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Official Move Approval IV
Hunting Chain - Requires Physical Strength and Ranged Proficiency - 300 OM

A reinforced steel chain of around twenty-five feet in length with an attached hook, kept by Tartaros on his mag-lock belt. This cable is designed to be thrown, and to hook into or wrap around targets, allowing the wielder to temporarily trap their mark and pull them with mild damage. However, this chain can be struggled out of, with the time taken for the target to free themselves depending on their ATK compared to the wielder's. The higher the target's ATK, the faster it is to break out.
Tier One Super Move- Killing Blow// Marcus takes about 3 seconds to summon the screwdriver which is about 20 inches. He stabs a person with the screwdriver. He requires a few seconds to focus on creating the screwdriver. After the whole process, it takes marcus a few seconds to recover from the attack.

[Image: pentalobe-p2-skruvmejsel-0-8mm-pi-2826_800x600.jpg]
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]
Thunder Quake - 300 - (requires: Area Attack, Physical Strength)
Thor slams his Hammer into the ground, sending lightning shooting out in a 10ft circle with him at its center. The lightning last for 1 second. This move can only be used once every 5 or 10 seconds so that it can pull electricity from the air around it. It does this automatically and it does not effect Thor. (Basically, it's just a cool-down)
[Image: world-without-liam-chris-hemsworth-gifs.gif]
(06-05-2016, 07:20 AM)Kalli Wrote: 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.

What's the range on this? How long does it take to reload?

(06-05-2016, 09:15 AM)Okor Wrote: 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.

Approved.

(06-06-2016, 04:24 PM)Tartaros Wrote: Hunting Chain - Requires Physical Strength and Ranged Proficiency - 300 OM

A reinforced steel chain of around twenty-five feet in length with an attached hook, kept by Tartaros on his mag-lock belt. This cable is designed to be thrown, and to hook into or wrap around targets, allowing the wielder to temporarily trap their mark and pull them with mild damage. However, this chain can be struggled out of, with the time taken for the target to free themselves depending on their ATK compared to the wielder's. The higher the target's ATK, the faster it is to break out.

Can this accurately hit moving targets? Does it require Rusthobo to be standing still to hit people? Can this be used with other moves? Can the chain be resummoned in-battle if broken? If so, how long does it take and would that require significant concentration?

(06-06-2016, 05:01 PM)Marcus Wright Wrote: Tier One Super Move- Killing Blow// Marcus takes about 3 seconds to summon the screwdriver which is about  20 inches.  He stabs a person with the screwdriver. He requires a few seconds to focus on creating the screwdriver. After the whole process, it takes marcus a few seconds to recover from the attack.

[Image: pentalobe-p2-skruvmejsel-0-8mm-pi-2826_800x600.jpg]

Approved, just make sure that you put all of the info from the last few posts together when you put it in your roster.


(06-07-2016, 10:00 AM)Thor Wrote: Thunder Quake - 300 - (requires: Area Attack, Physical Strength)
Thor slams his Hammer into the ground, sending lightning shooting out in a 10ft circle with him at its center. The lightning last for 1 second. This move can only be used once every 5 or 10 seconds so that it can pull electricity from the air around it. It does this automatically and it does not effect Thor. (Basically, it's just a cool-down)

How damaging is this? Can it be used while Thor is moving? Is there a wind-up that requires his concentration? Does the lightning stun foes at all? Can this be used with other moves? Regarding the cooldown, you'll need to give some kind of stamina drain to this beyond a cooldown since not being able to use it over a span of time isn't really a downside. A smaller stamina drain would mean less damage, etc.
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

Thunder Quake - 300 - (requires: Area Attack, Physical Strength)
Thor slams his Hammer into the ground, sending lightning shooting out in a 10ft circle with him at its center. The attack is mean't to take out many weak enemies, but it is little more than an annoyance to most primes based on DEF. The lightning last for 1 second. This move can only be used once every 5 or 10 seconds so that it can pull electricity from the air around it. After using this attack Mjolnir loses much of its power until it finishes recharging. Thor cannot use this attack while moving.

(Is it ok that I did a drain on my strength not stamina?)
[Image: world-without-liam-chris-hemsworth-gifs.gif]
((As I said when making the area defense shield: I suck at math. I'm oh so sorry if the following measurements are horrid))

Close Range Shooter [Ranged Proficiency, 300 OM]

(Any details about accuracy and range are making assumptions that the target is of average human height)
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 pistol becomes a actual weapon at 100m, requiring Kalli to take position and stand still, taking five seconds for every shot. The first shot will never hit at a distance this far, though each shot will become more accurate the more Kalli remains uninterrupted. When decreasing the range, Kalli's time to take for aiming also decreases unless the target has a higher SPD (and moving away from her line of fire. AKA moving horizontally rather than vertically) or moving between cover. Also when decreasing range from 100m, she'll be able to move and fire with an actual chance to hit. Moving and firing at a target that's 100m and beyond has a 0% chance to hit.

The pistol can be reloaded in the span of three seconds. Wounds are capable of making reloading more difficult and time consuming, especially wounds to the arms. 
(06-07-2016, 11:15 AM)Mark Wrote:
(06-06-2016, 04:24 PM)Tartaros Wrote: Hunting Chain - Requires Physical Strength and Ranged Proficiency - 300 OM

A reinforced steel chain of around twenty-five feet in length with an attached hook, kept by Tartaros on his mag-lock belt. This cable is designed to be thrown, and to hook into or wrap around targets, allowing the wielder to temporarily trap their mark and pull them with mild damage. However, this chain can be struggled out of, with the time taken for the target to free themselves depending on their ATK compared to the wielder's. The higher the target's ATK, the faster it is to break out.

Can this accurately hit moving targets? Does it require Rusthobo to be standing still to hit people? Can this be used with other moves? Can the chain be resummoned in-battle if broken? If so, how long does it take and would that require significant concentration?

Hunting Chain - Requires Physical Strength and Ranged Proficiency - 300 OM

A reinforced steel chain of around twenty-five feet in length with an attached hook, kept by Tartaros on his mag-lock belt. This chain is designed to be thrown with the off hand and to hook into or wrap around fast-moving targets, allowing the wielder to temporarily trap their mark and pull them forward, before going in for the kill with a proper attack. 

However, it is significantly more difficult to land a hit with this attack while moving than while still, and the chain can be struggled out of, with the time taken for the target to free themselves depending on their ATK compared to the wielder's. The higher the target's ATK, the faster it is to break out. The chain can be re-summoned after around five seconds of careful concentration if broken. 


Does this look any better?
Rapid Density Increase (Requires Physical Strength) - 300
[Image: latest?cb=20160503125342]

Over a span of one second, Vision densifies his limbs until they are as dense as diamonds. He can use these to swing, doing more damage than he would with his regular limbs, but they will move much more slowly. He is also heavier when his fists are this dense, so he moves slower, and cannot fly. (I mean he can't fly right now but later when I buy Flight he still won't be able to if that makes sense)

And for later:

Tier 1 Super Attack
Hypodense Close Combat (Requires Physical Strength, Phasing) - 600
[Image: tony-1437767494.jpg?quality=0.85&format=jpg&width=480]

The Vision, with great focus and energy, prepares this Move for 2 seconds. He then phases his hand through an opponent, then solidifies it inside them. On a weak enemy (basically mooks and inconsequential enemies), he can now straight up rip them apart. But for most enemies, the best he can do is major internal damage. He can hold his arm, solidified, inside someone for a total of 3 seconds. He must then rePhase his arm, take it out, and do something else. This move has a cooldown of 10 seconds.
[Image: 2e90d321b01d5016a4116390e9d88ebd.jpg]
[Image: ytLTikp.png?1]
01001101 01100001 01100100 01100101
01111001 01101111 01110101
01101100 01101111 01101111 01101011
(06-07-2016, 11:59 AM)Thor Wrote: Thunder Quake - 300 - (requires: Area Attack, Physical Strength)
Thor slams his Hammer into the ground, sending lightning shooting out in a 10ft circle with him at its center. The attack is mean't to take out many weak enemies, but it is little more than an annoyance to most primes based on DEF. The lightning last for 1 second. This move can only be used once every 5 or 10 seconds so that it can pull electricity from the air around it. After using this attack Mjolnir loses much of its power until it finishes recharging. Thor cannot use this attack while moving.

(Is it ok that I did a drain on my strength not stamina?)

So is there no charge/wind-up time for this? And the damage is just a mild splash of AOE over the are? Does the lightning stun anyone? As for Strength vs. Stamina, that depends what you mean. By reducing Mjolnir's power, does that mean all moves that involve the hammer, or the literal move 'Mjolnir'? If it's a relatively weak move that doesn't do a ton of damage, you could offset it with nerfing your other moves over a span of time if you'd like, or make each successive Quake less powerful, as long as it's fair. We're just mainly trying avoid creating a move that is exploitable (not implying that you would, but for reference for others who might be using your move as a guide in the future). Being able to hammerslam every 5-10 seconds through the whole fight with no loss in power could get kinda crazy (think of someone button mashing in Street Fighter or something). Does that make sense?

(06-07-2016, 12:21 PM)Kalli Wrote: ((As I said when making the area defense shield: I suck at math. I'm oh so sorry if the following measurements are horrid))

Close Range Shooter [Ranged Proficiency, 300 OM]

(Any details about accuracy and range are making assumptions that the target is of average human height)
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 pistol becomes a actual weapon at 100m, requiring Kalli to take position and stand still, taking five seconds for every shot. The first shot will never hit at a distance this far, though each shot will become more accurate the more Kalli remains uninterrupted. When decreasing the range, Kalli's time to take for aiming also decreases unless the target has a higher SPD (and moving away from her line of fire. AKA moving horizontally rather than vertically) or moving between cover. Also when decreasing range from 100m, she'll be able to move and fire with an actual chance to hit. Moving and firing at a target that's 100m and beyond has a 0% chance to hit.

The pistol can be reloaded in the span of three seconds. Wounds are capable of making reloading more difficult and time consuming, especially wounds to the arms. 

Holy information, Batman! Approved. =P

(06-07-2016, 01:53 PM)Tartaros Wrote:
(06-07-2016, 11:15 AM)Mark Wrote:
(06-06-2016, 04:24 PM)Tartaros Wrote: Hunting Chain - Requires Physical Strength and Ranged Proficiency - 300 OM

A reinforced steel chain of around twenty-five feet in length with an attached hook, kept by Tartaros on his mag-lock belt. This cable is designed to be thrown, and to hook into or wrap around targets, allowing the wielder to temporarily trap their mark and pull them with mild damage. However, this chain can be struggled out of, with the time taken for the target to free themselves depending on their ATK compared to the wielder's. The higher the target's ATK, the faster it is to break out.

Can this accurately hit moving targets? Does it require Rusthobo to be standing still to hit people? Can this be used with other moves? Can the chain be resummoned in-battle if broken? If so, how long does it take and would that require significant concentration?

Hunting Chain - Requires Physical Strength and Ranged Proficiency - 300 OM

A reinforced steel chain of around twenty-five feet in length with an attached hook, kept by Tartaros on his mag-lock belt. This chain is designed to be thrown with the off hand and to hook into or wrap around fast-moving targets, allowing the wielder to temporarily trap their mark and pull them forward, before going in for the kill with a proper attack. 

However, it is significantly more difficult to land a hit with this attack while moving than while still, and the chain can be struggled out of, with the time taken for the target to free themselves depending on their ATK compared to the wielder's. The higher the target's ATK, the faster it is to break out. The chain can be re-summoned after around five seconds of careful concentration if broken. 


Does this look any better?

Looks good. Just wondering whether this can be used with other moves or not and if so, which. Also, does the difficult to land a hit bit apply to both Tart throwing while moving and Tart trying to hit someone moving? Just making sure.

(06-08-2016, 09:34 AM)The Vision Wrote: Rapid Density Increase (Requires Physical Strength) - 300
[Image: latest?cb=20160503125342]

Over a span of one second, Vision densifies his limbs until they are as dense as diamonds. He can use these to swing, doing more damage than he would with his regular limbs, but they will move much more slowly. He is also heavier when his fists are this dense, so he moves slower, and cannot fly. (I mean he can't fly right now but later when I buy Flight he still won't be able to if that makes sense)

And for later:

Tier 1 Super Attack
Hypodense Close Combat (Requires Physical Strength, Phasing) - 600
[Image: tony-1437767494.jpg?quality=0.85&format=jpg&width=480]

The Vision, with great focus and energy, prepares this Move for 2 seconds. He then phases his hand through an opponent, then solidifies it inside them. On a weak enemy (basically mooks and inconsequential enemies), he can now straight up rip them apart. But for most enemies, the best he can do is major internal damage. He can hold his arm, solidified, inside someone for a total of 3 seconds. He must then rePhase his arm, take it out, and do something else. This move has a cooldown of 10 seconds.

Rapid Density Increase: Is there a duration on this? What is the stamina drain? Is there any concentration to maintain this? Is this usable with other moves? I don't know which you'd prefer, but as it reads now, it's skirting the line between Power-Up and move.

Hypodense Close Combat: Looks good, but I'd take out the part about the 10 second cooldown. With it being a Super Move, it doesn't make a ton of sense. I'd also include a bit about stamina drain after using this (it drains SP regardless, but just for posterity)
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

(06-08-2016, 11:16 AM)Mark Wrote: [quote pid='73777' dateline='1465325618']
(06-07-2016, 11:15 AM)Mark Wrote:
(06-06-2016, 04:24 PM)Tartaros Wrote: Hunting Chain - Requires Physical Strength and Ranged Proficiency - 300 OM

A reinforced steel chain of around twenty-five feet in length with an attached hook, kept by Tartaros on his mag-lock belt. This cable is designed to be thrown, and to hook into or wrap around targets, allowing the wielder to temporarily trap their mark and pull them with mild damage. However, this chain can be struggled out of, with the time taken for the target to free themselves depending on their ATK compared to the wielder's. The higher the target's ATK, the faster it is to break out.

Can this accurately hit moving targets? Does it require Rusthobo to be standing still to hit people? Can this be used with other moves? Can the chain be resummoned in-battle if broken? If so, how long does it take and would that require significant concentration?

Hunting Chain - Requires Physical Strength and Ranged Proficiency - 300 OM

A reinforced steel chain of around twenty-five feet in length with an attached hook, kept by Tartaros on his mag-lock belt. This chain is designed to be thrown with the off hand and to hook into or wrap around fast-moving targets, allowing the wielder to temporarily trap their mark and pull them forward, before going in for the kill with a proper attack. 

However, it is significantly more difficult to land a hit with this attack while moving than while still, and the chain can be struggled out of, with the time taken for the target to free themselves depending on their ATK compared to the wielder's. The higher the target's ATK, the faster it is to break out. The chain can be re-summoned after around five seconds of careful concentration if broken. 


Does this look any better?

Looks good. Just wondering whether this can be used with other moves or not and if so, which. Also, does the difficult to land a hit bit apply to both Tart throwing while moving and Tart trying to hit someone moving? Just making sure.


[/quote]

Hunting Chain - Requires Physical Strength and Ranged Proficiency - 300 OM

A reinforced steel chain of around twenty-five feet in length with an attached hook, kept by Tartaros on his mag-lock belt. This chain is designed to be thrown with the off hand and to hook into or wrap around fast-moving targets, allowing the wielder to temporarily trap their mark and pull them forward, before going in for the kill with a proper attack. 

However, it is significantly more difficult to land a hit with this attack while moving than while still for the wielder, and the chain can be struggled out of, with the time taken for the target to free themselves depending on their ATK compared to the wielder's. The higher the target's ATK, the faster it is to break out. The chain can be re-summoned after around five seconds of careful concentration if broken. 

Edited slightly, also, note the italics.
I'd read and understood what you wrote in italics, I was more asking to clarify if he could possibly be firing a gun or something while tossing the chain or while keeping your foe restrained. You'd obviously be able to use a move after the chain pull was complete/while they're coming toward you, I'm wanting to know if the moves could be used at the same time. I understand what you're getting at, but I'm trying to make it crystal clear to anyone else who might see you use this in the future.
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

(06-08-2016, 09:49 PM)Mark Wrote: I'd read and understood what you wrote in italics, I was more asking to clarify if he could possibly be firing a gun or something while tossing the chain or while keeping your foe restrained. You'd obviously be able to use a move after the chain pull was complete/while they're coming toward you, I'm wanting to know if the moves could be used at the same time. I understand what you're getting at, but I'm trying to make it crystal clear to anyone else who might see you use this in the future.

Hunting Chain - Requires Physical Strength and Ranged Proficiency - 300 OM

A reinforced steel chain of around twenty-five feet in length with an attached hook, kept by Tartaros on his mag-lock belt. This chain is designed to be thrown with the off hand and to hook into or wrap around fast-moving targets, allowing the wielder to temporarily trap their mark and pull them forward, before going in for the kill with a proper attack. 

However, it is significantly more difficult to land a hit with this attack while moving than while still for the wielder, they cannot use any attacks while pulling and the chain can be struggled out of, with the time taken for the target to free themselves depending on their ATK compared to the wielder's. The higher the target's ATK, the faster it is to break out. The chain can be re-summoned after around five seconds of careful concentration if broken. 


Right, this should be better. Sorry 'bout the hassle.
Thunder Quake - 300 - (requires: Area Attack, Physical Strength)
Thor slams his Hammer into the ground, sending lightning shooting out in a 10ft circle with him at its center. The attack is meant to take out many weak enemies, but it is little more than an annoyance to most primes. Based on DEF a prime may feel little more then an uncomfortable stinging all the way to an almost debilitating shock. The lightning might stun weaker primes but the effect is minimal. The lightning last for 1 second. This move can only be used once every 5 or 10 seconds so that it can pull electricity from the air around it. After using this attack Thor's Hammer loses much of its power (both swung and thrown) until it finishes recharging. Thor cannot use this attack while moving.

(basically I want the move to take out secondaries. I would rarely if ever use it on primes because it would be basically useless. There is no charge time because I want it to be useful in only a few situations. Is that ok?)
[Image: world-without-liam-chris-hemsworth-gifs.gif]
(06-09-2016, 05:54 AM)Thor Wrote: Thunder Quake - 300 - (requires: Area Attack, Physical Strength)
Thor slams his Hammer into the ground, sending lightning shooting out in a 10ft circle with him at its center. The attack is meant to take out many weak enemies, but it is little more than an annoyance to most primes. Based on DEF a prime may feel little more then an uncomfortable stinging all the way to an almost debilitating shock. The lightning might stun weaker primes but the effect is minimal. The lightning last for 1 second. This move can only be used once every 5 or 10 seconds so that it can pull electricity from the air around it. After using this attack Thor's Hammer loses much of its power (both swung and thrown) until it finishes recharging. Thor cannot use this attack while moving.

(basically I want the move to take out secondaries. I would rarely if ever use it on primes because it would be basically useless. There is no charge time because I want it to be useful in only a few situations. Is that ok?)

Just a note: remember that secondaries aren't necessarily weaker than Primes. Many might be as powerful as a Prime, and some secondaries will be even stronger.
 [Image: Rnk00x5.gif] 
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This signature is so overloaded...
Rapid Density Increase (Requires Physical Strength) - 300
[Image: latest?cb=20160503125342]

Over a span of 0.5 seconds, Vision densifies his limbs until they are as dense as diamonds. They can remain this dense for 1 second at a time. He then swings at a target, doing more damage than he would with his regular limbs, but moving much more slowly. He is also heavier when his fists are this dense, so he moves slower, and cannot fly. He may use other Moves while using this one, but since it requires a decent amount of concentration to maintain, Vision will have difficulty aiming his other moves. While there is no cooldown, repeated use will tire Vision out.

Better? Also, is the Super Move approved?
[Image: 2e90d321b01d5016a4116390e9d88ebd.jpg]
[Image: ytLTikp.png?1]
01001101 01100001 01100100 01100101
01111001 01101111 01110101
01101100 01101111 01101111 01101011
Thunder Quake - 300 - (requires: Area Attack, Physical Strength)
Thor slams his Hammer into the ground, sending lightning shooting out in a 10ft circle with him at its center. The attack is meant to take out many weak enemies, but it is little more than an annoyance to most primes. Based on DEF a prime may feel little more then an uncomfortable stinging all the way to an almost debilitating shock. The lightning might stun weaker primes but the effect is minimal. The lightning last for 1 second. This move can only be used once every 5 or 10 seconds so that it can pull electricity from the air around it. After using this attack Thor's Hammer loses much of its power (both swung and thrown) until it finishes recharging. Thor cannot use this attack while moving.

(basically I want the move to take out cannon fodder secondaries, like stormtroopers or Volvagia's dragon spawned brood. Obviously if a couple space marines or some elder drakes show up I would give them each some one on one attention. I would rarely if ever use it on primes or enemies even close to the strength of because it would be basically useless. There is no charge time because I want it to be useful in only a few situations. How can I set it up so that it does that and can be approved?)
[Image: world-without-liam-chris-hemsworth-gifs.gif]
(06-09-2016, 05:24 AM)Tartaros Wrote:
(06-08-2016, 09:49 PM)Mark Wrote: I'd read and understood what you wrote in italics, I was more asking to clarify if he could possibly be firing a gun or something while tossing the chain or while keeping your foe restrained. You'd obviously be able to use a move after the chain pull was complete/while they're coming toward you, I'm wanting to know if the moves could be used at the same time. I understand what you're getting at, but I'm trying to make it crystal clear to anyone else who might see you use this in the future.

Hunting Chain - Requires Physical Strength and Ranged Proficiency - 300 OM

A reinforced steel chain of around twenty-five feet in length with an attached hook, kept by Tartaros on his mag-lock belt. This chain is designed to be thrown with the off hand and to hook into or wrap around fast-moving targets, allowing the wielder to temporarily trap their mark and pull them forward, before going in for the kill with a proper attack. 

However, it is significantly more difficult to land a hit with this attack while moving than while still for the wielder, they cannot use any attacks while pulling and the chain can be struggled out of, with the time taken for the target to free themselves depending on their ATK compared to the wielder's. The higher the target's ATK, the faster it is to break out. The chain can be re-summoned after around five seconds of careful concentration if broken. 


Right, this should be better. Sorry 'bout the hassle.

No problem! Thank you for your patience. You're approved.

(06-09-2016, 06:35 AM)The Vision Wrote: Rapid Density Increase (Requires Physical Strength) - 300
[Image: latest?cb=20160503125342]

Over a span of 0.5 seconds, Vision densifies his limbs until they are as dense as diamonds. They can remain this dense for 1 second at a time. He then swings at a target, doing more damage than he would with his regular limbs, but moving much more slowly. He is also heavier when his fists are this dense, so he moves slower, and cannot fly. He may use other Moves while using this one, but since it requires a decent amount of concentration to maintain, Vision will have difficulty aiming his other moves. While there is no cooldown, repeated use will tire Vision out.

Better? Also, is the Super Move approved?

Looks good, it's approved. The Super is also approved once you make the edits/changes I noted.

(06-09-2016, 07:48 AM)Thor Wrote: Thunder Quake - 300 - (requires: Area Attack, Physical Strength)
Thor slams his Hammer into the ground, sending lightning shooting out in a 10ft circle with him at its center. The attack is meant to take out many weak enemies, but it is little more than an annoyance to most primes. Based on DEF a prime may feel little more then an uncomfortable stinging all the way to an almost debilitating shock. The lightning might stun weaker primes but the effect is minimal. The lightning last for 1 second. This move can only be used once every 5 or 10 seconds so that it can pull electricity from the air around it. After using this attack Thor's Hammer loses much of its power (both swung and thrown) until it finishes recharging. Thor cannot use this attack while moving.

(basically I want the move to take out cannon fodder secondaries, like stormtroopers or Volvagia's dragon spawned brood. Obviously if a couple space marines or some elder drakes show up I would give them each some one on one attention. I would rarely if ever use it on primes or enemies even close to the strength of because it would be basically useless. There is no charge time because I want it to be useful in only a few situations. How can I set it up so that it does that and can be approved?)

If you're only planning on using this to kill off weak secondaries like faceless thugs in story events (i.e. non-competitive, non-graded stuff) and never player-controlled Primes, I'd say you wouldn't even need a move; it can just be a flashy hammer slam. Just remember that like Amaterasu said above, you can't blanket every secondary as a weakling. Those summoned by stronger primes (like Palpatine, Aragorn, etc.) would be stronger than most Primes by virtue of having a strong summoner. Even Stormtroopers (despite how most people play them) wouldn't be decimated by the attack, probably just knocked down or stunned depending on how many are in the AoE.
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

Alright, thanks!
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Scarlet Sign "Red the Nightless Castle" - 300 OM (Required Prof: Area of Effect) Visual (0:21-0:25)
When Remilia casts this spell cards, she begins to raise above the ground with her arms spread out parallel to the ground until she's reached about 6 feet about the ground. This leaves a second before a pillar of red energy expands out from her in a 5 foot radius around her in a 20 foot tall cylinder. Those caught in the attack are raised higher into the pillar, taking constant damage as the red magic engulfs them. At about 15 feet height four beams shoot out and extends the distance to radius of 15 feet, giving the attack its distinctive cross shape. As a spell card, Remilia needs to regain energy before she can use it again, either by fighting or with a ten second rest.

Destiny "Miserable Fate" - 300 OM (Required Prof: Ranged Attack, Homing) Visual (0:34-46)
Remilia casting this spell card all but guarantees victory. Three chains of red magic fire out form her hand and chase after their target, doing only a bit of damage with each hit but can easily chip the enemy down if they all hit. However, the wide turning of the chains mean that they are ineffective at short range and extremely fast or nimble enemies can avoid them long enough before they dissipate a few seconds later. As a spell card, Remilia needs to regain energy before she can use it again, either by fighting or with a ten second rest.
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Claymore - Physical Strength - 300 OM

A two handed sword nearly one and a half meters in length. Slightly emphasizes power over speed, and can be one handed in a pinch. The weapon is summoned by Makoto from an immaterial plane of thought, and can be dismissed to and retrieved from that plane at a moment's notice.


Zio - Ranged Proficiency - 300 OM

Makoto focuses his will to create a lightning bolt in his hand, when thrown it travels faster than conventional arrows and delivers a nasty shock to opponents. Has a casting time of three seconds, and is extremely accurate only to the forty meter mark, becoming unreliable at longer distances.


Dia - Healing - 300 OM

A simple recovery spell that can only heal one target at a time. Makoto focuses his mind for three seconds before enveloping himself or one ally with a wave of healing light that patches up minor injuries, and momentarily dulls the feelings of pain and fatigue.

I'm not sure if asking this is necessary or not but I'm doing it anyway just to be sure, I'd like to rewrite one of my moves from:

Omnipotent Orb - Tier 1 Super Defensive Move

A magical orb of infinite power, given to him by Elizabeth after battling and defeating her at the top level of the Monad Block, itself the most dangerous block of Tartarus. In his world, the Omnipotent Orb would nullify all physical, magical and elemental damage inflicted on him, with the only exception being damage that's divine in origin. Upon his entrance to the Omniverse however, Omni saw fit to severely limit its effectiveness. Now while it still retains its ability to nullify damage, it currently only possesses one "charge" to be used in battle, giving the user a second or two of unconditional invincibility, effectively blocking one attack of comparable power (Tier 1 Attack). While it's in use, Makoto's body is enveloped by a faint purple aura. Magical and elemental attacks disperse harmlessly upon coming in contact with this envelope, while physical ones lose all momentum and stop suddenly.

To:

Invulnerability - Tier 1 Super Defensive Move

A magical effect granted by an extremely powerful magical artifact. When activated, a purple fog surrounds the user and either nullifies any and all attacks targeting them for a period of two seconds, or serves to cancel one Super Move of the same Tier.

The effect of the move is still the same, but the description makes me less inclined to gouge out my eyes with a rusty spoon. May I?


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