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Official Move Approval III
Mickey Mouse Wrote:
Thaal Sinestro Wrote:Hard Light Image – 300 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
Sinestro can summon bright yellow, transparent, Hard-Light objects in basic, three dimensional shapes. They may have a very basic patterning on their surface, such as lines, a grid, or points. These objects cannot, in any way, be perceived as anything other than a hologram. These shapes may not exceed 5 cubic feet. These objects will instantly break if roughly handled, and cannot support any amount of weight. These objects can be summoned at a range of 50 feet.

This feels like RP flavor to me and I don't think you need a move for it. Were you planning on using it in combat situations?

Quote:Hard Light Grab – 300 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency, HardLight Tether)
When a Hard Light Tether has successfully attached itself to an target, Sinestro can then use that tether to move the target, be it Secondary or Prime. The bond can firmly grab, but not crush his opponent. The bond can move the target off of the ground and in all the cardinal directions. The Tether can be broken as usual.

(For referenceSmile
[spoiler]Hard-Light Tethers – 600 OM (Requires Debuff Proficiency, Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
In the same way that Sinestro can manipulate objects in creative ways, he can also manipulate characters. Iron chains, ribbons of light, crushing snakes can all be used. In general, these tethers always accomplish the same goal: they slow a character down and they immobilize their arms. However, these shackles can be broken just like any other item: hitting, cutting and ripping free in a feat of strength are all options. Additionally, if he loses his concentration, the tethers immediately dissipate. The more energy he puts into these tethers, the harder they are to break but the more physically and mentally exhausted he becomes.[/spoiler]

Looks good to me at 300 OM.

Has Hard Light Tethers been approved before or were you looking for someone to check that out too?
He could, I guess, feasibly use it in combat? Somehow? I'm trying to figure out what the right and left boundaries are on holograms and complex images, and I'm just not sure how to approach it. Omni said I can't have infinite images, so I'm just like... trying to cover the basics? I dunno what to do for it.

The tether have been approved, thank you Micky! Big Grin
[Image: sig2.jpg]
Thaal Sinestro Wrote:
Mickey Mouse Wrote:
Thaal Sinestro Wrote:Hard Light Image – 300 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
Sinestro can summon bright yellow, transparent, Hard-Light objects in basic, three dimensional shapes. They may have a very basic patterning on their surface, such as lines, a grid, or points. These objects cannot, in any way, be perceived as anything other than a hologram. These shapes may not exceed 5 cubic feet. These objects will instantly break if roughly handled, and cannot support any amount of weight. These objects can be summoned at a range of 50 feet.

This feels like RP flavor to me and I don't think you need a move for it. Were you planning on using it in combat situations?

Quote:Hard Light Grab – 300 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency, HardLight Tether)
When a Hard Light Tether has successfully attached itself to an target, Sinestro can then use that tether to move the target, be it Secondary or Prime. The bond can firmly grab, but not crush his opponent. The bond can move the target off of the ground and in all the cardinal directions. The Tether can be broken as usual.

(For referenceSmile
[spoiler]Hard-Light Tethers – 600 OM (Requires Debuff Proficiency, Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
In the same way that Sinestro can manipulate objects in creative ways, he can also manipulate characters. Iron chains, ribbons of light, crushing snakes can all be used. In general, these tethers always accomplish the same goal: they slow a character down and they immobilize their arms. However, these shackles can be broken just like any other item: hitting, cutting and ripping free in a feat of strength are all options. Additionally, if he loses his concentration, the tethers immediately dissipate. The more energy he puts into these tethers, the harder they are to break but the more physically and mentally exhausted he becomes.[/spoiler]

Looks good to me at 300 OM.

Has Hard Light Tethers been approved before or were you looking for someone to check that out too?
He could, I guess, feasibly use it in combat? Somehow? I'm trying to figure out what the right and left boundaries are on holograms and complex images, and I'm just not sure how to approach it. Omni said I can't have infinite images, so I'm just like... trying to cover the basics? I dunno what to do for it.

The tether have been approved, thank you Micky! Big Grin

If you're using it to like make distractions and shit I'd say you need a move for it. If it's just like, projecting a hologram of the Mona Lisa in the air to gawk at I don't see a need for it. A few posts ago in Proto and I's thread he projected a map on the ground?

Omni can certainly overrule me but that's my feeling.
[Image: 2agonyw.png]
Mickey Mouse Wrote:If you're using it to like make distractions and shit I'd say you need a move for it. If it's just like, projecting a hologram of the Mona Lisa in the air to gawk at I don't see a need for it. A few posts ago in Proto and I's thread he projected a map on the ground?

Omni can certainly overrule me but that's my feeling.
I mean, they don't really serve as convincing illusions, but they are visually present, an eventually I'd like them to be pretty large. I just don't wanna get called out for making holograms (which are clearly fake by nature of being bright yellow and transparent).
[Image: sig2.jpg]
Chain Kunai(600 Requires Ranged Proficiency, Master Acrobat)
[spoiler]Demetri can summon up to two chain kunai, one in each hand, which are used for closer ranged combat. While not moving, they take 5 seconds each to summon, but can take up to 15 seconds depending on how fast Demetri is moving. They have a reach of ten meters but become less effective when his target gets close than a meter. Demetri can also used his chain kunai to deflect light physical projectiles(less than a pound in weight). The chain kunai can be broken with heavy weapons, rendering them unusable by Demetri, in which he must summon them again. Demetri, with acrobatic skills, can use his chain kunai as a tool for maneuverability and mobility, allowing him to grasp or hook onto poles and buildings to allow him to swing himself for extra force and speed. Demetri can also grasp objects and people with his chain kunai and pull them towards him. However, grasping foes with the kunai pose a risk, as they can also use the chain to pull him, which can serve as a disadvantage.[/spoiler]

Chainging the above move to the following, makes it easier for future additions.

Steam Chains(600?(Not sure if costs the same)Requires Ranged Proficiency, Master Acrobat)
[spoiler]On each arm, Demetri has a device that is able to shoot out chains, each of which is able to have a different weapon attached to its end. The chains are retractable and take ten seconds to generate while in their holders, moving or not moving, and once functional, can be instantly shot out. They have a reach of ten meters but become less effective when his target gets close than a meter. Demetri can also used his chains to deflect light physical projectiles, but can also deflect energy projectiles at the cost of damaging the chains. When the chains are damaged or destroyed, they must retreat back into their mechanism for repairs before they can be fully functional again. The time spent repairing is proportional to the damage given to the chains. Light damage by reflecting a single energy projectile takes a full two seconds to repair, meaning the chains can take 5 energy hits before being destroyed, taking a full ten seconds for repair. With acrobatic skills, the chains can be used as a tool for maneuverability and mobility, allowing him to grasp or hook onto poles and buildings(depending on the attachment) to allow him to swing himself for extra force and speed. Demetri can also grasp objects and people(limbs and neck only) with his chains and pull them towards him. However, grasping foes with the chains pose a risk, as they can also use the chain to pull him before he gets the chance to do so to them(mostly those with higher speed), which can serve as a disadvantage.

Attachments:
Kunai- The default attachment for the chains. They cause a small amount of damage but can be much more damaging if they hit a critical point on the enemy. It is mostly used for maneuverability and grappling.[/spoiler]

I consider the move to still be 600, as though I have added a lot of extra room for attachments and possible improvements, it only contains the defaults for now, having no other extra uses(at least for now).
All warfare is based on deception.
[Image: YhlX1uk.gif]  [Image: biuvYus.gif]  [Image: 291ztlc.png]  [Image: NGVMDdY.gif] [Image: VKKZgMO.gif]
The holograms could probably serve as some kind of distraction in combat. If Thaal is happy to pay the 300 that removes any kind of limitation on using it in such a way.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
Demetri Malius Wrote:Chain Kunai(600 Requires Ranged Proficiency, Master Acrobat)
[spoiler]Demetri can summon up to two chain kunai, one in each hand, which are used for closer ranged combat. While not moving, they take 5 seconds each to summon, but can take up to 15 seconds depending on how fast Demetri is moving. They have a reach of ten meters but become less effective when his target gets close than a meter. Demetri can also used his chain kunai to deflect light physical projectiles(less than a pound in weight). The chain kunai can be broken with heavy weapons, rendering them unusable by Demetri, in which he must summon them again. Demetri, with acrobatic skills, can use his chain kunai as a tool for maneuverability and mobility, allowing him to grasp or hook onto poles and buildings to allow him to swing himself for extra force and speed. Demetri can also grasp objects and people with his chain kunai and pull them towards him. However, grasping foes with the kunai pose a risk, as they can also use the chain to pull him, which can serve as a disadvantage.[/spoiler]

Chainging the above move to the following, makes it easier for future additions.

Steam Chains(600?(Not sure if costs the same)Requires Ranged Proficiency, Master Acrobat)
[spoiler]On each arm, Demetri has a device that is able to shoot out chains, each of which is able to have a different weapon attached to its end. The chains are retractable and take ten seconds to generate while in their holders, moving or not moving, and once functional, can be instantly shot out. They have a reach of ten meters but become less effective when his target gets close than a meter. Demetri can also used his chains to deflect light physical projectiles, but can also deflect energy projectiles at the cost of damaging the chains. When the chains are damaged or destroyed, they must retreat back into their mechanism for repairs before they can be fully functional again. The time spent repairing is proportional to the damage given to the chains. Light damage by reflecting a single energy projectile takes a full two seconds to repair, meaning the chains can take 5 energy hits before being destroyed, taking a full ten seconds for repair. With acrobatic skills, the chains can be used as a tool for maneuverability and mobility, allowing him to grasp or hook onto poles and buildings(depending on the attachment) to allow him to swing himself for extra force and speed. Demetri can also grasp objects and people(limbs and neck only) with his chains and pull them towards him. However, grasping foes with the chains pose a risk, as they can also use the chain to pull him before he gets the chance to do so to them(mostly those with higher speed), which can serve as a disadvantage.

Attachments:
Kunai- The default attachment for the chains. They cause a small amount of damage but can be much more damaging if they hit a critical point on the enemy. It is mostly used for maneuverability and grappling.[/spoiler]

I consider the move to still be 600, as though I have added a lot of extra room for attachments and possible improvements, it only contains the defaults for now, having no other extra uses(at least for now).
Normally I wouldn't allow someone to just change a move if they aren't upgrading it, but the difference isn't that big so you can go ahead.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
Omni Wrote:The holograms could probably serve as some kind of distraction in combat. If Thaal is happy to pay the 300 that removes any kind of limitation on using it in such a way.
Ok, I'm MORE than happy to do that! Here's the revision:

Hard Light Image – 300 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
Sinestro can summon bright yellow, transparent, Hard-Light Images. They may appear as almost anything, but their only possible combat application would be a distraction or an intimidation. These objects cannot, in any way, be perceived as anything other than a hologram. These images may not exceed 5 cubic feet. These objects will instantly break if roughly handled, and cannot support any amount of weight. These objects can be summoned at a range of 50 feet.
[Image: sig2.jpg]
Approveder.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
Omni Wrote:
Quote:Rasengan-Ha (Physical Strength) (300) – A move that pays homage to Dragon Ball and Dragon Ball Z. Minato takes both hands and places them in a Kamehameha like pose as he begins charging towards his opponent. As he runs at his opponent, Minato forms a Resengan between his two hands as he says the name of his attack, much like Goku would while charging the Kamehameha. The only difference to this is the addition of ‘Ha!’ at the end of Rasengan (Ra-sen-gan-ha!). This move takes 10 seconds to charge, and the charge begins as soon as Minato assumes the Kamehameha-esque pose. This type of Rasengan is also 3x larger than his usual Rasengan, (A result of the charge time). Similar to this
Okay.

Quote:Spiralling Flash Super Round Dance Howl Style Three (Ranged, Physical Strength, Teleportation, Hiraishin Kunai) (300) – Minato throws 6 of his Hiraishin Kunai around his opponent(s), he then teleports to each Kunai, one by one, letting off one attack each time he teleports. The aim of this move is to catch his opponents off guard. All though he is mostly limited to simple punches and kicks during this attack, Minato is able to utilize 1 Rasengan during this move. This move is more useful in situations where he is faced with many enemies, such as when he is surrounded or outnumbered. Minato will always aim to get his Kunai somewhere in the middle of the enemy ranks, so that he doesn’t have to move too far to attack an enemy.
This seems like something you could do simply by combining your existing moves. Unless the Rasengan is instantaneous. If it is better in that sense, any downsides?
(More later)


To continue;


Minato Namikaze Wrote:Flying Thunder God Slash (Physical, Teleportation) (300) – To use this move, Minato first must make sure he marks his enemy with his Hiraishin seal. Minato, with Kunai in hand, teleports to his enemy and delivers a devastating slash to his opponent’s body.
You can you can already do this with your current moves, so you don't need an extra move just for the combination of teleporting and slashing unless you really want to.
Quote:Flying Thunder God – Second Step (Ranged, Physical, Teleportation) (300) – Minato throws his Flying Thunder God Kunai at his opponent while he forms a Rasengan in his right hand. Minato then teleports to the kunai just as it pases his opponent and enters their blind spot. Minato, now in his opponent’s blind spot, thrusts the Rasengan into his opponent’s body.
This too.

Quote:Time-Space Rasengan Barrage (Physical, Burst Movement) (300) – Minato forms a Rasengan in both hands and then speeds towards his enemy using burst movement, appearing as if he is teleporting as he runs. Link. When Minato reaches his target he thrusts both Rasengan’s into his opponent’s stomach/Torso area, sending them flying backwards.
You could do this if you simply purchased a double form of the Rasengan. Same cost but that way you can use it outside of this move too. I'd buy it as an upgrade of your existing Rasengan move.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
Nealaphh Wrote:Ah, I understand the problem. Sorry for being such a git, I blame sleep deprivation. :balls:


Awa Tio (600 OM, Requires Ranged Proficiency, Ranged Materialize Proficiency, Debuff Proficiency, Area Attack Proficiency)

Kopaka summons a surge of elemental power into his Ice Sword for two seconds before thrusting it forward. A brilliant white-blue beam of ice rockets out from the tip, traveling roughly at the speed of an RPG, and leaving a flurry of ice flakes in its wake. Anyone struck by the beam is rapidly encased in a heavy mound of ice, unable to move. This does not harm the target, aside from leaving them with an intense chill. Fast-moving targets may only have parts of their bodies frozen if it is a glancing blow, and extremely powerful targets might be able to break free of the icy snare with some effort. Alternatively, Kopaka can use this ice beam to large patches of spikey ice that are ten feet in diameter. Opponents that enter this area that do not take care will slip and fall, sustaining a multitude of nasty cuts and bruises.

Kopaka cannot create an ice field and freeze an opponent within the same round.
Approved.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
Din's Fire: Flame Dome (Area Attack) - With the gem embedded the palm of Link's left glove, he charges for three seconds, then slams his hand down, releasing an expanding wave of flame that stretches five metres in radius.

Din's Fire: Heat Glove (Physical) - The power in Din's Fire engulfs Link's hand in fire. He can control the intensity of the heat, from a comforting warmth to a temperature hot enough to melt through a metal door with long enough contact. It takes time to increase the temperature to its hottest from its coolest (about 10 seconds). At about five seconds of charging, his hand bursts into fire, which Link can use to bolster a single attack.
[Image: illidansig2.jpg]
Link Wrote:Din's Fire: Flame Dome (Area Attack) - With the gem embedded the palm of Link's left glove, he charges for three seconds, then slams his hand down, releasing an expanding wave of flame that stretches five metres in radius.

Looks good to me. Approved at 300.

Gimme a minute on the other one.
[Image: 2agonyw.png]
Black Hole [Tier 2 Offensive Supermove] (Requires Ranged Proficiency, Area Attack Proficiency, Ranged Materialize Proficiency, Debuff Proficiency, Advanced Telekinesis, Time Manipulation) - 800 OM

Nealaphh gathers together all of its power for seven seconds, slowly rising into the air, its eyes flaring a brilliant white color. During this time it is totally vulnerable to attack, and Nealaphh cannot halt the process once it is started. Once the charge time reaches its apex, Nealaphh collapses in on itself and turns into a singularity, forming a swirling, pulsating black hole. Anything that weighs under five hundred pounds is dragged towards the black hole, with smaller items being pulled harder and faster than heavier things. Once any opponent collides with the even horizon of the black hole, they are subjected to extreme gravitational forces that bludgeon, rip, tear and otherwise ravage anything caught inside the singularity. The pulling phase lasts for ten seconds. Characters that are not killed during this time are flung ten meters away as Nealaphh explosively returns to its normal state and floats back to the ground.

After using this attack, Nealaphh is totally drained and cannot continue to fight. It can still fuse with other characters, but they cannot use any of its powers or moves.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
Link Wrote:Din's Fire: Heat Glove (Physical) - The power in Din's Fire engulfs Link's hand in fire. He can control the intensity of the heat, from a comforting warmth to a temperature hot enough to melt through a metal door with long enough contact. It takes time to increase the temperature to its hottest from its coolest (about 10 seconds). At about five seconds of charging, his hand bursts into fire, which Link can use to bolster a single attack.

Approved at 600 OM.
[Image: 2agonyw.png]
Combat Rush -- Tier One Power-Up
ATK +2
DEF +1
SPD +2
TEC +0

The nanomachines (son) in Grey's body augment his natural abilities, granting him increased accuracy with his firearms, greater physical strength, lightning reflexes, etc, although this can be very taxing on his body if done for too long. There is no noticeable physical change in his appearance, but in terms of demeanor he becomes somewhat more aggressive. (1000 OM)

As well as:

Solar Suplex - Grey grabs hold of the target, disarms them (if feasible), and uses the target's own weight to slam them hard into the ground, stunning them for 3-5 seconds. Usually followed by some small flourish mean to put a little distance between Grey and the target. (600 OM)

Total cost: 1600 OM
Just realised Link was Level 4 and entitled to Tier 2 stuff.

Omega Fire Rod (Tier 2 Super Attack - Ranged, Area Attack) - Link summons the Fire Rod, an enchanted weapon capable of launching fire attacks. With the added power of Din's Fire, Link supercharges the rod for a few seconds and launches a destructive column of fire at his enemy, its head in the shape of a mighty dragon. On impact, the attack explodes in a large dome of flame.

Mirror Shield (Tier 2 Super Defence - Area Shield) - Link momentarily strengthens his Hylian Shield, transforming it into the Mirror Shield. When a projectile or beam attack hits the Mirror Shield, Link reflects it so it can detonate harmlessly away from him. For a physical attack such as a punch, Link deflects the move and redirects his attacker. NOTE: This can't be used to redirect an attack back at an enemy, the Mirror part is just for flavour.

And an idea I'm floating for Ditto:

Absorb (Tier 1/2/3 Super Attack & Defense - requires Physical, Ranged, Area Shield, Mimic, Insight) - When attacked by a Super Attack, Ditto manipulates his molecules so that he absorbs the attack without damaging himself (this is the Super Defense bit). After a few moments of controlling and directing that energy, Ditto copies the Super Attack and fires it back at his opponent (this is the Super Attack bit). This ability is very draining on Ditto and only does it in extreme circumstances.

So it's basically a Super Attack and Defense in one, so it would cost 1200/1600/2000 respectively. I know people can copy other people's Super Attacks by using a combination of Mimic and Insight, so I was hoping I could roll it all into one move.
[Image: jimsig.jpg]
Nealaphh

[spoiler]
Nealaphh Wrote:Black Hole [Tier 2 Offensive Supermove] (Requires Ranged Proficiency, Area Attack Proficiency, Ranged Materialize Proficiency, Debuff Proficiency, Advanced Telekinesis, Time Manipulation) - 800 OM

Nealaphh gathers together all of its power for seven seconds, slowly rising into the air, its eyes flaring a brilliant white color. During this time it is totally vulnerable to attack, and Nealaphh cannot halt the process once it is started. Once the charge time reaches its apex, Nealaphh collapses in on itself and turns into a singularity, forming a swirling, pulsating black hole. Anything that weighs under five hundred pounds is dragged towards the black hole, with smaller items being pulled harder and faster than heavier things. Once any opponent collides with the even horizon of the black hole, they are subjected to extreme gravitational forces that bludgeon, rip, tear and otherwise ravage anything caught inside the singularity. The pulling phase lasts for ten seconds. Characters that are not killed during this time are flung ten meters away as Nealaphh explosively returns to its normal state and floats back to the ground.

After using this attack, Nealaphh is totally drained and cannot continue to fight. It can still fuse with other characters, but they cannot use any of its powers or moves.

Black Hole - Approved at 800 OM![/spoiler]

The Grey Man

[spoiler]
The Grey Man Wrote:Combat Rush -- Tier One Power-Up
ATK +2
DEF +1
SPD +2
TEC +0

The nanomachines (son) in Grey's body augment his natural abilities, granting him increased accuracy with his firearms, greater physical strength, lightning reflexes, etc, although this can be very taxing on his body if done for too long. There is no noticeable physical change in his appearance, but in terms of demeanor he becomes somewhat more aggressive. (1000 OM)

As well as:

Solar Suplex - Grey grabs hold of the target, disarms them (if feasible), and uses the target's own weight to slam them hard into the ground, stunning them for 3-5 seconds. Usually followed by some small flourish mean to put a little distance between Grey and the target. (600 OM)

Total cost: 1600 OM

Combat Rush - Do note that without the transformation improving his TEC stat his accuracy actually will be unaffected by the power-up. I would either remove that sentence or have it boost TEC by at least one point for clarity's sake.

Solar Suplex - This move is pretty strong, especially considering that it damages and debuffs as well as there being no drawback for The Grey Man to use it. I would remove the bit about disarming, you can't really disarm primes because their weapons are considered moves and it would be way OP to be able to disable a move. You would also need to have the debuff proficiency to add any status effects, the only exception to this is answered in the FAQ in regards to pinning people <!-- l --><a class="postlink-local" href="http://omniverse-rpg.com/omnifaq.php#General_FAQ">omnifaq.php#General_FAQ</a><!-- l --> The 3-5 second stun is very powerful and would need to be nerfed to something less drastic, as disabling someone for even three seconds is really strong without any drawbacks.[/spoiler]

Link/Ditto

[spoiler]
Ditto Wrote:Just realised Link was Level 4 and entitled to Tier 2 stuff.

Omega Fire Rod (Tier 2 Super Attack - Ranged, Area Attack) - Link summons the Fire Rod, an enchanted weapon capable of launching fire attacks. With the added power of Din's Fire, Link supercharges the rod for a few seconds and launches a destructive column of fire at his enemy, its head in the shape of a mighty dragon. On impact, the attack explodes in a large dome of flame.

Mirror Shield (Tier 2 Super Defence - Area Shield) - Link momentarily strengthens his Hylian Shield, transforming it into the Mirror Shield. When a projectile or beam attack hits the Mirror Shield, Link reflects it so it can detonate harmlessly away from him. For a physical attack such as a punch, Link deflects the move and redirects his attacker. NOTE: This can't be used to redirect an attack back at an enemy, the Mirror part is just for flavour.

And an idea I'm floating for Ditto:

Absorb (Tier 1/2/3 Super Attack & Defense - requires Physical, Ranged, Area Shield, Mimic, Insight) - When attacked by a Super Attack, Ditto manipulates his molecules so that he absorbs the attack without damaging himself (this is the Super Defense bit). After a few moments of controlling and directing that energy, Ditto copies the Super Attack and fires it back at his opponent (this is the Super Attack bit). This ability is very draining on Ditto and only does it in extreme circumstances.

So it's basically a Super Attack and Defense in one, so it would cost 1200/1600/2000 respectively. I know people can copy other people's Super Attacks by using a combination of Mimic and Insight, so I was hoping I could roll it all into one move.

Omega Fire Rod - How large is the column and how large is the explosion? I'm also assuming the fire rod disappears after the attack?

Mirror Shield - Approved at 800 OM!

Absorb - You could just have Absorb as a defensive move without the offensive portion and then just use mimic to copy the attack used. So in practice it would work the same; you'd pay the SP to activate the defensive portion, use mimic to copy the attack and then pay SP to use the attack if it was a super move. Basically it saves you from buying a whole super attack.[/spoiler]
[Image: StrazSig.png]

[Image: DarkshireBadge.png][Image: DarkshireDefenseBadge.png][Image: SecondarySaga.png][Image: HerosGraveyardBadge.png]
Strazio Rockwell Wrote:Omega Fire Rod - How large is the column and how large is the explosion? I'm also assuming the fire rod disappears after the attack?

Rewritten:

Omega Fire Rod (Tier 2 Super Attack - Ranged, Area Attack) - Link summons the Fire Rod, an enchanted weapon capable of launching fire attacks. With the added power of Din's Fire, Link supercharges the rod for a few seconds and launches a destructive column of fire at his enemy about three metres wide. On impact, the attack explodes in a large dome of flame stretching out five metres in radius. After the attack, the Fire Rod vanishes.

Strazio Rockwell Wrote:Absorb - You could just have Absorb as a defensive move without the offensive portion and then just use mimic to copy the attack used. So in practice it would work the same; you'd pay the SP to activate the defensive portion, use mimic to copy the attack and then pay SP to use the attack if it was a super move. Basically it saves you from buying a whole super attack.

Cool. I'll rewrite it:

Absorb (Tier 1/2/3 Super Defense - requires Physical, Ranged, Area Shield, Mimic, Insight) - When attacked by a Super Attack, Ditto manipulates his molecules so that he absorbs the attack without damaging himself. After a few moments of controlling and directing that energy, Ditto copies the Super Attack and fires it back at his opponent. This ability is very draining on Ditto and only does it in extreme circumstances.

Would that be priced at 600/800/1000 then?
[Image: illidansig2.jpg]
Link Wrote:
Strazio Rockwell Wrote:Omega Fire Rod - How large is the column and how large is the explosion? I'm also assuming the fire rod disappears after the attack?

Rewritten:

Omega Fire Rod (Tier 2 Super Attack - Ranged, Area Attack) - Link summons the Fire Rod, an enchanted weapon capable of launching fire attacks. With the added power of Din's Fire, Link supercharges the rod for a few seconds and launches a destructive column of fire at his enemy about three metres wide. On impact, the attack explodes in a large dome of flame stretching out five metres in radius. After the attack, the Fire Rod vanishes.

Strazio Rockwell Wrote:Absorb - You could just have Absorb as a defensive move without the offensive portion and then just use mimic to copy the attack used. So in practice it would work the same; you'd pay the SP to activate the defensive portion, use mimic to copy the attack and then pay SP to use the attack if it was a super move. Basically it saves you from buying a whole super attack.

Cool. I'll rewrite it:

Absorb (Tier 1/2/3 Super Defense - requires Physical, Ranged, Area Shield, Mimic, Insight) - When attacked by a Super Attack, Ditto manipulates his molecules so that he absorbs the attack without damaging himself. After a few moments of controlling and directing that energy, Ditto copies the Super Attack and fires it back at his opponent. This ability is very draining on Ditto and only does it in extreme circumstances.

Would that be priced at 600/800/1000 then?

Omega Fire Rod - Approved at 800 OM!

Absorb - Yeahp, you'd have to individually buy each tier as you get to the appropriate level. I would also reword it as it sounds like the reflecting portion is all a part of one move. The copying and firing of the attack would just fall under standard use for the mimic power and you don't need to explicitly state it in the description for the defensive move.
[Image: StrazSig.png]

[Image: DarkshireBadge.png][Image: DarkshireDefenseBadge.png][Image: SecondarySaga.png][Image: HerosGraveyardBadge.png]
Alrighty, round two! Let's see if I've got this now.

Combat Rush -- Tier One Power-Up
ATK +2
DEF +1
SPD +1
TEC +1

The nanomachines (son) in Grey's body augment his natural abilities, granting him increased accuracy with his firearms, greater physical strength, lightning reflexes, etc, although this can be very taxing on his body if done for too long. There is no noticeable physical change in his appearance, but in terms of demeanor he becomes somewhat more aggressive. (1000 OM)

And I've changed how this move works to reflect your advice:

Solar Suplex - Grey grabs hold of the target and uses their own weight to slam them hard into the ground. Usually followed up with a pin while the opponent is reeling from getting all of their weight (plus Grey's weight) crashed down on them--although he may opt to put distance between himself and an opponent that he knows is physically much stronger than him, since pinning such a target would hardly be effective anyway. (600 OM)

Total cost: 1600 OM

How's this? Better? Worse? Hopefully better. :waggle:


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