriate for what you are going for, but I don't remember if this is still not considered a valid downside. I would say so long as he is slowed to a walk then it would be fine for its downside. Other than that, how long can he hold this form for? How much stamina does it cost, if any?
Aroma's Charm???(just a suggestion  )
Can he be interrupted during this process? I don't think indefinitely is a good measure for a move like this, but perhaps a five second long charge time and 30 second upkeep would be sufficient to accomplish what you are going for. How much stamina does this cost, if any?
(06-18-2018, 02:21 AM)Tyson Renegade Wrote: [spoiler]
I'd better get a move set started
Then work on get enough OM to get the moves.....This is going to difficult.
But I'm going to try:
Bloodskal Blade: {Physical Strength}
A legendary vampire sword, Remade from the vampire queen Lilith. The blade itself almost having the same strength also the same to an zanpakuto. What soul reapers called soul cutters. The original sword was retired and the ancient vampire remade the steel sword completely from Tyson's blood. Tyson's blade looks something close to an Roman gladiator sword, Having an long triangle shape looking like a great sword made to be sharp. With a blade length of about 29; 7/8 inches unlike regular greatswords this looks something sword and a katana wrapped into one. Tyson used the sword to kill his victims as somewhat the sword starts glowing red almost like it was licking the blood of it victims. As the blade is literally an extension of his soul, he wields it effortlessly, being capable of dealing blindingly fast slashes with apparent ease.
Chaos Blast: Feeling immense anger, Tyson raises up a had summoning energy. Forming a volleyball-sized orb of demonic energy from either one of his hands. The demon will throw or concentrate of target and fire it and the explodes. If the attack it will feel like a small bomb just exploded right in front of you and your body was caught in the explosion. Having a range of about one kilometer almost with the speed of an sniper's bullet being struck. He'll only need a second to focus his anger into creating the attack again, but he can chain these together by alternating his hands.
Chaos Hell Burner: A technique shown to him from other demons. He clenches his fist focus on his opponents feeling anger towards him. For just five seconds, Tyson's fist starts gathering opening the palm of hand form an unstable energy blast. He opens up his hand fully bringing it forward and firing and massive energy wave at once hits explodes on contact. His hand firing the remain complete motionless when gathering the energy for the attack or the attack power will be weaken by half.
[/spoiler]
Bloodskal Blade: good on physical strength, gonna cost 300: This looks pretty good where it's at, keep in mind that the damage it deals would be in comparison to your own attack, and quicker and light swords generally do less damage since they don't have too much downside. Omniphysics.
Chaos Blast: Gonna need ranged, most likely will cost 300. What is the size of the explosion? If its larger than three feet, youre gonna need area attack. Is there a stamina cost? How much? Keep in mind with the lack of downsides, this move is not going to even be nearly as damaging as you think.
Chaos Hell Burner: Hmm, tough call on whether its 300 or 600, most likley 300. Needs ranged. What is the range of this attack? How wide is the beam? Stamina cost? Explosion size/ area attack?
(06-18-2018, 05:20 AM)Weiss Schnee Wrote: [spoiler]
-Ice Dust, snow drift (300 OM): - requires ranged proficiency, area attack proficiency, debuff proficiency
Weiss slashes upwards with Myrtenaster in a target direction, and rapidly forms a four foot high, six foot long bank of snow. The Snow itself forms roughly into a fattened arrowhead, and sails forward at a relatively slow rate of 40 meters per second in the targeted direction. The move is relatively light on Weiss's stamina - repeated uses will start wearing if she attempts to use it several times in a short period, however. The Damage is quite minor, being comparable to a light jab from the user, and even against someone with lower DEF, it's unlikely to leave anything more than a couple completely superficial boo-boo's unless the stat difference is immense - at least half of Weiss's attack or lower. The knock-back is, however, fairly strong, capable of knocking a prime with equivalent defence off their feet on a direct hit, and disorienting and staggering someone for a brief moment against someone with less than double her ATK in DEF.
Weiss is also limited to using this move no more than once in a five second period, in order to allow her Ice dust chamber time to refill itself, and it's range taps out at only 20 meters.
-Ice dust, Frozen Lake (300 OM) - Requires ranged proficiency, Debuff proficiency, Area attack proficiency
Weiss stabs her sword into the ground, holding the blade firmly into the ground for around 2 seconds. A relatively even, thin square of ice forms across the ground , roughly 15 feet wide, in front of the blade.. The Ice functions like regular ice in every respect, being slippery to walk on, difficult to gain traction on, only mildly durable, translucent, and allowing anyone with the proper grace to slide upon it's surface - and anyone without the proper grace to fall on their butt. The only notable difference is a resistance to ambient heat - it can even withstand the flames of the ashen steppes for a brief period.
The ice is relatively easy to break, but requires effective Area-of-effect moves to properly purge from an area due to it's nature as a sheet of ice covering the ground, and can last for up to a couple minutes. The energy drain on Weiss is moderate, but she is not immune to the effects of her own ice, meaning she has to worry about slipping on her own move just like anyone else would.
-Hierro - Requires physical proficency, (900 OM)
Weiss has learned how to channel her spiritual energy as a hollow well enough to instinctively learn one of the most common abilities of an arrancar. By focusing energy into a specific area of her body, she can temporarily harden the area to feel like steel. Weiss is capable of channeling this energy into 3 Major areas of her body - Her Chest, Her stomach, or her hands. In all cases, this requires roughly two seconds of focused concentration of her spiritual energy into that area, which leaves Weiss capable of basic movement, but little else.
The Protection this move gives is fairly significant - if Weiss were to grab the blade of someone with similar ATK to her DEF, while empowering her hand with Hierro, for instance, it would allow her to do so safely. The energy drain is high, however, making it something to be saved for critical moments - in cases where the damage would be less than fatal, or close to it, it would generally be better to take the attack head-on than utilize this energy draining move to block it. There is technically no time limit to using this move, but it drains her more the longer she uses it, making relying on the move a bad idea.
Additionally, she has to choose which area to cover - Chest, stomach or hands. She may not use Hierro to empower 2 or more of these bodily sections, and she must decide which body part to empower before focusing her spiritual energy, making this move useless against surprise attacks or in chaotic battles.
For those who strike Weiss while empowered with Hierro, the textile feeling and effects are what one would feel striking or breaking solid metal - Sparks may fly off of a blade, for instance, regardless of if the weapon penetrates or not. The sound, reverberation, and General sensation are all similar to striking a metal barrier.
As can be expected, people with ATK above Weiss's DEF are capable of penetrating this barrier to varying degrees, with an ATK more than double Weiss's DEF leaving it's defensive qualities as nearly useless.
Sound Dust - Tier 1 Super Defence
Weiss activates the sound dust hidden in Myrtenaster's revolver and creates a large, golden barrier of sound that expands from the tip of Her blade, that covers her in a protective dome of energy. this ability can stop a single super move of the same tier, or powerful normal moves for a couple seconds, but is heavily draining on Weiss's energy reserves, using up 1 sp.
[/spoiler]
Snow Drift: mostly good, but 40m/s is actually pretty fast, close to 90mph. Is there a charge time? Cooldown doesn't seem to be much of an issue here, I wouldn't find you need to use it more than once every five seconds. With how it is now, you get a low stamina instant cast knockback move every 5 seconds.
Frozen Lake: I would say this lasts one round to make it more fluent with fights, as this could basically last an entire fight depending on how its written. Other than that, looks good.
Hierro: Indefinite use is generally a no go, especially since this is a high draining move, it leaves it too open-ended. Perhaps add a maximum time she can hold this before having to let it go and catch her breath. Other than that, looks good.
Sound Dust: Just in case of nitpicky fights, make sure you add what the range is on this, specifically to show the possibility of protecting others. Obviously, it needs area shield, which I assume you already have from previous moves, and if you feel like adding a small charge that would be chill, but hey, its a super, up to you.
(06-18-2018, 08:14 AM)Violet Wrote: [spoiler]
Reforged Hellfire Weapon
After losing her original ability to summon the hellfire daggers, given to her by Yenma, Violet was given a second chance at being able to summon her beloved weapons by a special denizen of the Underverse with the power to create such things. These weapons are made of pure Ki energy bound with a special rock like material she brought back with her from the Underverse and can be summoned at will by Violet. They can take several forms depending on her needs. Usually, they're just a pair of daggers that appear to be forged of red-tinted steel, with a red satin material binding the hilt, but can also take the form of a red steel bladed katana with a similar appearance to the daggers, or a red steel bo stave, a shield, or a pair of glaives. All of these forms have a similar appearance: made of crimson steel with decorative as well as functional grips made of a darker crimson material and black ornament througout. Observers may notice streaks of red energy flowing throughout the weapon and a slight warmth and tingling sensation if touched. It takes a few minutes to summon, and can stay in a form for up to a day before reverting back into the special rock material.
Each form has its own special property:
Daggers: applies a poison debuff that will inflict minor damage to the opponent over a period of about 15 seconds. (requires debuff proficiency, which I have)
Katana: Gives a temporary boost to her movement speed and allows for attacks that can hit multiple targets within close range (requires burst movement and area attack proficiency, both of which I have)
Glaives: Applies a poison debuff (debuff proficiency) that will inflict minor damage to an opponent over about 15 seconds. Can hit other opponents within close range (area attack proficiency) and can also be used as a somewhat weak barrier (area shield proficiency)
Bo Stave: temporary speed boost (via burst movement), hit multiple targets within close range(area attack proficiency) and used to direct ki bursts towards opponents (ranged proficiency/homing proficiency)
Shield: She can summon a shield in place of one of the daggers to reduce damage from an opponent (area shield proficiency)
Just throwing this out there for after DA so I can get it priced, revised, whatever else I need. I am not sure if this is even the right spot for it haha.
[/spoiler]
Alright, gonna need some specifics here, how long does it take to change in between any of these forms? Some of these say you gain speed boosts, but I don't see any downsides for this? It seems like a free speed up. Burst movement is kind of an unspoken boost to any attack and is unnecessary in their descriptions. Can the poison debuff stack or does it refresh? How large is the shield? How does the glaive protect you and why does it require area shield? Weapon sizes would be very helpful here as well. Can Vi use the shield along with any other forms or just the dagger? How is the Bo stave homing? Once all these are added and more clarity is added I would see this priced at 1500.
(06-18-2018, 10:46 PM)Luci Wrote: [spoiler]
Did I do this right? The character's name is The Shaunteraug, is like a mist bender
Mist (1200) - Ranged proficiency, Debuff proficiency, Area proficiency, Ranged Materialize Proficiency, Remote Control Proficiency, Stealth, Suppression
This a collection of four different applications of the same move. The other three applications of this move are only possible when Cloud of Mist has already been performed.
Cloud of Mist - Ranged proficiency, Debuff proficiency, Area proficiency, Ranged Materialize Proficiency, Remote Control Proficiency, Stealth, Supression
The Shaunteraug summons a rolling cloud of thick mist, starting at his location and filling a 100 foot radius circle within three seconds. This fog can be hard to see through, especially for characters with low TEC scores. The cloud gets thicker the closer you get to the center; the ten foot area around the Shaunteraug is incredibly thick, reinforced with the Shaunteraug’s Stealth and Suppression. If the Shaunteraug moves for any reason, the cloud will move with him.
From this cloud The Shaunteraug can summon various weapons, described below.
Blades of Mist - Ranged proficiency, Ranged Materialize Proficiency, Remote Control Proficiency,
The Shaunteraug raises his arm and summons four tendrils of semi-solid mist ending in jagged blades; this takes about three seconds. These tendrils lash out at nearby enemies, trying to stab and slash enemies. These tendrils can be summoned anywhere within the Cloud of Mist.The tendrils cut be broken or slice through, as well as blocked.
The shaunteraug can not move while channeling this spell, although her can chanel Hands of Mist and Arrows of Mist while maintaining this move.
Hands of Mist - Ranged Proficiency, Debuff Proficiency, Ranged Materialize Proficiency, Remote Control Proficiency,
The Shaunteraug raises his arm and summons four tendrils of semi-solid mist ending in human hands; this takes about three seconds. These tendrils lash out at nearby enemies, trying to grab and hinder opponents. These tendrils can be summoned anywhere within the Cloud of Mist. The tendrils can be broken or slice through, as well as blocked, and the holds can be broken from characters with higher ATK.
If an opponent is grabbed with two hands, they may have their speed slowed. If they cannot fight off the tendrils they may be completely immobile.
The shaunteraug can not move while channeling this spell, although her can chanel Blades of Mist and Arrows of Mist while maintaining this move.
Arrows of Mist - Ranged proficiency, Ranged Materialize Proficiency, Remote Control Proficiency
The Shaunteraug summons four arrows out of his misty cloud and points his finger. Over the next four seconds, the arrows will where he points, firing once every second, and acting as a normal solid arrow. Like a normal, solid arrow, these arrows can be blocked or dodged. These tendrils can only be summoned within ten feet of The Shaunteraug while in the Cloud of Mist.
The shaunteraug can not move while channeling this spell, although he can chanel Blades of Mist and Hands of Mist while using this move.
[/spoiler] Cloud of Mist: Woah there, 100-foot radius is enough to cover entire arenas alone, so the size needs to be drastically decreased if you are going to be having this up for most of the fight, especially with only a three-second summon time. Perhaps some stamina upkeep or some type of way to counteract the mist would be enough to balance this out. Describe the effect of Tec in more detail, as I don;t see why Tec would affect your sight, unless you had enhanced senses. Not sure whether this needs area attack, defense, or both.
Blades of Mist: Alright so how long are these? Can they extend out of the mist? How durable are they to attacks? How many can be summoned at once? Do they have a stamina drain? What happens if some are damaged, can they resummon them or do they regenerate while being focused?
Hand of Mist: How long would it take for someone to break free of the hands? Add something along the lines of a minimum time to break a mist hand and a maximum time dependant on def or atk. Many of the same questions as before.
Arrows of Mist: Can they move after summoning the arrows or must they wait until all four are fired? Stamina drain?
Overall can only two of these be active at a time or can one of each be active?
(06-20-2018, 07:01 PM)The Vision Wrote: [spoiler]
Hopefully for Wario once he gets approved. This was an idea I had for Luigi way back when but I wanna see how to make this work.
The idea in mind is that the flower can give Wario the power to poof another Wario into existence which does ONE thing and then poofs away. Think a Meeseeks box, but the Meeseek lasts 4 seconds or whatever no matter what. I know this kinda thing is allowed for Super Moves, but hopefully I can make it work for normal Moves. (Will understand if not possible)
![[Image: latest?cb=20130721184013]](https://vignette.wikia.nocookie.net/fantendo/images/3/37/CopyFlower.png/revision/latest?cb=20130721184013)
Copy Flower (300)
A Power Flower Wario stole from the Mario Bros. a long time ago. Wario creates a very, VERY temporary copy of himself. This copy can do a predetermined Move, after which it instantly vanishes. The original Wario suffers any negative effects of that Move (exhaustion/cooldown) and also any damage the copy sustains. This is true unless Wario uses a Bros. Move, a move with the "Bros." tag. If the copy is damaged before it accomplishes its goal, it vanishes anyway and the Move is considered cancelled.
[/spoiler] Copy Flower: Im not entirely sure what is considered a bros move, and how it exactly affects the sequence. I am guessing that certain mvoes can be completely interrupted while others cant, though its a confusing attribute. With a variance of which move the copy can enact, this would at least be 600. Can you summon this copy from a distance?
(06-21-2018, 04:10 PM)Jack Darby Wrote: [spoiler]
Forge of Solus Prime (900, Mimic, Buff, Physical Strength):
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 five 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. This is not without drawbacks. First, and foremost, Jack is unable to use any move that is connected to one that he has transferred, such as for example if he were to use a Green Lantern Ring as the transferred move, he'd be unable to use any connected that for 2 minutes.
The move allows whoever he copies a move to in this fashion to use one of his moves for 1 minute. However, they also receive a temporary copy of any powers and proficiency needed, but only when applied to the move(s) transferred.
The hammer also allows him to absorb moves that are shot at him, and recreate them with his own aesthetic, though functionally the moves would still be the same.
Green Lantern Power Ring (Flavor Move):
The power ring that Jack wields. After the Oan Power Ring was stolen from him by a member of the Sinestro Corps as were both of his hands, Jack created this power ring for himself with the Forge of Solus Prime. It is currently a work in progress, and so lacks many of the capabilities one might assume that a Green Lantern Ring should have.
Mechanical Hands (300, Physical Strength, Ranged Proficiency):
Mechanical Hands Jack had to materialize for himself after the loss of his original limbs. These are powered by the Green Light of Will, and are good at punching things. They can also shoot green plasma blasts that travel at the speed of an arrow, and have a range of 75 feet. When he is using them for that, he cannot use the ring's moves. Nor can he use the ring's moves for 10 seconds after he is done using Mechanical Hands. The damage these are capable of is minimal.
Hard-Light Blast – 600 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
The ring can fire a concentrated beam of green hard-light when Jack concentrates. This can take the form of a single beam or appear as any other ranged weapon Jack imagines. Jack can put more energy into each shot, the strength of which relates directly to how physically and mentally drained he is after the attack. If he chooses to create a hard-light weapon, it must be roughly the size of a pistol for a weak shot, or the size of a rifle for a charged shot. These weapons and projectiles will immediately dissipate upon his breaking his concentration for any reason.
[/spoiler]
Forge of Solus Prime: Not sure what the last paragraph is, a shield maybe? Perhaps go into greater detail, otherwise the move would cost 600 and is generally fine the way it is without the last few lines. YOu would also have to see staff about this because of the nature of this move and whether or not the idea is approvable.
Mechanical Hands: Do these just fire a blast? I would recommend just having a stamina drain and charge time, would make it easier for you in the end. No need to restrict other moves unless you really want to do that for flavor.
Hard Light Blast: Im not sure exactly what you are trying to do, make a weapon or shoot a blast of eenrgy. Its fine at 600 for a blast with variable charge time, but as for weapons, that would be its own thing, requiring also descriptions of what weapons it can become, with increasing costs for each type of weapon.
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Forge of Solus Prime (900, Mimic, Buff, Physical Strength):
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 five 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. This is not without drawbacks. First, and foremost, Jack is unable to use any move that is connected to one that he has transferred, such as for example if he were to use a Green Lantern Ring as the transferred move, he'd be unable to use any connected that for 2 minutes.
The move allows whoever he copies a move to in this fashion to use one of his moves for 1 minute. However, they also receive a temporary copy of any powers and proficiency needed, but only when applied to the move(s) transferred.
The hammer also allows him to absorb moves that are shot at him, and recreate them with his own aesthetic, though functionally the moves would still be the same. What this does is in short allow him to replicate moves he has seen others use, but the moves are "modified" so they have his own aesthetic instead of the one they use when the original wielder has launched them at him.
Hard-Light Blast – 600 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
The ring can fire a concentrated beam of green hard-light when Jack concentrates. This can take the form of a single beam or appear as any other ranged weapon Jack imagines. Jack can put more energy into each shot, the strength of which relates directly to how physically and mentally drained he is after the attack.
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Changed stuff, for Steel I added the stamina thing, though for my other move it had a 15 second charge time with an additional 5 second usage for it. Changed it since it seemed to not do much in the realm of helping, also added fatigue and keeping the other things.
[spoiler]Steel: (300) [Requires Buff, Area Defense]
He can increase the amount of iron proteins in his fur, making the fibers virtually as hard as metal, and coating his body in virtually a suit of armor when it comes to protection. Attacks that reflect off him resemble if you hit something metallic, typically displaying sparks if another metallic weapon would hit him, but will only block weaker attacks, anything stronger breaks his guard and stuns him for a second. The defense takes five seconds of him standing still to form, and once made it can be maintained by him for thirty seconds or when broken or dropped. The defense would need to be dropped completely in order to use more focus related powers and abilities and remade after another five second time frame to get it back again while taking minor stamina to use but repeated uses can cause bodily fatigue.
Aroma Something: (300) [Requires Healing, Buff, Area Defense, Telepathy, Ranged]
Thanks to all the herbal remedies he’s enchanted his weapon with, and some alcohol, his body can be engulfed in an aura that eludes the smell of vanilla with a mix of different kinds of herbs, in addition to a bit of sake from a friend of his to add some joyful inebriation. After and ten second channel time and five seconds of being in his generalized area he can use the allure of the smells to impose minor hypnotic effects on those who stay near him. One of which makes those who are around him very relaxed, a content state of lulled indulgence, similar to feeling a bit tipsy or drunk but having not drunken anything at all. They can choose to act normal however, or simply go along with the sensations as it was more so made to aid them than cause harm.
The aroma fights off the effects of foreign mental disturbances that may change the way someone acts, thinks, or anything affecting their five senses by matching his DEF vs their aggressors TEC. If they have double his DEF then the disturbance go’s through naturally, if they are nearly even then they are half as effective, less than half his DEF and they become immune to them for the duration. The effect can only afflict those in a five meter radius from his location. Leaving his general area makes the relaxing sensation go away, he can keep the mental blocking aspect of the skill going for one minute but on use it drains a moderate amount of energy from him. While channeling this prior he cant be intrupted but it takes some time still. Flavor wise he can always smell like this while not giving an in combat effect, additionally this can't help those afflicted by super debuff moves.[/spoiler]
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(06-21-2018, 10:40 PM)Jack Darby Wrote: Forge of Solus Prime (900, Mimic, Buff, Physical Strength):
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 five 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. This is not without drawbacks. First, and foremost, Jack is unable to use any move that is connected to one that he has transferred, such as for example if he were to use a Green Lantern Ring as the transferred move, he'd be unable to use any connected that for 2 minutes.
The move allows whoever he copies a move to in this fashion to use one of his moves for 1 minute. However, they also receive a temporary copy of any powers and proficiency needed, but only when applied to the move(s) transferred.
The hammer also allows him to absorb moves that are shot at him, and recreate them with his own aesthetic, though functionally the moves would still be the same. What this does is in short allow him to replicate moves he has seen others use, but the moves are "modified" so they have his own aesthetic instead of the one they use when the original wielder has launched them at him.
Hard-Light Blast – 600 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
The ring can fire a concentrated beam of green hard-light when Jack concentrates. This can take the form of a single beam or appear as any other ranged weapon Jack imagines. Jack can put more energy into each shot, the strength of which relates directly to how physically and mentally drained he is after the attack. Forge of Solus Prime- that last part just looks like flavor for mimic, so I believe it's fine but somehow needs clarification somewhere I still believe these should be separated as a mimic move and then as flavor
Hard Light blast: alright I think I see what you are going for here, just keep in mind that damage from any weapon would scale with hi charge time, i.e a minigun is probably gonna be a lot less damaging than a regular rifle because of how you play the fire-rate and whatnot
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06-22-2018, 11:48 AM
(This post was last modified: 06-22-2018, 11:49 AM by The Vision.)
Copy Flower (300)
A Power Flower Wario stole from the Mario Bros. a long time ago. Wario creates a very, VERY temporary copy of himself within 5 feet. This copy can use Burst Movement and then hit a single target with a basic bludgeoning attack (punch, jump on, golf club, tennis racket, etc), after which it instantly vanishes. The original Wario suffers the energy expenditure of this attack. He also suffers any damage the copy sustains. The instant the copy is damaged in any way, it vanishes. All of this is true unless Wario uses a Bros. Move, a move with the "Bros." tag, in which case the rules may change.
Here is an example of a Bros. Move:
Tier 1 Super Attack
Swing Bros. (600) Requires Physical Strength, Area Attack
Wario creates a clone of himself. They join hands and the original starts spinning very slowly. After a brief speed-up time of two seconds, the two Warios become a terrifying cyclone of yellow and purple. Anything within 8 feet starts taking moderate damage. Wario can move at his speed, but will have difficulty changing direction. Any damage the clone Wario sustains will be carried over to the original Wario, but will not cause it to disappear. He doesn’t take damage from colliding with a target. This Move is fairly tiring, forcing him to spend SP.
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