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06-28-2018, 03:16 PM
(This post was last modified: 06-28-2018, 03:16 PM by Dane Regan.)
(06-28-2018, 02:52 PM)Jaixe Furiael Wrote: Aura Curtain - T1 Power-Up: (1000 OM)
[spoiler]
+1 ATK
+1 DEF
+1 SPD
+2 TEC
Appearance:
Jaixe focuses inwards, channeling the dark energies within himself and then casting them outward, creating a foreboding aura around him, coating him in a blackness that suppresses and even refracts the light away. The blackness that edges around him, like a curtain, grows dimmer and broader at random across his form, with streaks of violet flame coursing around him on occasion, racing and then dissipating into the air as energy is continually cast outward. The form is more of a boost in efficiency in how he manipulates the energy within himself, utilizing it outside his body as well, and thus improving his physical abilities slightly, but more notably allowing him to act and think more rapidly in battle. Though, this all comes at an increased expenditure of power and stamina to maintain it.[/spoiler]
Dark Mana - T1 Super Attack: (Requires Ranged, Ranged Materialize, & Area Attack Proficiencies) (600 OM)
[spoiler]Appearance:
Jaixe pours energy into one of his open palms, casting it outward and sending small tendrils of it forward to coalesce into an area in front of his intended target. In an instant, a sphere of black energy forms there, pulsating inward once before expanding rapidly and consuming anything within the vicinity, eviscerating what it touches in a surreal silence, as if destroying or suppressing all sound from it. Even light seems to reflect off of the seemingly solid mass of energy, swirling with streaks of violet flame coursing within, surrounding a core of such energy that surges to life as it expands. Once it reaches a critical size, it pulsates inward again and detonates in a deafeningly violent explosion of violet energy and black fire, greatly afflicting anyone unfortunate to be caught in the blast radius. The explosion leaves only a crater and small streaks of black flame in its wake.
Mechanics:
The range at which the user can conjure the sphere is variable, but usually the maximum is just over twelve meters (~39 feet) and requires line of sight. It typically forms within a meter (3 feet or less) in front of the singular target in question. The sphere, as it originally forms, is a quarter of a meter in size, which then rapidly expands to six meters in diameter within a second, before it shrinks to half that and detonates in the proceeding second following its formation. The explosion itself is ten meters in diameter. On a whole, the attack takes three seconds to focus energy into and four more from conjuration to completion, though the sheer power behind it drains the user heavily.[/spoiler]
All approved.
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06-28-2018, 11:40 PM
(This post was last modified: 06-28-2018, 11:43 PM by Jacket.)
(06-25-2018, 01:55 AM)Dane Regan Wrote: (06-24-2018, 10:34 PM)Jacket Wrote: M16A2 (300), Proficiencies: Range
![[Image: 5555b5ba7f0f1b051776a6d4bd34a270.jpg]](http://ohrana.ru/upload/iblock/555/5555b5ba7f0f1b051776a6d4bd34a270.jpg)
This here is a rifle that Jacket prefers to use and is the most familiar with. The kind of bullets that the M16 holds is 5.56×45mm NATO rounds in a thirty capacity magazine. For the maximum range, bullets reach up to 601 yards. There are modes that the gun can switch to such as semi-automatic, burst mode, and full-automatic. On burst mode, three bullets fire out of the gun when the trigger is pulled each time. This helps for bullets to hit targets accurately for medium range. How long it takes to empty a clip when continuing to fire on full automatic is at 5.10 seconds. On semi-automatic and burst mode, depends how fast Jacket fires his gun. Once the clip is empty, it takes about 6.5 seconds to reload and insert a new magazine.
Katana (300), Proficiencies: Physical Strength
![[Image: w6266_2.jpg]](https://www.huntdown.net/media/catalog/product/w/6/w6266_2.jpg)
A Japanese sword that Jacket uses to slice through mafia members efficiently. The length of the weapon is forty inches long and the blade is made of carbon steel. This Katana weighs at 3.0 pounds and the swinging range is 7.7 feet. Jacket is able to swing this sword single-handly or can use both hands for better attacks and blocks.
M16A2:
>This would cost 900 OM (300 - Automatic, 300 - Burst, 300- Semi-Automatic).
>You'll need to add a rough max fire rate for the semi-automatic version, and burst - how often can he pull the trigger for each.
Katana: Approved.
M16A2 (900), Proficiencies: Range
![[Image: 5555b5ba7f0f1b051776a6d4bd34a270.jpg]](http://ohrana.ru/upload/iblock/555/5555b5ba7f0f1b051776a6d4bd34a270.jpg)
This here is a rifle that Jacket prefers to use and is the most familiar with. The kind of bullets that the M16 holds is 5.56×45mm NATO rounds in a thirty capacity magazine. For the maximum range, bullets reach up to 601 yards. There are modes that the gun can switch to such as semi-automatic, burst mode, and full-automatic. On burst mode, three bullets fire out of the gun when the trigger is pulled each time. How the fire rate is on semi-auto, Jacket takes a second to pull the trigger on each shot. On Burst, it takes two seconds to pull the trigger on each series of three bullets. This helps for bullets to hit targets accurately for medium range. How long it takes to empty a clip when continuing to fire on full automatic is at 5.10 seconds. On semi-automatic and burst mode, depends how fast Jacket fires his gun. Once the clip is empty, it takes about 6.5 seconds to reload and insert a new magazine.
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(06-28-2018, 11:40 PM)Jacket Wrote: M16A2 (900), Proficiencies: Range
![[Image: 5555b5ba7f0f1b051776a6d4bd34a270.jpg]](http://ohrana.ru/upload/iblock/555/5555b5ba7f0f1b051776a6d4bd34a270.jpg)
This here is a rifle that Jacket prefers to use and is the most familiar with. The kind of bullets that the M16 holds is 5.56×45mm NATO rounds in a thirty capacity magazine. For the maximum range, bullets reach up to 601 yards. There are modes that the gun can switch to such as semi-automatic, burst mode, and full-automatic. On burst mode, three bullets fire out of the gun when the trigger is pulled each time. How the fire rate is on semi-auto, Jacket takes a second to pull the trigger on each shot. On Burst, it takes two seconds to pull the trigger on each series of three bullets. This helps for bullets to hit targets accurately for medium range. How long it takes to empty a clip when continuing to fire on full automatic is at 5.10 seconds. On semi-automatic and burst mode, depends how fast Jacket fires his gun. Once the clip is empty, it takes about 6.5 seconds to reload and insert a new magazine.
Approved.
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Revamping Charm (now somewhat similar to Tearen's Panic Outbreak http://omniverse-rpg.com/showthread.php?...#pid110009)
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 longer), during which he can act as normal. This breaches their mind if they don't immediately block him out (i.e. use a super defence). If unblocked, they are left completely love smitten with him for the next minute. Mechanically, this prevents them from using any of their moves or powers that require concentration/focus (except those that cost SP). They can still attack, and even fight Dane by using simpler attacks, but they will often be unfocused and sloppy. Some targets (most likely those with higher TEC or those who used insight Dane prior) might be able to realise the feelings are fake, but that won't stop this move from clouding their head.
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 or devotion - but has the same mechanical impacts. However it's flavoured, thoughts of Dane will plague their mind. Some targets may experience lingering feelings or 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 weaker NPCs or with OOC permission).[/spoiler]
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07-01-2018, 11:03 PM
(This post was last modified: 07-10-2018, 10:45 AM by Weiss Schnee.)
-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.
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 wear her out 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. anyone who can move out of the main "center" of the ice drift's way is likely to just be swept to the side, still on their feet.
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.
Sound Dust - Tier 1 Super Defence - requires physical proficiency, area shield proficiency (600 OM)
Weiss activates the sound dust hidden in Myrtenaster's revolver and creates a large, golden barrier of sound that expands directly from the tip of her blade, covering 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. the Dome is relatively small, and the move can't be used to directly shield another person without Weiss being able to get in the way of the attack.
-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 three 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. Weiss is limited to a maximum of five seconds at a time using this move, and as it drains her more the longer she uses it, Using this move for long periods, repeatedly, will cause her to completely run out of stamina.
Additionally, she has to choose which area to cover - Chest, stomach or hands. She may not use Hierro to empower more than one part of her body at a time, 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.
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Forge of Solus Prime (600, Physical Attack, Mimic, Buff):
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 by transfer a copy of his moves (or a move he has mimicked) to one of his allies. To do this, he stands still and focuses for five seconds to summon the hammer and an anvil, taking a singular weapon and setting it on the anvil before charging it 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 1 minutes.
The move allows whoever he copies a move to in this fashion to use one of his moves for 1 minute, as well as any moves connected to it. However, they also receive a temporary copy of any powers and proficiency needed, but only when applied to the move(s) transferred.
The hammer and anvil disappear after they are used to transfer something. Jack can transfer as many objects as he wants, but must summon the hammer and anvil again each time. Alternatively, he can summon the hammer as usual and opt to use it as a weapon instead. The hammer weighs about 150 Kilograms. It is massive, being 10 feet long for the shaft of the hammer while the hammer's hammering portion is about 5 feet in diameter, making it a slow and cumbersome weapon, but also very hard hitting.
Mechanical Hands (900, Physical Strength, Ranged Prof.):
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 are somewhat heavier than his older hands, but can clash with weaponry more comfortably. They can also shoot green plasma blasts that travel at the speed of an arrow, and have a range of 75 feet. One blast can be shot every three seconds per hand. These do light damage.
The mechanical hands also have a 2nd ability that he can choose to utilize. In combat, his abilities in melee were lacking. So, the hands were designed so they could ignite with green plasma after a 4 second charge (during which the hands cannot be used to defend or attack with), allowing chops, or slashes with his hands to do more damage than they should. This does moderate damage, and they remain ignited for two seconds, allowing him to get a solid few attacks in if he times it right.
Spectrum Lantern Ring (300, Ranged Prof, Flight):
A special Power Ring that was forged by Jack using the Forge of Solus Prime. The ring is a prototype and does not possess as many functions as the Oan Power Ring did. In fact, this only has two things that it can do, besides acting as a communicator for Jack to use, as well as a mobile Dataverse Device. This ring at present is capable of channeling the Green Light of Will, and shooting it out as tennis ball sized blasts of energy. Each blast takes about 7 seconds for him to perform with the power ring, during which Jack can move, but has to concentrate so cannot attack. Due to this, they are very powerful. The blasts travel at 1/4 the speed of an arrow. The ring is a work in progress for Jack, but he plans on making it into a replacement for the Oan Power Ring that was stolen from him.
RP Fodder: This also grants him the ability of Flight as long as he is wearing the ring, because of the circuitry inside it.
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(07-02-2018, 11:08 AM)Jack Darby Wrote: [spoiler]Forge of Solus Prime (600, Physical Attack, Mimic, Buff):
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 by transfer a copy of his moves (or a move he has mimicked) to one of his allies. To do this, he stands still and focuses for five seconds to summon the hammer and an anvil, taking a singular weapon and setting it on the anvil before charging it 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 1 minute.
The move allows whoever he copies a move to in this fashion to use one of his moves for 1 minute, as well as any moves connected to it. However, they also receive a temporary copy of any powers and proficiency needed, but only when applied to the move(s) transferred.
The hammer and anvil disappear after they are used to transfer something. Jack can transfer as many objects as he wants, but must summon the hammer and anvil again each time. Alternatively, he can summon the hammer as usual and opt to use it as a weapon instead. The hammer weighs about 150 Kilograms. It is massive, being 10 feet long for the shaft of the hammer while the hammer's hammering portion is about 5 feet in diameter, making it a slow and cumbersome weapon, but also very hard hitting.
Mechanical Hands (900, Physical Strength, Ranged Prof.):
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 are somewhat heavier than his older hands, but can clash with weaponry more comfortably. They can also shoot green plasma blasts that travel at the speed of an arrow, and have a range of 75 feet. One blast can be shot every three seconds per hand. These do light damage.
The mechanical hands also have a 2nd ability that he can choose to utilize. In combat, his abilities in melee were lacking. So, the hands were designed so they could ignite with green plasma after a 4 second charge (during which the hands cannot be used to defend or attack with), allowing chops, or slashes with his hands to do more damage than they should. This does moderate damage, and they remain ignited for two seconds, allowing him to get a solid few attacks in if he times it right.
Spectrum Lantern Ring (300, Ranged Prof, Flight):
A special Power Ring that was forged by Jack using the Forge of Solus Prime. The ring is a prototype and does not possess as many functions as the Oan Power Ring did. In fact, this only has two things that it can do, besides acting as a communicator for Jack to use, as well as a mobile Dataverse Device. This ring at present is capable of channeling the Green Light of Will, and shooting it out as tennis ball sized blasts of energy. Each blast takes about 7 seconds for him to perform with the power ring, during which Jack can move, but has to concentrate so cannot attack. Due to this, they are very powerful. The blasts travel at 1/4 the speed of an arrow. The ring is a work in progress for Jack, but he plans on making it into a replacement for the Oan Power Ring that was stolen from him.
RP Fodder: This also grants him the ability of Flight as long as he is wearing the ring, because of the circuitry inside it.[/spoiler]
All Approved.
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07-05-2018, 09:03 AM
(This post was last modified: 07-05-2018, 09:48 AM by Mickey Mouse.)
I know that I must have missed some details in these, so yeah, lemme have it. But here's what my initial completed drafts are of some moves I wanna buy after DA:
Aero — One of his many elemental skills, Aero allows Mickey to call upon the power of the wind. Using this spell, he gathers the air around him and can project a shield made entirely out of wind. Mechanically, the shield blocks attacks by catching them in the gusts and then throwing them back approximately one foot. The shield is spherical and about just slightly larger than Mickey himself. It is able to block most basic attacks from all sides, but can only be held for as many seconds as Mickey has DEF points times five (so, for his base form, ten seconds). He cannot cast this on an ally, only himself. He cannot attack while the Aero shield is up; if he does, he will destroy the barrier. (300) (Requires Area Shield)
Gravity — Another, more advanced, elemental spell. Mickey harnesses the power of the stars to create a small event horizon about three feet in diameter and three feet tall. Any opponent caught in the gravitational field of this minor black hole is sucked to the center and immediately experiences a feeling akin to being crushed, which causes some damage and, if their DEF is lower than Mickey’s TEC, can stun them for five seconds. Mickey can conjure these fields up to ten feet away from himself. (600) (Requires Ranged Materialize, maybe Telekinesis?)
Keyblade Transformation: Twin Yo-Yo — Mickey has learned the power to transform his Star Seeker into various forms. One of these is called Twin Yo-Yo; Mickey breaks the keyblade into two separate parts and rebuilds it as two giant yo-yo, which he can spin around like giant nunchaku or launch at an enemy similar to the whip. The yo-yo themselves are about one foot in diameter each; Mickey holds on to them by two blue-colored energy ropes that can extend up to five feet before yanking them back. Mickey is able to use the yo yo simultaneously or in quick succession. When he flicks the yo yo out, they travel at approximately a rate of five feet in one second. It takes approximately three seconds for Mickey to magically complete this transformation and he cannot attack while it is in progress. (600) (Requires Physical Strength, Ranged Attack Proficiency)
Keyblade Transformation: Hyper Hammer — Another keyblade transformation. This allows Mickey to extend his keyblade and magically rebuild it into a giant hammer, about twice his size, approximately four feet long, but it’s range is only about three feet. The head of the hammer is just a bit larger than one square foot big (slightly larger because it’s rectangular) and can be used as a bludgeoning weapon in similar style to Mickey’s keyblade. Generally speaking, Mickey is able to wield this with less grace and technique than his normal keyblade, but it might cause slightly more pain than a normal keyblade strike. This transformation takes three seconds for Mickey to complete, and he cannot attack during it. (300) (Requires Physical Strength)
Keyblade Transformation: Agile Claws — Another keyblade transformation, this one works mechanically similar to the Twin Yo-Yo. Mickey splits the keyblade apart and transforms it into two “claws,” which attach to his forearm and are operated by his hands. The claws have two fingers an can be used as a close-range weapon or can be shot forth and used like a grappling hook. This has the ability to not only help Mickey get to far away places relatively quickly but can also pull enemies to him for close range fighting. The claws can extend a maximum of five feet, and travels those five feet in approximately one second. This transformation takes three seconds for Mickey to complete, and he cannot attack during it. (600) (Requires Physical Strength, maybe Telekinesis?)
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Nano-Solvent Charges - 600 OM (Requires Ranged Proficiency, Remote Control, Area Attack)
Drake can pull up to four, soda-can sized nanite dispensers out of his man-bag of holding and apply them directly to surfaces he can reach with one of his limbs. It takes four seconds to attach and arm a nanite charge to a surface, after which, a colony of ablation nanites will dispense from the charge over ten seconds. This will appear as a dull-silver coating that travels along walls and floors up to a seven foot radius from a given charge.
Using his cyberneric fingers, Drake can then issue commands to the four charges to detonate their colonies. He can send this command individually or across all armed dispensers. Once the detonation signal is sent, the spread nanites will ignite in a burst of withering fire and microwave radiation, utterly destroying whatever non-Prime structures and objects they were spread across.
The signal can only travel up to 100 meters from Drake before losing cohesion. Nanite charges cannot be armed directly onto a Prime, as any sort of consistent motion will disrupt the nanite lattice's functionality. If someone is in direct contact with a nanite-coated surface, they will take some light damage, but nothing more than bad burns. The primary purpose of the Nano-Solvent is as a demolition tool. Once all four satchels have been used, Drake must summon more between fights to use this move again.
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07-05-2018, 03:54 PM
(This post was last modified: 07-05-2018, 03:55 PM by Yukika Inoue.)
(06-24-2018, 02:43 AM)Dane Regan Wrote: (06-23-2018, 08:26 PM)Yukika Inoue Wrote: Kinetic Disruption - 300OM
Requires Ranged, Homing Prof., Debuff
With strong telepathic abilities, on can go beyond the ability to simply read minds. The Megitsune specializes in magics that confuse and befuddle the mind. With concentration, images can be sent other people’s minds, causing disruptive problems within an enemy’s mind.
When activated while(and only when) wearing her mask, Yukika is capable of can create certain ‘false images’ in a single enemies mind. Creating an image takes a few seconds of motionless concentration, but the image can only take the shape of one object at a time(A tree, a copy of Yukika, etc). Her ability can only extend to a single person within the range of her telepathy. Those with equal tec to her may see the ‘false image’ in a blur when within 30ft, whereas someone with half her tec wouldn’t notice it was fake until they were within arms reach. Those with double her tec may not be affected at all, if so, they will constantly see the fake image as what it is, a blur of nothing.
The limit to what Yukika can make with Disruption is nigh endless, but she is limited to a single image at a time. If she chooses to create a new image, the original she had before must be erased and redesigned. Yukika cannot change how a person sees the image, only what they see. This move isn’t heavily taxing on her, but can be if she over uses it. Moving out of range or out of sight of Yukika will cause the image to vanish, if this happens, she must recreate the image.
Calling of Kon - 300OM
Requires Ranged Prof., Buff Prof.
Yukika takes a moment of motionless concentration to summon a floating blue mote of magical flame above her. It takes about ten seconds to create, but once it is, it provides a bonus to her and her allies. The warmth of the flame invigorates her allies, giving them a small increase in speed as it follows her around the battlefield. The range is only 30ft, so Yukika has to endeavor to stay close to her friends while it is active. Once active, it requires no concentration to maintain, but it will last only a minute. Once it disappears, it must be re-summoned again using the same method. Being hit can interrupt the casting. This spell causes some slight fatigue, but nothing that can wear her down quickly.
Kinetic Disruption:
>This doesn't need area attack (since you're only making one person see the images).
>This needs homing, as you're not really aiming it. If you want to avoid homing, make it require eye contact to used or something.
>It's a little unclear what the images actually are or can take to form of. Can you add a description of what they can be like?
Calling of Kon: Generally a good move, but I'd clarify that the ring follows her around since I assume that's your intention but it's not obvious that it would actually do that.
Changes made that were necessary.
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Mickey Mouse:
[spoiler]
(07-05-2018, 09:03 AM)Mickey Mouse Wrote: I know that I must have missed some details in these, so yeah, lemme have it. But here's what my initial completed drafts are of some moves I wanna buy after DA:
Aero — One of his many elemental skills, Aero allows Mickey to call upon the power of the wind. Using this spell, he gathers the air around him and can project a shield made entirely out of wind. Mechanically, the shield blocks attacks by catching them in the gusts and then throwing them back approximately one foot. The shield is spherical and about just slightly larger than Mickey himself. It is able to block most basic attacks from all sides, but can only be held for as many seconds as Mickey has DEF points times five (so, for his base form, ten seconds). He cannot cast this on an ally, only himself. He cannot attack while the Aero shield is up; if he does, he will destroy the barrier. (300) (Requires Area Shield)
Gravity — Another, more advanced, elemental spell. Mickey harnesses the power of the stars to create a small event horizon about three feet in diameter and three feet tall. Any opponent caught in the gravitational field of this minor black hole is sucked to the center and immediately experiences a feeling akin to being crushed, which causes some damage and, if their DEF is lower than Mickey’s TEC, can stun them for five seconds. Mickey can conjure these fields up to ten feet away from himself. (600) (Requires Ranged Materialize, maybe Telekinesis?)
Keyblade Transformation: Twin Yo-Yo — Mickey has learned the power to transform his Star Seeker into various forms. One of these is called Twin Yo-Yo; Mickey breaks the keyblade into two separate parts and rebuilds it as two giant yo-yo, which he can spin around like giant nunchaku or launch at an enemy similar to the whip. The yo-yo themselves are about one foot in diameter each; Mickey holds on to them by two blue-colored energy ropes that can extend up to five feet before yanking them back. Mickey is able to use the yo yo simultaneously or in quick succession. When he flicks the yo yo out, they travel at approximately a rate of five feet in one second. It takes approximately three seconds for Mickey to magically complete this transformation and he cannot attack while it is in progress. (600) (Requires Physical Strength, Ranged Attack Proficiency)
Keyblade Transformation: Hyper Hammer — Another keyblade transformation. This allows Mickey to extend his keyblade and magically rebuild it into a giant hammer, about twice his size, approximately four feet long, but it’s range is only about three feet. The head of the hammer is just a bit larger than one square foot big (slightly larger because it’s rectangular) and can be used as a bludgeoning weapon in similar style to Mickey’s keyblade. Generally speaking, Mickey is able to wield this with less grace and technique than his normal keyblade, but it might cause slightly more pain than a normal keyblade strike. This transformation takes three seconds for Mickey to complete, and he cannot attack during it. (300) (Requires Physical Strength)
Keyblade Transformation: Agile Claws — Another keyblade transformation, this one works mechanically similar to the Twin Yo-Yo. Mickey splits the keyblade apart and transforms it into two “claws,” which attach to his forearm and are operated by his hands. The claws have two fingers an can be used as a close-range weapon or can be shot forth and used like a grappling hook. This has the ability to not only help Mickey get to far away places relatively quickly but can also pull enemies to him for close range fighting. The claws can extend a maximum of five feet, and travels those five feet in approximately one second. This transformation takes three seconds for Mickey to complete, and he cannot attack during it. (600) (Requires Physical Strength, maybe Telekinesis?)
Aero:
>This will need a drawback of some sorts. Either a quick cast time or a fatigue cost. You could have a longer charge time if you wanted this to be even stronger, but a quick charge should be fine for blocking most generic attacks.
Gravity:
>This would only cost 300 OM (the debuff may only be applied to some people, but it's not something you can really control, so it's fine as-is).
>This doesn't need telekinesis. People can also conjure winds and such to push enemies about. You would probably need TK to pick people up remotely and throw them about without you using winds or gravity or anything. It's generally assumed using TK would make a more refined act easier than using wind or gravity manipulation or whatever.
>This will need some drawbacks. Like a casting time and some fatigue.
>How long does the event horizon last?
>Your specifics for the debuff are fine, but you may wish to consider changing it to be more like a gradient. See:
Quote:It's okay to use stats as a measuring stick to determine a move's effectiveness, (for example, saying that a hypnotic move is more effective when your TEC is higher than your opponent's TEC) but try to make this realistic and gradual, as with the Telepathy power description, rather than an either/or affect. For example, saying that with slightly higher TEC, your opponent may get drowsy, whereas with double their TEC, they can almost be put to sleep entirely. This makes it more fun for the writer as well.
Keyblade Transformation: Twin Yo-Yo
>This would only cost 300 OM, I think. Having two of the same item doesn't make (Unless you can punch people with the Yo-Yos as well as use them at range?)
>You may wish to include whether he can reverse the weapon transformation, I'd assume by the 3-second thing again?
>This doesn't technically need ranged proficiency. As they have a ranged under 12ft, physical attack is the only requirement.
>Regardless, this is approved for 300 OM.
Keyblade Transformation: Hyper Hammer
> Approved
Keyblade Transformation: Agile Claws
>I can't see why these would need telekinesis. You can manipulate surroundings with your own summoned objects without TK.
>The grappling part will just need ranged prof, unless you can levitate the grappled claws about and do more with them than you could a normal grapple.
>I'm a bit confused here. Unless I'm misunderstanding something, isn't 5ft a pretty short range for a grapple?
>How big are the claws?
[/spoiler]
Drake Oneir:
[spoiler]
(07-05-2018, 12:54 PM)Drake Oneir Wrote: Nano-Solvent Charges - 600 OM (Requires Ranged Proficiency, Remote Control, Area Attack)
Drake can pull up to four, soda-can sized nanite dispensers out of his man-bag of holding and apply them directly to surfaces he can reach with one of his limbs. It takes four seconds to attach and arm a nanite charge to a surface, after which, a colony of ablation nanites will dispense from the charge over ten seconds. This will appear as a dull-silver coating that travels along walls and floors up to a seven foot radius from a given charge.
Using his cyberneric fingers, Drake can then issue commands to the four charges to detonate their colonies. He can send this command individually or across all armed dispensers. Once the detonation signal is sent, the spread nanites will ignite in a burst of withering fire and microwave radiation, utterly destroying whatever non-Prime structures and objects they were spread across.
The signal can only travel up to 100 meters from Drake before losing cohesion. Nanite charges cannot be armed directly onto a Prime, as any sort of consistent motion will disrupt the nanite lattice's functionality. If someone is in direct contact with a nanite-coated surface, they will take some light damage, but nothing more than bad burns. The primary purpose of the Nano-Solvent is as a demolition tool. Once all four satchels have been used, Drake must summon more between fights to use this move again.
Approved for 300 OM. You don't need to pay more just for having extra explosives, even if you can use them all at once. (Like, if you got a generic grenade move, I wouldn't make you pay more just to be able to throw two grenades at once)
[/spoiler]
Yukika Inoue:
[spoiler]
(07-05-2018, 03:54 PM)Yukika Inoue Wrote: (06-24-2018, 02:43 AM)Dane Regan Wrote: (06-23-2018, 08:26 PM)Yukika Inoue Wrote: Kinetic Disruption - 300OM
Requires Ranged, Homing Prof., Debuff
With strong telepathic abilities, on can go beyond the ability to simply read minds. The Megitsune specializes in magics that confuse and befuddle the mind. With concentration, images can be sent other people’s minds, causing disruptive problems within an enemy’s mind.
When activated while(and only when) wearing her mask, Yukika is capable of can create certain ‘false images’ in a single enemies mind. Creating an image takes a few seconds of motionless concentration, but the image can only take the shape of one object at a time(A tree, a copy of Yukika, etc). Her ability can only extend to a single person within the range of her telepathy. Those with equal tec to her may see the ‘false image’ in a blur when within 30ft, whereas someone with half her tec wouldn’t notice it was fake until they were within arms reach. Those with double her tec may not be affected at all, if so, they will constantly see the fake image as what it is, a blur of nothing.
The limit to what Yukika can make with Disruption is nigh endless, but she is limited to a single image at a time. If she chooses to create a new image, the original she had before must be erased and redesigned. Yukika cannot change how a person sees the image, only what they see. This move isn’t heavily taxing on her, but can be if she over uses it. Moving out of range or out of sight of Yukika will cause the image to vanish, if this happens, she must recreate the image.
Calling of Kon - 300OM
Requires Ranged Prof., Buff Prof.
Yukika takes a moment of motionless concentration to summon a floating blue mote of magical flame above her. It takes about ten seconds to create, but once it is, it provides a bonus to her and her allies. The warmth of the flame invigorates her allies, giving them a small increase in speed as it follows her around the battlefield. The range is only 30ft, so Yukika has to endeavor to stay close to her friends while it is active. Once active, it requires no concentration to maintain, but it will last only a minute. Once it disappears, it must be re-summoned again using the same method. Being hit can interrupt the casting. This spell causes some slight fatigue, but nothing that can wear her down quickly.
Kinetic Disruption:
>This doesn't need area attack (since you're only making one person see the images).
>This needs homing, as you're not really aiming it. If you want to avoid homing, make it require eye contact to used or something.
>It's a little unclear what the images actually are or can take to form of. Can you add a description of what they can be like?
Calling of Kon: Generally a good move, but I'd clarify that the ring follows her around since I assume that's your intention but it's not obvious that it would actually do that.
Changes made that were necessary.
Kinetic Disruption: Approved. This is a pretty nice tricksy move that doesn't really need any big drawbacks or anything. Good job with this.
Calling of Kon: Approved. And a good example of a buff move.
[/spoiler]
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07-05-2018, 07:33 PM
(This post was last modified: 07-05-2018, 07:44 PM by Mickey Mouse.)
I updated according to the changes, and also changed the ranges of Twin Yo-Yo and the Agile Claws bc I was confused about appropriate ranges for different proficiencies. Both can now reach up to 12ft.
[spoiler] Aero (300 OM, requires Area Shield Proficiency)
One of his many elemental skills, Aero allows Mickey to call upon the power of the wind. Using this spell, he gathers the air around him and can project a shield made entirely out of wind. Mechanically, the shield blocks attacks by catching them in the gusts and then throwing them back approximately one foot. The shield is spherical and about just slightly larger than Mickey himself. It is able to block most basic attacks from all sides, but can only be held for as many seconds as Mickey has DEF points times five (so, for his base form, ten seconds). It takes about three seconds for Mickey to conjure, and requires a five second cooldown time after it disappears before it can be cast again. He cannot cast this on an ally, only himself. He cannot attack while the Aero shield is up; if he does, he will destroy the barrier.
Gravity (300, requires Ranged Materialize Proficiency)
Another, more advanced, elemental spell. Mickey harnesses the power of the stars to create a small event horizon about three feet in diameter and three feet tall. Any opponent caught in the gravitational field of this minor black hole is sucked to the center and immediately experiences a feeling akin to being crushed, which causes some damage and, if their DEF is lower than Mickey’s TEC, can stun them; making them slightly dizzy if their DEF is only a little lower than Mickey's TEC, or knocking them into a stunned stupor for five seconds if their DEF is especially lower (less than half) of Mickey's TEC. Mickey can conjure these fields up to ten feet away from himself, and it takes three seconds for him to cast it. This leaves him slightly fatigued afterward for several seconds, as conjuring a mini-black hole is no joke.
Keyblade Transformation: Twin Yo-Yo (300, requires Physical Strength)
Mickey has learned the power to transform his Star Seeker into various forms. One of these is called Twin Yo-Yo; Mickey breaks the keyblade into two separate parts and rebuilds it as two giant yo-yo, which he can spin around like giant nunchaku or launch at an enemy similar to the whip. The yo-yo themselves are about one foot in diameter each; Mickey holds on to them by two blue-colored energy ropes that can extend up to twelve feet before yanking them back. Mickey is able to use the yo yo simultaneously or in quick succession. When he flicks the yo yo out, they travel at approximately a rate of six feet in one second. It takes approximately three seconds for Mickey to magically complete this transformation and he cannot attack while it is in progress; it also takes approximately three seconds to transform back.
Keyblade Transformation: Agile Claws (600, requires Physical Strength and Ranged Attack Proficiency)
Another keyblade transformation, this one works mechanically similar to the Twin Yo-Yo. Mickey splits the keyblade apart and transforms it into two “claws,” which attach to his forearm and are operated by his hands. The claws have two fingers, are about the size of Mickey's normal hands, but are made of pure metal and can be used as a close-range weapon or can be shot forth and used like a grappling hook. This has the ability to not only help Mickey get to far away places relatively quickly but can also pull enemies to him for close range fighting. The claws can extend a maximum of twelve feet, and travels at approximately six feet per second. This transformation takes three seconds for Mickey to complete forwards and backwards, and he cannot attack during it. [/spoiler]
Thanks for the feedback, Dane. I have a few more I'm refining and will send your way soon, especially since some of these are cheaper than I expected.
EDIT: Added in some pictures/gifs for clarity but also for me to have an easy grab when I buy them and add them to my roster.
Twin Yo Yo:
[spoiler] ![[Image: KingdomHearts3_Squarenix_Main.jpg]](https://cdn.pastemagazine.com/www/articles/KingdomHearts3_Squarenix_Main.jpg) [/spoiler]
Hyper Hammer:
[spoiler] ![[Image: KH3-Interviews-GI-GameSpot_07-17-17.jpg]](https://gematsu.com/wp-content/uploads/2017/07/KH3-Interviews-GI-GameSpot_07-17-17.jpg) [/spoiler]
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(07-05-2018, 07:33 PM)Mickey Mouse Wrote: I updated according to the changes, and also changed the ranges of Twin Yo-Yo and the Agile Claws bc I was confused about appropriate ranges for different proficiencies. Both can now reach up to 12ft.
[spoiler]Aero (300 OM, requires Area Shield Proficiency)
One of his many elemental skills, Aero allows Mickey to call upon the power of the wind. Using this spell, he gathers the air around him and can project a shield made entirely out of wind. Mechanically, the shield blocks attacks by catching them in the gusts and then throwing them back approximately one foot. The shield is spherical and about just slightly larger than Mickey himself. It is able to block most basic attacks from all sides, but can only be held for as many seconds as Mickey has DEF points times five (so, for his base form, ten seconds). It takes about three seconds for Mickey to conjure, and requires a five second cooldown time after it disappears before it can be cast again. He cannot cast this on an ally, only himself. He cannot attack while the Aero shield is up; if he does, he will destroy the barrier.
Gravity (300, requires Ranged Materialize Proficiency)
Another, more advanced, elemental spell. Mickey harnesses the power of the stars to create a small event horizon about three feet in diameter and three feet tall. Any opponent caught in the gravitational field of this minor black hole is sucked to the center and immediately experiences a feeling akin to being crushed, which causes some damage and, if their DEF is lower than Mickey’s TEC, can stun them; making them slightly dizzy if their DEF is only a little lower than Mickey's TEC, or knocking them into a stunned stupor for five seconds if their DEF is especially lower (less than half) of Mickey's TEC. Mickey can conjure these fields up to ten feet away from himself, and it takes three seconds for him to cast it. This leaves him slightly fatigued afterward for several seconds, as conjuring a mini-black hole is no joke.
Keyblade Transformation: Twin Yo-Yo (300, requires Physical Strength)
Mickey has learned the power to transform his Star Seeker into various forms. One of these is called Twin Yo-Yo; Mickey breaks the keyblade into two separate parts and rebuilds it as two giant yo-yo, which he can spin around like giant nunchaku or launch at an enemy similar to the whip. The yo-yo themselves are about one foot in diameter each; Mickey holds on to them by two blue-colored energy ropes that can extend up to twelve feet before yanking them back. Mickey is able to use the yo yo simultaneously or in quick succession. When he flicks the yo yo out, they travel at approximately a rate of six feet in one second. It takes approximately three seconds for Mickey to magically complete this transformation and he cannot attack while it is in progress; it also takes approximately three seconds to transform back.
Keyblade Transformation: Agile Claws (600, requires Physical Strength and Ranged Attack Proficiency)
Another keyblade transformation, this one works mechanically similar to the Twin Yo-Yo. Mickey splits the keyblade apart and transforms it into two “claws,” which attach to his forearm and are operated by his hands. The claws have two fingers, are about the size of Mickey's normal hands, but are made of pure metal and can be used as a close-range weapon or can be shot forth and used like a grappling hook. This has the ability to not only help Mickey get to far away places relatively quickly but can also pull enemies to him for close range fighting. The claws can extend a maximum of twelve feet, and travels at approximately six feet per second. This transformation takes three seconds for Mickey to complete forwards and backwards, and he cannot attack during it. [/spoiler]
Thanks for the feedback, Dane. I have a few more I'm refining and will send your way soon, especially since some of these are cheaper than I expected.
Aero: Approved.
Gravity: Approved.
Keyblade Transformation: Twin Yo-Yo: Approved.
Keyblade Transformation: Agile Claws: Approved, but if you're cool with using ranged prof, you could easily up the range and/or increase the speed if you wanted. Depends if you wanted it mostly close range or if you wanted to swing from or climb skyscrapers - and I'm not familiar enough with your canon to know your intentions.
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(07-05-2018, 08:51 PM)Dane Regan Wrote: Keyblade Transformation: Agile Claws: Approved, but if you're cool with using ranged prof, you could easily up the range and/or increase the speed if you wanted. Depends if you wanted it mostly close range or if you wanted to swing from or climb skyscrapers - and I'm not familiar enough with your canon to know your intentions.
I will do that. This transformation's from the upcoming KH game so I don't really know it's canon limitations yet either, haha, but I'll always take being able to swing from skyscrapers.
Here's a few more, no rush:
Attraction: Shooting Ride (300 OM, requires Ranged Proficiency, Super Speed)
Mickey has the ability to summon a small bumper car-style vehicle mounted with laser cannons that can move twice Mickey’s speed. It has three seats — one in the front, which has the biggest cannon and is the driver’s seat, which Mickey generally sits in, and two smaller support fire cannons in the back. A cannon MUST be operated by a prime in order to be used. The Shooting Ride takes approximately three seconds to summon, and can be piloted around an arena for approximately thirty seconds before disappearing. Like any good bumper car, the car itself will make a loud sound and then disintegrate if it rams into anything, therefore it cannot be used to cause physical damage. The projectiles are rapid fire and can be launched in a small barrage; they are not homing and must be aimed correctly. They are approximately the size of a tennis ball and travel at the speed of your average bullet.
Image: https://jovemnerd.com.br/wp-content/uplo...-3-Toy.jpg
Attraction: Magic Tea Cups (Tier 2 Offensive Super Move, 800 OM, requires Physical Strength, Remote Control Proficiency, Ranged Materialize Proficiency, Super Speed)
Taking a page out of the Mad Hatter’s book, Mickey summons three giant tea cups into being in a triangle around a single enemy, up to 60 meters away from them, but generally closer. These are made out of pure magic light energy, not actual ceramic. These tea cups spin around extremely quickly and can move twice Mickey’s speed, and can cause massive bludgeoning damage when they collide with an enemy. Mickey must be piloting one of the tea cups at all times, and can control the other two remotely or let an ally prime pilot them. When using this move, Mickey and friends slap an opponent around once each with their tea cup before zooming in and crashing all three into one opponent for four total hits of bludgeoning damage. If Mickeu’s TEC is higher than an opponent’s SPD, he can hit them an additional number of times equal to the number of advantage points (so 5 TEC - 3 SPD = 2 extra hits). These tea cups take approximately three seconds to summon, and Mickey — and any other prime who pilots one — are left dizzy and disoriented for about three seconds after.
Gif: https://thumbs.gfycat.com/TornOrderlyCol...ricted.gif
Attraction: Big Magic Mountain (Tier 3 Offensive Super Move, 1000 OM, requires Ranged Attack Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency, and Homing Proficiency)
Mickey summons a train, with six cars (an engine, four carts, and a caboose) the size of your average roller coaster carts, made out of pure light energy. The train travels at Mickey’s speed and on a predetermined track that cannot be changed once summoning is complete. As the train moves, it launches massive fireworks made out of pure light energy at any enemies within the bounds of its track, which can encircle a field of no greater than 90 meters. Mickey rides on top of the engine, and is able to use any of his normal ranged moves to attack the enemy, though his accuracy is lessened by the movement. Other primes cab ride in the four carts and also fire ranged attacks, but no one may ride on the caboose. After completing a loop, the train zooms off the track straight at one enemy in the circle and collides with them in a huge explosion of fireworks. This takes Mickey five seconds to summon and leaves him tired after collision, especially if he doesn’t manage to hop off the train before the explosion.
Gif: https://i2.wp.com/khhypetrain.com/wp-con...ktitan.gif
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(07-07-2018, 03:19 PM)Mickey Mouse Wrote: [spoiler]
(07-05-2018, 08:51 PM)Dane Regan Wrote: Keyblade Transformation: Agile Claws: Approved, but if you're cool with using ranged prof, you could easily up the range and/or increase the speed if you wanted. Depends if you wanted it mostly close range or if you wanted to swing from or climb skyscrapers - and I'm not familiar enough with your canon to know your intentions.
I will do that. This transformation's from the upcoming KH game so I don't really know it's canon limitations yet either, haha, but I'll always take being able to swing from skyscrapers.
Here's a few more, no rush:
Attraction: Shooting Ride (300 OM, requires Ranged Proficiency, Super Speed)
Mickey has the ability to summon a small bumper car-style vehicle mounted with laser cannons that can move twice Mickey’s speed. It has three seats — one in the front, which has the biggest cannon and is the driver’s seat, which Mickey generally sits in, and two smaller support fire cannons in the back. A cannon MUST be operated by a prime in order to be used. The Shooting Ride takes approximately three seconds to summon, and can be piloted around an arena for approximately thirty seconds before disappearing. Like any good bumper car, the car itself will make a loud sound and then disintegrate if it rams into anything, therefore it cannot be used to cause physical damage. The projectiles are rapid fire and can be launched in a small barrage; they are not homing and must be aimed correctly. They are approximately the size of a tennis ball and travel at the speed of your average bullet.
Image: https://jovemnerd.com.br/wp-content/uplo...-3-Toy.jpg
Attraction: Magic Tea Cups (Tier 2 Offensive Super Move, 800 OM, requires Physical Strength, Remote Control Proficiency, Ranged Materialize Proficiency, Super Speed)
Taking a page out of the Mad Hatter’s book, Mickey summons three giant tea cups into being in a triangle around a single enemy, up to 60 meters away from them, but generally closer. These are made out of pure magic light energy, not actual ceramic. These tea cups spin around extremely quickly and can move twice Mickey’s speed, and can cause massive bludgeoning damage when they collide with an enemy. Mickey must be piloting one of the tea cups at all times, and can control the other two remotely or let an ally prime pilot them. When using this move, Mickey and friends slap an opponent around once each with their tea cup before zooming in and crashing all three into one opponent for four total hits of bludgeoning damage. If Mickeu’s TEC is higher than an opponent’s SPD, he can hit them an additional number of times equal to the number of advantage points (so 5 TEC - 3 SPD = 2 extra hits). These tea cups take approximately three seconds to summon, and Mickey — and any other prime who pilots one — are left dizzy and disoriented for about three seconds after.
Gif: https://thumbs.gfycat.com/TornOrderlyCol...ricted.gif
Attraction: Big Magic Mountain (Tier 3 Offensive Super Move, 1000 OM, requires Ranged Attack Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency, and Homing Proficiency)
Mickey summons a train, with six cars (an engine, four carts, and a caboose) the size of your average roller coaster carts, made out of pure light energy. The train travels at Mickey’s speed and on a predetermined track that cannot be changed once summoning is complete. As the train moves, it launches massive fireworks made out of pure light energy at any enemies within the bounds of its track, which can encircle a field of no greater than 90 meters. Mickey rides on top of the engine, and is able to use any of his normal ranged moves to attack the enemy, though his accuracy is lessened by the movement. Other primes cab ride in the four carts and also fire ranged attacks, but no one may ride on the caboose. After completing a loop, the train zooms off the track straight at one enemy in the circle and collides with them in a huge explosion of fireworks. This takes Mickey five seconds to summon and leaves him tired after collision, especially if he doesn’t manage to hop off the train before the explosion.
Gif: https://i2.wp.com/khhypetrain.com/wp-con...ktitan.gif
[/spoiler]
Attraction: Shooting Ride:
>I'd say this would need to follow the limitations of super speed, so at full (double) speed it can't turn. And at 150% of Mickey's speed it can turn, but turning is hard. And so on.
>This would need buff proficiency, as you are creating a weapon for an ally to use. (Basically, you're granting them access to something they haven't bought with their OM - they can shoot with the cannons like they would a normal move without paying for it themselves)
>This would currently cost 600 OM. (300 for you being able to use a cannon, 300 for letting allies use them)
>If an ally is using one of the cannons, its strength would be based on their ATK rather than yours. Omniphysics. (And I think you should make a note of this in the move somewhere)
>How rapid fire are the cannons? Can you give a rough fire rate?
>How durable is the car to attacks and the like? I know it breaks if you crash into someone, but would it also break if someone shot it? I'd say, if you want to be able to take cover while inside and use it to protect you, that would cost another 300 OM. (I'd include "shielding" and "ramming ability" under the same umbrella - you can block and bash someone with a 300 OM shield move. So if you pay OM for the shielding, I'd let you modify the move to be effective at ramming as well if you wanted). I won't make you spend OM just for having the car being durable, so long as you're easily accessible and it doesn't offer any protection (so, mechanically, it would just be a moving platform, no hiding behind the sides).
Attraction: Magic Tea Cups:
>Super moves are "fancy" in that they just *do* damage (unless blocked). And are all roughly uniform in strength regardless of any added limitations. So quirks about extra hits are just fluff. What I mean is, regardless of how many times you hit them, the damage is going to be about the same. You can keep the comment about hitting more in there if you want, it's just somewhat unnecessary. (Honestly, you can just leave the hitcount vague and just give a rough estimate)
>Regardless, this is approved. The above was just something to note.
Attraction: Big Magic Mountain: Roughly how big is the explosion at the end?
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Chakra Nagashi ( Energy Current ); Lvl: 1
Om: 300
Proficiencies: Physical Combat, Buff
A common technique used broadly by advanced shinobi to send their chakra through themselves or a weapon. In Setsu's injured and oddly reconfigured state, he is only able to generate the weakest of control with his new chakra nature, Earth, and only on his own body. When he runs the natured current through his body, it hardens, and when the effect comes it comes on very fast and very strong. It then takes about 2 seconds to intentionally revert back to a less hard and more mobile state, though he can also remain hardened and slower. This means it's more of a last ditch defense or last ditch offensive boost. Depending on the situation he can become a more durable obstruction or an already swinging hammer. Requires the the use of an Ox handseal and 1 second of unmoving focus to enable it’s activation anytime within the next 60 seconds. Electric natured attacks ignore and disable this technique.
Summary: Situationally grants a small boost to offensive and/or defensive capabilities, once, after activation within a window of time(60 seconds). This causes moderate reduction in mobility until effect fades which takes 2 seconds to clear. Vulnerable to electric attacks.
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(07-10-2018, 02:58 AM)Kuroji Setsu Wrote: Chakra Nagashi ( Energy Current ); Lvl: 1
Om: 300
Proficiencies: Physical Combat, Buff
A common technique used broadly by advanced shinobi to send their chakra through themselves or a weapon. In Setsu's injured and oddly reconfigured state, he is only able to generate the weakest of control with his new chakra nature, Earth, and only on his own body. When he runs the natured current through his body, it hardens, and when the effect comes it comes on very fast and very strong. It then takes about 2 seconds to intentionally revert back to a less hard and more mobile state, though he can also remain hardened and slower. This means it's more of a last ditch defense or last ditch offensive boost. Depending on the situation he can become a more durable obstruction or an already swinging hammer. Requires the the use of an Ox handseal and 1 second of unmoving focus to enable it’s activation anytime within the next 60 seconds. Electric natured attacks ignore and disable this technique.
Summary: Situationally grants a small boost to offensive and/or defensive capabilities, once, after activation within a window of time(60 seconds). This causes moderate reduction in mobility until effect fades which takes 2 seconds to clear. Vulnerable to electric attacks.
You can't buff yourself outside of powerups.
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07-10-2018, 09:44 AM
(This post was last modified: 07-10-2018, 10:01 AM by Dane Regan.)
(07-10-2018, 06:02 AM)Daniel Wrote: You can't buff yourself outside of powerups.
Elaborating on this:
Self buffs are allowed. See: http://omniverse-rpg.com/showthread.php?tid=2693
You just can't typically buff yourself in a stat-wise fashion (as those typically overlap with powerups or do the following), nor in a way that influences other moves. Unless you spend SP. Doing so does not need buff proficiency. So your offensive boost move is better left as a powerup. That said, with some tweaks and a bit of rewording it's doable almost as-is. Just shoot me a PM if you want some help.
So, you can't typically "make your attacks stronger" or "increase your resilience". Nor can you get a normal move to reduce the charge times or cooldowns of your other moves.
But, it is still possible to buff yourself. And doing so doesn't require buff proficiency. You just can't do "stat stuff" to yourself without a powerup, and can't get a normal move that changes how other moves work - it would need to be a super utility.
You can make a shield around your body to protect yourself better. Or harden your skin with magic/chakra/whatever for some moments. This would need area defense. It's essentially a body shield, rather than a boost to your DEF.
And you can make an attack stronger, simply by having more drawbacks. Or get a move that makes you physically stronger for a short moment (to punch hard or pick up a big rock). But you can't get a move that increases the strength of your spells or just makes you "do more damage".
And, you can do other things, like get a move to make you more resilient to debuffs. Or do a variety of other "non-stat related" effects. Naturally, stronger effects need stronger drawbacks.
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On the note of Super Moves which Buff you, take a look at my Acid Pain Super Utility.
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