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Feral Claws -Physical Strength (300)
Amber retracts claws from her fingers like a cat. They take half a second to ready and half a second to "sheathe" or hide. Each claw is of a pinkish colour, like her Aura Projection and are two inches long. They can't be used while holding Razorback, but she can use Razorback one handed and have claws in her free hand. Ahe can keep her claws ready for 5 minutes, however, they must cooldown if used for that long. The cool down is 12 seconds for each minute used. (So one minute if used for it's maximum time limit.)
"I've been neglected, harassed, beaten, and diminished all my life. What motivates me to continue? The glory of proving people wrong. Being worth more than the numbing existence offered me. To be a hero." - Amber
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I'm fixing the descriptions of some of the moves I've already bought.
Just clarifying things that were too vague and accounting for variables I didn't have to account for earlier (mostly Sonny). The moves themselves aren't being changed in how they work at all.
Quote:Lightning Strike: Somerled channels weather magic through his arm, empowering his next punch with lightning. Channeling takes less than a second, and he can move during the charge. However, he cannot hold onto charge for any amount of time, having to release it instantly. The range is no greater than a normal punch, but it hits much faster and harder. Due to Somerled's human-like durability, actually hitting something with it hurts him too.
Last sentence to
Due to the extreme forces involved, hitting something also causes intense damage to his hand.
Quote:Summoned Osmium Hammer: Sonny draws upon a large amount of Somerled's power to create an osmium mallet. The handle is 5 feet long, and the head is 1 foot in diameter by 3 feet deep. The weapon is plain, completely undecorated. Somerled uses this as a weapon until Sonny unsummons it. It is an intensely slow weapon, but hits like a truck. Swinging it sideways throws Somerled way off balance, and if he misses the strike, will literally throw him several feet to the side. He is also incapable of drawing back the hammer, and instead must swing from where it rests, except when raising it above his head. Sonny becomes temporarily corporeal in order to summon or unsummon the hammer. Neither him nor Somerled can move in that time. Striking Sonny during this time frame causes his form to instantly destabilize and dissolve, using up the magic but not completing the action.
Adding Measurement:
Weight of 3,400 lbs
Description Overhaul:
Sonny draws upon a large amount of their shared power to create an osmium mallet. The handle is 5 feet long, and the head is 1 foot in diameter and 3 feet deep. This hammer weighs a massive 3,400 pounds and is completely undecorated, it's appearance entirely dull. Either of them can use this as a weapon until Sonny dispels it. It is an intensely slow weapon, but hits like a truck. The huge weight of the hammer means swinging it sideways throws the wielder way off balance, and if the strike misses entirely, with literally throw them several feet to the side. It must be swung from where it rests, as the momentum involved is too great to draw it back, except when lifted above the head.
If Somerled is the dominant half, then Sonny becomes temporarily corporeal in order to create or destroy the hammer, during which time neither of them can move. If Sonny is stricken during this time, then his form is destabilized and destroyed instantly, using up the magic and not completing the action.
If Sonny is the dominant half, then he does not need to be summoned to create the weapon. However, the full time it takes to summon the hammer remains the same, he still can not move while it is being summoned, and being stricken still cancels the spell and wastes the magic, though it doesn't dissolve his body.
And possibly (maybe not):
Adding a requirement of an Attack of 5 or greater. Unless that's no bueno.
Quote:Whiteout: Somerled focuses weather magic in an area around him. He then releases a wintry wind outwards from his body, rendering anyone chilled by it snow blind for about 5 seconds. The area affected is 10 feet in diameter. He must stand still to use it, and chargeup is around a second. Once released, Somerled can continue moving. Using winter-related magic drops his body temperature, making his movements and reaction time more sluggish, as well as decreasing fine motor control immensely. His body temperature stabilizes after a minute. This move does no damage.
Changing Metrics
10 Feet to 3 Meters
Quote:Tier 1 Super Attack: Spirit of the Sun: Somerled reallocates a massive amount of his power, allowing Sonny to become corporeal right next to him. Sonny then explodes with searing heat, which begins weakening starting about 40 feet from him, to about 170 feet where all feeling of it is gone.
Adding Sentence:
If Sonny is the dominant half, he does not need to be summoned to attack, but since he needs to be careful so as to not destroy his body, it takes the same time to charge as if Somerled was the dominant half.
And
Changing metrics from 40 feet and 170 feet to 12 meters and 50 meters.
(It was originally supposed to be that but I converted to imperial and rounded for some stupid reason. >.<)
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
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Putting this one up again because I think it got lost in the move. Still waiting for approval on it. The changes and upgrades are marked in red.
(02-27-2016, 02:52 PM)A.S.P.E.C.T Wrote: I'd like to upgrade my Debilitating Charms.
Debilitating Charms (Ranged, Debuff and Homing Proficiencies ) (1800 OM +300 for homing+900 for strength, blur and blind debuff= 3000 OM)
Aspect channels his power into a charm before firing it off towards his target.
Aspect holds a single charm in one of his hands or tendrils and sends energy from his core into it. The energy will visibly flow through his metallic limbs into the charm and will have a different color depending on the desired effect. The charm will write itself with the required symbols for the effect. Once Aspect is content with the required power he can fire the charm towards his target and when it hits the spell will take effect. The spell flies in a straight line, much like a bullet, towards his target. In Earth equivalent physics and gravity the charm will fly at about 700 m/sec (2300 ft/sec) for about 2 km (1.2 miles) before falling to the ground and fading. (This is in absolute favorable circumstances.)
Once the target has been affected they will remain affected for up to twenty minutes if A.S.P.E.C.T is not within 10 meters of them, until the target meditates on the effects to dispel them which takes a full minute of uninterrupted concentration (and knowledge of this possibility) (physically removing the charms does nothing once they've hit) or until Aspect decides to release the charm. If A.S.P.E.C.T remains within 10 meters of a target, the charm 'timer' freezes and doesn't go down until he leaves the 10 meter radius around the affected target. A.S.P.E.C.T can only freeze only one target's 'timer' but can freeze multiple charm 'timers' on that target at the same time.
As a liar, Aspect will try to trick his opponents into believing he is empowering rather than weakening them so his attack is named the opposite of what he wants to achieve. The spell can be charged for 10 seconds to be fired off at full power or released earlier for a weaker effect. If he fires the spell of earlier he can still stack the effect so hitting two 5 second spells will have the same result as hitting a 10 second spell. Each second charging affects more of his target with the effect starting with the upper chest, lower chest, legs and feet, arms, hands, head and finally mind for the full effect. Charging for another three seconds, Aspect can give the charm a target that it will follow for 2 km of distance before fading. The charged charm travels the same speed as normal but the homing ability makes it turn slower so it has to make larger turns in order to follow someone.
Due to the high energy requirements for the skill, Aspect needs to remain stationary and focus on charging the charm. Large movements interrupt the charging and loses the energy he's already used if not fired. In his current Omniverse state, Aspect's energy reserves has diminished a lot and he's only able to charge (4+level) fully (10 seconds) charged charms (or ((4+level)x10) 1 second charged charms) before requiring rest and recharging. He can charge up to (1+level) charms with the same effect at the same time due to his multiple arms allowing him to wield multiple charms at the same. Charms with different effects can't be charged at the same time.
Current Effects:
Name/Chant (Actual effect) - Energy color - Charm Symbols while charging - Requirement
Enhanced Speed (Weaken Speed) - Green Energy - गति कमजोर - N/A
Enhanced Skill (Weaken Technique) - Blue Energy - कौशल कमजोर - N/A
Enhanced Strength (Weaken Attack) - Red Energy - कमजोर ताकत - N/A
Eagle's Vision (Blurry Sight) - Yellow Energy - धुंधली दृष्टि - N/A
Full Form Sight (Blindness) - Beige Energy - अंधा आँखें - Target has to be affected by Blurry Sight 10/10
Full Form Movement (Paralysis) - White Energy - निर्बलता - Target has to be affected by Weakened Speed 10/10
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Smoke Grenades-
![[Image: YmvnjSR2_LgvDosRPNZbTSsa5PDYraKNJx--ZZP7...WDkEOGLDa6]](https://lh5.googleusercontent.com/YmvnjSR2_LgvDosRPNZbTSsa5PDYraKNJx--ZZP78t4-_-hFSt0or87CKTYKxaq0BVljTxvf8KYJ_YuWIOnrzvGojDa8NiG9MUq4GxUmilGmAY4KIX3S9vVaKHi85kWDkEOGLDa6)
[ Ranged proficiency, area proficiency ] 300 OM- Luger can distract the enemies to form a tactical retreat for when the going gets rough. Luger can summon these one at a time for about 30 seconds between summons. Luger uses a distraction and throws the smoke grenade down in a specific location. It takes about a few seconds to pull the pull ring. As it reachs the specific location, it takes a few seconds to the smoke to start, and it lasts about 5 minutes. It can prevent enemies from seeing inside or outside the area. The area it can block seeing is about 35X35 feet. The smoke in the air is thick and hard to see through. The color of the smoke is a white-greyish smoke.
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Werewolf
Tier 1 Powered-up form (1000)
Requires Physical Strength, all moves for Connor's base form are disabled. Physical item Power-ups cannot be used in this form
ATK:3 +2
DEF:3 +1
SPD:3 +2
TEC:1 +0
Connor turns into an 8 ft tall humanoid wolf with reddish brown fur and Amber eyes. His muscle mass increases significantly, especially in the arms and legs. Until he work on controlling it, Connor must be significantly inraged in order to trigger this form. His Aura is activated at the first use of this move. After exiting Werewolf form he will be very exhausted, but he will still able to continue in combat for some time before tiring out completely. As the arm strength of a Grizzly and bite strength of an Hyena.
Moves that go with this form
Claws: 300 OM
Requires Physical Strength Prof. and Werewolf
While in Werewolf form Connor grows claws, but instead of wolf claws these are more bear like.
Fangs: 300
Requires Physical Strength Prof. and Werewolf
While in Werewolf form Connor grows fangs much akin to a wolves, but unlike the wolf he can crush concrete and not injure himself.
Wins: 0 /Losses: 0/ Deaths: 0/ Official Fights: 0
Avatar done by Nobutaton!!!
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(03-09-2016, 01:54 PM)Link Wrote: Dual Clawshots - 300 OM (Requires Ranged Proficiency)
This tool consists of a long chain connected to a discharging claw that Link can fire to either pull items or people towards himself, or pull himself towards certain surfaces. In combat, the Clawshot is generally useful as a makeshift ranged weapon, with the advantage of not requiring any ammunition.
10 foot, max range. They'll cover that distance in little more than a second, but requires time for aiming. (I really need to remember to clarify >.>)
Fodder:
Magic Meter - 0 OM
Link is limited in the number of magic abilities he is able to use. At it's current state, Link's Magic meter allows 5 moves that require the use of magic, as he gains in experience and strength, his Magic Meter expands and allows for more abilities to be used. The further Link delves into his Magic Meter, the more exhausting drawing on his Magic will become.
(I know this isn't necessary, and is quite a limiter, but it's something I'd like to roleplay out!)
Moves:
Spin Attack - 900 OM (Requires Area Attack, Physical Profs)
The Spin Attack has three stages. The first is simply Link performing a 360-degree slash, damaging all enemies caught in the strike, moreso than a simple strike with his sword. This stage of the attack's range is simply his sword's reach (variable depending on the sword Link is wielding, but for the time being, only the Master Sword). The second stage requires a charge time of 2 seconds and enhances the range of the attack by unleashing a wave of blue energy, extending the reach by 1.5 foot. The third stage requires a charge time of 4 seconds and enhances the range even further, by adding on another 1.5 foot, totaling 3 foot away from the tip of Link's sword, and changing the blue energy to orange. The orange energy also leaves a lingering burn on the target. Each stage of this ability deducts a single charge from Link's Magic Meter and is avoidable by either blocking or moving out of the move's range.
Magical Arrows - 600 OM (Requires Ranged, Area Attack, Debuff Profs)
Link stores 15 arrows in his quiver, 3 of each Magical Arrow (9) and 6 regular arrows. These are replenished either by summoning or simply retrieving the fired arrows. Magical arrows revert to regular arrows and must be reenchanted if collected. Resummoning Magical Arrows retains their enchantment.
Fire Arrows - Fire arrows are one of three special types of arrow that Link can obtain for the Fairy Bow. Each Fire Arrow deducts a single charge from Link's Magic Meter. When a Fire Arrow hits it's target, it momentarily bathes the impact point in flames, leaving a lingering burn that can hinder the target.
Ice Arrows - The second special type of arrow Link can obtain, as their name implies, these arrows are enchanted with the power of ice. When the arrow hit it's target, the ice arrow freezes the immediate area around the impact point, slowing movement or stopping it all together. Each Ice Arrow deducts a single charge from Link's Magic Meter.
Light Arrows - Tier 1 Super Move - Utility - 600 OM (Requires Ranged, Area Attack, Debuff Prof)
Link draws and fires an arrow enchanted with the power of Light. When the arrow hits it's mark, the enchantment erupts into a large area of blinding white light, spanning 4x4 foot. The Light simply dazes enemies, blinding them for 5 seconds and leaving a slight haze, for a further 5. This deducts a single charge from Link's Magic Meter and is avoidable by simply closing one's eyes or turning away from the point of impact.
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(03-09-2016, 12:09 PM)Noodle Wrote: Guitar Smash - (600 OM, Offensive Super)
Noodle dashes forward, and proceeds to quite literally smash a guitar into an opponent's head. This may seem like an average attack, but there are a set of two spikes imbedded on the back of the guitar. The guitar itself is around 4 feet long, and 2 feet wide, and will give anyone it hits a hell of a headache. Is the guitar a weapon that she carries around or something that is just summoned for this move? If the latter, please describe how it appears/disappears. It can just be handwavey.
(03-09-2016, 01:54 PM)Link Wrote: Dual Clawshots - 300 OM (Requires Ranged Proficiency)
This tool consists of a long chain connected to a discharging claw that Link can fire to either pull items or people towards himself, or pull himself towards certain surfaces. In combat, the Clawshot is generally useful as a makeshift ranged weapon, with the advantage of not requiring any ammunition.
10 foot, max range. They'll cover that distance in little more than a second, but requires time for aiming. (I really need to remember to clarify >.>) Approved. You do need that clarification in the description though, so remember to append it when you add it to your roster.
(03-10-2016, 02:23 AM)Amber Veritz Wrote: Feral Claws -Physical Strength (300)
Amber retracts claws from her fingers like a cat. They take half a second to ready and half a second to "sheathe" or hide. Each claw is of a pinkish colour, like her Aura Projection and are two inches long. They can't be used while holding Razorback, but she can use Razorback one handed and have claws in her free hand. Ahe can keep her claws ready for 5 minutes, however, they must cooldown if used for that long. The cool down is 12 seconds for each minute used. (So one minute if used for it's maximum time limit.) Approved.
(03-10-2016, 02:45 PM)Somerled Murdoch Wrote: I'm fixing the descriptions of some of the moves I've already bought.
Just clarifying things that were too vague and accounting for variables I didn't have to account for earlier (mostly Sonny). The moves themselves aren't being changed in how they work at all.
Quote:Lightning Strike: Somerled channels weather magic through his arm, empowering his next punch with lightning. Channeling takes less than a second, and he can move during the charge. However, he cannot hold onto charge for any amount of time, having to release it instantly. The range is no greater than a normal punch, but it hits much faster and harder. Due to Somerled's human-like durability, actually hitting something with it hurts him too.
Last sentence to
Due to the extreme forces involved, hitting something also causes intense damage to his hand.
Ok.
Quote:Summoned Osmium Hammer: Sonny draws upon a large amount of Somerled's power to create an osmium mallet. The handle is 5 feet long, and the head is 1 foot in diameter by 3 feet deep. The weapon is plain, completely undecorated. Somerled uses this as a weapon until Sonny unsummons it. It is an intensely slow weapon, but hits like a truck. Swinging it sideways throws Somerled way off balance, and if he misses the strike, will literally throw him several feet to the side. He is also incapable of drawing back the hammer, and instead must swing from where it rests, except when raising it above his head. Sonny becomes temporarily corporeal in order to summon or unsummon the hammer. Neither him nor Somerled can move in that time. Striking Sonny during this time frame causes his form to instantly destabilize and dissolve, using up the magic but not completing the action.
Adding Measurement:
Weight of 3,400 lbs
Description Overhaul:
Sonny draws upon a large amount of their shared power to create an osmium mallet. The handle is 5 feet long, and the head is 1 foot in diameter and 3 feet deep. This hammer weighs a massive 3,400 pounds and is completely undecorated, it's appearance entirely dull. Either of them can use this as a weapon until Sonny dispels it. It is an intensely slow weapon, but hits like a truck. The huge weight of the hammer means swinging it sideways throws the wielder way off balance, and if the strike misses entirely, with literally throw them several feet to the side. It must be swung from where it rests, as the momentum involved is too great to draw it back, except when lifted above the head.
If Somerled is the dominant half, then Sonny becomes temporarily corporeal in order to create or destroy the hammer, during which time neither of them can move. If Sonny is stricken during this time, then his form is destabilized and destroyed instantly, using up the magic and not completing the action.
If Sonny is the dominant half, then he does not need to be summoned to create the weapon. However, the full time it takes to summon the hammer remains the same, he still can not move while it is being summoned, and being stricken still cancels the spell and wastes the magic, though it doesn't dissolve his body.
And possibly (maybe not):
Adding a requirement of an Attack of 5 or greater. Unless that's no bueno.
Ok.
Quote:Whiteout: Somerled focuses weather magic in an area around him. He then releases a wintry wind outwards from his body, rendering anyone chilled by it snow blind for about 5 seconds. The area affected is 10 feet in diameter. He must stand still to use it, and chargeup is around a second. Once released, Somerled can continue moving. Using winter-related magic drops his body temperature, making his movements and reaction time more sluggish, as well as decreasing fine motor control immensely. His body temperature stabilizes after a minute. This move does no damage.
Changing Metrics
10 Feet to 3 Meters
Ok.
Quote:Tier 1 Super Attack: Spirit of the Sun: Somerled reallocates a massive amount of his power, allowing Sonny to become corporeal right next to him. Sonny then explodes with searing heat, which begins weakening starting about 40 feet from him, to about 170 feet where all feeling of it is gone.
Adding Sentence:
If Sonny is the dominant half, he does not need to be summoned to attack, but since he needs to be careful so as to not destroy his body, it takes the same time to charge as if Somerled was the dominant half.
And
Changing metrics from 40 feet and 170 feet to 12 meters and 50 meters.
(It was originally supposed to be that but I converted to imperial and rounded for some stupid reason. >.<)
Everything sounds fine!
(03-10-2016, 06:03 PM)A.S.P.E.C.T Wrote: Putting this one up again because I think it got lost in the move. Still waiting for approval on it. The changes and upgrades are marked in red.
(02-27-2016, 02:52 PM)A.S.P.E.C.T Wrote: I'd like to upgrade my Debilitating Charms.
Debilitating Charms (Ranged, Debuff and Homing Proficiencies ) (1800 OM +300 for homing+900 for strength, blur and blind debuff= 3000 OM)
Aspect channels his power into a charm before firing it off towards his target.
Aspect holds a single charm in one of his hands or tendrils and sends energy from his core into it. The energy will visibly flow through his metallic limbs into the charm and will have a different color depending on the desired effect. The charm will write itself with the required symbols for the effect. Once Aspect is content with the required power he can fire the charm towards his target and when it hits the spell will take effect. The spell flies in a straight line, much like a bullet, towards his target. In Earth equivalent physics and gravity the charm will fly at about 700 m/sec (2300 ft/sec) for about 2 km (1.2 miles) before falling to the ground and fading. (This is in absolute favorable circumstances.)
Once the target has been affected they will remain affected for up to twenty minutes if A.S.P.E.C.T is not within 10 meters of them, until the target meditates on the effects to dispel them which takes a full minute of uninterrupted concentration (and knowledge of this possibility) (physically removing the charms does nothing once they've hit) or until Aspect decides to release the charm. If A.S.P.E.C.T remains within 10 meters of a target, the charm 'timer' freezes and doesn't go down until he leaves the 10 meter radius around the affected target. A.S.P.E.C.T can only freeze only one target's 'timer' but can freeze multiple charm 'timers' on that target at the same time.
As a liar, Aspect will try to trick his opponents into believing he is empowering rather than weakening them so his attack is named the opposite of what he wants to achieve. The spell can be charged for 10 seconds to be fired off at full power or released earlier for a weaker effect. If he fires the spell of earlier he can still stack the effect so hitting two 5 second spells will have the same result as hitting a 10 second spell. Each second charging affects more of his target with the effect starting with the upper chest, lower chest, legs and feet, arms, hands, head and finally mind for the full effect. Charging for another three seconds, Aspect can give the charm a target that it will follow for 2 km of distance before fading. The charged charm travels the same speed as normal but the homing ability makes it turn slower so it has to make larger turns in order to follow someone.
Due to the high energy requirements for the skill, Aspect needs to remain stationary and focus on charging the charm. Large movements interrupt the charging and loses the energy he's already used if not fired. In his current Omniverse state, Aspect's energy reserves has diminished a lot and he's only able to charge (4+level) fully (10 seconds) charged charms (or ((4+level)x10) 1 second charged charms) before requiring rest and recharging. He can charge up to (1+level) charms with the same effect at the same time due to his multiple arms allowing him to wield multiple charms at the same. Charms with different effects can't be charged at the same time.
Current Effects:
Name/Chant (Actual effect) - Energy color - Charm Symbols while charging - Requirement
Enhanced Speed (Weaken Speed) - Green Energy - गति कमजोर - N/A
Enhanced Skill (Weaken Technique) - Blue Energy - कौशल कमजोर - N/A
Enhanced Strength (Weaken Attack) - Red Energy - कमजोर ताकत - N/A
Eagle's Vision (Blurry Sight) - Yellow Energy - धुंधली दृष्टि - N/A
Full Form Sight (Blindness) - Beige Energy - अंधा आँखें - Target has to be affected by Blurry Sight 10/10
Full Form Movement (Paralysis) - White Energy - निर्बलता - Target has to be affected by Weakened Speed 10/10 I took a look at your original move while reviewing this and there are some things that should have been picked up on (possibly by me). You don't describe how severe the effects are for each debuff. Obviously that would depend to some degree on the difference between your stats and your opponent, so maybe give some examples based on that?
For blindness and paralysis, are they enacted the moment the target receives full stacks? Or is it an additional charm that needs charging? Those durations would be completely out of the question for blindness or paralysis, by the way. Detriment that severe should be measured in seconds, and I'm talking less than half a minute unless you're cutting off your own arm to use the skill.
If his extra arms can be used for anything other than fodder or specified abilities like this (i.e. if they can be used to pick up items, grapple or attack in combat) they need to be purchased as separate moves.
(03-10-2016, 07:43 PM)Luger Wrote: Smoke Grenades-
![[Image: YmvnjSR2_LgvDosRPNZbTSsa5PDYraKNJx--ZZP7...WDkEOGLDa6]](https://lh5.googleusercontent.com/YmvnjSR2_LgvDosRPNZbTSsa5PDYraKNJx--ZZP78t4-_-hFSt0or87CKTYKxaq0BVljTxvf8KYJ_YuWIOnrzvGojDa8NiG9MUq4GxUmilGmAY4KIX3S9vVaKHi85kWDkEOGLDa6)
[ Ranged proficiency, area proficiency ] 300 OM- Luger can distract the enemies to form a tactical retreat for when the going gets rough. Luger can summon these one at a time for about 30 seconds between summons. Luger uses a distraction and throws the smoke grenade down in a specific location. It takes about a few seconds to pull the pull ring. As it reachs the specific location, it takes a few seconds to the smoke to start, and it lasts about 5 minutes. It can prevent enemies from seeing inside or outside the area. The area it can block seeing is about 35X35 feet. The smoke in the air is thick and hard to see through. The color of the smoke is a white-greyish smoke. Your wording in the bolded part makes no sense. Please clarify what it means. It takes thirty seconds to summon? He summons one and then can't summon another for thirty seconds? I can only guess with the way it's written here.
That duration is several times too long. Thirty seconds might be more reasonable but it's going to depend on what those downsides are when you clarify them.
(03-10-2016, 08:19 PM)Connor Hound Wrote: Werewolf
Tier 1 Powered-up form (1000)
Requires Physical Strength, all moves for Connor's base form are disabled. Physical item Power-ups cannot be used in this form
ATK:3 +2
DEF:3 +1
SPD:3 +2
TEC:1 +0
Connor turns into an 8 ft tall humanoid wolf with reddish brown fur and Amber eyes. His muscle mass increases significantly, especially in the arms and legs. Until he work on controlling it, Connor must be significantly inraged in order to trigger this form. His Aura is activated at the first use of this move. After exiting Werewolf form he will be very exhausted, but he will still able to continue in combat for some time before tiring out completely. As the arm strength of a Grizzly and bite strength of an Hyena.
Moves that go with this form
Claws: 300 OM
Requires Physical Strength Prof. and Werewolf
While in Werewolf form Connor grows claws, but instead of wolf claws these are more bear like.
Fangs: 300
Requires Physical Strength Prof. and Werewolf
While in Werewolf form Connor grows fangs much akin to a wolves, but unlike the wolf he can crush concrete and not injure himself. As long as you don't go in the direction that other werewolf guy did ... Approved.
(03-11-2016, 06:29 AM)Link Wrote: (03-09-2016, 01:54 PM)Link Wrote: Dual Clawshots - 300 OM (Requires Ranged Proficiency)
This tool consists of a long chain connected to a discharging claw that Link can fire to either pull items or people towards himself, or pull himself towards certain surfaces. In combat, the Clawshot is generally useful as a makeshift ranged weapon, with the advantage of not requiring any ammunition.
10 foot, max range. They'll cover that distance in little more than a second, but requires time for aiming. (I really need to remember to clarify >.>) Didn't I already approve this shit?
Fodder:
Magic Meter - 0 OM
Link is limited in the number of magic abilities he is able to use. At it's current state, Link's Magic meter allows 5 moves that require the use of magic, as he gains in experience and strength, his Magic Meter expands and allows for more abilities to be used. The further Link delves into his Magic Meter, the more exhausting drawing on his Magic will become.
(I know this isn't necessary, and is quite a limiter, but it's something I'd like to roleplay out!)
How is this going to grow? It's sort affects the balance of all these moves, because if you decide tomorrow that Link has grown enough to add twenty points to his magic meter ... >_>
Moves:
Spin Attack - 900 OM (Requires Area Attack, Physical Profs)
The Spin Attack has three stages. The first is simply Link performing a 360-degree slash, damaging all enemies caught in the strike, moreso than a simple strike with his sword. This stage of the attack's range is simply his sword's reach (variable depending on the sword Link is wielding, but for the time being, only the Master Sword). The second stage requires a charge time of 2 seconds and enhances the range of the attack by unleashing a wave of blue energy, extending the reach by 1.5 foot. The third stage requires a charge time of 4 seconds and enhances the range even further, by adding on another 1.5 foot, totaling 3 foot away from the tip of Link's sword, and changing the blue energy to orange. The orange energy also leaves a lingering burn on the target. Each stage of this ability deducts a single charge from Link's Magic Meter and is avoidable by either blocking or moving out of the move's range.
Does the initial stage also cost a magic point, culminating in three points for the full spin? Either way it's approved, but you should clarify that.
Magical Arrows - 600 OM (Requires Ranged, Area Attack, Debuff Profs)
Link stores 15 arrows in his quiver, 3 of each Magical Arrow (9) and 6 regular arrows. These are replenished either by summoning or simply retrieving the fired arrows. Magical arrows revert to regular arrows and must be reenchanted if collected. Resummoning Magical Arrows retains their enchantment.
Fire Arrows - Fire arrows are one of three special types of arrow that Link can obtain for the Fairy Bow. Each Fire Arrow deducts a single charge from Link's Magic Meter. When a Fire Arrow hits it's target, it momentarily bathes the impact point in flames, leaving a lingering burn that can hinder the target.
Ice Arrows - The second special type of arrow Link can obtain, as their name implies, these arrows are enchanted with the power of ice. When the arrow hit it's target, the ice arrow freezes the immediate area around the impact point, slowing movement or stopping it all together. Each Ice Arrow deducts a single charge from Link's Magic Meter.
Light Arrows - Tier 1 Super Move - Utility - 600 OM (Requires Ranged, Area Attack, Debuff Prof)
Link draws and fires an arrow enchanted with the power of Light. When the arrow hits it's mark, the enchantment erupts into a large area of blinding white light, spanning 4x4 foot. The Light simply dazes enemies, blinding them for 5 seconds and leaving a slight haze, for a further 5. This deducts a single charge from Link's Magic Meter and is avoidable by simply closing one's eyes or turning away from the point of impact.
How magical. Approvedly good.
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PSA: please put your profile links back in. This makes it a hell of a lot easier to check your profiles when I'm going through getting context for moves. That way I don't have to find your roster myself.
(03-11-2016, 01:23 PM)Omni Wrote: (03-09-2016, 12:09 PM)Noodle Wrote: Guitar Smash - (600 OM, Offensive Super)
Noodle dashes forward, and proceeds to quite literally smash a guitar into an opponent's head. This may seem like an average attack, but there are a set of two spikes imbedded on the back of the guitar. The guitar itself is around 4 feet long, and 2 feet wide, and will give anyone it hits a hell of a headache. Is the guitar a weapon that she carries around or something that is just summoned for this move? If the latter, please describe how it appears/disappears. It can just be handwavey.
She carries it on her back.
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@ Omni (quote borked) His magic meter will increase by 2 every time I level up on an the site. Think that's a decent way to keep track. And aye, it's a single charge for the full three stages.
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Umm decided on a new move.
Skull Barrier 600 OM (Tier 1 Super Defensive Moves)
Mega Man changes his weapon chip to Skull Barrier preventing him from using his buster or other moves. This takes half a second while changing his color theme to light blue. He then can spawn 3 orbiting skulls that defend in on all sides leaving no openings. These skulls block physical damages and reflect projectiles. However after a certain amount of damage (not as much as other defensive moves can take) the skulls will disappear. To balance the move Omni has made it less energy efficient and Mega Man can only use it 3-4 times before needing more weapon energy (SP mod will decide whether it's 3 or 4). The move can be used in rapid succesion also.
![[Image: images?q=tbn:ANd9GcTDzSWtdpJZU47q04EAgSD...SMadM0brlg]](https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTDzSWtdpJZU47q04EAgSDemM9PgdLZRSuB-xzh0aZ0SMadM0brlg)
The Blue Bomber, the world saver, Mega Man to the rescue
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Mhkay, this might be a bit outta left field, but I'm going to see if I can't make this move work. Let me know if it is too convoluted and I will try my best to simplify it.
"Taste my Rage" Tier 2 super move (800) Requires Physical Strength, Burst Movement, Debuff Proficiency, (Buff proficiency?)
Strazio dashes towards his opponent and grabs them tightly, pulling them close. White hot energy begins to crackle around the two as Strazio transfers large amounts of raw magick into his opponent's body. The entire transfer takes about ten seconds, during which neither Strazio nor his victim can move or attack, should a third party break the hold the attack loses effectiveness proportionate to the time left in the transfer. Magick is inherently entropic, and it wreaks havoc upon the internal organs and system of his victim. Due to Strazio's particular brand of magick it is also charged with a potent dose of anger and rage. After the attack that opponent's body is still filled with destructive magick, pulsing every few moments with pain, damaging their internal organs. Their mind is also wracked with rage-filled thoughts and only the most resolute of opponents can resist falling into a rage-filled frenzy. Both of these effects persist until the magick dissipates, which takes a maximum of three minutes. The effects grow weaker as time goes on and the energy leaves their body. However this sudden surge of energy is not without its benefits, the target will find their physical strength and speed is slightly increased as their body consumes the raw magick in order to temporarily augment itself. The more they use the magick the quicker it will dissipate, to a minimum duration of one minute.
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03-11-2016, 10:22 PM
(This post was last modified: 03-11-2016, 10:23 PM by Erik Vrell.)
Grounding field. (Requires Area shield proficiency, ???) (300 OM)
Erik channels his power, creating a partially invisible dome of energy around him which negates projectiles, grounding physical projectiles and dissapating magic and the like. The field has a radius of 2 metres. While sustaining the field, Erik can only walk slowly and must use one hand to channel his energy. Also, allied projectiles are not safe from the field. They will be negated just as an enemy attack would be. The field doesn't take much energy to sustain, but each projectile negated will drain energy proportional to its damage, with weak attacks draining very little energy, and heavy attacks draining a fair amount.
*The emperor of mankind yeets erik into a sun*
[Today 08:03 pm] Erik Vrell : Bruh
[Today 08:03 pm] The emperor of mankind : don't worship gods
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(03-03-2016, 07:01 PM)Orihime Inoue Wrote: (03-01-2016, 05:37 PM)Orihime Inoue Wrote: I would like to purchase this as a Teri 1 Super Defense
Santen Kesshun (三天結盾, Three Sacred Links Shield)- :+1200 OM is Orihime's defensive technique. It repels attacks by placing a shield between the enemy and Orihime. The incantation arranges three spirits Hinagiku, Lily, and Baigon into a triangle which has the ability to repel the "outer shield." Because the barrier rejects negative events, it can also function as an airbag of sorts, allowing Orihime and anyone else nearby to survive a potentially lethal fall unharmed. Orihime is also able to shape Santen Kesshun into a dome-shaped barrier large enough to easily hold herself and other individuals. It takes roughly half a second to activate and when Orihime chooses, the shield will either simply dissipate, or explode outwards, damaging anyone nearby at the cost of more energy.
Orihime can maintain the shield indefinitely and with relative ease, until met with opposition.The more force her defenses are met with, blocks a t1 or lower
It's roughly 4 feet wide and 6 feet in length when in triangle form, and can hold no more than 2 people when in dome form.
Halo Energy Sword: 300 (???)OM This was my weapon in the Graveyardverse![[Image: fcb79207-4b27-4304-8e02-627d5f955f18_zpsmlvygra3.png]](http://i1055.photobucket.com/albums/s518/JewPanda1/Mobile%20Uploads/fcb79207-4b27-4304-8e02-627d5f955f18_zpsmlvygra3.png)
The Type-1 Energy Weapon/Sword consists of a curved hilt, housing an energy storage module and a device for projecting the plasma which forms the blade. The actual blade is composed of two partially ionized 'blades' of free moving electron based gas held in a blade-like form by two small magnetic-field generators built into the handle of the weapon. This forms and contains the oval shaped, ionized blades for which the weapon is recognized. The battery's energy is reduced for each successful strike. Each strike from the sword will drain the battery by 10% of its energy. Once the battery power is fully depleted, the sword will deactivate unless recharged. It takes 40 Seconds of charging for every 10% of battery replenished.
EDIT (thanks)
So...is this approved Gil?
[/quote]
Still wondering?
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(03-11-2016, 05:23 PM)Mega Man Wrote: Umm decided on a new move.
Skull Barrier 600 OM (Tier 1 Super Defensive Moves)
Mega Man changes his weapon chip to Skull Barrier preventing him from using his buster or other moves. This takes half a second while changing his color theme to light blue. He then can spawn 3 orbiting skulls that defend in on all sides leaving no openings. These skulls block physical damages and reflect projectiles. However after a certain amount of damage (not as much as other defensive moves can take) the skulls will disappear. To balance the move Omni has made it less energy efficient and Mega Man can only use it 3-4 times before needing more weapon energy (SP mod will decide whether it's 3 or 4). The move can be used in rapid succesion also.
I'm not sure what you mean by reusing this move. A T1 Super defense blocks an attack of T1 Offense or lower once with the use of SP. If you want you could turn it into a normal defensive move with the same effect.
(03-11-2016, 05:55 PM)Strazio Rockwell Wrote: Mhkay, this might be a bit outta left field, but I'm going to see if I can't make this move work. Let me know if it is too convoluted and I will try my best to simplify it.
"Taste my Rage" Tier 2 super move (800) Requires Physical Strength, Burst Movement, Debuff Proficiency, (Buff proficiency?)
Strazio dashes towards his opponent and grabs them tightly, pulling them close. White hot energy begins to crackle around the two as Strazio transfers large amounts of raw magick into his opponent's body. The entire transfer takes about ten seconds, during which neither Strazio nor his victim can move or attack, should a third party break the hold the attack loses effectiveness proportionate to the time left in the transfer. Magick is inherently entropic, and it wreaks havoc upon the internal organs and system of his victim. Due to Strazio's particular brand of magick it is also charged with a potent dose of anger and rage. After the attack that opponent's body is still filled with destructive magick, pulsing every few moments with pain, damaging their internal organs. Their mind is also wracked with rage-filled thoughts and only the most resolute of opponents can resist falling into a rage-filled frenzy. Both of these effects persist until the magick dissipates, which takes a maximum of three minutes. The effects grow weaker as time goes on and the energy leaves their body. However this sudden surge of energy is not without its benefits, the target will find their physical strength and speed is slightly increased as their body consumes the raw magick in order to temporarily augment itself. The more they use the magick the quicker it will dissipate, to a minimum duration of one minute.
Is this more offensive or utility? Is it a mixture of both? Or is the rage part and buff part just flavor to add to the offensive super move?
(03-11-2016, 10:22 PM)Erik Vrell Wrote: Grounding field. (Requires Area shield proficiency, ???) (300 OM)
Erik channels his power, creating a partially invisible dome of energy around him which negates projectiles, grounding physical projectiles and dissapating magic and the like. The field has a radius of 2 metres. While sustaining the field, Erik can only walk slowly and must use one hand to channel his energy. Also, allied projectiles are not safe from the field. They will be negated just as an enemy attack would be. The field doesn't take much energy to sustain, but each projectile negated will drain energy proportional to its damage, with weak attacks draining very little energy, and heavy attacks draining a fair amount.
How long is the channel? Maybe elaborate "partially invisible", not quite sure what that means. Also just elaborate on how long he can hold it up, or how many attacks, or etc
(03-12-2016, 11:30 AM)Orihime Inoue Wrote: (03-03-2016, 07:01 PM)Orihime Inoue Wrote: (03-01-2016, 05:37 PM)Orihime Inoue Wrote: I would like to purchase this as a Teri 1 Super Defense
Santen Kesshun (三天結盾, Three Sacred Links Shield)- :+1200 OM is Orihime's defensive technique. It repels attacks by placing a shield between the enemy and Orihime. The incantation arranges three spirits Hinagiku, Lily, and Baigon into a triangle which has the ability to repel the "outer shield." Because the barrier rejects negative events, it can also function as an airbag of sorts, allowing Orihime and anyone else nearby to survive a potentially lethal fall unharmed. Orihime is also able to shape Santen Kesshun into a dome-shaped barrier large enough to easily hold herself and other individuals. It takes roughly half a second to activate and when Orihime chooses, the shield will either simply dissipate, or explode outwards, damaging anyone nearby at the cost of more energy.
Orihime can maintain the shield indefinitely and with relative ease, until met with opposition.The more force her defenses are met with, blocks a t1 or lower
It's roughly 4 feet wide and 6 feet in length when in triangle form, and can hold no more than 2 people when in dome form.
Halo Energy Sword: 300 (???)OM This was my weapon in the Graveyardverse![[Image: fcb79207-4b27-4304-8e02-627d5f955f18_zpsmlvygra3.png]](http://i1055.photobucket.com/albums/s518/JewPanda1/Mobile%20Uploads/fcb79207-4b27-4304-8e02-627d5f955f18_zpsmlvygra3.png)
The Type-1 Energy Weapon/Sword consists of a curved hilt, housing an energy storage module and a device for projecting the plasma which forms the blade. The actual blade is composed of two partially ionized 'blades' of free moving electron based gas held in a blade-like form by two small magnetic-field generators built into the handle of the weapon. This forms and contains the oval shaped, ionized blades for which the weapon is recognized. The battery's energy is reduced for each successful strike. Each strike from the sword will drain the battery by 10% of its energy. Once the battery power is fully depleted, the sword will deactivate unless recharged. It takes 40 Seconds of charging for every 10% of battery replenished.
EDIT (thanks)
So...is this approved Gil?
Still wondering?
[/quote]
I swear I replied to this somewhere but yeah these are fine. Just add in that the Defense that covers more than one person can only effectively protect against a T1 AOE
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Grounding field. (Requires Area shield proficiency, ???) (300 OM)
Erik channels his power, creating a partially invisible dome of energy around him which negates projectiles, grounding physical projectiles and dissapating magic and the like. The field has a radius of 2 metres. While sustaining the field, Erik can only walk slowly and must use one hand to channel his energy. Also, allied projectiles are not safe from the field. They will be negated just as an enemy attack would be. The field doesn't take much energy to sustain, but each projectile negated will drain energy proportional to its damage, with weak attacks draining very little energy, and heavy attacks draining a fair amount. The initial channel takes three seconds and Erik only has enough energy to block twenty or so medium strength attacks before being completely exhausted.
I've revised the move.
By partially invisible, I meant that it's transparent, but still visible, sort of like stained glass.
*The emperor of mankind yeets erik into a sun*
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Werewolf
Tier 1 Powered-up form (1000)
Requires Physical Strength, Advanced Super Jumping, all moves for Connor's base form are disabled. Physical item Power-ups cannot be used in this form
ATK:3 +2
DEF:3 +1
SPD:3 +2
TEC:1 +0
Connor turns into an 8 ft tall humanoid wolf with reddish brown fur and Amber eyes. His muscle mass increases significantly, especially in the arms and legs. Until he works on controlling it, Connor must be significantly inraged in order to trigger this form. His Aura is activated at the first use of this move. After exiting Werewolf form he will be very exhausted, but he will still able to continue in combat for some time before tiring out completely. As the arm strength of a Grizzly and bite strength of an Hyena. He can now also jump higher and farther than normally (Meaning he can only access Advanced super jumping while in this form)
Moves that go with this form
Claws: 300 OM
Requires Physical Strength Prof. and Werewolf
While in Werewolf form Connor grows claws, but instead of wolf claws these are more bear like.
Fangs: 300
Requires Physical Strength Prof. and Werewolf
While in Werewolf form Connor grows fangs much akin to a wolves, but unlike the wolf he can crush concrete and not injure himself.
Quote:Resubmitting for an update. Underlined parts are what's new.
Wins: 0 /Losses: 0/ Deaths: 0/ Official Fights: 0
Avatar done by Nobutaton!!!
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(03-12-2016, 12:48 PM)Gilgamesh Wrote: (03-11-2016, 05:55 PM)Strazio Rockwell Wrote: Mhkay, this might be a bit outta left field, but I'm going to see if I can't make this move work. Let me know if it is too convoluted and I will try my best to simplify it.
"Rage Resonance" Tier 2 super move (800) Requires Physical Strength, Burst Movement, Debuff Proficiency, (Buff proficiency?)
Strazio dashes towards his opponent and grabs them tightly, pulling them close. White hot energy begins to crackle around the two as Strazio transfers large amounts of raw magick into his opponent's body. The entire transfer takes about ten seconds, during which neither Strazio nor his victim can move or attack, should a third party break the hold the attack loses effectiveness proportionate to the time left in the transfer. Magick is inherently entropic, and it wreaks havoc upon the internal organs and system of his victim. Due to Strazio's particular brand of magick it is also charged with a potent dose of anger and rage. After the attack that opponent's body is still filled with destructive magick, pulsing every few moments with pain, damaging their internal organs. Their mind is also wracked with rage-filled thoughts and only the most resolute of opponents can resist falling into a rage-filled frenzy. Both of these effects persist until the magick dissipates, which takes a maximum of three minutes. The effects grow weaker as time goes on and the energy leaves their body. However this sudden surge of energy is not without its benefits, the target will find their physical strength and speed is slightly increased as their body consumes the raw magick in order to temporarily augment itself. The more they use the magick the quicker it will dissipate, to a minimum duration of one minute.
Is this more offensive or utility? Is it a mixture of both? Or is the rage part and buff part just flavor to add to the offensive super move? It is a mixture of both, largely offensive with a conditional debuff/buff component and a DoT. The rage portion is largely flavor, but the rest of it is pure combat focused. I also changed the name of the move. Does the move make sense? Or do I need to clarify and simplify it more?
(03-11-2016, 02:00 PM)Noodle Wrote: (03-11-2016, 01:23 PM)Omni Wrote: (03-09-2016, 12:09 PM)Noodle Wrote: Guitar Smash - (600 OM, Offensive Super)
Noodle dashes forward, and proceeds to quite literally smash a guitar into an opponent's head. This may seem like an average attack, but there are a set of two spikes imbedded on the back of the guitar. The guitar itself is around 4 feet long, and 2 feet wide, and will give anyone it hits a hell of a headache. Is the guitar a weapon that she carries around or something that is just summoned for this move? If the latter, please describe how it appears/disappears. It can just be handwavey.
She carries it on her back.
Bumping this, because reasons.
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Why 600?
That just sounds like your standard weapon Move.
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