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Official Move Approval IV
(06-16-2016, 04:40 PM)Makoto Yuki Wrote:
Quote:Zio - Ranged Proficiency - 300 OM

A simple offensive spell that creates a lightning bolt in the caster's grasping hand, measuring two meters in length and three centimeters in diameter. The bolt travels as quickly as an arrow and delivers a powerful shock, but is incapable of stunning. Has a casting time of two seconds. If the caster's focus is broken by a direct hit the casting is broken and must be started anew, significantly weak hits won't achieve this effect. The mental effort required stops the caster from simultaneously casting other spells, but otherwise leaves them free to move around. Is incredibly accurate up to 15 meters, becoming unreliable and gradually fizzling out until it dissappears completely at 20 meters. Casting the spell once is mildly strenuous, and extensive use can lead to extreme fatigue.


Dia - Healing, Ranged Proficiency, Homing Proficiency - 300 OM

A simple single target recovery spell that envelopes its target in a healing light, patching up minor injuries and momentarily dulling the feelings of pain and fatigue. The closer a target is, the less the effort needed to heal them, to a maximum range of forty meters. Can be applied to both moving and stationary targets. Has a charging time of three seconds, after which the target is healed instantly, The caster can move around while charging the spell, but not activate other spells. If the caster's focus is broken by a direct hit the casting is broken and must be started anew, significantly weak hits won't achieve this effect. The energy requirement is such that repeated castings can cause extreme exhaustion, but is tolerable when used sparingly.


I added the bit about significantly weak hits not interrupting because I didn't want it to abruptly stop everytime a piece of rubble grazed his leg or something like that. >_> I do have Survival, if that's going to help with shrugging off attacks.

Very good. Carry on, enjoy your moves.
If you see me around and you got questions, just give a shout. I'm happy to assist.

Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
Scrapping Palm Blast in favor of rewriting it from the ground up.
bringing new items into consideration for the angry little formerly crippled time-child :frog:


Replay the Crash -- Tier 2 Super Attack -- 800 OM (Requires: Ranged Proficiency, Area Attack Proficiency)

During his time in the colosseum, Adam had the...chance to bring a TIE fighter crashing down upon his opponent. It was certainly a spectacle. And it was effective, alright. And he has time powers, to replay it. It takes him a moment, but when he needs to, he can spend about six seconds focusing, building up a dim red aura of timey-wimey distortion around himself, before promptly letting it go all at once. And a flaming hunk of vaguely TIE fighter-shaped wreckage plummets out of the sky toward his target, moving at quite the speed as it blazes a fiery trail of 'FUCK YOU IN PARTICULAR' across the sky, impacting with a deafening crash and a rather sizable -- about fifteen meters in diameter, to be specific -- explosion of electric-y and fiery death. All while Adam stares at the pretty fireworks. Pretty tiring to do, and it leaves him a bit on the exhausted side of things afterward, but nothing he can't manage once or twice in a pinch.


Temporal Flicker -- 300 OM (Requires: Burst Movement, Time Manipulation, Suppression)

With no small amount of effort and a rather large amount of energy expended on it, Adam can briefly stop time -- only for about a second or two -- and use every ounce of speed he's got to hop to somewhere not where he currently is. To the untrained eye, it might look like teleportation. But for the wary, and those who are observant enough, they just might spot it for what it is. He can't pull it out on a dime, it takes a moment to focus on it, and doing it in rapid succession is even worse than just using regular burst movement repeatedly. But in an emergency, it can still be pretty dang helpful. He can only cover about ten or so meters in his very brief window of stopped time, and even that's pushing it to the limit of what he can manage with such a quick prep period.


CLOCK -- 300 OM (Requires: Physical Strength, Debuff Proficiency, Time Manipulation)

Taking a moment to 'rev up', Adam charges one fist with a bright red aura, over about three seconds. After that, he can hold said charge for about ten seconds before it dissipates. During that time his primary goal becomes to clock his opponent upside the head. And literally punch them into a very bad place -- temporally speaking. Those struck by the blow will have their perception of time thrown completely out of whack, seeing things move in slow-motion, or vastly sped up, having their own movements seem to lag or jerk ahead of their own perception of 'when' they're going to do something. It makes it extremely difficult to fight properly, but the effects only last about ten seconds before wearing off. It should be noted, a hard enough blow while he's readying the attack to begin with, or while he's 'carrying' it can cause him to lose his focus and discharge it harmlessly. And it isn't all that....energy-efficient, either. Definitely not something to use too frequently.
[Image: kUpgBYg.gif]
(06-17-2016, 07:17 PM)Adam Gaite Wrote: bringing new items into consideration for the angry little formerly crippled time-child :frog:


Replay the Crash -- Tier 2 Super Attack -- 800 OM (Requires: Ranged Proficiency, Area Attack Proficiency)

During his time in the colosseum, Adam had the...chance to bring a TIE fighter crashing down upon his opponent. It was certainly a spectacle. And it was effective, alright. And he has time powers, to replay it. It takes him a moment, but when he needs to, he can spend about six seconds focusing, building up a dim red aura of timey-wimey distortion around himself, before promptly letting it go all at once. And a flaming hunk of vaguely TIE fighter-shaped wreckage plummets out of the sky toward his target, moving at quite the speed as it blazes a fiery trail of 'FUCK YOU IN PARTICULAR' across the sky, impacting with a deafening crash and a rather sizable -- about fifteen meters in diameter, to be specific -- explosion of electric-y and fiery death. All while Adam stares at the pretty fireworks. Pretty tiring to do, and it leaves him a bit on the exhausted side of things afterward, but nothing he can't manage once or twice in a pinch.


Temporal Flicker -- 300 OM (Requires: Burst Movement, Time Manipulation, Suppression)

With no small amount of effort and a rather large amount of energy expended on it, Adam can briefly stop time -- only for about a second or two -- and use every ounce of speed he's got to hop to somewhere not where he currently is. To the untrained eye, it might look like teleportation. But for the wary, and those who are observant enough, they just might spot it for what it is. He can't pull it out on a dime, it takes a moment to focus on it, and doing it in rapid succession is even worse than just using regular burst movement repeatedly. But in an emergency, it can still be pretty dang helpful. He can only cover about ten or so meters in his very brief window of stopped time, and even that's pushing it to the limit of what he can manage with such a quick prep period.


CLOCK -- 300 OM (Requires: Physical Strength, Debuff Proficiency, Time Manipulation)

Taking a moment to 'rev up', Adam charges one fist with a bright red aura, over about three seconds. After that, he can hold said charge for about ten seconds before it dissipates. During that time his primary goal becomes to clock his opponent upside the head. And literally punch them into a very bad place -- temporally speaking. Those struck by the blow will have their perception of time thrown completely out of whack, seeing things move in slow-motion, or vastly sped up, having their own movements seem to lag or jerk ahead of their own perception of 'when' they're going to do something. It makes it extremely difficult to fight properly, but the effects only last about ten seconds before wearing off. It should be noted, a hard enough blow while he's readying the attack to begin with, or while he's 'carrying' it can cause him to lose his focus and discharge it harmlessly. And it isn't all that....energy-efficient, either. Definitely not something to use too frequently.

Replay the Crash: How fast does the TIE fight piece fall (like, the standard 9.8 m/s, or faster?) Does this require timelad to stand still and concentrate? How far away from him can he summon the time distortion? Also, this'd I think more require Ranged Materialize Prof. Than regular Ranged since you're dropping it on their head rather than summoning it to you and throwing it. You have both profs anyway so it's not a thing, but yeah.

Temporal Flicker: Can this be used with other moves?

Clock: Does the punch do any more damage than a regular punch or is the debuff the main point of the move? Can this be charged while moving? Can this be used with other moves?
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

(06-20-2016, 07:53 PM)Mark Wrote:
(06-17-2016, 07:17 PM)Adam Gaite Wrote: bringing new items into consideration for the angry little formerly crippled time-child :frog:


Replay the Crash -- Tier 2 Super Attack -- 800 OM (Requires: Ranged Proficiency, Area Attack Proficiency)

During his time in the colosseum, Adam had the...chance to bring a TIE fighter crashing down upon his opponent. It was certainly a spectacle. And it was effective, alright. And he has time powers, to replay it. It takes him a moment, but when he needs to, he can spend about six seconds focusing, building up a dim red aura of timey-wimey distortion around himself, before promptly letting it go all at once. And a flaming hunk of vaguely TIE fighter-shaped wreckage plummets out of the sky toward his target, moving at quite the speed as it blazes a fiery trail of 'FUCK YOU IN PARTICULAR' across the sky, impacting with a deafening crash and a rather sizable -- about fifteen meters in diameter, to be specific -- explosion of electric-y and fiery death. All while Adam stares at the pretty fireworks. Pretty tiring to do, and it leaves him a bit on the exhausted side of things afterward, but nothing he can't manage once or twice in a pinch.


Temporal Flicker -- 300 OM (Requires: Burst Movement, Time Manipulation, Suppression)

With no small amount of effort and a rather large amount of energy expended on it, Adam can briefly stop time -- only for about a second or two -- and use every ounce of speed he's got to hop to somewhere not where he currently is. To the untrained eye, it might look like teleportation. But for the wary, and those who are observant enough, they just might spot it for what it is. He can't pull it out on a dime, it takes a moment to focus on it, and doing it in rapid succession is even worse than just using regular burst movement repeatedly. But in an emergency, it can still be pretty dang helpful. He can only cover about ten or so meters in his very brief window of stopped time, and even that's pushing it to the limit of what he can manage with such a quick prep period.


CLOCK -- 300 OM (Requires: Physical Strength, Debuff Proficiency, Time Manipulation)

Taking a moment to 'rev up', Adam charges one fist with a bright red aura, over about three seconds. After that, he can hold said charge for about ten seconds before it dissipates. During that time his primary goal becomes to clock his opponent upside the head. And literally punch them into a very bad place -- temporally speaking. Those struck by the blow will have their perception of time thrown completely out of whack, seeing things move in slow-motion, or vastly sped up, having their own movements seem to lag or jerk ahead of their own perception of 'when' they're going to do something. It makes it extremely difficult to fight properly, but the effects only last about ten seconds before wearing off. It should be noted, a hard enough blow while he's readying the attack to begin with, or while he's 'carrying' it can cause him to lose his focus and discharge it harmlessly. And it isn't all that....energy-efficient, either. Definitely not something to use too frequently.

Replay the Crash: How fast does the TIE fight piece fall (like, the standard 9.8 m/s, or faster?) Does this require timelad to stand still and concentrate? How far away from him can he summon the time distortion? Also, this'd I think more require Ranged Materialize Prof. Than regular Ranged since you're dropping it on their head rather than summoning it to you and throwing it. You have both profs anyway so it's not a thing, but yeah.

Temporal Flicker: Can this be used with other moves?

Clock: Does the punch do any more damage than a regular punch or is the debuff the main point of the move? Can this be charged while moving? Can this be used with other moves?

Replay the Crash -- Tier 2 Super Attack -- 800 OM (Requires: Ranged Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency)

During his time in the colosseum, Adam had the...chance to bring a TIE fighter crashing down upon his opponent. It was certainly a spectacle. And it was effective, alright. And he has time powers, to replay it. It takes him a moment, but when he needs to, he can spend about six seconds of standing still and focusing, building up a dim red aura of timey-wimey distortion around himself, before promptly letting it go all at once. And a flaming hunk of vaguely TIE fighter-shaped wreckage plummets out of the sky toward his target, moving at quite the speed as it blazes a fiery trail of 'FUCK YOU IN PARTICULAR' across the sky, impacting with a deafening crash and a rather sizable -- about fifteen meters in diameter, to be specific -- explosion of electric-y and fiery death. All while Adam stares at the pretty fireworks. Pretty tiring to do, and it leaves him a bit on the exhausted side of things afterward, but nothing he can't manage once or twice in a pinch. The TIE fighter always originates directly above Adam himself, about thirty meters overhead, and sails along its blundering, tumbling arc toward its target at more or less the speed of an arrow in flight.

Temporal Flicker: Only useable by itself.

CLOCK -- 300 OM (Requires: Physical Strength, Debuff Proficiency, Time Manipulation)

Taking a moment to 'rev up', Adam charges one fist with a bright red aura, over about three seconds, during which he must either stay still or only move very slowly so as to keep up his focus. After that, he can hold said charge for about ten seconds before it dissipates. During that time his primary goal becomes to clock his opponent upside the head. And literally punch them into a very bad place -- temporally speaking. Those struck by the blow will have their perception of time thrown completely out of whack, seeing things move in slow-motion, or vastly sped up, having their own movements seem to lag or jerk ahead of their own perception of 'when' they're going to do something. It makes it extremely difficult to fight properly, but the effects only last about ten seconds before wearing off. It should be noted, a hard enough blow while he's readying the attack to begin with, or while he's 'carrying' it can cause him to lose his focus and discharge it harmlessly. And it isn't all that....energy-efficient, either. Definitely not something to use too frequently. On top of all that, while the effects are active, he cannot make use of any of his other moves which require time manipulation.
[Image: kUpgBYg.gif]
All approved. Also I just realized that for some reason I initially read Replay the Crash as the timey wimey warp appearing over the opponent rather than around Adam, so part of my questioning really doesn't make any sense in hindsight. :froggonk:
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

(06-14-2016, 10:40 AM)Mark Wrote:
(06-09-2016, 09:07 PM)Remilia Scarlet Wrote: 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.

Scarlet Sign:
  • How damaging is this roughly?
  • Does this have a charge/cast time, or is it instant as soon as she decides to use it?
  • Does this require concentration to maintain?
  • Can this be used in motion?
  • How long does this last?
  • Can this be used with other moves?
  • Is there any 'long-term' drain on energy beyond the cooldown?

Miserable Fate:
  • Can you describe the size of the chains? It's hard to tell scale in the chibi-esque art style. Also, is this single-target? The animation has them flying around all over the place, so just wondering on that.
  • Is there a charge/cast time?
  • What's the travel speed?
  • What's the effective range?
  • Can this be while Remilia is moving?
  • Can this be used with other moves?
  • Is there any 'long-term' drain on energy/stamina beyond the cooldown?

Scarlet Sign: 
*Like getting lit on fire
*Between casting of the spell card and moving up into the air, i'd say there's about a 2 second casting time
*No, but she can't do anything else while using it.
*She can't move it after the energy comes out
*5 seconds, or until Remi dismisses it
*No
*No
So it would be rewritten as:
Quote:Scarlet Sign "Red the Nightless Castle" - 300 OM (Required Prof: Area of Effect) Visual (0:21-0:25)

Remilia focuses her energy to cast this spell cards to ignite the night and her enemies in red. After two seconds 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. 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. Those caught in the attack are raised higher into the pillar, constantly taking damage like they have been trapped in a fire as the red magic engulfs them. This lasts to up to five second, in which Remilia holds in place until the spell ends. As a spell card, Remilia needs to regain energy before she can use it again, either by fighting or with a ten second rest.

Miserable Fate:
*The chains seems to be a foot wide by about 15 feet long (although only the point at the front will do damage). They are single target, the spread out nature is more to ensure that at least one chain hits the target
*1 second to cast this spell card
*Based on some napkin calculations, roughly 30 MPH
*The effective range is 200 feet before the chains peter out (although like point out before, at close range they're less likely to hit as well). This isn't based on the video but rather on more traditional danmaku/dogfighting distances.
*Remilia can move while using this spell, as they are independant of her will
*No other spell cards, but she can do other moves/attacks/generic danmaku
*No

Revised Miserable Fate:
Quote:Destiny "Miserable Fate" - 300 OM (Required Prof: Ranged Attack, Homing) Visual (0:34-46)

Remilia casting this spell card all but guarantees victory. After a second to cast the spell, three chains of 15 feet length by a foot wide made of red magic fire out form her hand and chase after their target at 30 mph, 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 or even out run them as after they've traveled 200 feet. They have some ability to move through objects and dodge attacks, but can be blocked by shields and large objects. Once the spell is cast, Remilia can move on her own and act, including attacking, so long as it's not casting another spellcard.  As a spell card, Remilia needs to regain energy before she can use it again, either by fighting or with a ten second rest.
[Image: XC51JWE.png]
Details look good, but you'll need some kind of stamina/mana/magic drain on these. Not sure how it works in your canon but maybe she only has a certain number of cards or something? There just needs to be something to prevent spamming the move repeatedly with no loss in damage ability (not that you would, but someone else mimicking the move might try to or something).
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

A limited amount of spell cards is how they're balanced out in Touhou. I wasn't sure how that would translate into the Omniverse, especially since there isn't an except for generic danmaku in the ranged proficiency like how there's one for generic melee in the strength prof
[Image: XC51JWE.png]
God’s Resolution 
-
This move is for an upcoming alternative character of mine, I'm getting it approved pre-emptively.
Possible fluff: Whenever she uses it, there may be an ominous latin chorus chanting in the background.

Move OM Cost: 1500
Required Proficiencies: Ranged (1000), Homing (600), Debuff (1000), Buff (400)
Required Powers: Telepathy (1500), Teleportation (1500)
Total cost: 7500

Jeanne d’Arc’s six command seals.
Unlike normal servants, because of belonging into the Ruler-class, Jeanne is granted command seals. She is granted two per each servant participating in the Holy Grail War. (In Omniverse, this means six Command Seals; Arturia Pendragon, Gilgamesh, Mordred Pendragon).
This is only used to determine the amount of Command Seals Jeanne will have, and she will never have more than 6. The Command Spells work against all player characters.


These six command seals can each be used only once, and each represents a single given command. A single command cannot affect multiple targets, unless a command seal is spent for each affected party. This means that giving Command Seal infused command to two people, would require her to spend two command seals.
No matter how many command seals Jeanne has at her disposal at any time, she may only expend one on each target, per combat situation. If she encounters these opponents later again, she may use a command seal on them again.

When all six seals have been spent, Jeanne must offer her prayers to her Gods, whilst situated at the Nexus fountain to regain them.

To use a Command Seal, Jeanne must voice her command verbally. It takes five seconds from the moment the command is spoken to take effect. Using a command spell takes its toll on Jeanne, and she cannot use them recklessly. While casting a command spell, Jeanne’s movement is reduced down to walking, and if she cannot speak the command fully, it will not activate.
The target does not necessarily have to hear her command, but has to be within twenty meters of Jeanne. If the target is beyond twenty meters, even if they hear her, the command seal won’t activate.

In a combat situation, Jeanne can use up to three command seals at most, before her energy is spent, and she will have to rest.
The duration of the command given is fifteen seconds, after which the target may do as they wish.

The Command Seals can be used to issue commands to aid, or hinder those around her.
There are two types of commands she can issue; Enforceable ones, and Roleplay fluff ones. The Enforceable ones are listed below, and the rest fall into roleplaying fodder and fluff.

The enforceable commands cannot be disobeyed, unless the targets TEC is equal or higher than Jeanne’s.
The non-enforceable roleplaying fodder/fluff ones, can be disobeyed as the target wishes, and in general are pre-emptively agreed on amongst all the writers in question, before being issued.


Combat Orders (Enforceable) - Based on TEC comparison.

Stand down / Lower your weapons / Baissez vos armes 
  • The opponent is still allowed to dodge and block attacks, but will be unable to mount any kind of offence.
  • The target is forced to lower their weapon or halt their attack and stand down.
Attack / Charge / Attaque!
  • The target is forced to attack a given target.
  • May also be used to increase the damage dealt by an ally.
Stop / Halt / Stop / Halte
  • The target is forced to stop, this command refers to movement rather than attacks.
  • This doesn’t stop the target from attacking or defending, it simply forces them to stand in place.
Disarm / ”Don’t use it” / “Stop this” / “Desarmez-vous” 
  • Different from stand down; Opponent will be forced to drop their weapon rather than just lowering it.
  • Nothing stops the opponent from picking up the weapon, or even changing weapons.
  • Opponent may even decide to bail from the situation
  • All in all, what comes after dropping the weapon, is up to the opponent.
  • If a disarmed weapon has multiple modes, the user can swap to another mode, but it will take an equal amount of time, that swapping to another weapon would. For example, when taking another weapon from a holster.
Appear / Disappear / “Venez ici/disparaissez!”
  • The target is teleported from their location, to another decided by Jeanne.
  • All the regular restrictions of Teleport apply.
  • Distance moved is based on Jeanne’s teleport level.

Fluff Orders (Non-enforceable) - Fluff
These orders must be agreed on between the writers in advance and they include all orders that are not covered above. 
These orders are generally meant for non-PVP situations, of the story-focused PVE-kind.
Broader orders are less effective than specific orders. If there is a big difference in power (tipping towards Jeanne) even broad orders can be forced to be obeyed (in character).
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!

So in light of the previous problem with my moves and the lack of a serious drain of the moves, I'm going to throw this in as a sort of "meta rules" for the spell cards to prevent said spamming (and so I don't have to write this for every single spell card)

Spell Cards
A powerful set of magical artifacts created in Gensokyo as a means to facilitate a fair battle between youkai and humans, they are intricately crafted cards that function similarly to magical scrolls in other universes, but rather than a simple spell made for the convenience of weaker wizards these spell cards are highly personalized and are meant to showcase the beauty and cleverness of the user as much as their strength. They hold a charge of their own, allowing the user to tap into only a little of their own magical wellspring before they explode into technicolor projectiles.

However, despite no longer being inside the land of illusions, the rules of the magic contract that binds these cards seem to still apply. Meant to allow humans to be able to defeat the more powerful youkai, Remilia is limited to the amount of spell cards she can use in a fight equal to her level+half of her Tech stat, not counting special moves, after which they will regain their natural charge after an hour of rest (along with any restrictions the cards themselves have). She must announce and show the spell card before she can cast them, and must wait until the cooldown of the previous spell card is done before she can use another one (if there is one).
[Image: XC51JWE.png]
Does Special Moves mean Super Moves?
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

Yes (I'm an idiot)
[Image: XC51JWE.png]
That sounds fine to me. 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

(06-23-2016, 02:30 PM)Arturia Pendragon Wrote:
God’s Resolution 
-
This move is for an upcoming alternative character of mine, I'm getting it approved pre-emptively.
Possible fluff: Whenever she uses it, there may be an ominous latin chorus chanting in the background.

Move OM Cost: 1500
Required Proficiencies: Ranged (1000), Homing (600), Debuff (1000), Buff (400)
Required Powers: Telepathy (1500), Teleportation (1500)
Total cost: 7500

Jeanne d’Arc’s six command seals.
Unlike normal servants, because of belonging into the Ruler-class, Jeanne is granted command seals. She is granted two per each servant participating in the Holy Grail War. (In Omniverse, this means six Command Seals; Arturia Pendragon, Gilgamesh, Mordred Pendragon).
This is only used to determine the amount of Command Seals Jeanne will have, and she will never have more than 6. The Command Spells work against all player characters.


These six command seals can each be used only once, and each represents a single given command. A single command cannot affect multiple targets, unless a command seal is spent for each affected party. This means that giving Command Seal infused command to two people, would require her to spend two command seals.
No matter how many command seals Jeanne has at her disposal at any time, she may only expend one on each target, per combat situation. If she encounters these opponents later again, she may use a command seal on them again.

When all six seals have been spent, Jeanne must offer her prayers to her Gods, whilst situated at the Nexus fountain to regain them.

To use a Command Seal, Jeanne must voice her command verbally. It takes five seconds from the moment the command is spoken to take effect. Using a command spell takes its toll on Jeanne, and she cannot use them recklessly. While casting a command spell, Jeanne’s movement is reduced down to walking, and if she cannot speak the command fully, it will not activate.
The target does not necessarily have to hear her command, but has to be within twenty meters of Jeanne. If the target is beyond twenty meters, even if they hear her, the command seal won’t activate.

In a combat situation, Jeanne can use up to three command seals at most, before her energy is spent, and she will have to rest.
The duration of the command given is fifteen seconds, after which the target may do as they wish.

The Command Seals can be used to issue commands to aid, or hinder those around her.
There are two types of commands she can issue; Enforceable ones, and Roleplay fluff ones. The Enforceable ones are listed below, and the rest fall into roleplaying fodder and fluff.

The enforceable commands cannot be disobeyed, unless the targets TEC is equal or higher than Jeanne’s.
The non-enforceable roleplaying fodder/fluff ones, can be disobeyed as the target wishes, and in general are pre-emptively agreed on amongst all the writers in question, before being issued.


Combat Orders (Enforceable) - Based on TEC comparison.

Stand down / Lower your weapons / Baissez vos armes 
  • The opponent is still allowed to dodge and block attacks, but will be unable to mount any kind of offence.
  • The target is forced to lower their weapon or halt their attack and stand down.
Attack / Charge / Attaque!
  • The target is forced to attack a given target.
  • May also be used to increase the damage dealt by an ally.
Stop / Halt / Stop / Halte
  • The target is forced to stop, this command refers to movement rather than attacks.
  • This doesn’t stop the target from attacking or defending, it simply forces them to stand in place.
Disarm / ”Don’t use it” / “Stop this” / “Desarmez-vous” 
  • Different from stand down; Opponent will be forced to drop their weapon rather than just lowering it.
  • Nothing stops the opponent from picking up the weapon, or even changing weapons.
  • Opponent may even decide to bail from the situation
  • All in all, what comes after dropping the weapon, is up to the opponent.
  • If a disarmed weapon has multiple modes, the user can swap to another mode, but it will take an equal amount of time, that swapping to another weapon would. For example, when taking another weapon from a holster.
Appear / Disappear / “Venez ici/disparaissez!”
  • The target is teleported from their location, to another decided by Jeanne.
  • All the regular restrictions of Teleport apply.
  • Distance moved is based on Jeanne’s teleport level.

Fluff Orders (Non-enforceable) - Fluff
These orders must be agreed on between the writers in advance and they include all orders that are not covered above. 
These orders are generally meant for non-PVP situations, of the story-focused PVE-kind.
Broader orders are less effective than specific orders. If there is a big difference in power (tipping towards Jeanne) even broad orders can be forced to be obeyed (in character).

There's no point in a staff member taking the time to work through/approve a move that may or may not even come into play. If you want the move approved, please put it in the joining application of the character you wish to switch to.
Putting this previously bought move here for frame of reference:

[spoiler]
Quote:Geometry Defense - Tier 1 Defensive Super Move (600 OM) Malleability, Shapeshifting, Hive Mind, Disassemble, Master Acrobat

Guu shifts her form into shapes that perfectly dodges the oncoming attack. No matter the shape or size of the attack, she can morph in a way that could dodge it. The more silly the shape, the better. This can be used to dodge super moves.
[/spoiler]


Trigonomotry Defense - Tier 2 Defensive Super Move (800 OM) Malleability, Shapeshifting, Hive Mind, Disassemble, Master Acrobat, Flight, Super Speed, Burst Movement, Foresight, Geometry Defense

This move functions very much like Geometry Defense, except a vision from her Foresight allows her more reaction time towards a super move. The extra time allows her to dodge out of the way with her movement powers as well as defensively change her shape.
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(06-01-2016, 01:52 PM)Mark Wrote:
(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?
Pulse- yeah, he just needs one free hand to do it, but its best the more static he is, as movement and attacks will easily be thrown off balance with pulse.
Shock- gonna rewrite with all info
Cybernetic shock(600 debuff)- Demetri can add an electric shock to his chains that can stun an opponent. This is best used when he has either successfully wrapped his chains around an enemy, or if an enemy has managed to grab one of his chains. It takes about a second to charge and stuns the opponent for a second after, however, this move damages the chains, forcing them to retract for repairs and release an enemy,or if an enemy releases it after being jolted. Demetri can choose instead to hold the shock if he wishes, but it costs quite a bit of energy to do, and forces him to remain stationary. The charge can last up to ten seconds, but the large drain in energy will destroy the chains after the ten seconds(meaning a full 10 second recharge on chain abilities), leave Demetri winded, and even cause of bit of backlash damage from the electricity being discharged. Using it this way stuill causes only a single second stun, as it has only changed the amount of damage they have recieved.
chainsaw, im gonna go with two and a half feet
All warfare is based on deception.
[Image: YhlX1uk.gif]  [Image: biuvYus.gif]  [Image: 291ztlc.png]  [Image: NGVMDdY.gif] [Image: VKKZgMO.gif]
(06-25-2016, 11:52 PM)Guu Wrote: Putting this previously bought move here for frame of reference:

[spoiler]
Quote:Geometry Defense - Tier 1 Defensive Super Move (600 OM) Malleability, Shapeshifting, Hive Mind, Disassemble, Master Acrobat

Guu shifts her form into shapes that perfectly dodges the oncoming attack. No matter the shape or size of the attack, she can morph in a way that could dodge it. The more silly the shape, the better. This can be used to dodge super moves.
[/spoiler]


Trigonomotry Defense - Tier 2 Defensive Super Move (800 OM) Malleability, Shapeshifting, Hive Mind, Disassemble, Master Acrobat, Flight, Super Speed, Burst Movement, Foresight, Geometry Defense

This move functions very much like Geometry Defense, except a vision from her Foresight allows her more reaction time towards a super move. The extra time allows her to dodge out of the way with her movement powers as well as defensively change her shape.

Approved
(06-29-2016, 11:20 PM)Demetri Malius Wrote: Pulse- yeah, he just needs one free hand to do it, but its best the more static he is, as movement and attacks will easily be thrown off balance with pulse.
Shock- gonna rewrite with all info
Cybernetic shock(600 debuff)- Demetri can add an electric shock to his chains that can stun an opponent. This is best used when he has either successfully wrapped his chains around an enemy, or if an enemy has managed to grab one of his chains. It takes about a second to charge and stuns the opponent for a second after, however, this move damages the chains, forcing them to retract for repairs and release an enemy,or if an enemy releases it after being jolted. Demetri can choose instead to hold the shock if he wishes, but it costs quite a bit of energy to do, and forces him to remain stationary. The charge can last up to ten seconds, but the large drain in energy will destroy the chains after the ten seconds(meaning a full 10 second recharge on chain abilities), leave Demetri winded, and even cause of bit of backlash damage from the electricity being discharged. Using it this way stuill causes only a single second stun, as it has only changed the amount of damage they have recieved.
chainsaw, im gonna go with two and a half feet

All 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

A Wash of Rose Petals (Requires Physical Proficiency, Area Shield Proficiency, Advanced Telekinesis, Basic Enhanced Senses, Time Manipulation) - 300 OM

Nealaphh swiftly envelopes its body in a thin barrier of telekinetic force and takes a defensive stance, focusing on all motion and thought taking place around him. It takes about two seconds for Nealaphh to prepare this stance, but once active, is able to deflect most if not all basic (unnamed) melee attacks targeted towards him by swatting the blows away with his shielded limbs. Since he has a full circle of awareness, he can reflexively block attacks even coming from behind him. Nealaphh also speeds up its perception of time while using this technique, so the number of attacks directed at him doesn't matter, so long as none of them are inherently faster than his body's actual ability to intercept.

Any attack that has more than a basic amount of force put behind it will breach the telekinetic envelope and cause the normal amount of damage that Nealaphh would have received if it hadn't prepared this move. It is inherently ineffective against ranged attacks. Since it is such an intensive use of Nealaphh's skills, he can only sustain this defensive stance for up to six seconds before needing to rest for a full minute. It cannot use Time Manipulation or Telekinesis during this time.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued


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