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Official Move Approval IV
A new super move.

Overclock - Tier 1 Super Attack(600 OM)

Mick opens up a small, hard-to-see compartment on the Heat Gun and places a strange, glowing orange orb inside(referred to as the Overclock Cell), then closes the compartment again. The Heat Gun lets out a mechanical "whine" noise. Mick then places the aim on the opponent and holds down the trigger. The Heat Gun charges power for 10 seconds, then unleashes a powerful beam of pure heat energy. Visually, the beam doesn't even look like a beam of fire anymore - it looks like an orange beam of pure energy. The beam is 1 meter all around, and reaches 10 meters, making it similar in beam size and range to the normal Heat Gun.

The blast is fired continuously for 5 seconds, afterwards the Overclock Cell is automatically ejected, and cannot be re-used.
Through the Fire and Flames- 300 Tier 1 Super Attack (Physical proficiency, Killer Punch)

Marcus appears to be walking through fire and flames for show but as the fiery dramatics end, Marcus holds a summoned weapon of sorts. He grabs the opponent in a grab and stabs the opponent with the object over and over. His attack can be used about twice unless the opponent has a higher attack/ or defense and can throw Marcus off his own attack pattern.
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]
NOTE: These moves were already approved for my pre-switch character, Yang Xiao Long (now archived). As I want to use them on Sabrina I would like to resubmit them, but they're copy/pasted without any change to their functionality.

CHANGES MADE TO THE ORIGINAL:
-Name of the user changed from "Yang" to "Sabrina", for obvious reasons.
-Spoilers added to hide the pictures and animations.
-Flavor story added to explain how the Ember Celica came into Sabrina's possession (1st line of the description)

Ember Celica: (Requires Physical Strength, Ranged Proficiency) (600 OM)
[spoiler][Image: CI_85166_1384123364.jpg][/spoiler]
While technically Yang Xiao Long's signature weapons, after coming into their possession in the Vasty Deep by coincidence Sabrina began using them as her own weapons. The Ember Celica, also known as Dual Ranged Shot Gauntlets, are fist weapons with shotgun functions, allowing for melee and range attacks.

Description
The Ember Celica appear as metal bracelets on Sabrina’s hands by default, but when activated they cover Sabrina's hands and forearms, acting as arm guards. The gauntlets have a golden color and the shells inside are red and orange. They are made out of metal, thus they offer basic protection against attacks.

Ammunition and Reloading
Each gauntlet has a magazine belt with 12 shells in it. They have mechanisms similar to a pump-action shotgun that allow Sabrina to eject empty shells after firing them. She must do so before being able to reload. Because the mag holders are magnetic, Sabrina can reload them by tossing fresh belts into the air and allowing them to fall onto the magazine, as reloading by hand would be very difficult with the gauntlets being on her wrists and arms. Reloading takes about 3 seconds.

The Ember Celica can be loaded with different types of dust shells which have different effects. She currently has Slug Shells (Default).
Note: In the future I may purchase different dust types as moves/upgrades, so this is a placeholder/explanation for that situation.


Attacking Notes:
Sabrina is able to control if she wants a shell to trigger upon punching a foe, for security purposes (if her hand is in the way, for instance) or if for whatever reason she wishes to deal less or no damage with her punches - or save her ammunition. However, she must meet the following conditions to be able to fire her shots:
-She must have her hand(s) balled into (a) fist(s).
-She must throw a connecting punch with her fist. Backhand smacks, slaps, elbow hits etc. do not work.
-There must be at least one shell in the magazine for the hand she is using, obviously.

Punches with empty mags or without a shell fired for any other reason (the conditions not being met, or Sabrina deciding to not fire a shell) fall under normal Physical Strength: they’re not moves, and are strictly weaker (same speed of execution, deals much less damage and no special effects) than punches with a shell - even hitting someone with the metallic part doesn't do more damage than Sabrina's fist due to Omniverse physics. For obvious reasons, Sabrina cannot use ranged attacks with empty mags.

Slug Shells These shells are used by default. They create red kinetic energy pulses which explode in a flash of light when impacting, knocking enemies back. While the pulses themselves function like bullets in that they can be blocked, deflected etc. they do not have the piercing capability of bullets. Slug Shells are used for Slug Punch and Rifle Punch.

Slug Punch (Melee) A basic punch enhanced by a Slug Shell. The pulse leaves the barrel and explodes nearly immediately, creating the illusion of Sabrina’s fist exploding, and knocks the opponent back. Heavier opponents get knocked back less far. The explosion only affects the original target, it does not cause splash damage.[spoiler][Image: e851a9.gif] Slug Punch.
[Image: tumblr_ndzdy8EyI81rm7e3co1_500.gif] Slug Punch 2, because glorious HD gif.[/spoiler]
Rifle Punch (Ranged) A ranged attack where Sabrina punches the air, firing a distance shot at her opponent. This uses the Slug Shell. The pulse is around the size of a tennis ball and flies at an arrow’s speed. While it explodes and causes knockback like a Slug Punch, the effectiveness at a range is inferior due to the pulse losing energy as it travels.[spoiler][Image: wEn5E1.gif] Rifle Punch.[/spoiler]More animations:
[spoiler][Image: 4599.gif] Activating the Ember Celica (and ejecting an empty shell).

[Image: tumblr_mo31q7uMTG1r3flg9o1_500.gif] Ejecting all empty shells at once.

[Image: fdcf5dd61366619634d55504402908bc07328929_hq.gif] Reloading.[/spoiler]


Super Attack - T1: Quake Slam (600)
(Requires Physical Strength, Area Attack Proficiency, Master Acrobat, Super Jumping - Basic or higher. Costs 1 SP)
[spoiler][Image: Rnqerb.gif][/spoiler]

Sabrina loads a shell with volatile dust into her Ember Celica, then she leaps into the air, flipping herself to face downwards, and comes back down to slam her fist into the ground with enormous force. The shell in the Ember Celica is then fired, causing a large explosion around Sabrina and sending a wave motion outwards from the point of impact which sends her opponents flying and causes great destruction in her immediate surroundings. The Wave motion reaches up to 7 meters from the point of impact, gradually losing strength the further it goes.
"(Note to self: insert quote & picture once I find stuff)"

Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
(05-23-2016, 02:24 PM)Enzo Matrix Wrote: Thanks, Mark! I think this ought to cover all the missing points.

Sea Shield (900) – Requires Physical Strength, Ranged Proficiency, Area Attack Proficiency, Homing Proficiency, Remote Control

The Sea Shield takes the shape of a circular sea shell, measuring approximately 2.5 feet in diameter. When AndrAIa was younger, she wore the gigantic sea shell as a breastplate, but discarded it as she grew older. Matrix then adopted the shell as an offensive weapon as they matured. He can utilize the shield with either hand. He can summon it from thin air onto either arm. Like Gun, he can bring the weapon to either hand without actually making physical contact with it if it is dropped or thrown, up to a range of fifteen yards. It can be used as an offensive weapon, affixed to either of Matrix’s forearms for powerful striking. Likewise, Matrix can hold the shield up and use it to take the brunt of an attack, utilizing its original purpose. It can withstand several very powerful blows before shattering (though nothing that would require the expenditure of SP). If it is destroyed, he cannot he summon it for thirty seconds. He can also use it defensively alongside his offensive weapon, Gun. Lastly, Matrix is capable of throwing the shield and skillfully bouncing it between targets, making it an effective ranged attack, as well. He can manually throw it with great velocity, slightly faster than an arrow shot from a bow with a range of approximately 35 yards. If it bounces between targets, it only has the velocity to travel seven yards between strikes, and a maximum of three bounces. He is extremely accurate with it if stationary, due to his lock on aiming ability with his eye, but loses a great deal of accuracy if he throws it while mobile, since it draws his focus away from his cybernetics. Matrix summons the shield from thin air utilizing Omnilium, which takes about two seconds to materialize on his person. He can also keep it on his back, if he's expecting to use it again in a short time.

Excellent. I had a couple of other questions but I realized they were silly, sooo...Approved.

(05-23-2016, 07:18 PM)Yukki Kazuto Wrote: Black Cocoon
Tier One Defensive Super Move
600 OM
Requires Area Shield Proficiency
When activated, the user's body turns solid black for a second, before a cocoon as black as space itself surrounds the user completely. cocoon is maintained for fifteen seconds, during which the user can do nothing. Will fade after fifteen seconds, and can be broken by a tier to or higher super move. This move can be very draining to the user, and drains more energy the more damage the cocoon takes. If used late in a fight and to block a super move, it is possible to faint using this move, at which time the cocoon fades.

Approved.

(05-24-2016, 08:01 AM)Demetri Malius Wrote:
(05-19-2016, 10:52 PM)Mark Wrote: Demetri
[spoiler]
(05-18-2016, 03:49 PM)Demetri Malius Wrote: Gonna upgrade and weaponize demetri a bit more before i buy his supermove Tongue Gotta get IRIS's moveset.

Pulse(600, Area attack, Ranged, Debuff) This move uses the cybernetic armor that comprises IRIS on Demetri's body, allowing her to aide Demetri in battle. This move functions in two ways. Firstly, with a three second charge, while Demetri is moving at a walking pace or slower, IRIS can emit a light pulse that pushes out projectiles and pushes back enemies within 10 feet of Demetri. If the enemy is shielded or expecting the attack, they can easily avoid being startled or set off balance, though weaker and unsuspecting enemies can be knocked off their feet or stumble, leaving an opening for Demetri to hit them. The second use is more direct, as Demetri must have a free hand, charging the attack for seven seconds before he can fire, affecting a small cone for up to 20 feet, knocking even shielding enemies off balance slightly from the force, and launching weaker enemies back enough to where it can damage them if they hit a wall.

Cybernetic Buckler(300,Physical Strength, Chains) This combination of IRIS and Demetri's skill-sets combine his chains with his secondaries tightly bonded cybernetic material, allowing his chains to become a small reinforced circular shield that can block a variety of attacks. This takes around seven seconds to properly form, and once the shield breaks, it shatters the reinforced chains, forcing them to retreat and regenerate before it can be used again. 

Cybernetic shock(600, Debuff, Chains)Using IRIS's electronic capabilities, Demetri is able to add an extra shock to his chain weaponry, either taking a second to charge a quick jolt that can cause minor pain to those in contact with the chains or taking ten seconds to infuse his chains with a temporary electronic charge for one minute. The chains must be retracted and not in use in order to charge it in the latter way.

Pulse: What is the cast speed on both variations? Is there any kind of charge-up or is it insta-cast for either? If there is a charge period, is there any 'concentration' required. I know that IRIS would be controlling the attack, but would jarring Demetri during the attack cause the attack to stutter or something? What's the stamina drain or number of uses these have?  Is there a recharge time for either between uses? Can these be used with other moves? 

For the cone, what is the width? Can it be used in motion?

Buckler: What's the exact size? How much damage can it absorb, roughly? Can this be summoned in motion? Is this usable with other moves?

Shock: Can these be used in motion (I know you'd have them wrapped in chains but ya' know)? Does either use require concentration? What's the stamina drain for both? Can these be used with other moves? Lastly, what do do you mean by charging the chains for a minute? Do all chain attacks gain lightning? Or are you stunning for a full minute? 

[/spoiler]

Updated and Edited for coherency ^o^ should all be good now

Pulse(600, Area attack, Ranged, Debuff) This move uses the cybernetic armor that comprises IRIS on Demetri's body, allowing her to aide Demetri in battle. This move functions in two ways. Firstly, with a three second charge, while Demetri is moving at a walking pace or slower, IRIS can emit a light pulse that pushes out projectiles and pushes back enemies within 10 feet of Demetri. If the enemy is shielded or expecting the attack, they can easily avoid being startled or set off balance, though weaker and unsuspecting enemies can be knocked off their feet or stumble, leaving an opening for Demetri to hit them. The second use is more direct, as Demetri must have a free hand, charging the attack for seven seconds before he can fire, affecting a small 20 degree cone for up to 20 feet, knocking even shielding enemies off balance slightly from the force, and launching weaker enemies back enough to where it can damage them if they hit a wall. Using it in this manner also requires a steady stance or he risks being knocked back from the force. Both moves are quite taxing on Demetri's body if used rapidly.
Cybernetic Buckler(300,Physical Strength, Chains) This combination of IRIS and Demetri's skill-sets combine his chains with his secondaries tightly bonded cybernetic material, allowing his chains to become a small reinforced circular shield that can block a variety of attacks. This takes around five seconds to properly form, even in motion, and once the shield breaks, it shatters the reinforced chains, forcing them to retreat and regenerate before it can be used again. The shield can sustain a fair amount of damage, though it only covers two feet in diameter, and it not large enough to block wide or area affecting attacks. Although standing still would give Demetri more stability with the shield, he is able to move freely and attack with his other hand.
Cybernetic shock(600, Debuff, Chains)Using IRIS's electronic capabilities, Demetri is able to add an extra shock to his chain weaponry, either taking a second to charge a quick jolt that can cause minor pain to those in contact with the chains, or taking ten seconds to infuse the following attacks with his chains with a cybernetic shock for the next minute, but wears down with use. The chains must be retracted and not in use in order to charge it in the latter way, and only one chain can be charged at a time. In both cases, the shocks make the chains weaker and more likely to be break, and can be applied to any variation of chains.


Pulse: If Demetri were attacked during the charge, would it have any effect on the move's action (i.e. does it require any 'concentration' on IRIS' part)? Can this be used with other moves? About how many uses are we considering 'constant'? Does the second use have the same motion caveats or can he be running or something?

Buckler: Excellent. Approved.

Shock: Sorry if I'm misunderstanding this, but is the first form of Shock a pulse that goes down the length of his chain when it's attached to someone and the second version a lightning-based chain whip or something? That's how I'm understanding it right now. I'm just asking because with the way the second form is phrased, 'his following attacks' and 'all variations of chains' makes it seem somewhat like a self-buff if it stacks onto his other moves. Since you can't create a move that 'layers' on other moves, that wouldn't fly. If it's just a flurry of electrified chain strikes and he can't use other moves that'd be fine though.

(05-24-2016, 11:07 AM)Mick Rory Wrote: A new super move.

Overclock - Tier 1 Super Attack(600 OM)

Mick opens up a small, hard-to-see compartment on the Heat Gun and places a strange, glowing orange orb inside(referred to as the Overclock Cell), then closes the compartment again. The Heat Gun lets out a mechanical "whine" noise. Mick then places the aim on the opponent and holds down the trigger. The Heat Gun charges power for 10 seconds, then unleashes a powerful beam of pure heat energy. Visually, the beam doesn't even look like a beam of fire anymore - it looks like an orange beam of pure energy. The beam is 1 meter all around, and reaches 10 meters, making it similar in beam size and range to the normal Heat Gun.

The blast is fired continuously for 5 seconds, afterwards the Overclock Cell is automatically ejected, and cannot be re-used.

Does Mick need to stand still while using this? You'd need Area Attack Proficiency and possibly Debuff if you're looking to inflict hardcore burns.

(05-24-2016, 11:33 AM)Marcus Wright Wrote: Through the Fire and Flames- 300 Tier 1 Super Attack (Physical proficiency, Killer Punch)

Marcus appears to be walking through fire and flames for show but as the fiery dramatics end, Marcus holds a summoned weapon of sorts. He grabs the opponent in a grab and stabs the opponent with the object over and over. His attack can be used about twice unless the opponent has a higher attack/ or defense and can throw Marcus off his own attack pattern.

I'm a little confused here. Does Marcus summon up the field of flames and use it as cover to summon a weapon before attacking? What's the range of the area effected? Can you describe the weapon? How long does this whole thing take to execute? How long does it last? Is there any concentration during the casting?


(05-24-2016, 12:03 PM)Sabrina Wrote: NOTE: These moves were already approved for my pre-switch character, Yang Xiao Long (now archived). As I want to use them on Sabrina I would like to resubmit them, but they're copy/pasted without any change to their functionality.

CHANGES MADE TO THE ORIGINAL:
-Name of the user changed from "Yang" to "Sabrina", for obvious reasons.
-Spoilers added to hide the pictures and animations.
-Flavor story added to explain how the Ember Celica came into Sabrina's possession (1st line of the description)

Ember Celica: (Requires Physical Strength, Ranged Proficiency) (600 OM)
[spoiler][Image: CI_85166_1384123364.jpg][/spoiler]
While technically Yang Xiao Long's signature weapons, after coming into their possession in the Vasty Deep by coincidence Sabrina began using them as her own weapons. The Ember Celica, also known as Dual Ranged Shot Gauntlets, are fist weapons with shotgun functions, allowing for melee and range attacks.

Description
The Ember Celica appear as metal bracelets on Sabrina’s hands by default, but when activated they cover Sabrina's hands and forearms, acting as arm guards. The gauntlets have a golden color and the shells inside are red and orange. They are made out of metal, thus they offer basic protection against attacks.

Ammunition and Reloading
Each gauntlet has a magazine belt with 12 shells in it. They have mechanisms similar to a pump-action shotgun that allow Sabrina to eject empty shells after firing them. She must do so before being able to reload. Because the mag holders are magnetic, Sabrina can reload them by tossing fresh belts into the air and allowing them to fall onto the magazine, as reloading by hand would be very difficult with the gauntlets being on her wrists and arms. Reloading takes about 3 seconds.

The Ember Celica can be loaded with different types of dust shells which have different effects. She currently has Slug Shells (Default).
Note: In the future I may purchase different dust types as moves/upgrades, so this is a placeholder/explanation for that situation.


Attacking Notes:
Sabrina is able to control if she wants a shell to trigger upon punching a foe, for security purposes (if her hand is in the way, for instance) or if for whatever reason she wishes to deal less or no damage with her punches - or save her ammunition. However, she must meet the following conditions to be able to fire her shots:
-She must have her hand(s) balled into (a) fist(s).
-She must throw a connecting punch with her fist. Backhand smacks, slaps, elbow hits etc. do not work.
-There must be at least one shell in the magazine for the hand she is using, obviously.

Punches with empty mags or without a shell fired for any other reason (the conditions not being met, or Sabrina deciding to not fire a shell) fall under normal Physical Strength: they’re not moves, and are strictly weaker (same speed of execution, deals much less damage and no special effects) than punches with a shell - even hitting someone with the metallic part doesn't do more damage than Sabrina's fist due to Omniverse physics. For obvious reasons, Sabrina cannot use ranged attacks with empty mags.

Slug Shells These shells are used by default. They create red kinetic energy pulses which explode in a flash of light when impacting, knocking enemies back. While the pulses themselves function like bullets in that they can be blocked, deflected etc. they do not have the piercing capability of bullets. Slug Shells are used for Slug Punch and Rifle Punch.

Slug Punch (Melee) A basic punch enhanced by a Slug Shell. The pulse leaves the barrel and explodes nearly immediately, creating the illusion of Sabrina’s fist exploding, and knocks the opponent back. Heavier opponents get knocked back less far. The explosion only affects the original target, it does not cause splash damage.[spoiler][Image: e851a9.gif] Slug Punch.
[Image: tumblr_ndzdy8EyI81rm7e3co1_500.gif] Slug Punch 2, because glorious HD gif.[/spoiler]
Rifle Punch (Ranged) A ranged attack where Sabrina punches the air, firing a distance shot at her opponent. This uses the Slug Shell. The pulse is around the size of a tennis ball and flies at an arrow’s speed. While it explodes and causes knockback like a Slug Punch, the effectiveness at a range is inferior due to the pulse losing energy as it travels.[spoiler][Image: wEn5E1.gif] Rifle Punch.[/spoiler]More animations:
[spoiler][Image: 4599.gif] Activating the Ember Celica (and ejecting an empty shell).

[Image: tumblr_mo31q7uMTG1r3flg9o1_500.gif] Ejecting all empty shells at once.

[Image: fdcf5dd61366619634d55504402908bc07328929_hq.gif] Reloading.[/spoiler]


Super Attack - T1: Quake Slam (600)
(Requires Physical Strength, Area Attack Proficiency, Master Acrobat, Super Jumping - Basic or higher. Costs 1 SP)
[spoiler][Image: Rnqerb.gif][/spoiler]

Sabrina loads a shell with volatile dust into her Ember Celica, then she leaps into the air, flipping herself to face downwards, and comes back down to slam her fist into the ground with enormous force. The shell in the Ember Celica is then fired, causing a large explosion around Sabrina and sending a wave motion outwards from the point of impact which sends her opponents flying and causes great destruction in her immediate surroundings. The Wave motion reaches up to 7 meters from the point of impact, gradually losing strength the further it goes.

Approved, you silly silly Psydoge.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

Protector- (Debuff,) A electrical shield that allows Marcus to protect himself from data attacks or real attacks. Marcus can use it to shock those who get too close to his weak spots.
However, the electrical based shield cannot protect from heavy attacks. It takes Marcus 3 seconds to make it appear, and it fades with 10 seconds within taking too many heavy blows.
(300 OM)
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]
Altered Overclock a bit, this should be better.

Overclock - Tier 1 Super Attack(600 OM)

Mick opens up a small, hard-to-see compartment on the Heat Gun and places a strange, glowing orange orb inside(referred to as the Overclock Cell), then closes the compartment again. The Heat Gun lets out a mechanical "whine" noise. Mick then places the aim on the opponent and holds down the trigger. The Heat Gun charges power for 10 seconds, then unleashes a powerful beam of pure heat energy. Visually, the beam doesn't even look like a beam of fire anymore - it looks like an orange beam of pure energy. The beam is 1 yard all around, and reaches 10 meters, making it similar in beam size and range to the normal Heat Gun.

Mick has to stand still while firing this. The blast is fired continuously for 5 seconds, afterwards the Overclock Cell is automatically ejected, and cannot be re-used.
[Image: life-is-strange-ep-2-banner.png]
(05-27-2016, 01:56 PM)Marcus Wright Wrote: Protector- (Debuff,) A electrical shield that allows Marcus to protect himself from data attacks or real attacks. Marcus can use it to shock those who get too close to his weak spots.
However, the electrical based shield cannot protect from heavy attacks. It takes Marcus 3 seconds to make it appear, and it fades with 10 seconds within taking too many heavy blows.
(300 OM)
  • What is the size and shape of this? Not sure what exactly you mean by 'data or real', try to describe it as generally as possible (e.g. 'stops projectiles' or 'absorbs physical strikes')
  • You'll need to change the cost to 600 if you want both the defending and stunning effect
  • What is the range on the stun? Direct contact, or can it arc across distances?
  • Can this be used in motion, or must he stand still?
  • Does casting or maintaining require concentration?
  • How draining is this to summon?
  • Can you elaborate on the debuff? What's the duration (generally speaking)? Does it do damage as well as debuff? Does it inflict a stun, or something else?
  • Can this be used with other moves?

(05-27-2016, 02:08 PM)Diamond655 Wrote: Altered Overclock a bit, this should be better.

Overclock - Tier 1 Super Attack(600 OM)

Mick opens up a small, hard-to-see compartment on the Heat Gun and places a strange, glowing orange orb inside(referred to as the Overclock Cell), then closes the compartment again. The Heat Gun lets out a mechanical "whine" noise. Mick then places the aim on the opponent and holds down the trigger. The Heat Gun charges power for 10 seconds, then unleashes a powerful beam of pure heat energy. Visually, the beam doesn't even look like a beam of fire anymore - it looks like an orange beam of pure energy. The beam is 1 yard all around, and reaches 10 meters, making it similar in beam size and range to the normal Heat Gun.

Mick has to stand still while firing this. The blast is fired continuously for 5 seconds, afterwards the Overclock Cell is automatically ejected, and cannot be re-used.

Approved.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

Death Penalty (Tier-2 Offensive Super Move, Requires Ranged Proficiency; 800 OM)
[spoiler][Image: u8YLJkR.gif]
[Image: cerberus_death_penalty_iii_by_houssamica.jpg][/spoiler]

Utilizing the power of Chaos, Vincent is capable of summoning to his side the most powerful weapon in his arsenal: Death Penalty. The firearm takes the form of a massive penta-barreled hand cannon, measuring nearly 2.5 feet long from grip to muzzle. The body of the gun is quite ornate, complete with intricate wing-like protrusions and sharp scroll patterns. The aforementioned barrels are arranged in a cross-pattern, further emphasizing the gothic style. Initial summoning of the gun takes approximately 3 seconds, after which it can be fired normally. As he readies his strike, Vincent stops in his tracks and takes careful aim, charging vast amounts of energy into the barrel of the firearm over a span of 10 seconds. As he pulls the trigger, a massive blast of black energy tinged with white is released, forming a beam in a 2-feet-by-3-feet cross-shape that travels at the speed of an average bullet. This destructive wave travels over a distance of 10 meters, gradually losing power as it nears the end of its range. Those caught within the beam’s path take a large amount of damage, though readying this technique requires Vincent to maintain concentration, disallowing the use of other techniques and allowing him to be interrupted. Though a fairly skilled marksman, he must also remain in place while firing the technique, as the raw power of the beam makes it difficult to re-aim were it to be avoided. For this reason, Vincent opts to only use this attack on stationary targets. After unleashing the devastating strike, Death Penalty vanishes and both Chaos’ energy (SP) and his own stamina are severely drained. Vincent is left significantly fatigued for the remainder of the fight (or until he can rest and recoup SP, whatever the case may be).
[float=left][Image: G3vODOp.png]
Dante's Abyss '15
Participant
Vincent Valentine

[/float][float=right][Image: oQAQ9Jn.png]
Dante's Abyss '16
Grand Champion
Nanaki/Red XIII

[/float]
[Image: sfSJ19f.jpg]
(07-16-2018, 06:14 PM)Lord Zedd Wrote: I'm here to kick ass and write compelling stories with Vincent Valentine.

And baby, we're all out of Vincent Valentine.
Palm Blast (300,  Ranged Proficiency.):
--------------
Holding out the palms of his hands,  Warren will gather a blackish purplish energy and then shoot it as beams from his palms of his hands. When the beam hits it would hurt like nobody's business.  The Palm Blast would also do a fair amount of damage.  The move is one that Warren will pick up on his way to Camelot.  The Palm Blast is based off of an ability Warren once had.   The single beam that it can shoot which is relatively low powered is about as fast as if someone were to throw a foot ball and aim for the head of an individual. 

The charge time is about 5 seconds with a recharge time of 20 seconds.  A single beam can be shot per time before it must recharge.   Either hand can be used as a means of firing the beam.  This can be used while in motion and is good for hitting primarily stationary targets although it could hit moving targets with a little luck.  It is more accurate when it slams into a stationary target however. The range is presently 1 and 1/2 feet from him.  This attack is sized about 6 inches in length and width.  The energy blast drains some of his stamina.  But there is another downside to this move. Should he even be distracted in the slightest,  he would suffer the damage that this attack is meant to deal out to others. 

[Image: energy_blast_by_draia436-d4qs4e7.jpg]
Tier 1 Power Up:
Hacked Yojimbo: Ronin of the Metaverse (1000 OM)

Atk: +2
Def: +1
Spd: +2
Tec: +0

Hiro puts his dataverse connection and reflexes to their absolute limit, overclocking his goggles to constantly feed him information. They process information at an exponential rate, allowing him to react faster and take bigger advantages of weak points in his opponent's defenses. Additionally, he manifests a green mesh outline around himself while this mode is active, augmenting his defense by a small amount. It takes the shape of a suit of traditional samurai armor, and leaves green tracers in the air wherever Hiro moves.
[Image: MZSDl2O.jpg]
(05-28-2016, 09:35 PM)Warren Zimmer Wrote: Palm Blast (300,  Ranged Proficiency.):
--------------
Holding out the palms of his hands,  Warren will gather a blackish purplish energy and then shoot it as beams from his palms of his hands. When the beam hits it would hurt like nobody's business.  The Palm Blast would also do a fair amount of damage.  The move is one that Warren will pick up on his way to Camelot.  The Palm Blast is based off of an ability Warren once had.   The single beam that it can shoot which is relatively low powered is about as fast as if someone were to throw a foot ball and aim for the head of an individual. 

The charge time is about 5 seconds with a recharge time of 20 seconds.  A single beam can be shot per time before it must recharge.   Either hand can be used as a means of firing the beam.  This can be used while in motion and is good for hitting primarily stationary targets although it could hit moving targets with a little luck.  It is more accurate when it slams into a stationary target however. The range is presently 1 and 1/2 feet from him.  This attack is sized about 6 inches in length and width.  The energy blast drains some of his stamina.  But there is another downside to this move. Should he even be distracted in the slightest,  he would suffer the damage that this attack is meant to deal out to others. 

[Image: energy_blast_by_draia436-d4qs4e7.jpg]

What are we calling "some" here? We'll need some kind of descriptor here as it's pretty vague presently. Mild, moderate, etc.? Also does the bit about distraction mean that he can't use other moves while firing this (if so, explicitly say that)? Just checking, as that's how I'm interpreting it.

(05-29-2016, 04:36 PM)Hiro Protagonist Wrote: Tier 1 Power Up:
Hacked Yojimbo: Ronin of the Metaverse (1000 OM)

Atk: +2
Def: +1
Spd: +2
Tec: +0

Hiro puts his dataverse connection and reflexes to their absolute limit, overclocking his goggles to constantly feed him information. They process information at an exponential rate, allowing him to react faster and take bigger advantages of weak points in his opponent's defenses. Additionally, he manifests a green mesh outline around himself while this mode is active, augmenting his defense by a small amount. It takes the shape of a suit of traditional samurai armor, and leaves green tracers in the air wherever Hiro moves.

I looked so hard to find an image of a Perfect Susano'o giving a thumbs up. Alas, all I can offer is my approval.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

(05-26-2016, 06:27 PM)Mark Wrote:
(05-24-2016, 08:01 AM)Demetri Malius Wrote: Pulse(600, Area attack, Ranged, Debuff) This move uses the cybernetic armor that comprises IRIS on Demetri's body, allowing her to aide Demetri in battle. This move functions in two ways. Firstly, with a three second charge, while Demetri is moving at a walking pace or slower, IRIS can emit a light pulse that pushes out projectiles and pushes back enemies within 10 feet of Demetri. If the enemy is shielded or expecting the attack, they can easily avoid being startled or set off balance, though weaker and unsuspecting enemies can be knocked off their feet or stumble, leaving an opening for Demetri to hit them. The second use is more direct, as Demetri must have a free hand, charging the attack for seven seconds before he can fire, affecting a small 20 degree cone for up to 20 feet, knocking even shielding enemies off balance slightly from the force, and launching weaker enemies back enough to where it can damage them if they hit a wall. Using it in this manner also requires a steady stance or he risks being knocked back from the force. Both moves are quite taxing on Demetri's body if used rapidly 
Cybernetic Buckler(300,Physical Strength, Chains) This combination of IRIS and Demetri's skill-sets combine his chains with his secondaries tightly bonded cybernetic material, allowing his chains to become a small reinforced circular shield that can block a variety of attacks. This takes around five seconds to properly form, even in motion, and once the shield breaks, it shatters the reinforced chains, forcing them to retreat and regenerate before it can be used again. The shield can sustain a fair amount of damage, though it only covers two feet in diameter, and it not large enough to block wide or area affecting attacks. Although standing still would give Demetri more stability with the shield, he is able to move freely and attack with his other hand.
Cybernetic shock(600, Debuff, Chains)Using IRIS's electronic capabilities, Demetri is able to add an extra shock to his chain weaponry, either taking a second to charge a quick jolt that can cause minor pain to those in contact with the chains, or taking ten seconds to infuse the following attacks with his chains with a cybernetic shock for the next minute, but wears down with use. The chains must be retracted and not in use in order to charge it in the latter way, and only one chain can be charged at a time. In both cases, the shocks make the chains weaker and more likely to be break, and can be applied to any variation of chains.


Pulse: If Demetri were attacked during the charge, would it have any effect on the move's action (i.e. does it require any 'concentration' on IRIS' part)? Can this be used with other moves? About how many uses are we considering 'constant'? Does the second use have the same motion caveats or can he be running or something?

Buckler: Excellent. Approved.

Shock: Sorry if I'm misunderstanding this, but is the first form of Shock a pulse that goes down the length of his chain when it's attached to someone and the second version a lightning-based chain whip or something? That's how I'm understanding it right now. I'm just asking because with the way the second form is phrased, 'his following attacks' and 'all variations of chains' makes it seem somewhat like a self-buff if it stacks onto his other moves. Since you can't create a move that 'layers' on other moves, that wouldn't fly. If it's just a flurry of electrified chain strikes and he can't use other moves that'd be fine though.

Alright, hopefully, final edits:

Pulse(600, Area attack, Ranged, Debuff) This move uses the cybernetic armor that comprises IRIS on Demetri's body, allowing her to aide Demetri in battle. This move functions in two ways. Firstly, with a three-second charge, while Demetri is moving at a walking pace or slower, IRIS can emit a light pulse that pushes out projectiles and pushes back enemies within 10 feet of Demetri. If the enemy is shielded or expecting the attack, they can easily avoid being startled or set off balance, though weaker and unsuspecting enemies can be knocked off their feet or stumble, leaving an opening for Demetri to hit them. The second use is more direct, as Demetri must have a free hand, charging the attack for seven seconds before he can fire, affecting a small 20 degrees cone for up to 20 feet, knocking even shielding enemies off balance slightly from the force, and launching weaker enemies back enough to where it can damage them if they hit a wall. Using it in this manner also requires a steady stance or he risks being knocked back from the force. Both moves are quite taxing on Demetri's body if used more than every thirty seconds or so since IRIS would drain Demetri's energy too quickly. If Demetri is hit while IRIS is charging either attack, she loses some of the energy she reserved for the attack, resulting in a delayed charge time, usually a second or so depending on how much damage was taken.


Cybernetic shock(300, Debuff, Chains)Using IRIS's cybernetic ability, Demetri is able to add a shocking capability to his chain weaponry, taking a simple second to add an extra jolt to his chains. This is used when an opponent has grasped his chains or if Demetri has managed to catch his opponent with his chains.

Chainsaw- (600, Chains)Though not as bulky and loud as its more realistic counterpart, this blade is quite deadly. Using Demetri's chains, this Cutlass-like weapon is able to have a moving edge that can grind through most material after extended contact, though just like his other weapons, this chain can break. Fortunately, the base blade is much stronger than the chains, meaning that it is much more durable and able to be used by itself, but the chains cannot reattach unless Demetri takes the time out of battle to do so or he resummons the blade. The blade takes five seconds to summon. The blade is two inches wide at the hilt and shortens a it at the end, weighing about three pounds, but the chains add an extra inch to the width of the blade, as well as making it a bit heavier.
All warfare is based on deception.
[Image: YhlX1uk.gif]  [Image: biuvYus.gif]  [Image: 291ztlc.png]  [Image: NGVMDdY.gif] [Image: VKKZgMO.gif]
Palm Blast (300,  Ranged Proficiency.):
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Holding out the palms of his hands,  Warren will gather a blackish purplish energy and then shoot it as beams from his palms of his hands. When the beam hits it would hurt like nobody's business.  The Palm Blast would also do a fair amount of damage.  The move is one that Warren will pick up on his way to Camelot.  The Palm Blast is based off of an ability Warren once had.   The single beam that it can shoot which is relatively low powered is about as fast as if someone were to throw a foot ball and aim for the head of an individual. 

The charge time is about 5 seconds with a recharge time of 20 seconds.  A single beam can be shot per time before it must recharge.   Either hand can be used as a means of firing the beam.  This can be used while in motion and is good for hitting primarily stationary targets although it could hit moving targets with a little luck.  It is more accurate when it slams into a stationary target however. The range is presently 1 and 1/2 feet from him.  This attack is sized about 6 inches in length and width.  When he is using this move he cannot use his other moves because it requires both of his hands.  Backfires are common if he cannot concentrate enough to use this technique.  Get him distracted and the technique will backfire,  inflicting all the damage it could do on an opponent to him directly. 
(05-30-2016, 07:18 PM)Demetri Malius Wrote: Alright, hopefully, final edits:

Pulse(600, Area attack, Ranged, Debuff) This move uses the cybernetic armor that comprises IRIS on Demetri's body, allowing her to aide Demetri in battle. This move functions in two ways. Firstly, with a three-second charge, while Demetri is moving at a walking pace or slower, IRIS can emit a light pulse that pushes out projectiles and pushes back enemies within 10 feet of Demetri. If the enemy is shielded or expecting the attack, they can easily avoid being startled or set off balance, though weaker and unsuspecting enemies can be knocked off their feet or stumble, leaving an opening for Demetri to hit them. The second use is more direct, as Demetri must have a free hand, charging the attack for seven seconds before he can fire, affecting a small 20 degrees cone for up to 20 feet, knocking even shielding enemies off balance slightly from the force, and launching weaker enemies back enough to where it can damage them if they hit a wall. Using it in this manner also requires a steady stance or he risks being knocked back from the force. Both moves are quite taxing on Demetri's body if used more than every thirty seconds or so since IRIS would drain Demetri's energy too quickly. If Demetri is hit while IRIS is charging either attack, she loses some of the energy she reserved for the attack, resulting in a delayed charge time, usually a second or so depending on how much damage was taken.


Cybernetic shock(300, Debuff, Chains)Using IRIS's cybernetic ability, Demetri is able to add a shocking capability to his chain weaponry, taking a simple second to add an extra jolt to his chains. This is used when an opponent has grasped his chains or if Demetri has managed to catch his opponent with his chains.

Chainsaw- (600, Chains)Though not as bulky and loud as its more realistic counterpart, this blade is quite deadly. Using Demetri's chains, this Cutlass-like weapon is able to have a moving edge that can grind through most material after extended contact, though just like his other weapons, this chain can break. Fortunately, the base blade is much stronger than the chains, meaning that it is much more durable and able to be used by itself, but the chains cannot reattach unless Demetri takes the time out of battle to do so or he resummons the blade. The blade takes five seconds to summon. The blade is two inches wide at the hilt and shortens a it at the end, weighing about three pounds, but the chains add an extra inch to the width of the blade, as well as making it a bit heavier.

Pulse: Can it be used in tandem with other moves?

Shock: Does this stun the opponent for a length of time, or is it just a painful jolt to discourage grappling? If it's the former,  for how long? Can this be used with other moves? I know you're pretty limited if someone has hold of your chains, but just for transparency. Also, it looks like you deleted a bit of necessary info when you changed the move, so just add back in how much it hurts and how draining it is on Demetri/IRIS.

Chainsaw: What's the exact length of the base form?

(05-30-2016, 09:23 PM)Warren Zimmer Wrote: Palm Blast (300,  Ranged Proficiency.):
--------------
Holding out the palms of his hands,  Warren will gather a blackish purplish energy and then shoot it as beams from his palms of his hands. When the beam hits it would hurt like nobody's business.  The Palm Blast would also do a fair amount of damage.  The move is one that Warren will pick up on his way to Camelot.  The Palm Blast is based off of an ability Warren once had.   The single beam that it can shoot which is relatively low powered is about as fast as if someone were to throw a foot ball and aim for the head of an individual. 

The charge time is about 5 seconds with a recharge time of 20 seconds.  A single beam can be shot per time before it must recharge.   Either hand can be used as a means of firing the beam.  This can be used while in motion and is good for hitting primarily stationary targets although it could hit moving targets with a little luck.  It is more accurate when it slams into a stationary target however. The range is presently 1 and 1/2 feet from him.  This attack is sized about 6 inches in length and width.  When he is using this move he cannot use his other moves because it requires both of his hands.  Backfires are common if he cannot concentrate enough to use this technique.  Get him distracted and the technique will backfire,  inflicting all the damage it could do on an opponent to him directly. 

Still looking to know how much energy/stamina this drains from Warren and/or his suit.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

Protector- ( Killer punch, Area Shield Proficiency ) An 10 ft circle electrical shield that allows Marcus to stop projectiles from a distance to up to 10 feet. Marcus can use it to shock those who get too close to his weak spots. The stun can arc across distances. He can use it in motion but he requires a few seconds of concentration for a few seconds. Summoning this electrical shield causes Marcus a few seconds of breathing to start again.
However, the electrical based shield cannot protect from heavy attacks. It takes Marcus 3 seconds to make it appear, and it fades with 10 seconds within taking too many heavy blows.
(600 OM)

Tier 1 Super move- Killing Blow (Killer punch, physical proficiency)

Marcus grabs the enemy in question, and summons with OM, a copy within anything in reach and proceeds to either stab or slam the enemy in question.
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]
(06-03-2016, 10:25 AM)Marcus Wright Wrote: Protector- ( Killer punch, Area Shield Proficiency ) An 10 ft circle electrical shield that allows Marcus to stop projectiles from a distance to up to 10 feet. Marcus can use it to shock those who get too close to his weak spots. The stun can arc across distances. He can use it in motion but he requires a few seconds of concentration for a few seconds. Summoning this electrical shield causes Marcus a few seconds of breathing to start again.
However, the electrical based shield cannot protect from heavy attacks. It takes Marcus 3 seconds to make it appear, and it fades with 10 seconds within taking too many heavy blows.
(600 OM)

Tier 1 Super move- Killing Blow (Killer punch, physical proficiency)

Marcus grabs the enemy in question, and summons with OM, a copy within anything in reach and proceeds to either stab or slam the enemy in question.

Protector: by “from a distance to up to 10 feet”, do you mean he projects the shield 10 feet away from him? If so, you'll need Ranged Materialize. Does the sheild follow Marcus or does it stay in place when he moves? What is the distance from the shield that the stun can reach? How long is the foe stunned? How damaging is the shock? After the few seconds post-cast, how draining would this be on his stamina overall (mild, moderate, heavy)? Can he use this with other moves?

Killing Blow: I'm not really understanding what this entails. What is he summoning? Try taking a look at the list on the first page and flesh the move out a little more.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

Tier 1 Super move- Killing Blow (Killer punch, physical proficiency)

Marcus picks up a sharp, pointed screwdriver and uses it as a knife to stab the opponent. It takes a few seconds for Marcus to run at the person in question.

Protector- (600 OM) (Killer Punch, Shield) It takes Marcus 2 seconds to summon a ten foot circular electrical shield that stops projectiles from hitting him. The shield stays in place when Marcus moves. The stun is able to reach a few feet from the shield itself. When the stun hits, they are stunned about a minute before the shock hits them. The shield produces a medium shock that can affect those with armor as the electrical current goes slowly through the enemy’s armor or anything else metal. The draining effects on Marcus is mild and while he has the shield up, he can use his “Killer Punch” move.
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]
Killing Blow: How long does it take to summon the screwdriver? Can you describe the size? Is it as simple as stabbing with a screwdriver or does he do anything special to make it deal more damage? Does it require focus to summon the screwdriver? How draining is the whole thing?

Protector: Does this require concentration to cast? What’s the max distance that he can summon the shield from himself? For the stun, a full minute is a very long time. For a move that only has a mild drain on Marcus, you wouldn’t be able to get more than a few seconds with a small amount of damage unless you wanted to rebalance the move. This version of the move is also missing some of the details from the last write-up, so you might consider combining the two paragraphs somehow so that all the needed info is there.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

Close Range Shooter [Ranged Proficiency, 300 OM]

The Close Range Shooter is a 9mm pistol that resembles a Glock. Its holster is on Kalli's right thigh, the gun itself summoned before battle. Every bullet is that of a typical modern round, though it's only as strong as Kalli's ATK stat allows it to be. Kalli can equip this weapon quickly, the pistol itself may be shot using both hands or only one hand. The magazines for the pistol hold eight rounds each, the pouches containing these magazines are attached to Kalli's belt. The pistol is semi-automatic, so it may be fired as fast as the wielder can pull the trigger before running out of bullets. While on the move (such as running, sliding, jumping, etc.) the pistol may also be drawn and used, though it becomes rather inaccurate and hard to hit targets while moving. It also loses accuracy when shooting from one hand, or the further the target is from the shooter.
The Burned Man (Tier Two Transformation, 1500 OM)
[Image: RVbhtCw.png]
ATK: +2
DEF: +2
SPD: +2
TEC: +4

Okor was tempered in the fires of the Ashen Steppes, his bones scorched and left to lie in the ash of that damned realm. The experience has left him somewhat changed, driven to avenge his defeat and to unleash his anger on this false world. As he activates this transformation, his armour blackens and hardens as his flesh burns away, bones that have been twisted by the whims of the gods over millennia all that remains, animated by a vengeful will that has yet to be stayed by death itself. Ten Thousand years of warfare, unbound by the weakness of flesh, returns. Restored to but a fraction of the strength and skill he deserves, Okor strikes at the world that keeps him captive, intending to burn it down to mere cinders.
[Image: DarkshireDefenseBadge.png][Image: HerosGraveyardBadge.png][Image: DA15Badge.png]


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