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Move Approval V
(07-11-2018, 09:21 PM)Roger Smith Wrote: Alright, decided to rework some stuff here and go ahead and draft things up in full notation for the powered up form this was all for.

T1 Powered-Up Form: In the Driver's Seat -- 1000 OM
[spoiler][float=right][Image: xkxsKjJ.png][/float]When fighting it out on foot just doesn't look like it will work, or Roger needs to make a quick escape or pursuit, he opts to hop in the driver's seat of his trademark sedan, the Griffon. It's fast, well-armored and equipped with several weapon and support systems, making it ideal for such situations. But there's only so much of his skills and expertise he can bring to bear with the way the car's equipment is set up, limiting his overall effectiveness and flair. It's a car designed for sophistication and class, featuring elegant and refined interior with little in the way of protection, making any impacts or damage to the car itself quite jarring and rough on Roger himself in turn, and limiting the time he can endure such high speed motorized combat.
ATK: 4
DEF: 5
SPD: 7
TEC: 1[/spoiler]


(For the various weapon and support systems, the names of each have links included to help illustrate.)

Griffon: Camouflage Systems -- 0 OM?
[spoiler]Roger can deploy a system on the Griffon to change its color scheme to superficially help evade surface detection. It won't truly help hide Roger himself, but can avert the most basic of eyes tracking him via his car.[/spoiler]

Griffon: Armor Systems -- 600 OM (Requires: Area Defense)
[spoiler]The Griffon's defensive systems, which come in two optional flavors:
-- A stationary defensive method, which can be activated externally via a remote carried on Roger's person, fully armors the car via folding in the mirrors, covering headlights and windows, and even sealing in the tires under heavy armored plating. It leaves the vehicle utterly stationary and immobile, but provides a potent defense for anything inside, and helps secure it against intrusion and theft.
-- A more mobile defense, which only covers the windshield and windows of the car. Somewhat less potent, but it allows the car to remain mobile unimpeded, though does restrict the available weapon systems to just the mines.
Regardless of which option is deployed, it takes three seconds to fully deploy or retract the armor. The armor plating acts as a one-way viewscreen, allowing anyone within the car to see out, but blocking conventional sight from the outside in.[/spoiler]

Grffon: High-Speed Impact -- 300 OM (Requires: Physical Strength)
[spoiler]Not an elegant means of attack, but an effective one: Roger simply rams a target at high speed with the Griffon. It does take some time to build up to sufficient speed to cause any damage (about five seconds), but at full speed the sheer mass and bulk of the car can smash through even brick and stone walls with relative ease, though the impact is heavily jarring and rough and tends to bring the Griffon to a screeching halt in turn.[/spoiler]

Griffon: Machine Guns -- 300 OM (Requires: Ranged)
[spoiler]A pair of high-caliber machine guns mounted on the front of the Griffon, just under the headlights. Normally concealed inside hidden compartments, they can be deployed with a few buttons on the car's central console, taking just a second to deploy or conceal themselves again. They are powerful, but linear and fairly inaccurate, serving mostly as volume of fire to blast through obstacles or force targets in Roger's way to take cover and get out of his way. The rate of fire is high, at around a thousand rounds per minute from each barrel, though they are only suited to firing in short bursts of a few seconds at a time.[/spoiler]

Griffon: Missiles -- 900 OM (Requires: Ranged, Remote Control, Homing)
[spoiler]A pair of missile launchers concealed in compartments just below the windshield, in front of the side mirrors. Deploying them can be done via a sequence of buttons in the car's center console, or via Roger's watch, and takes two seconds to do so. They can be controlled either by Roger directly from the driver's seat, or via his watch from a distance. Once deployed, the missiles can be used in several ways;
---- They can simply be blind-fired, in which case they will rocket forward and only generally follow any sort of predictable course.
---- They can zero in on a target area over the course of two seconds and then be fired, at which point they will be far more accurate and almost unerringly hit the targeted point.
---- They can zero in on and lock onto a specific target over the course of four seconds, at which point they will actively track and home in on that target with a high degree of mobility and effectiveness.
Regardless of how they are fired, they have speed comparable to most rocket-propelled weaponry. Their effective range is up to 1,000 meters, whether in a straight trajectory or tracking a target, and upon detonation they produce a powerful, shrapnel-filled blast three meters in radius. The missiles are fired in pairs of two at a time, and reloading after one set has been fired takes a full twenty seconds; at any time, there are five sets of missiles prepared for use before the stock is expended.[/spoiler]

Griffon: Mines -- 300 OM (Requires: Ranged, Area Attack)
[spoiler]A concealed mine dropping system, located in the trunk. Can be activated and readied in just one second with a few quick buttons in the car's center console. Once active, it can be triggered to drop a payload of mines behind the car while in motion. Individually they are slightly larger than hockey pucks, being four inch diameter and one inch thick black discs. Once deployed, they explode with a proximity trigger, each one producing a five-meter diameter blast of intense concussive force, along with a powerful flash of light to disorient anyone the blast doesn't dissuade from following. Not as potent as a flashbang, but even a brief moment of disorientation can be fatal. Each mine has a large blast radius but fairly minimal stopping power, designed to be used in large numbers to be truly effective. The standard payload of mines droppes a scattering of them sufficient to cover a three by eight meter section of road in his wake when driving at a decent speed, and holds enough for two such full payloads before needing to be restocked.[/spoiler]

Griffon: Remote Driving -- 600 OM (Requires: Remote Control, Homing)
[spoiler]Roger can activate and start the Griffon remotely via his watch, up to a maximum range of five miles. When activated, it has two available options:
-- It will activate a homing beacon, tuned to his watch, and self-drive its way to his location. The time it takes to arrive varies depending on how far he is from it, and the terrain between them, but generally it will arrive within five minutes of being called.
-- Roger can manually take control, driving it remotely via his watch. He has a view from a camera mounted in the eagle hood ornament, providing him with a decent ability to control and steer it, though he cannot access any of its weapon systems while remotely driving it in this way.[/spoiler]

Woop, much clearer now on how it all works. Everything looks pretty good, camo is gonna be a flavor 0 om since all it does is change the color really. From the example gif I can assume its to avoid callout to what color the car is and whatnot by changing the color to throw off authorities, etc. The only comment I have is that so long as you cant directly attack with it, Remote Driving is probably just fodder, almost a summoning time for the Griffon. Other than that, everything looks good.

[Image: 2345248_0.jpg]

(07-12-2018, 12:07 PM)Jack Spicer Wrote: Taking all moves for Jack D. that he hasn't purchased back to the drawing board, for now. Saving them for when he has the Omnilium to purchase them all at once. 
--------------------------------------------------------------------------------------------

Metal Weapons (900 OM, Physical Strength): 

Jack can create melee weapons from Metal in most forms that a melee weapon can come in. These can be short (like a dagger), medium (like a sword) or long (like a spear) in length. The weapons are permanent. Making one takes about 3 seconds for Jack Spicer. These can be made while he is moving around, or using other moves. They do require a supply of metal be on his person or in the area that he can manipulate. Furthermore, the metal must be unrefined, meaning that it has not been made by someone into weapons, or tools yet. There is one exception, and that is things that he has made using this ability can be changed into other items provided they share a similar weight, and mass. The weapons can be turned back into metal and stored for later use. 

Don't Touch Me Auto (300 OM, Physical Strength): 


This involves metal spikes growing out of every part of his clothing and if someone tries to grab him against his will, they will get punctured by metal. This is an automatic ability, and one that Jack has no control over at present. It auto activates when he is grabbed by an opponent, physically. It will also activate in times of stress such as if he were being examined on Coruscant for example. It also activates when he is angry, for instance if someone were trashing his base, and he found out about it. The spikes are about 17 inches long. The metal spikes are densely packed all over his clothes in large quantities,  ready to release in a split second. 

The spikes are draining on his stamina, and so he is looking for a way to control these. The spikes will last 15 seconds upon deployment, or through conscious effort can be retracted by him. These spikes are barbed, but will not do as much damage as normal barbed spikes upon coming out. 

Metal Weapons: I assume you are going for a variable melee weapon move, correct? So long as its just the size that is variable, it should only be a cost of 600. I do want to ask how long it takes for him to reforge the metal, i.e turn the weapon back into raw metal for forging another weapon. Also, the whole needing metal on your person seems to be just healthy fodder. if anything, just state that it is restricted to one forged weapon being active at a time if that's what you are going for. Dual swords and whatnot would be allowed as 'singular' weapons, so long as there is not a huge difference between the dual weapons. 

Don't Touch Me: Since this is an automatic response to touch and whatnot, discounting the anger activation, you're gonna need homing for this to work. Other than that it looks pretty solid.


(07-12-2018, 04:49 PM)Wario Wrote: Alright I'd like to redo Copy Flower.

Copy Flower (0)
A Power Flower Wario stole from the Mario Bros. a long time ago. Wario instantly creates a very, VERY temporary copy of himself within 5 feet. This copy lasts long enough to do a Bros. Move. Otherwise, Wario doesn't use this rare Power Flower. (In gameplay terms, this does nothing except create a Wario clone, purely for flavor or to pull off a Bros. Move. Wario will never use it otherwise, for some reason.)

Not sure why this would be a 0 cost om move? This would most likely cost 600 with the variability on being able to have your clone whatever move of your choosing. A few questions as well:

Can the clone be interrupted? Does damage to the clone affect Wario at all? Can multiple copies be summoned at once? 

I'm not sure what you are implying with the last half of the move starting from the "Otherwise", Clarify?


(07-12-2018, 07:31 PM)Kuroji Setsu Wrote: 封入の術 ( Fūnyū no Jutsu; Enclosing Technique ); Lvl 1
Powers/Proficiencies: Buff
OM: 300
Description: This move is a storage technique. The user places an object within a drawn circle spell fuuinjutsu and performs a series of handseals, the object disappears in a poof of smoke and a fuuinjutsu mark, denoting the object appears, in the center of the circle. This not possible with moving objects so living objects, things already in motion and objects larger than what would fit in a 8 x 8 x 8 foot box cannot be stored. Requires time to lay a scroll flat, place the object in the center and perform the necessary set of hand-seals. The sealing is not a combat technique, but the object can be called relatively quickly from the scroll by the touch of a hand and a one handed seal by the other. Like other space-time ninjutsu / fuuinjutsu, this technique will draw on significant energy for the user to both perform sealing and in the calling back of the object.


How long does it take for the user to perform the seals to store the object? How many objects can one hold? Also, I am going to assume that "so" is supposed to be an "or" for moving or living objects. This move does not require the buff proficiency, as you are not directly buffing anyone else, and I don't believe there is any specific requirement for this move. So long as you can't directly use the scrolls and whatnot for combat(besides maybe using it to resummon that teapot you stored earlier and throw it, which would be an incidental weapon), you're good at 300 as well.
Metal Weapons (600 OM, Physical Strength): 

Jack can create melee weapons from Metal in most forms that a melee weapon can come in. These can be short (like a dagger), medium (like a sword) or long (like a spear) in length. The weapons are permanent. Making one takes about 3 seconds for Jack Spicer. These can be made while he is moving around, or using other moves. They do require a supply of metal be on his person or in the area that he can manipulate. Furthermore, the metal must be unrefined, meaning that it has not been made by someone into weapons, or tools yet. There is one exception, and that is things that he has made using this ability can be changed into other items provided they share a similar weight, and mass. This process takes Jack about 7 seconds to perform. At present he is only capable of keeping one weapon active at a time, but as time progresses he could grow in skill. 

Don't Touch Me Auto (300 OM, Physical Strength, Homing): 

This involves metal spikes growing out of every part of his clothing and if someone tries to grab him against his will, they will get punctured by metal. This is an automatic ability, and one that Jack has no control over at present. It auto activates when he is grabbed by an opponent, physically. It will also activate in times of stress such as if he were being examined on Coruscant for example. It also activates when he is angry, for instance if someone were trashing his base, and he found out about it. The spikes are about 17 inches long. The metal spikes are densely packed all over his clothes in large quantities,  ready to release in a split second. 

The spikes are draining on his stamina, and so he is looking for a way to control these. The spikes will last 15 seconds upon deployment, or through conscious effort can be retracted by him. These spikes are barbed, but will not do as much damage as normal barbed spikes upon coming out. 
(07-13-2018, 11:59 AM)Jack Spicer Wrote: Metal Weapons (600 OM, Physical Strength): 

Jack can create melee weapons from Metal in most forms that a melee weapon can come in. These can be short (like a dagger), medium (like a sword) or long (like a spear) in length. The weapons are permanent. Making one takes about 3 seconds for Jack Spicer. These can be made while he is moving around, or using other moves. They do require a supply of metal be on his person or in the area that he can manipulate. Furthermore, the metal must be unrefined, meaning that it has not been made by someone into weapons, or tools yet. There is one exception, and that is things that he has made using this ability can be changed into other items provided they share a similar weight, and mass. This process takes Jack about 7 seconds to perform. At present he is only capable of keeping one weapon active at a time, but as time progresses he could grow in skill. 

Don't Touch Me Auto (300 OM, Physical Strength, Homing): 

This involves metal spikes growing out of every part of his clothing and if someone tries to grab him against his will, they will get punctured by metal. This is an automatic ability, and one that Jack has no control over at present. It auto activates when he is grabbed by an opponent, physically. It will also activate in times of stress such as if he were being examined on Coruscant for example. It also activates when he is angry, for instance if someone were trashing his base, and he found out about it. The spikes are about 17 inches long. The metal spikes are densely packed all over his clothes in large quantities,  ready to release in a split second. 

The spikes are draining on his stamina, and so he is looking for a way to control these. The spikes will last 15 seconds upon deployment, or through conscious effort can be retracted by him. These spikes are barbed, but will not do as much damage as normal barbed spikes upon coming out. 



[Image: 200-d-stamp-of-approval-gif.gif]
PEPSICO Gigabarrier: 300 (Area Defense)
Mr. Bepis’s bread and butter move.  With one second of concentration, Mr. Bepis conjures an invisible globe around himself that is capable of defending against all but the most devastating attacks.  The globe is roughly seven feet in diameter and persists for approximately 10 seconds before needing to be reconjured.  While conjuring the barrier, Mr. Bepis can move normally but cannot attack or defend himself.  Successive uses of the barrier carry a heavy fatigue cost.  Striking the barrier causes a rippling, shimmering effect where it becomes briefly visible, revealing it to be a giant Pepsi logo.

Barrier Rebuke: 300 (Physical Strength?, Area Attack)
While his Gigabarrier is active, Mr. Bepis concentrates for three seconds, during which time he can only move at half speed and cannot attack or defend himself.  For the rest of the barrier’s duration, anyone who comes into contact with it is hurled backward by a powerful gout of Pepsi.
Just to confirm, Metal Weapons and Don't Touch me Auto are approved, right?
Quote:How long does it take for the user to perform the seals to store the object? How many objects can one hold? Also, I am going to assume that "so" is supposed to be an "or" for moving or living objects. This move does not require the buff proficiency, as you are not directly buffing anyone else, and I don't believe there is any specific requirement for this move. So long as you can't directly use the scrolls and whatnot for combat(besides maybe using it to resummon that teapot you stored earlier and throw it, which would be an incidental weapon), you're good at 300 as well.

Changed the wording to account for the "so / or" error, added a time for the seal performing, and added details on how many objects can be stored. It definitely would be for incidental weaponry. I mean, if I did have like a big old battle axe I might surprise the enemy with it by pulling that out, but it's no different then drawing your weapon from a sheath, basically, in that it doesn't provide any bonus effect besides it's arrival. Doesn't fire out of the scroll like a projectile or anything.

封入の術 ( Fūnyū no Jutsu; Enclosing Technique ); Lvl 1
OM: 300
Description: This move is a storage technique. The user places an object within a drawn circle spell fuuinjutsu and performs a series of handseals, the object disappears in a poof of smoke and a fuuinjutsu mark, denoting the object appears, in the center of the circle. This not possible with moving objects or living objects. Also excluded are things already in motion and objects larger than what would fit in a 8 x 8 x 8 foot box cannot be stored. Requires time to lay a scroll flat, place the object in the center and perform the necessary set of hand-seals( hand seals would take about 1-2 seconds to perform if the user isn't distracted ). The sealing is not a combat technique, but the object can be called relatively quickly from the scroll by the touch of a hand and a one handed seal by the other. Like other space-time ninjutsu / fuuinjutsu, this technique will draw on significant energy for the user to both perform sealing and in the calling back of the object.
Note: There is a limit to how many objects can be stored and it is dictated by the amount of scrolls and prepared sealing circles Setsu has. These scrolls are about 4 inches tall and when rolled out reach 10 feet. A 12 inch sealing circle is required for the Enclosing Technique at this level, and so each scroll can contain 10 separate seals. Setsu has 4 of these scrolls in his vest. If a scroll is destroyed it becomes much trickier to recall the object(s) and would perhaps even require a new technique, altogether.
[Image: kuroji%20setsu_zps44rbwwd8.png]
(07-13-2018, 12:21 PM)PepsiWhirda Wrote: PEPSICO Gigabarrier: 300 (Area Defense)
Mr. Bepis’s bread and butter move.  With one second of concentration, Mr. Bepis conjures an invisible globe around himself that is capable of defending against all but the most devastating attacks.  The globe is roughly seven feet in diameter and persists for approximately 10 seconds before needing to be reconjured.  While conjuring the barrier, Mr. Bepis can move normally but cannot attack or defend himself.  Successive uses of the barrier carry a heavy fatigue cost.  Striking the barrier causes a rippling, shimmering effect where it becomes briefly visible, revealing it to be a giant Pepsi logo.

Barrier Rebuke: 300 (Physical Strength?, Area Attack)
While his Gigabarrier is active, Mr. Bepis concentrates for three seconds, during which time he can only move at half speed and cannot attack or defend himself.  For the rest of the barrier’s duration, anyone who comes into contact with it is hurled backward by a powerful gout of Pepsi.

Both approved and Barrier Rebuke does need Physical Proficiency
(07-13-2018, 01:50 PM)Jack Spicer Wrote: Just to confirm, Metal Weapons and Don't Touch me Auto are approved, right?

Yeah you're good to go
(07-13-2018, 11:59 AM)Jack Spicer Wrote: Metal Weapons (600 OM, Physical Strength): 

Jack can create melee weapons from Metal in most forms that a melee weapon can come in. These can be short (like a dagger), medium (like a sword) or long (like a spear) in length. The weapons are permanent. Making one takes about 3 seconds for Jack Spicer. These can be made while he is moving around, or using other moves. They do require a supply of metal be on his person or in the area that he can manipulate. Furthermore, the metal must be unrefined, meaning that it has not been made by someone into weapons, or tools yet. There is one exception, and that is things that he has made using this ability can be changed into other items provided they share a similar weight, and mass. This process takes Jack about 7 seconds to perform. At present he is only capable of keeping one weapon active at a time, but as time progresses he could grow in skill. 

Don't Touch Me Auto (300 OM, Physical Strength, Homing): 

This involves metal spikes growing out of every part of his clothing and if someone tries to grab him against his will, they will get punctured by metal. This is an automatic ability, and one that Jack has no control over at present. It auto activates when he is grabbed by an opponent, physically. It will also activate in times of stress such as if he were being examined on Coruscant for example. It also activates when he is angry, for instance if someone were trashing his base, and he found out about it. The spikes are about 17 inches long. The metal spikes are densely packed all over his clothes in large quantities,  ready to release in a split second. 

The spikes are draining on his stamina, and so he is looking for a way to control these. The spikes will last 15 seconds upon deployment, or through conscious effort can be retracted by him. These spikes are barbed, but will not do as much damage as normal barbed spikes upon coming out. 

I just want to come back to this and say Metal Weapons would be 900 OM and not 600
I want to add that Don't Touch Me shouldn't need Homing proficiency. Homing proficiency is needed for moves that .... "Can home in on an opponent without needing to be aimed".

Unless the spikes home in ... but that doesn't seem to be the case.
They will home in if the person who touched him tries to dodge. Do you mind if I add that sentence to the move?
Power Gauntlet MK I : (1200, Physical Strength, Debuff, Ranged Proficiency): 
The gauntlet was created by Jack as a means of giving him another tool in his arsenal. 

The first mode of the gauntlet allows it to be a simple metal gauntlet that he can use to punch an opponent's face in. It covers all of his hand as well as his upper forearm. It's heavy, so punches with this are a bit slower and more tiring than usual, but hit much harder - it's metal after all. This can clash with lightsabers, and similar weapons when it is used in that mode, allowing Jack to use it to block.

The second mode of the Gauntlet involves it firing a centimetre-thick beam of energy from the palm of the hand. Takes him about 7 seconds to charge up, where he can move, but need to focus on the Gauntlet so cannot attack. Travels at the speed of an arrow. The power level of the beam is high, but there's not much recoil so it isn't very tiring. The gauntlet has an 8 second cool down for that mode. This has a range of 75 feet.

The third function of the gauntlet is that it can discharge a blast of lightning through his fingertips. This takes him 10 seconds to charge up, during which he has to concentrate on the gauntlet, but the charge remains stored for the following minute - allowing him to use it at will. This is moderately powerful damage-wise, and also paralyses anyone hit with the lightning for the next 5 seconds. When touching someone, this can travel through weapons and armour, so if someone swings a sword at him, he could choose to block with his gauntlet and shock them. Or, he could simply grab their arm or put his and on their chest. Channelling this much power is moderately tiring. The gauntlet has a 20-second cooldown for that mode. Alternatively, he can discharge the electricity up to a range of 80 feet, where it moves as fast as a bullet and doesn't travel along weapons. The ranged attack otherwise does the same as the melee version, the only other difference is that instead of being released for the melee, the electricity crackles around the gauntlet.
Skinwalk (T1 Super Utility, requires Shapeshifting): At the price of 1 SP Malon and about 4 seconds of focusing, during which she can neither move nor take other actions, Malon can transform not just superficially, but at a more fundamental level. The form taken on through Skinwalk is limited by the regular laws of Shapeshifting (Malon does not gain any powers, nor do her stats change), but it does not ‘flicker’ when damaged and is kept up until undone or until Malon’s death, with no additional upkeep cost. It can still be seen through with Enhanced Senses unless they're suppressed.


Perfect Skinwalk (T2 Super Utility, requires Shapeshifting, Suppression): An even further advanced version of Skinwalk, Perfect Skinwalk allows Malon to transform in an almost undetectable manner by not just disguising but physically changing the user's body to a desired form. Using this Utility move costs 2 SP, 7 seconds of continuous concentration during which no movement or other actions may be taken and can be used only to take on a form that she could take using the regular Shapeshifting power.
Perfect Skinwalk does not glitch when taking damage and persists even through Malon's death. Furthermore it applies a "localized" Suppression that blocks Enhanced Senses and other powers/moves from seeing through the form that Malon transforms into using this move, independantly of the TEC difference between Malon and the user(s). They will not be blocked by this move if used for any other purpose. It is still possible to pick up clues that point to the form being a disguise, naturally or through powers: for instance a skilled Telepathy or Insight user probing deep enough could discover hints to her true identity, like how her memories and move/ability knowledge don't correlate with the individual she's impersonating at the time, even if they can't directly see through the disguise.
Because Perfect Skinwalk changes the user's physical body rather than applying a disguise it is possible to "layer" a regular Shapeshift on top of this ability which is not affected by Perfect Skinwalk's localized suppression. In other words an Enhanced Senses user could still see through the regular Shapeshift as a disguise and see the form Malon took on using Perfect Skinwalk as if that was her 'real' appearance. Overall this makes Perfect Skinwalk very useful for prolonged infiltration and to deceive perceptive Enhanced Senses users.
Bumping/editing this move:

封入の術 ( Fūnyū no Jutsu; Enclosing Technique ); Lvl 1
OM: 300
Description: This move is a storage technique. The user places an object within a circle spell fuuinjutsu(seal technique) and performs a series of handseals, the object disappears in a poof of smoke and a fuuinjutsu mark, denoting the object appears, in the center of the circle. This is not possible with moving objects or living objects. Also excluded are things already in motion and objects larger than what would fit in a 8 x 8 x 8 ft. box. Hand seals would take about 3 seconds to perform if the user isn't distracted. The sealing is not a combat technique, but the object can be recalled quickly from the scroll by touching the seal circle and forming a one-handed handseal with the other hand. Like other space-time ninjutsu / fuuinjutsu, this technique will draw on moderate energy for the user to both perform the sealing and recalling the object. 
Notes: There is a limit to how many objects can be stored and it is determined by the amount of scrolls and prepared sealing circles Setsu has. These scrolls are about 4 inches tall and when rolled out reach 10 feet. A 12-inch diameter sealing circle is required for the Enclosing Technique at this level, and so each scroll can contain 10 separate seals. Setsu has 4 of these scrolls in his vest. If a scroll is destroyed it becomes impossible to recall the object(s) and would perhaps even require a new technique, altogether, to restore or reconjure the seal that could recover the object.


Adding these:

土遁·軽重岩の術 ( Light-Weight Rock Technique)
Type: Flavor Move
Om: 0
Powers: Flight
This is just a flavor move to explain flight for the character Kuroji Setsu. Utilizing the earth release, the user achieves flight by reducing their weight and the effects of gravity on their body. Through proper manipulation and body movement flight in any direction is possible, however while using this technique all of the user’s blunt physical attacks have a notable reduction in force.

激怒の肌 ( Gekido no Hada; Skin of Wrath )
Type: Tier 1 Transformation
OM: 1200
Called into effect only by the Tora handseal and the concentration of chakra( 1 SP ). A stripey, full-body tattoo is manifested. This form allows user the surface manipulation of these ink-like stripes on the body that can function in much the same way as the seals used throughout the Shinobi world in Fuuinjutsu(seal techniques). Fuuinjutsu can then be authored for use on the fly for a wide number of possible applications. The individual sorts of seals that can be formed will be submitted later as individual techniques. When it's formed with the tattoos, the seal can be printed on any surface like a traditional rubber and ink stamp would. For some inexplicable reason( RP purposes ) this technique can flood Setsu's head with difficult to interpret images.
Effects: +1 ATK, +1 DEF, +1 SPD, +2 TEC
[Image: kuroji%20setsu_zps44rbwwd8.png]
Got some cool edgy shiz to get approved for when I write wordz. No rush, but I'd ideally be using some of these in my posts within the next 2 weeks or so.

(The following move is basically a copy of Oceanic Noose: https://omniverse-rpg.com/showthread.php...e#pid88943)
T1SU - Distortion of the Night (600)
[spoiler]Wisps of dark cloudy shadow billow out from behind Ebony's cloak, slowly nullifying her magical prowess over the course of 5 seconds as it cocoons around her. This can be done voluntarily (by concentrating), or accidentally (such as when hurt, angry, stressed, or simply in need of power), but offers no major restrictions outside temporarily sealing her magic. After the darkness surrounds her, it gushes outwards and trails along the ground, with more forming with every subsequent movement or attack Ebony makes. The very air near to Ebony seems darker and warped like looking through a weak tinted lens, yet a dim silvery-black magic resonates from her - almost like moonlight among a dark fog. For the next minute, the cast/charge time for all of Ebony's spells (or other non-super moves) is halved, and they have no immediate fatigue/magical cost. As a consequence of this, many of her spells can be invoked with a simple command word/phrase, rather than a full incantation. Power like this is addictive, yet using it bestows a sense of clarity even in the face of danger. However, magic like this comes at a cost, leaving Ebony drained once the rush subsides and with accompanying feelings of weakness and vulnerability as the lingering dark haze fades away.[/spoiler]
Midnight Claws (300) Requires: Physical Attack
[spoiler]Shrouding her hands in inky shadow, Ebony can swipe at her opponents with a set of claws. The black mist is ethereal and harmless but adds a cushiony padding to the front of her palms that offers some basic protection during her strikes - although it's more suited to batting away attacks than blocking them. Meanwhile, the claws themselves are 4cm long, sharp cat-like extensions to her fingers, notable by their sleeker tone of ebony through the darkness. Ebony can materialise these within a small fraction of a second and keep them in use indefinitely. They're light and have negligible mass, although can make holding weapons difficult. Due to the ease of use, it's completely possible for this to be used accidentally should she lash out. Ebony's panther can utilise this move, but the claws appear to be normal and lack any gloomy aesthetic.[/spoiler]
Twilight Fangs (300) Requires: Physical Attack
[spoiler]Ebony can viciously chomp at an opponent with a shadowy maw. Due to the proximity required, this is typically a high-risk attack, but is considerably strong in turn for leaving her open during its execution. To use, Ebony just has to open her jaw and slam her teeth back together. As she does this, a dense black mist forms around her lower face and throat, along with two pairs of 8cm long canines just in front of her lips, complete with a suspended row of smaller (~1-2cm) teeth between each of them (similar to a large cat's). The teeth are smooth, black, and sharp, with the canines capable of digging into most opponents (their DEF vs Ebony's ATK), sometimes even tearing away flesh. They can last indefinitely - although they are usually just summoned for the bite and dispelled shortly afterwards. While situational, this is somewhat easy to use and can happen accidentally. Her Panther will make full use of this move, with the teeth being a physical part of its body and thus lacking the dark mist and appearance.[/spoiler]
Fodder: Fluffy Tail (0) Requires: Telekinesis
[spoiler]Ebony's Black Panther - Nyx - has a long black tail about 95cm in length. While naturally ineffective for actual combat, Nyx can empower it with telekinesis to allow it to pick up and carry lighter items (but not use them, or throw anything with enough force to harm). This somewhat compensates for Nyx's lack of hands when it comes to utility purposes, but is otherwise little more than an amusing animalistic habit. Especially when Nyx is capable of using telekinesis normally to achieve the same effect (and typically do a lot more).[/spoiler]
(I know I can't buy this yet, since it's a T2 Assist. Also might rename this later if I think of a better name.)
T2 Assist - Nyx (1500)
[spoiler]After standing still and focusing for 5 seconds, Ebony can summon a large Black Panther (Jaguar). Often she will jump out of a hazy black portal to her side or a hexagram on the floor depending on which Ebony created. In some cases, she can be summoned without conscious thought or focus in times of need, and simply pounces out of a nearby shadow. Nyx is very large, spanning ~2.6m from head to tail and standing at about 1m tall (with a tail length of about 95cm). She weighs just under 180kg, has vibrant green eyes, and bone-white claws and teeth.

Bolstering natural weapons of claws and teeth (see Midnight Claws and Twilight Fangs), Nyx is a formidable combatant. In addition to this, she also has Ebony's full arsenal available (with the exception of weapons and the moves that require them due to a lack of hands - although she can technically use Ebony's scythe via the telekinesis variant), tending to cast spells with a roar by shooting bolts of magic from her jaws. Nyx will also happily use telekinesis offensively and can seem incredibly scary when her survival power comes into play.

While Nyx only grunts, puffs, growls, roars, and lets out other natural sounds befitting of a large feline; Ebony is able to understand the rough meaning behind the noises. Anyone with Telepathy - or a reasonable IC reason (such as having cat-like traits themselves, being familiar with animals, or simply spending enough time around Nyx) - would be able to do the same. Despite the limited 'vocabulary', Nyx is smart and able to understand others fairly well, even picking up on body language. While not a mastermind when it comes to combat itself, Nyx has a tactical mind and is good at tracking, hunting and reading the battlefield. She will always value Ebony's safety above her own, but the can't always be said for Ebony's friends.

Ebony may sometimes ride Nyx, however, this is rare. Having to compensate for a rider usually limits Nyx's mobility (regardless of how light Ebony is), and Ebony isn't exactly skilled at not falling off. When not actively using magic or undergoing much physical activity, Nyx can remain summoned for longer than the usual period, although she tends to be very lazy.

ATK: 3
DEF: 1
SPD: 4
TEC: 2[/spoiler]
(07-16-2018, 02:48 AM)Malon Wrote: Skinwalk (T1 Super Utility, requires Shapeshifting): At the price of 1 SP Malon and about 4 seconds of focusing, during which she can neither move nor take other actions, Malon can transform not just superficially, but at a more fundamental level. The form taken on through Skinwalk is limited by the regular laws of Shapeshifting (Malon does not gain any powers, nor do her stats change), but it does not ‘flicker’ when damaged and is kept up until undone or until Malon’s death, with no additional upkeep cost. It can still be seen through with Enhanced Senses unless they're suppressed.


Perfect Skinwalk (T2 Super Utility, requires Shapeshifting, Suppression): An even further advanced version of Skinwalk, Perfect Skinwalk allows Malon to transform in an almost undetectable manner by not just disguising but physically changing the user's body to a desired form. Using this Utility move costs 2 SP, 7 seconds of continuous concentration during which no movement or other actions may be taken and can be used only to take on a form that she could take using the regular Shapeshifting power.
Perfect Skinwalk does not glitch when taking damage and persists even through Malon's death. Furthermore it applies a "localized" Suppression that blocks Enhanced Senses and other powers/moves from seeing through the form that Malon transforms into using this move, independantly of the TEC difference between Malon and the user(s). They will not be blocked by this move if used for any other purpose. It is still possible to pick up clues that point to the form being a disguise, naturally or through powers: for instance a skilled Telepathy or Insight user probing deep enough could discover hints to her true identity, like how her memories and move/ability knowledge don't correlate with the individual she's impersonating at the time, even if they can't directly see through the disguise.
Because Perfect Skinwalk changes the user's physical body rather than applying a disguise it is possible to "layer" a regular Shapeshift on top of this ability which is not affected by Perfect Skinwalk's localized suppression. In other words an Enhanced Senses user could still see through the regular Shapeshift as a disguise and see the form Malon took on using Perfect Skinwalk as if that was her 'real' appearance. Overall this makes Perfect Skinwalk very useful for prolonged infiltration and to deceive perceptive Enhanced Senses users.

T1 - Approved"

T2 - Not really sure why you need this? Even with the T1, people would only be able to tell something is off/ who you really are if they tried to sense you (or are high levelled NPC and factions) and had a higher TEC score. Even with the T2, Suppression or not, if somone's Tec was higher, they'd be able to tell that something's off. So you really only need the T1. Otherwise it'd be an infinite, unstopable 'you can't use X powers on me' move and I'm saying no to that. You can role play it as that in personal story lines though.

(07-17-2018, 10:06 PM)Kuroji Setsu Wrote: Bumping/editing this move:

封入の術 ( Fūnyū no Jutsu; Enclosing Technique ); Lvl 1
OM: 300
Description: This move is a storage technique. The user places an object within a circle spell fuuinjutsu(seal technique) and performs a series of handseals, the object disappears in a poof of smoke and a fuuinjutsu mark, denoting the object appears, in the center of the circle. This is not possible with moving objects or living objects. Also excluded are things already in motion and objects larger than what would fit in a 8 x 8 x 8 ft. box. Hand seals would take about 3 seconds to perform if the user isn't distracted. The sealing is not a combat technique, but the object can be recalled quickly from the scroll by touching the seal circle and forming a one-handed handseal with the other hand. Like other space-time ninjutsu / fuuinjutsu, this technique will draw on moderate energy for the user to both perform the sealing and recalling the object. 
Notes: There is a limit to how many objects can be stored and it is determined by the amount of scrolls and prepared sealing circles Setsu has. These scrolls are about 4 inches tall and when rolled out reach 10 feet. A 12-inch diameter sealing circle is required for the Enclosing Technique at this level, and so each scroll can contain 10 separate seals. Setsu has 4 of these scrolls in his vest. If a scroll is destroyed it becomes impossible to recall the object(s) and would perhaps even require a new technique, altogether, to restore or reconjure the seal that could recover the object.


Adding these:

土遁·軽重岩の術 ( Light-Weight Rock Technique)
Type: Flavor Move
Om: 0
Powers: Flight
This is just a flavor move to explain flight for the character Kuroji Setsu. Utilizing the earth release, the user achieves flight by reducing their weight and the effects of gravity on their body. Through proper manipulation and body movement flight in any direction is possible, however while using this technique all of the user’s blunt physical attacks have a notable reduction in force.

激怒の肌 ( Gekido no Hada; Skin of Wrath )
Type: Tier 1 Transformation
OM: 1200
Called into effect only by the Tora handseal and the concentration of chakra( 1 SP ). A stripey, full-body tattoo is manifested. This form allows user the surface manipulation of these ink-like stripes on the body that can function in much the same way as the seals used throughout the Shinobi world in Fuuinjutsu(seal techniques). Fuuinjutsu can then be authored for use on the fly for a wide number of possible applications. The individual sorts of seals that can be formed will be submitted later as individual techniques. When it's formed with the tattoos, the seal can be printed on any surface like a traditional rubber and ink stamp would. For some inexplicable reason( RP purposes ) this technique can flood Setsu's head with difficult to interpret images.
Effects: +1 ATK, +1 DEF, +1 SPD, +2 TEC

Enclosing Technique & Flavor move are approved

Power Up - T1 power ups cost 1000 OM. Also, if you want to actually utilise the tattoos that appear, you'll need some moves for it.
(07-19-2018, 04:36 AM)Daniel Wrote: Kuroji Setsu
Bumping/editing this move:

封入の術 ( Fūnyū no Jutsu; Enclosing Technique ); Lvl 1
OM: 300
Description: This move is a storage technique. The user places an object within a circle spell fuuinjutsu(seal technique) and performs a series of handseals, the object disappears in a poof of smoke and a fuuinjutsu mark, denoting the object appears, in the center of the circle. This is not possible with moving objects or living objects. Also excluded are things already in motion and objects larger than what would fit in a 8 x 8 x 8 ft. box. Hand seals would take about 3 seconds to perform if the user isn't distracted. The sealing is not a combat technique, but the object can be recalled quickly from the scroll by touching the seal circle and forming a one-handed handseal with the other hand. Like other space-time ninjutsu / fuuinjutsu, this technique will draw on moderate energy for the user to both perform the sealing and recalling the object. 
Notes: There is a limit to how many objects can be stored and it is determined by the amount of scrolls and prepared sealing circles Setsu has. These scrolls are about 4 inches tall and when rolled out reach 10 feet. A 12-inch diameter sealing circle is required for the Enclosing Technique at this level, and so each scroll can contain 10 separate seals. Setsu has 4 of these scrolls in his vest. If a scroll is destroyed it becomes impossible to recall the object(s) and would perhaps even require a new technique, altogether, to restore or reconjure the seal that could recover the object.


Adding these:

土遁·軽重岩の術 ( Light-Weight Rock Technique)
Type: Flavor Move
Om: 0
Powers: Flight
This is just a flavor move to explain flight for the character Kuroji Setsu. Utilizing the earth release, the user achieves flight by reducing their weight and the effects of gravity on their body. Through proper manipulation and body movement flight in any direction is possible, however while using this technique all of the user’s blunt physical attacks have a notable reduction in force.

激怒の肌 ( Gekido no Hada; Skin of Wrath )
Type: Tier 1 Transformation
OM: 1000
Called into effect only by the Tora handseal and the concentration of chakra( 1 SP ). A stripey, full-body tattoo is manifested. This form allows user the surface manipulation of these ink-like stripes on the body that can function in much the same way as the seals used throughout the Shinobi world in Fuuinjutsu(seal techniques). Fuuinjutsu can then be authored for use on the fly for a wide number of possible applications. The individual sorts of seals that can be formed will be submitted later as individual techniques. When it's formed with the tattoos, the seal can be printed on any surface like a traditional rubber and ink stamp would. For some inexplicable reason( RP purposes ) this technique can flood Setsu's head with difficult to interpret images.
Effects: +1 ATK, +1 DEF, +1 SPD, +2 TEC

Enclosing Technique & Flavor move are approved

Power Up - T1 power ups cost 1000 OM. Also, if you want to actually utilise the tattoos that appear, you'll need some moves for it.
Appreciate the feedback and approvals. Reposting this with OM change and to clarify your move requirement.

激怒の肌 ( Gekido no Hada; Skin of Wrath )
Type: Tier 1 Transformation
OM: 1000
Called into effect only by the Tora handseal and the concentration of chakra( 1 SP ). A stripey, full-body tattoo is manifested. This form allows the use of techniques that manipulate these ink-like stripes on the user's skin in order for them to function in the same way as seals used throughout the Shinobi world in Fuuinjutsu(seal techniques). An innate feature of the tattoos is that they can be printed onto surfaces as if they were a regular rubber and ink prints. 
( Will still reiterate this feature in future technique descriptions )
Effects: +1 ATK, +1 DEF, +1 SPD, +2 TEC
Flavor: For some inexplicable reason( RP purposes ) this technique can flood Setsu's head with difficult to interpret images. Additionally, he is able to perform basic manipulation of the patterns in order to render images or sentences that can be stamped onto paper.
[Image: kuroji%20setsu_zps44rbwwd8.png]
Woop woop! Smol Spookie's first Supah Attacku!

SmolSpook Wrote:T1 Super Attack - Duality Drive: Radiant Charge
With Soul and Void in violent harmony, blast off and strike down all pretenders to the throne!
Cost: 500 OM
Requirements: The Pure Nail, Monarch Wings, Physical Strength Proficiency, Burst Movement.
Picking a target, Little Ghost focuses and takes a low, crouching stance as the majestic Monarch Wings spread out behind him. The wings of soul swirl and concentrate, shrinking in size but gaining luminosity as an orb of blackest void begin to hover behind Little Ghost's back. The concentrated Monarch Wings then act as the controlling gimbal and/or nozzle in a rocket engine, guiding the propulsion effect of the void sphere as said sphere spouts out energy while collapsing in on itself, driving Little Ghost forwards in a blazing, violent charge trailing void and soul.

Travelling at such violent speeds, letting the swirling aura suffuse his weapon, Little Ghost becomes the hammer that drives the Nail. A massive strike ensues, unloading the collective soul, void, and kinetic energy into the target for massive damage. Since this attack can be performed with any relatively solid melee weapon, even improvised ones or unarmed, the specific form of the strike is not important. However, since it was initially designed to be used with The Pure Nail and similar weapons (bladed, non-hafted ones), users of this super attack must have at least Tech 5 to not suffer a slight reduction in damage if used with a non-fitting weapon. As this move is at least partially "weapon agnostic", the range of the strike is dependant on the "melee" weapon used.
"So you'd pursue the deeper truth? It isn't one the weak could bear."


"Prove yourself ready to face it. I'll not hold back. My needle is lethal and I'd feel no sadness in a weakling's demise."


"Show me you can accept this Kingdom's past and claim responsibility for its future."
(07-18-2018, 07:51 AM)Ebonywood Hellscythe Wrote: Got some cool edgy shiz to get approved for when I write wordz. No rush, but I'd ideally be using some of these in my posts within the next 2 weeks or so.

(The following move is basically a copy of Oceanic Noose: https://omniverse-rpg.com/showthread.php...e#pid88943)
T1SU - Distortion of the Night (600)
[spoiler]Wisps of dark cloudy shadow billow out from behind Ebony's cloak, slowly nullifying her magical prowess over the course of 5 seconds as it cocoons around her. This can be done voluntarily (by concentrating), or accidentally (such as when hurt, angry, stressed, or simply in need of power), but offers no major restrictions outside temporarily sealing her magic. After the darkness surrounds her, it gushes outwards and trails along the ground, with more forming with every subsequent movement or attack Ebony makes. The very air near to Ebony seems darker and warped like looking through a weak tinted lens, yet a dim silvery-black magic resonates from her - almost like moonlight among a dark fog. For the next minute, the cast/charge time for all of Ebony's spells (or other non-super moves) is halved, and they have no immediate fatigue/magical cost. As a consequence of this, many of her spells can be invoked with a simple command word/phrase, rather than a full incantation. Power like this is addictive, yet using it bestows a sense of clarity even in the face of danger. However, magic like this comes at a cost, leaving Ebony drained once the rush subsides and with accompanying feelings of weakness and vulnerability as the lingering dark haze fades away.[/spoiler]
Midnight Claws (300) Requires: Physical Attack
[spoiler]Shrouding her hands in inky shadow, Ebony can swipe at her opponents with a set of claws. The black mist is ethereal and harmless but adds a cushiony padding to the front of her palms that offers some basic protection during her strikes - although it's more suited to batting away attacks than blocking them. Meanwhile, the claws themselves are 4cm long, sharp cat-like extensions to her fingers, notable by their sleeker tone of ebony through the darkness. Ebony can materialise these within a small fraction of a second and keep them in use indefinitely. They're light and have negligible mass, although can make holding weapons difficult. Due to the ease of use, it's completely possible for this to be used accidentally should she lash out. Ebony's panther can utilise this move, but the claws appear to be normal and lack any gloomy aesthetic.[/spoiler]
Twilight Fangs (300) Requires: Physical Attack
[spoiler]Ebony can viciously chomp at an opponent with a shadowy maw. Due to the proximity required, this is typically a high-risk attack, but is considerably strong in turn for leaving her open during its execution. To use, Ebony just has to open her jaw and slam her teeth back together. As she does this, a dense black mist forms around her lower face and throat, along with two pairs of 8cm long canines just in front of her lips, complete with a suspended row of smaller (~1-2cm) teeth between each of them (similar to a large cat's). The teeth are smooth, black, and sharp, with the canines capable of digging into most opponents (their DEF vs Ebony's ATK), sometimes even tearing away flesh. They can last indefinitely - although they are usually just summoned for the bite and dispelled shortly afterwards. While situational, this is somewhat easy to use and can happen accidentally. Her Panther will make full use of this move, with the teeth being a physical part of its body and thus lacking the dark mist and appearance.[/spoiler]
Fodder: Fluffy Tail (0) Requires: Telekinesis
[spoiler]Ebony's Black Panther - Nyx - has a long black tail about 95cm in length. While naturally ineffective for actual combat, Nyx can empower it with telekinesis to allow it to pick up and carry lighter items (but not use them, or throw anything with enough force to harm). This somewhat compensates for Nyx's lack of hands when it comes to utility purposes, but is otherwise little more than an amusing animalistic habit. Especially when Nyx is capable of using telekinesis normally to achieve the same effect (and typically do a lot more).[/spoiler]
(I know I can't buy this yet, since it's a T2 Assist. Also might rename this later if I think of a better name.)
T2 Assist - Nyx (1500)
[spoiler]After standing still and focusing for 5 seconds, Ebony can summon a large Black Panther (Jaguar). Often she will jump out of a hazy black portal to her side or a hexagram on the floor depending on which Ebony created. In some cases, she can be summoned without conscious thought or focus in times of need, and simply pounces out of a nearby shadow. Nyx is very large, spanning ~2.6m from head to tail and standing at about 1m tall (with a tail length of about 95cm). She weighs just under 180kg, has vibrant green eyes, and bone-white claws and teeth.

Bolstering natural weapons of claws and teeth (see Midnight Claws and Twilight Fangs), Nyx is a formidable combatant. In addition to this, she also has Ebony's full arsenal available (with the exception of weapons and the moves that require them due to a lack of hands - although she can technically use Ebony's scythe via the telekinesis variant), tending to cast spells with a roar by shooting bolts of magic from her jaws. Nyx will also happily use telekinesis offensively and can seem incredibly scary when her survival power comes into play.

While Nyx only grunts, puffs, growls, roars, and lets out other natural sounds befitting of a large feline; Ebony is able to understand the rough meaning behind the noises. Anyone with Telepathy - or a reasonable IC reason (such as having cat-like traits themselves, being familiar with animals, or simply spending enough time around Nyx) - would be able to do the same. Despite the limited 'vocabulary', Nyx is smart and able to understand others fairly well, even picking up on body language. While not a mastermind when it comes to combat itself, Nyx has a tactical mind and is good at tracking, hunting and reading the battlefield. She will always value Ebony's safety above her own, but the can't always be said for Ebony's friends.

Ebony may sometimes ride Nyx, however, this is rare. Having to compensate for a rider usually limits Nyx's mobility (regardless of how light Ebony is), and Ebony isn't exactly skilled at not falling off. When not actively using magic or undergoing much physical activity, Nyx can remain summoned for longer than the usual period, although she tends to be very lazy.

ATK: 3
DEF: 1
SPD: 4
TEC: 2[/spoiler]

Bumpity bump.
(07-20-2018, 02:22 PM)Kuroji Setsu Wrote:
(07-19-2018, 04:36 AM)Daniel Wrote: Kuroji Setsu
Bumping/editing this move:

封入の術 ( Fūnyū no Jutsu; Enclosing Technique ); Lvl 1
OM: 300
Description: This move is a storage technique. The user places an object within a circle spell fuuinjutsu(seal technique) and performs a series of handseals, the object disappears in a poof of smoke and a fuuinjutsu mark, denoting the object appears, in the center of the circle. This is not possible with moving objects or living objects. Also excluded are things already in motion and objects larger than what would fit in a 8 x 8 x 8 ft. box. Hand seals would take about 3 seconds to perform if the user isn't distracted. The sealing is not a combat technique, but the object can be recalled quickly from the scroll by touching the seal circle and forming a one-handed handseal with the other hand. Like other space-time ninjutsu / fuuinjutsu, this technique will draw on moderate energy for the user to both perform the sealing and recalling the object. 
Notes: There is a limit to how many objects can be stored and it is determined by the amount of scrolls and prepared sealing circles Setsu has. These scrolls are about 4 inches tall and when rolled out reach 10 feet. A 12-inch diameter sealing circle is required for the Enclosing Technique at this level, and so each scroll can contain 10 separate seals. Setsu has 4 of these scrolls in his vest. If a scroll is destroyed it becomes impossible to recall the object(s) and would perhaps even require a new technique, altogether, to restore or reconjure the seal that could recover the object.


Adding these:

土遁·軽重岩の術 ( Light-Weight Rock Technique)
Type: Flavor Move
Om: 0
Powers: Flight
This is just a flavor move to explain flight for the character Kuroji Setsu. Utilizing the earth release, the user achieves flight by reducing their weight and the effects of gravity on their body. Through proper manipulation and body movement flight in any direction is possible, however while using this technique all of the user’s blunt physical attacks have a notable reduction in force.

激怒の肌 ( Gekido no Hada; Skin of Wrath )
Type: Tier 1 Transformation
OM: 1000
Called into effect only by the Tora handseal and the concentration of chakra( 1 SP ). A stripey, full-body tattoo is manifested. This form allows user the surface manipulation of these ink-like stripes on the body that can function in much the same way as the seals used throughout the Shinobi world in Fuuinjutsu(seal techniques). Fuuinjutsu can then be authored for use on the fly for a wide number of possible applications. The individual sorts of seals that can be formed will be submitted later as individual techniques. When it's formed with the tattoos, the seal can be printed on any surface like a traditional rubber and ink stamp would. For some inexplicable reason( RP purposes ) this technique can flood Setsu's head with difficult to interpret images.
Effects: +1 ATK, +1 DEF, +1 SPD, +2 TEC

Enclosing Technique & Flavor move are approved

Power Up - T1 power ups cost 1000 OM. Also, if you want to actually utilise the tattoos that appear, you'll need some moves for it.
Appreciate the feedback and approvals. Reposting this with OM change and to clarify your move requirement.

激怒の肌 ( Gekido no Hada; Skin of Wrath )
Type: Tier 1 Transformation
OM: 1000
Called into effect only by the Tora handseal and the concentration of chakra( 1 SP ). A stripey, full-body tattoo is manifested. This form allows the use of techniques that manipulate these ink-like stripes on the user's skin in order for them to function in the same way as seals used throughout the Shinobi world in Fuuinjutsu(seal techniques). An innate feature of the tattoos is that they can be printed onto surfaces as if they were a regular rubber and ink prints. 
( Will still reiterate this feature in future technique descriptions )
Effects: +1 ATK, +1 DEF, +1 SPD, +2 TEC
Flavor: For some inexplicable reason( RP purposes ) this technique can flood Setsu's head with difficult to interpret images. Additionally, he is able to perform basic manipulation of the patterns in order to render images or sentences that can be stamped onto paper.

Approved

(07-22-2018, 11:09 PM)Ebonywood Hellscythe Wrote:
(07-18-2018, 07:51 AM)Ebonywood Hellscythe Wrote: Got some cool edgy shiz to get approved for when I write wordz. No rush, but I'd ideally be using some of these in my posts within the next 2 weeks or so.

(The following move is basically a copy of Oceanic Noose: https://omniverse-rpg.com/showthread.php...e#pid88943)
T1SU - Distortion of the Night (600)
[spoiler]Wisps of dark cloudy shadow billow out from behind Ebony's cloak, slowly nullifying her magical prowess over the course of 5 seconds as it cocoons around her. This can be done voluntarily (by concentrating), or accidentally (such as when hurt, angry, stressed, or simply in need of power), but offers no major restrictions outside temporarily sealing her magic. After the darkness surrounds her, it gushes outwards and trails along the ground, with more forming with every subsequent movement or attack Ebony makes. The very air near to Ebony seems darker and warped like looking through a weak tinted lens, yet a dim silvery-black magic resonates from her - almost like moonlight among a dark fog. For the next minute, the cast/charge time for all of Ebony's spells (or other non-super moves) is halved, and they have no immediate fatigue/magical cost. As a consequence of this, many of her spells can be invoked with a simple command word/phrase, rather than a full incantation. Power like this is addictive, yet using it bestows a sense of clarity even in the face of danger. However, magic like this comes at a cost, leaving Ebony drained once the rush subsides and with accompanying feelings of weakness and vulnerability as the lingering dark haze fades away.[/spoiler]
Midnight Claws (300) Requires: Physical Attack
[spoiler]Shrouding her hands in inky shadow, Ebony can swipe at her opponents with a set of claws. The black mist is ethereal and harmless but adds a cushiony padding to the front of her palms that offers some basic protection during her strikes - although it's more suited to batting away attacks than blocking them. Meanwhile, the claws themselves are 4cm long, sharp cat-like extensions to her fingers, notable by their sleeker tone of ebony through the darkness. Ebony can materialise these within a small fraction of a second and keep them in use indefinitely. They're light and have negligible mass, although can make holding weapons difficult. Due to the ease of use, it's completely possible for this to be used accidentally should she lash out. Ebony's panther can utilise this move, but the claws appear to be normal and lack any gloomy aesthetic.[/spoiler]
Twilight Fangs (300) Requires: Physical Attack
[spoiler]Ebony can viciously chomp at an opponent with a shadowy maw. Due to the proximity required, this is typically a high-risk attack, but is considerably strong in turn for leaving her open during its execution. To use, Ebony just has to open her jaw and slam her teeth back together. As she does this, a dense black mist forms around her lower face and throat, along with two pairs of 8cm long canines just in front of her lips, complete with a suspended row of smaller (~1-2cm) teeth between each of them (similar to a large cat's). The teeth are smooth, black, and sharp, with the canines capable of digging into most opponents (their DEF vs Ebony's ATK), sometimes even tearing away flesh. They can last indefinitely - although they are usually just summoned for the bite and dispelled shortly afterwards. While situational, this is somewhat easy to use and can happen accidentally. Her Panther will make full use of this move, with the teeth being a physical part of its body and thus lacking the dark mist and appearance.[/spoiler]
Fodder: Fluffy Tail (0) Requires: Telekinesis
[spoiler]Ebony's Black Panther - Nyx - has a long black tail about 95cm in length. While naturally ineffective for actual combat, Nyx can empower it with telekinesis to allow it to pick up and carry lighter items (but not use them, or throw anything with enough force to harm). This somewhat compensates for Nyx's lack of hands when it comes to utility purposes, but is otherwise little more than an amusing animalistic habit. Especially when Nyx is capable of using telekinesis normally to achieve the same effect (and typically do a lot more).[/spoiler]
(I know I can't buy this yet, since it's a T2 Assist. Also might rename this later if I think of a better name.)
T2 Assist - Nyx (1500)
[spoiler]After standing still and focusing for 5 seconds, Ebony can summon a large Black Panther (Jaguar). Often she will jump out of a hazy black portal to her side or a hexagram on the floor depending on which Ebony created. In some cases, she can be summoned without conscious thought or focus in times of need, and simply pounces out of a nearby shadow. Nyx is very large, spanning ~2.6m from head to tail and standing at about 1m tall (with a tail length of about 95cm). She weighs just under 180kg, has vibrant green eyes, and bone-white claws and teeth.

Bolstering natural weapons of claws and teeth (see Midnight Claws and Twilight Fangs), Nyx is a formidable combatant. In addition to this, she also has Ebony's full arsenal available (with the exception of weapons and the moves that require them due to a lack of hands - although she can technically use Ebony's scythe via the telekinesis variant), tending to cast spells with a roar by shooting bolts of magic from her jaws. Nyx will also happily use telekinesis offensively and can seem incredibly scary when her survival power comes into play.

While Nyx only grunts, puffs, growls, roars, and lets out other natural sounds befitting of a large feline; Ebony is able to understand the rough meaning behind the noises. Anyone with Telepathy - or a reasonable IC reason (such as having cat-like traits themselves, being familiar with animals, or simply spending enough time around Nyx) - would be able to do the same. Despite the limited 'vocabulary', Nyx is smart and able to understand others fairly well, even picking up on body language. While not a mastermind when it comes to combat itself, Nyx has a tactical mind and is good at tracking, hunting and reading the battlefield. She will always value Ebony's safety above her own, but the can't always be said for Ebony's friends.

Ebony may sometimes ride Nyx, however, this is rare. Having to compensate for a rider usually limits Nyx's mobility (regardless of how light Ebony is), and Ebony isn't exactly skilled at not falling off. When not actively using magic or undergoing much physical activity, Nyx can remain summoned for longer than the usual period, although she tends to be very lazy.

ATK: 3
DEF: 1
SPD: 4
TEC: 2[/spoiler]

Bumpity bump.

Approved


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