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Official Move Approval IV
Quote:SupraPol Cooperative Containment Shield (Area Shield) (300)

A SupraPol Cooperative Containment Shield, or SuCC-S, is, as it sounds, a Cooperative Containment Shield.
The user holds a small projector that must be at least fifteen inches long, and when active shimmers a bright mix of orange and blue.
If two users are within fifteen metres of each other, they can activate the SuCC-S over a second. Other users may contribute to the SuCC-S by entering within fifteen metres of the SuCC-S and joining one of the edges.
The SuCC-S takes the form of a one-directional energy shield of orange and blue. It blocks all matter and energy trying to pass through it from one side, and the other side is translucent and allows all matter and energy to pass.
The SuCC-S forms a surface that extends a metre out from lines connecting projectors, creating rounded surfaces two metres wide. If three lines form a triangle, the shield fills in the space between these lines.
A SuCC-S is roughly as strong as the combined defence of the users divided by the overall area of the shield (units of one section produced by a single line five metres long). An attack that exceeds this defence can shatter a section of the shield, breaking any connection between projectors within fifteen metres of the attack.
The SuCC-S is mobile, and consequently can be moved around by attackers. An attack that at least equals half the strength of the shield can cause a section to bulge, and potentially break a connection by increasing the distance over that of fifteen metres.
Because of the nature of the shield, it is impossible to move the shield forward if it intersects a solid object attached to the ground.


Quote:PCD Squad (Tier 1 Assist) (1000)

Attack: 0
Defence: 2
Speed: 1
Technique: 2

Move Access: SuCC-S

A PCD Squad is a fearsome sight on the battlefield… or they would be if they weren’t waist high robot drones with a general intelligence lower than a butterfly. Not particularly mobile, the Police Containment Drone has two jobs to perform: put up a containment shield and try not to get beaten up.
Fortunately for casualty rates, each PCD is not sentient, remotely operating as a hive mind using specially designed programs. Since they aren’t sentient, a PCD is wholly dependent on the skill of its deployer.
Each PCD is integrated into a quantum signal teleportation system from SupraPol, and can therefore be summoned by Carmelita. The quantum signal teleportation system is unstable but functional, allowing the Assist to be present for as long as Carmelita’s quantum beacon keeps its charge.
A PCD is a fat cylindrical drone with a conical head, usually decorated in SupraPol black and gold with two rings, one of sensors and one of blue and red police lights.
They can move through aerofoil suction along smooth ground or through the use of four chubby wheels on stubby legs that extend from their base. If knocked over, a PCD requires assistance from another being to return to the vertical position. Fortunately, two PCD’s can self-assist each other in getting upright through magnetic couplers.
Each PCD contains a single, sturdy vertical rod built into their conical heads that can extend to utilise their shield projectors, which project a SupraPol Cooperative Containment Shield.
A PCD squad consists of up to ten PCDs.
Reposting and posting the proper description picture as well

Move : Eda chan burst form ( t1 powered up form ) ( 1000 om )
Description : An attack focused form , incredible power but taxing on the body . This change also cause's Eda to add the darkness element to her , turning her usual attire from pink to black 

( for a costume reference ) [Image: 6e33a7711444c8cbea49b387e574c425.jpg]

Atk +2
def+1
spd +1
Tec + 1
(09-08-2016, 09:10 PM)Eda Wrote: Reposting and posting the proper description picture as well

Move : Eda chan burst form ( t1 powered up form ) ( 1000 om )
Description : An attack focused form , incredible power but taxing on the body . This change also cause's Eda to add the darkness element to her , turning her usual attire from pink to black 

( for a costume reference ) [Image: 6e33a7711444c8cbea49b387e574c425.jpg]

Atk +2
def+1
spd +1
Tec + 1

Approved
Bumping this post here!
Nezha speaks/thinks/writes in #4183a4
Hacked Yojimbo: Zero Point Defense - 600 OM (Area Shield Proficiency, TEC 4, Ranged Proficiency)

It is said that truly skilled swordsmen can cut an arrow in flight, or slice the wings from a fly. Hiro uses this move to nullify projectiles or sustained attacks against him. Hiro must spend at least 3 seconds pacing his breathing and tensing his muscles, while his goggles cast a virtual “denial zone” around his front, covering 180 degrees. For the next thirty seconds, whenever a projectile such as an arrow, bullet, or missile enters this denial zone, the goggles will highlight it with a virtual marker and Hiro will slice it into uselessness with his sword. He can only target one item per “volley” (i.e. he can deflect one bullet but not a burst of five). This mode is not very draining, although if he activates the denial zone repeatedly it can be.

]Additionally, if he spends twice the focus time (6 seconds), Hiro can coat his sword in his signature vector shield and give it the ability to bisect sustained attacks, such as energy beams, fire blasts, plasma waves, etc. This mode only lasts ten seconds and will run out after that time regardless of whether or not he uses it. This also uses up one of his Vector Shield personal activations (see Vector Faraday move for details).
[Image: MZSDl2O.jpg]
Before I start with the moves, I'd like to point out that these, of course, will not be bought until I hit Level 2. I just wanted to get these written down and done while the idea is fresh. Also, all of these are based around his Ultimate Marvel vs. Capcom 3 moveset. 

-

Turnabout Mode - Tier 1 Power-Up

ATK +2
DEF +0
SPD +2
TEC +1

Wright finally gets his head in the game, and uncovers the truth. Now it's just a matter of fighting to get it. At least, that's how it worked back home. Here, once he stores up three pieces of good evidence (ammo for Evidence Submission), and hits the opponent with an Objection!, this will activate. Of course, that part is just flavor and self-imposed challenge. This CAN be bypassed, if need be. After Turnabout Mode ends, it will empty his reserves of evidence, requiring him to re-obtain them if he is to use this again.



Break the Witness - Requires Physical Strength Proficiency

Wright points at the opponent, creating a ghostly hand that reaches around 10 feet away. It's got long distance, but it's only three feet in diameter. The attack comes out fast, in a split second. However, the time it takes to recover from using it is a bit long, leaving him open to attacks for around three seconds. In addition, the cooldown is three seconds after the recovery, bringing it to a total of six seconds. This move is usable only in Turnabout.
[spoiler][Image: Ultimate-Marvel-Vs-Capcom-3-Phoenix-Wright-feature.jpg][/spoiler]



Maya Fey - Tier 1 Assist

ATK: 2
DEF: 2
SPD: 1
TEC: 0

Fed up with Phoenix getting all of the glory and the fun times, Maya joins in the battle! She's not as battle-ready as Wright is, but Maya has the element of unpredictability. At least, that's what she tells herself. She doesn't have access to any of Wright's move, instead settling for punches and kicks, as well as a few dedicated moves.



Ace Attorney - Tier 1 Super Attack

Finally finding the fatal contradiction, Wright summons a court bench out of nowhere, and accuses the opponent of murder. He then goes to prove it. If the opponent employs a Super Defense, or manages to block this with a conflicting Super Attack, his accusations will prove to be incorrect. Otherwise, this will do a hell of a lot of damage on the opponent's conscience, which translates into physical damage. Omniphysics is great, huh? This move is only usable in Turnabout Mode. Once the move concludes, this will kick him out of Turnabout Mode, disposing of all of his evidence. (What this looks like: here)



Order in the Court - Tier 1 Super Defense

The Nightmare Judge - a giant, shadowed figure with a gavel - appears in front of Wright, slamming down the gigantic gavel on him. During this, he yells, "OBJECTION OVERRULED!" While this doesn't hurt Wright, it does cancel out all sorts of moves, even more powerful ones. In the process, it also knocks Wright onto the ground. Ouch.

[spoiler][Image: 600.png][/spoiler]
(Upgrade) Dwarven Hand-Pick (requires Physical Proficiency) - 600 OM

After being successfully recruited into the Dwarven Military, Ballad was offered a choice to choose a piece of Ceremonial Dwarven Weaponry to aid him in his coming missions with the Dwarven Military. Instead of choosing one directly, however, he had them remake his pickaxe into something more... special. More deadly, and something he can more easily rely on in a fight.

Once a three foot long piece of wood, where at the tip of the wood are the pieces of metal that lay perpendicular to the wood, one piece  pointed, the other blunt, it now contains a mechanism that, at the press of a button, can switch between two "modes" in a total of around three seconds. They are nicknamed "One-Handed," and "Two-Handed."

In One-Handed Mode, the pickaxe is only about one foot or so in length, easily held in the palm of a hand. While lacking in the raw power that Two-Handed Mode allows as well as its range, it is much faster to both equip (a total of only two seconds,) and attack with (one second.) He is also able to duel-wield the pickaxe with another weapon in his arsenal while in this mode.

When in Two-Handed Mode, Ballad often has the Pickaxe on his back, slung by two straps that he slides off when he needs to use it. Due to the increased weight, it takes about four seconds to swing. Due to the straps, it takes around four seconds to equip it as well. He also cannot use any other weapons while using the Pickaxe in Two-Handed Mode. To make up for the mode's lack of speed, the weapon is very damaging, doing more severe damage the less resilient the enemy. The Two-Handed Pickaxe also makes oncoming attacks much easier to deflect, and its length (around three feet) increases its range as well.
C&C Thread


New to  OV? Need a question answered? Want a C&C of your work? Send a PM to me!


[img=0x0]http://2.bp.blogspot.com/-IhRRgzveDCY/VAgWGBxd5zI/AAAAAAAAA1c/WyYgTmN0cLQ/s1600/1.jpg[/img]
Apologies in advance if I overlook a detail. There's a lot and I'm very tired.

(09-06-2016, 03:49 AM)Dawn Wrote: Oscurità(Assualt Rifle) -300OM (Req. Ranged Proficiency)

Oscurità is a special rifle that Dawn designed herself. Although it looks special compared to regular ARs, Oscurità is just as much a standard weapon as any. It shoots at full auto speed with a 30 bullet clip. Capable of unloading 10 bullets per second: This means it takes 3 seconds to empty a clip if Dawn held the trigger through the a full magazine. It has decent range, normally best if used at close or medium range. Can still be used for long shots, but at a further distance, damage and accuracy will definitely be reduced. Dawn's sleight of hand allows her reload this gun with no problem, only taking close to a second to reload.

I’m assuming these travel at regular bullet speed? Can you put a number on the range, roughly? With the damage falloff it’s not a huge deal but just to get a complete picture. Also you probably already know this but just as an FYI, something that fires this many bullets this fast with a fast reload will do a pretty small amount of damage, relatively speaking.

(09-06-2016, 09:17 PM)Grothnar Ironfist Wrote: Just want to get this approved for when I hit level 2.

Bloodlust
Tier 1 Power-Up
Price: 1000 OM

Grothnar accepts the power of the Bloodlust Ring, letting the berserk rage consume him. He never does this with allies, for fear of getting them hurt. In this form, his eyes turn all-red, and the ring begins glowing a similar red. If nobody dies whilst he uses the power of the Bloodlust Ring, he will feel a small amount of his own life draining. Overusing the ring without casualties can result in death, and using it also takes energy(SP).

ATK: +2
DEF: +2
SPD: +1
TEC: N/A

Approved.

(09-07-2016, 12:38 AM)Illidan Wrote: Fel Beam - Tier 1 Super Attack (requires Ranged, Area Attack)

Illidan rapidly funnels fel magic into his body, forcing his eyes and tattoos to shine. Green vapour trails from his hands, and after four seconds, he throws both hands forward, palms facing each other, fingers curled. A bright green beam of concentrated magic issues forth, travelling at the speed of an arrow. The beam is six feet in diameter. On impact, a small explosion occurs (this is just flair).

Mind Block - Tier 1 Super Defence (requires Telekinesis)

When Illidan is under threat from a powerful attack, he calls upon his mastery of telekinesis and catches the attack, forcing it to explode at a safe distance (if a ranged attack) or rebuff or misdirect the attacker (if a melee attack). This requires intense concentration and quick conjuring of the requisite power, so it must be done sparingly.

Both approved.

Illidan Wrote:Felfire Bolt (requires Ranged) (600) - after three seconds, Illidan summons a ball of green felfire the size of a basketball, and expels it at a target at the speed of an arrow. If Illidan charges the attack, taking six seconds, he can double the damage on the blast.

How damaging is the base form, roughly? What’s the range? Can this be used while moving? Does this require concentration to channel? How draining is this to perform? Can this be used with other moves?

(09-07-2016, 02:13 AM)Nezha Wrote: Heaven's Wheel: Spark (requires Physical Strength) - 300 OM

Heaven's Wheel is a pair of Air Treks associated with the element of fire, most noticeably in that the wheels develop a heat-shimmer around them when they spin at high speeds. Heaven's Wheel: Spark allows the wearer to use this heat and gather it into flames that can be unleashed to heavily empower the user's physical strikes. One usage of this technique heavily empowers Nezha's next three physical strikes with flamesplosions. The Heaven's Wheel AT does not begin charging up for the next usage of Heaven's Wheel: Spark unless all strikes have either been used or consciously dissipated.

Since the technique charges via frictional heat from movement of the AT's wheels, Nazha cannot use it if they have been immobile for more than 5 seconds. It takes 1 second of full out movement at SPD 5 to gather enough heat to use this technique, with movement at higher and lower SPD-equivalents having increases or decreases in required time as appropriate (it would take 2.5 seconds of movement at full out SPD 2 equivalent and 0.5 seconds at full out SPD 10 equivalent to gather the heat needed for this technique from standing still).

How big are the explosions? Does this require concentration to charge or maintain? How draining is this on his stamina? Do the charges persist until used or would they eventually wear off? As for the casting time, you’re free to RP it taking more time when you’re moving slower, etc., but you wouldn’t be able to have the charge speed boosted by changing your SPD stat through a power-up or such. For balancing reasons you’d need to keep the minimum charge time static. Can you clarify the damage somewhat? A one-second charge time to empower your next three hits might be a bit unbalanced if the strikes do a ton of damage. You’ve said the strikes become heavily empowered so if that means like grenade-strength kicks you’ll need a longer charge time. If it’s just like the same strength as being hit with a particularly strong punch, 1 second could be doable. Making the attack more draining or concentration-heavy would also be a way to get a shorter charge time.

(09-07-2016, 08:08 PM)Tearen Wover Wrote: A Kiss of Reproach - (Requires Physical Strength, Telekinesis) 300 OM

After focusing a burst of telekinetic force into his arm for two seconds, Tearen waits for an opportune moment to strike before slamming an open palm into the target's center of mass. The strike itself does hardly any damage, but as the hand impacts the target, the built up telekinetic force is shunted into the opponent, causing them to be pushed up to twenty feet away at about the speed of a fastball, depending on their weight. Opponents with fast reflexes or high TEC may be able to prevent themselves from falling over from the blow by rolling or somersaulting.

Can this be charged or unleashed while moving? Does this require concentration to charge or maintain? Does it ‘wear off’ if Tearen don’t hit someone within a certain time limit? How draining is this to perform? Can this be used with other moves?

Tearen Wover Wrote:A Barbaric Crescendo - (Requires Physical Strength, Flight, Phasing, Remote Control Proficiency, Homing Proficiency, Basic Teleportation, Time Manipulation, Burst Movement) Tier 2 Offensive Super Move - 800 OM

Tearen folds his hands and takes ten seconds to enter a trance-like state. When he opens his eyes, they gleam a brilliant white, whereupon Tearen chooses any opponent within twenty feet of himself.

One he selects a target, Tearen clenches the flow of time tightly around their body, essentially freezing them in place for three seconds. During this time, Tearen instantly teleports to the target's location and proceeds to accelerate his own temporal movement, unleashing a hellish barrage of around thirty jabs and kicks, perpetually flashing in and out of a smokey phased state all around the target to hit every inch of their body.

At the end of these three seconds, Tearen must rest for ten seconds, directly next to the opponent, leaving himself wide open. The opponent, however, feels every single blow simultaneously across their entire body when they are released from the time freeze.

(It's basically akuma's raging demon special)'

Approved!

(09-07-2016, 08:24 PM)Carmelita Wrote: A SupraPol Cooperative Containment Shield, or SuCC-S, is, as it sounds, a Cooperative Containment Shield.
The user holds a small projector that must be at least fifteen inches long, and when active shimmers a bright mix of orange and blue.
If two users are within fifteen metres of each other, they can activate the SuCC-S over a second. Other users may contribute to the SuCC-S by entering within fifteen metres of the SuCC-S and joining one of the edges.
The SuCC-S takes the form of a one-directional energy shield of orange and blue. It blocks all matter and energy trying to pass through it from one side, and the other side is translucent and allows all matter and energy to pass.
The SuCC-S forms a surface that extends a metre out from lines connecting projectors, creating rounded surfaces two metres wide. If three lines form a triangle, the shield fills in the space between these lines.
A SuCC-S is roughly as strong as the combined defence of the users divided by the overall area of the shield (units of one section produced by a single line five metres long). An attack that exceeds this defence can shatter a section of the shield, breaking any connection between projectors within fifteen metres of the attack.
The SuCC-S is mobile, and consequently can be moved around by attackers. An attack that at least equals half the strength of the shield can cause a section to bulge, and potentially break a connection by increasing the distance over that of fifteen metres.
Because of the nature of the shield, it is impossible to move the shield forward if it intersects a solid object attached to the ground.

Does this require concentration to maintain? Does this have a duration or does it remain up until broken? How draining is this to cast/maintain? Can this be used with other moves? For the damage, I need to clarify that unless you want to add in the option to throw extra stamina into keeping it up, the shield will break after enough hits even if those hits are weak. It would of course take more hits if they’re weaker, but yeah.

Quote:PCD Squad (Tier 1 Assist) (1000)

Attack: 0
Defence: 2
Speed: 1
Technique: 2

Move Access: SuCC-S

A PCD Squad is a fearsome sight on the battlefield… or they would be if they weren’t waist high robot drones with a general intelligence lower than a butterfly. Not particularly mobile, the Police Containment Drone has two jobs to perform: put up a containment shield and try not to get beaten up.
Fortunately for casualty rates, each PCD is not sentient, remotely operating as a hive mind using specially designed programs. Since they aren’t sentient, a PCD is wholly dependent on the skill of its deployer.
Each PCD is integrated into a quantum signal teleportation system from SupraPol, and can therefore be summoned by Carmelita. The quantum signal teleportation system is unstable but functional, allowing the Assist to be present for as long as Carmelita’s quantum beacon keeps its charge.
A PCD is a fat cylindrical drone with a conical head, usually decorated in SupraPol black and gold with two rings, one of sensors and one of blue and red police lights.
They can move through aerofoil suction along smooth ground or through the use of four chubby wheels on stubby legs that extend from their base. If knocked over, a PCD requires assistance from another being to return to the vertical position. Fortunately, two PCD’s can self-assist each other in getting upright through magnetic couplers.
Each PCD contains a single, sturdy vertical rod built into their conical heads that can extend to utilise their shield projectors, which project a SupraPol Cooperative Containment Shield.
A PCD squad consists of up to ten PCDs.

Approved!

(09-09-2016, 04:16 AM)Hiro Protagonist Wrote: Hacked Yojimbo: Zero Point Defense - 600 OM (Area Shield Proficiency, TEC 4, Ranged Proficiency)

It is said that truly skilled swordsmen can cut an arrow in flight, or slice the wings from a fly. Hiro uses this move to nullify projectiles or sustained attacks against him. Hiro must spend at least 3 seconds pacing his breathing and tensing his muscles, while his goggles cast a virtual “denial zone” around his front, covering 180 degrees. For the next thirty seconds, whenever a projectile such as an arrow, bullet, or missile enters this denial zone, the goggles will highlight it with a virtual marker and Hiro will slice it into uselessness with his sword. He can only target one item per “volley” (i.e. he can deflect one bullet but not a burst of five). This mode is not very draining, although if he activates the denial zone repeatedly it can be.

]Additionally, if he spends twice the focus time (6 seconds), Hiro can coat his sword in his signature vector shield and give it the ability to bisect sustained attacks, such as energy beams, fire blasts, plasma waves, etc. This mode only lasts ten seconds and will run out after that time regardless of whether or not he uses it. This also uses up one of his Vector Shield personal activations (see Vector Faraday move for details).

How far does the Denial Zone reach from Hiro (i.e. how close do they have to be for him to block them?). Can this be used while moving? Does this require concentration and can it be used with other moves? In terms of what he can block, you’ll need to add something in about stronger attacks taking more stamina or something in that vein, just so that you’re not knocking RPGs out of the air with little effort.

(09-09-2016, 06:40 AM)Phoenix Wright Wrote: Turnabout Mode - Tier 1 Power-Up

ATK +2
DEF +0
SPD +2
TEC +1

Wright finally gets his head in the game, and uncovers the truth. Now it's just a matter of fighting to get it. At least, that's how it worked back home. Here, once he stores up three pieces of good evidence (ammo for Evidence Submission), and hits the opponent with an Objection!, this will activate. Of course, that part is just flavor and self-imposed challenge. This CAN be bypassed, if need be. After Turnabout Mode ends, it will empty his reserves of evidence, requiring him to re-obtain them if he is to use this again.

Approved.

Phoenix Wright Wrote:Break the Witness - Requires Physical Strength Proficiency

Wright points at the opponent, creating a ghostly hand that reaches around 10 feet away. It's got long distance, but it's only three feet in diameter. The attack comes out fast, in a split second. However, the time it takes to recover from using it is a bit long, leaving him open to attacks for around three seconds. In addition, the cooldown is three seconds after the recovery, bringing it to a total of six seconds. This move is usable only in Turnabout.
[spoiler][Image: Ultimate-Marvel-Vs-Capcom-3-Phoenix-Wright-feature.jpg][/spoiler]

How damaging is this roughly? Can this be used while moving? How draining is this to perform? Can this be used with other moves?

Phoenix Wright Wrote:Maya Fey - Tier 1 Assist

ATK: 2
DEF: 2
SPD: 1
TEC: 0

Fed up with Phoenix getting all of the glory and the fun times, Maya joins in the battle! She's not as battle-ready as Wright is, but Maya has the element of unpredictability. At least, that's what she tells herself. She doesn't have access to any of Wright's move, instead settling for punches and kicks, as well as a few dedicated moves.

Approved, though I’d maybe describe her looks or add an image so that those who write with you can have a better idea.

Phoenix Wright Wrote:Ace Attorney - Tier 1 Super Attack

Finally finding the fatal contradiction, Wright summons a court bench out of nowhere, and accuses the opponent of murder. He then goes to prove it. If the opponent employs a Super Defense, or manages to block this with a conflicting Super Attack, his accusations will prove to be incorrect. Otherwise, this will do a hell of a lot of damage on the opponent's conscience, which translates into physical damage. Omniphysics is great, huh? This move is only usable in Turnabout Mode. Once the move concludes, this will kick him out of Turnabout Mode, disposing of all of his evidence. (What this looks like: here)

How long does this take to perform? What range does it cover (how close must they be to be caught in it)?

Quote:Order in the Court - Tier 1 Super Defense

The Nightmare Judge - a giant, shadowed figure with a gavel - appears in front of Wright, slamming down the gigantic gavel on him. During this, he yells, "OBJECTION OVERRULED!" While this doesn't hurt Wright, it does cancel out all sorts of moves, even more powerful ones. In the process, it also knocks Wright onto the ground. Ouch.

[spoiler][Image: 600.png][/spoiler]

How long does this take to cast? What’s the range it covers?

(09-09-2016, 05:43 PM)Ballad Wrote: (Upgrade) Dwarven Hand-Pick (requires Physical Proficiency) - 600 OM

After being successfully recruited into the Dwarven Military, Ballad was offered a choice to choose a piece of Ceremonial Dwarven Weaponry to aid him in his coming missions with the Dwarven Military. Instead of choosing one directly, however, he had them remake his pickaxe into something more... special. More deadly, and something he can more easily rely on in a fight.

Once a three foot long piece of wood, where at the tip of the wood are the pieces of metal that lay perpendicular to the wood, one piece  pointed, the other blunt, it now contains a mechanism that, at the press of a button, can switch between two "modes" in a total of around three seconds. They are nicknamed "One-Handed," and "Two-Handed."

In One-Handed Mode, the pickaxe is only about one foot or so in length, easily held in the palm of a hand. While lacking in the raw power that Two-Handed Mode allows as well as its range, it is much faster to both equip (a total of only two seconds,) and attack with (one second.) He is also able to duel-wield the pickaxe with another weapon in his arsenal while in this mode.

When in Two-Handed Mode, Ballad often has the Pickaxe on his back, slung by two straps that he slides off when he needs to use it. Due to the increased weight, it takes about four seconds to swing. Due to the straps, it takes around four seconds to equip it as well. He also cannot use any other weapons while using the Pickaxe in Two-Handed Mode. To make up for the mode's lack of speed, the weapon is very damaging, doing more severe damage the less resilient the enemy. The Two-Handed Pickaxe also makes oncoming attacks much easier to deflect, and its length (around three feet) increases its range as well.

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

Mark Wrote:
Illidan Wrote: Wrote:Felfire Bolt (requires Ranged) (600) - after three seconds, Illidan summons a ball of green felfire the size of a basketball, and expels it at a target at the speed of an arrow. If Illidan charges the attack, taking six seconds, he can double the damage on the blast.

How damaging is the base form, roughly? What’s the range? Can this be used while moving? Does this require concentration to channel? How draining is this to perform? Can this be used with other moves?
Addendum:
Illidan can move while charging this attack, but he can't maneouver or dodge, ie. he has to move in the same direction and speed, though mostly he will be stationary. The bolt can hit targets reliably 100 metres away, and after that it loses its accuracy. As it is a magic spell, Illidan must focus on the conjuring and cannot utilise this with other moves. The base form can break concrete (Illidan has 4 ATK). While he can cast this more than once, it will take a toll on him slowly, and it will reliably weaken him after fifth or six casting. He can avoid this by spacing out the attacks.
[Image: illidansig2.jpg]
(09-10-2016, 03:52 AM)Illidan Wrote:
Mark Wrote:
Illidan Wrote: Wrote:Felfire Bolt (requires Ranged) (600) - after three seconds, Illidan summons a ball of green felfire the size of a basketball, and expels it at a target at the speed of an arrow. If Illidan charges the attack, taking six seconds, he can double the damage on the blast.

How damaging is the base form, roughly? What’s the range? Can this be used while moving? Does this require concentration to channel? How draining is this to perform? Can this be used with other moves?
Addendum:
Illidan can move while charging this attack, but he can't maneouver or dodge, ie. he has to move in the same direction and speed, though mostly he will be stationary. The bolt can hit targets reliably 100 metres away, and after that it loses its accuracy. As it is a magic spell, Illidan must focus on the conjuring and cannot utilise this with other moves. The base form can break concrete (Illidan has 4 ATK). While he can cast this more than once, it will take a toll on him slowly, and it will reliably weaken him after fifth or six casting. He can avoid this by spacing out the attacks.

Good to go, my friend.
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

Okay, revised version:


Heaven's Wheel: Spark (requires Physical Strength) - 300 OM

Heaven's Wheel is a pair of Air Treks associated with the element of fire, most noticeably in that the wheels develop a heat-shimmer around them when they spin at high speeds. Heaven's Wheel: Spark allows the wearer to use this heat and gather it into flames that can be unleashed to heavily empower the user's physical strikes. One usage of this technique heavily empowers Nezha's next three physical strikes with flamesplosions, giving them the same strength as a greatly powerful punch/kick/elbow/strike, the flamesplosions flaring up to 30 cm diameter spheres centered on the point of impact. The technique is volatile and as such the unused strikes need to be concentrated on, holding for at most a minute in the unused form before they dissipate. This also makes it so that the technique is more draining the longer it is held. Holding the technique for up to 5 seconds makes each strike drain about as much stamina as a twice a normal one, up to 20 seconds being about triple a normal one and beyond that draining quadruple the normal amount of stamina.

Since the technique charges via frictional heat from movement of the AT's wheels, Nezha cannot use it if he has been immobile for more than 5 seconds. It takes 1 second of full out movement at SPD 5 to gather enough heat to use this technique, with movement at lower SPD-equivalents having increases in required time as appropriate (it would take 2.5 seconds of movement at full out SPD 2 equivalent to gather the heat needed for this technique from standing still).
Nezha speaks/thinks/writes in #4183a4
(09-10-2016, 04:20 AM)Nezha Wrote: Okay, revised version:


Heaven's Wheel: Spark (requires Physical Strength) - 300 OM

Heaven's Wheel is a pair of Air Treks associated with the element of fire, most noticeably in that the wheels develop a heat-shimmer around them when they spin at high speeds. Heaven's Wheel: Spark allows the wearer to use this heat and gather it into flames that can be unleashed to heavily empower the user's physical strikes. One usage of this technique heavily empowers Nezha's next three physical strikes with flamesplosions, giving them the same strength as a greatly powerful punch/kick/elbow/strike, the flamesplosions flaring up to 30 cm diameter spheres centered on the point of impact. The technique is volatile and as such the unused strikes need to be concentrated on, holding for at most a minute in the unused form before they dissipate. This also makes it so that the technique is more draining the longer it is held. Holding the technique for up to 5 seconds makes each strike drain about as much stamina as a twice a normal one, up to 20 seconds being about triple a normal one and beyond that draining quadruple the normal amount of stamina.

Since the technique charges via frictional heat from movement of the AT's wheels, Nezha cannot use it if he has been immobile for more than 5 seconds. It takes 1 second of full out movement at SPD 5 to gather enough heat to use this technique, with movement at lower SPD-equivalents having increases in required time as appropriate (it would take 2.5 seconds of movement at full out SPD 2 equivalent to gather the heat needed for this technique from standing still).

Perfecto. 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

(09-07-2016, 08:08 PM)Tearen Wover Wrote: A Kiss of Reproach - (Requires Physical Strength, Telekinesis) 300 OM

After focusing a burst of telekinetic force into his arm for two seconds, Tearen waits for an opportune moment to strike before slamming an open palm into the target's center of mass. If the strike does not connect immediately after charging, within half a second, the telekinetic force dissipates and Tearen must charget this attack again. Tearen can work this into the end of a combo of normal hand-to-hand attacks, but it cannot be used in conjunction with named moves. Tearen must be able to concentrate on the kinetic buildup, but he can still move while doing so. The Move is not terribly draining to perform from a physical perspective, but Tearen must let his mind rest for three seconds before using any other telekinetic Moves.

The strike itself does hardly any damage, but as the hand impacts the target, the built up telekinetic force is shunted into the opponent, causing them to be pushed up to twenty feet away at about the speed of a fastball, depending on their weight. Opponents with fast reflexes or high TEC may be able to prevent themselves from falling over from the blow by rolling or somersaulting.

Tweak't
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
(09-10-2016, 05:37 AM)Tearen Wover Wrote:
(09-07-2016, 08:08 PM)Tearen Wover Wrote: A Kiss of Reproach - (Requires Physical Strength, Telekinesis) 300 OM

After focusing a burst of telekinetic force into his arm for two seconds, Tearen waits for an opportune moment to strike before slamming an open palm into the target's center of mass. If the strike does not connect immediately after charging, within half a second, the telekinetic force dissipates and Tearen must charget this attack again. Tearen can work this into the end of a combo of normal hand-to-hand attacks, but it cannot be used in conjunction with named moves. Tearen must be able to concentrate on the kinetic buildup, but he can still move while doing so. The Move is not terribly draining to perform from a physical perspective, but Tearen must let his mind rest for three seconds before using any other telekinetic Moves.

The strike itself does hardly any damage, but as the hand impacts the target, the built up telekinetic force is shunted into the opponent, causing them to be pushed up to twenty feet away at about the speed of a fastball, depending on their weight. Opponents with fast reflexes or high TEC may be able to prevent themselves from falling over from the blow by rolling or somersaulting.

Tweak't

Approved, good sir.
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

(Tuesday, September 6th, 2016, 05:49 am)

Dawn Wrote:
Oscurità(Assualt Rifle) -300OM (Req. Ranged Proficiency)

Oscurità is a special rifle that Dawn designed herself. Although it looks special compared to regular ARs, Oscurità is just as much a standard weapon as any. It shoots at full auto speed with a 30 bullet clip. Capable of unloading 10 bullets per second: This means it takes 3 seconds to empty a clip if Dawn held the trigger through the a full magazine. It has decent range, normally best if used at close or medium range. The best range is usually point blank to about 20 meters, as it wasn't designed to be used at long range, even if it can still be used for long shots, but at a further distance, damage and accuracy will definitely be reduced. Dawn's sleight of hand allows her reload this gun with no problem, only taking close to a second to reload.

------

I’m assuming these travel at regular bullet speed? Can you put a number on the range, roughly? With the damage falloff it’s not a huge deal but just to get a complete picture. Also you probably already know this but just as an FYI, something that fires this many bullets this fast with a fast reload will do a pretty small amount of damage, relatively speaking.

(Quoting long messages and erasing everything is super annoying and time consuming on my phone so I'm doing a simple copy paste.) Yeah that's the plan, Dawn doesn't like being in close range but she wouldn't be caught dead using a sniper at a range of 5 meters. As always, changes to the move are italicized.
[Image: EfV1VTk.png]
[Image: AshenBlades.png]
(09-10-2016, 08:02 AM)Dawn Wrote: (Tuesday, September 6th, 2016, 05:49 am)

Dawn Wrote:
Oscurità(Assualt Rifle) -300OM (Req. Ranged Proficiency)

Oscurità is a special rifle that Dawn designed herself. Although it looks special compared to regular ARs, Oscurità is just as much a standard weapon as any. It shoots at full auto speed with a 30 bullet clip. Capable of unloading 10 bullets per second: This means it takes 3 seconds to empty a clip if Dawn held the trigger through the a full magazine. It has decent range, normally best if used at close or medium range. The best range is usually point blank to about 20 meters, as it wasn't designed to be used at long range, even if it can still be used for long shots, but at a further distance, damage and accuracy will definitely be reduced. Dawn's sleight of hand allows her reload this gun with no problem, only taking close to a second to reload.

------

I’m assuming these travel at regular bullet speed? Can you put a number on the range, roughly? With the damage falloff it’s not a huge deal but just to get a complete picture. Also you probably already know this but just as an FYI, something that fires this many bullets this fast with a fast reload will do a pretty small amount of damage, relatively speaking.

(Quoting long messages and erasing everything is super annoying and time consuming on my phone so I'm doing a simple copy paste.) Yeah that's the plan, Dawn doesn't like being in close range but she wouldn't be caught dead using a sniper at a range of 5 meters. As always, changes to the move are italicized.

Okey dokey. 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

How far does the Denial Zone reach from Hiro (i.e. how close do they have to be for him to block them?). Can this be used while moving? Does this require concentration and can it be used with other moves? In terms of what he can block, you’ll need to add something in about stronger attacks taking more stamina or something in that vein, just so that you’re not knocking RPGs out of the air with little effort.

Changes are in Bold

Quote:Hacked Yojimbo: Zero Point Defense - 600 OM (Area Shield Proficiency, TEC 4, Ranged Proficiency)

It is said that truly skilled swordsmen can cut an arrow in flight, or slice the wings from a fly. Hiro uses this move to nullify projectiles or sustained attacks against him. Hiro must spend at least 3 seconds pacing his breathing and tensing his muscles, while his goggles cast a virtual “denial zone” around his front, covering 180 degrees within his melee striking range, about five feet. For the next thirty seconds Hiro must maintain a tranquil state of battle zen, concentrating on incoming attacks to the exclusion of his other moves. He may still move and avoid incoming attacks, and use basic strikes, but cannot use any other Moves. Whenever a projectile such as an arrow, bullet, or missile enters this denial zone, the goggles will highlight it with a virtual marker and Hiro will slice it into uselessness with his sword. He can only target one item per “volley” (i.e. he can deflect one bullet but not a burst of five). Attacks that match his ATK stat can be deflected with relative ease, but deflecting a stronger attack will end this “focus state” early. If Hiro deflects an ATK double his own, it is only mitigated and some damage will still go through. This mode is not very draining, although if he activates the denial zone repeatedly it can be.

Additionally, if he spends twice the focus time (6 seconds), Hiro can coat his sword in his signature vector shield and give it the ability to bisect sustained attacks, such as energy beams, fire blasts, plasma waves, etc. This mode only lasts ten seconds and will run out after that time regardless of whether or not he uses it. This also uses up one of his Vector Shield personal activations (see Vector Faraday move for details).
[Image: MZSDl2O.jpg]
(09-10-2016, 02:50 AM)Mark Wrote:
Phoenix Wright Wrote:Break the Witness - Requires Physical Strength Proficiency

Wright points at the opponent, creating a ghostly hand that reaches around 10 feet away. It's got long distance, but it's only three feet in diameter. The attack comes out fast, in a split second. However, the time it takes to recover from using it is a bit long, leaving him open to attacks for around three seconds. In addition, the cooldown is three seconds after the recovery, bringing it to a total of six seconds. This move is usable only in Turnabout. It's fairly damaging, but at the cost of being quite draining.
[spoiler][Image: Ultimate-Marvel-Vs-Capcom-3-Phoenix-Wright-feature.jpg][/spoiler]

How damaging is this roughly? Can this be used while moving? How draining is this to perform? Can this be used with other moves?



Quote:Phoenix Wright


Ace Attorney - Tier 1 Super Attack

Finally finding the fatal contradiction, Wright summons a court bench out of nowhere, and accuses the opponent of murder. He then goes to prove it. If the opponent employs a Super Defense, or manages to block this with a conflicting Super Attack, his accusations will prove to be incorrect. Otherwise, this will do a hell of a lot of damage on the opponent's conscience, which translates into physical damage. Omniphysics is great, huh? This move is only usable in Turnabout Mode. Once the move concludes, this will kick him out of Turnabout Mode, disposing of all of his evidence. (What this looks like: here) This takes around three seconds to begin, and it covers around ten feet in front of him.



How long does this take to perform? What range does it cover (how close must they be to be caught in it)?

Quote:Order in the Court - Tier 1 Super Defense

The Nightmare Judge - a giant, shadowed figure with a gavel - appears in front of Wright, slamming down the gigantic gavel on him. During this, he yells, "OBJECTION OVERRULED!" While this doesn't hurt Wright, it does cancel out all sorts of moves, even more powerful ones. In the process, it also knocks Wright onto the ground. Ouch. This comes out in the span of four seconds, and it covers Wright in all directions, with a five-foot diameter.

[spoiler][Image: 600.png][/spoiler]

How long does this take to cast? What’s the range it covers?

All changes have been bolded!
(09-03-2016, 02:34 AM)True Final Boss Wrote: Prinny Beam (Ranged Proficiency) (300)

Prinny has an attack that is used reflexively in response to being struck on the head hard. Usalia jumps up into the air and lands on her Prinny assist. He needs to be against a flat surface or otherwise held in place such that her landing pushes down on his head hard. This causes a 5 inch beam to shoot out of the Prinny's mouth. The beam moves at bullet speed and is strong, but Prinny can only fire a few of them before getting exhausted and unable to fire. It travels until it hits something. If Prinny cannot open his mouth the pressure of the attack explodes inside him which will probably kill him done twice, at least disabling him the first time.

Approved.

(09-10-2016, 08:23 AM)Hiro Protagonist Wrote: How far does the Denial Zone reach from Hiro (i.e. how close do they have to be for him to block them?). Can this be used while moving? Does this require concentration and can it be used with other moves? In terms of what he can block, you’ll need to add something in about stronger attacks taking more stamina or something in that vein, just so that you’re not knocking RPGs out of the air with little effort.

Changes are in Bold

Quote:Hacked Yojimbo: Zero Point Defense - 600 OM (Area Shield Proficiency, TEC 4, Ranged Proficiency)

It is said that truly skilled swordsmen can cut an arrow in flight, or slice the wings from a fly. Hiro uses this move to nullify projectiles or sustained attacks against him. Hiro must spend at least 3 seconds pacing his breathing and tensing his muscles, while his goggles cast a virtual “denial zone” around his front, covering 180 degrees within his melee striking range, about five feet. For the next thirty seconds Hiro must maintain a tranquil state of battle zen, concentrating on incoming attacks to the exclusion of his other moves. He may still move and avoid incoming attacks, and use basic strikes, but cannot use any other Moves. Whenever a projectile such as an arrow, bullet, or missile enters this denial zone, the goggles will highlight it with a virtual marker and Hiro will slice it into uselessness with his sword. He can only target one item per “volley” (i.e. he can deflect one bullet but not a burst of five). Attacks that match his ATK stat can be deflected with relative ease, but deflecting a stronger attack will end this “focus state” early. If Hiro deflects an ATK double his own, it is only mitigated and some damage will still go through. This mode is not very draining, although if he activates the denial zone repeatedly it can be.

Additionally, if he spends twice the focus time (6 seconds), Hiro can coat his sword in his signature vector shield and give it the ability to bisect sustained attacks, such as energy beams, fire blasts, plasma waves, etc. This mode only lasts ten seconds and will run out after that time regardless of whether or not he uses it. This also uses up one of his Vector Shield personal activations (see Vector Faraday move for details).

C'est approved!

(09-10-2016, 11:52 AM)Phoenix Wright Wrote:
(09-10-2016, 02:50 AM)Mark Wrote:
Phoenix Wright Wrote:Break the Witness - Requires Physical Strength Proficiency

Wright points at the opponent, creating a ghostly hand that reaches around 10 feet away. It's got long distance, but it's only three feet in diameter. The attack comes out fast, in a split second. However, the time it takes to recover from using it is a bit long, leaving him open to attacks for around three seconds. In addition, the cooldown is three seconds after the recovery, bringing it to a total of six seconds. This move is usable only in Turnabout. It's fairly damaging, but at the cost of being quite draining.
[spoiler][Image: Ultimate-Marvel-Vs-Capcom-3-Phoenix-Wright-feature.jpg][/spoiler]

How damaging is this roughly? Can this be used while moving? How draining is this to perform? Can this be used with other moves?



Quote:Phoenix Wright


Ace Attorney - Tier 1 Super Attack

Finally finding the fatal contradiction, Wright summons a court bench out of nowhere, and accuses the opponent of murder. He then goes to prove it. If the opponent employs a Super Defense, or manages to block this with a conflicting Super Attack, his accusations will prove to be incorrect. Otherwise, this will do a hell of a lot of damage on the opponent's conscience, which translates into physical damage. Omniphysics is great, huh? This move is only usable in Turnabout Mode. Once the move concludes, this will kick him out of Turnabout Mode, disposing of all of his evidence. (What this looks like: here) This takes around three seconds to begin, and it covers around ten feet in front of him.



How long does this take to perform? What range does it cover (how close must they be to be caught in it)?

Quote:Order in the Court - Tier 1 Super Defense

The Nightmare Judge - a giant, shadowed figure with a gavel - appears in front of Wright, slamming down the gigantic gavel on him. During this, he yells, "OBJECTION OVERRULED!" While this doesn't hurt Wright, it does cancel out all sorts of moves, even more powerful ones. In the process, it also knocks Wright onto the ground. Ouch. This comes out in the span of four seconds, and it covers Wright in all directions, with a five-foot diameter.

[spoiler][Image: 600.png][/spoiler]

How long does this take to cast? What’s the range it covers?

All changes have been bolded!

Supers are approved.

For Breaking the Witness I'm still wondering if he can do it while running about and if he can mix in other moves. Also it wouldn't technically require Ranged if it only reaches 10 feet. Obviously not an issue with the move, but just for reference.
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

Cloak Decoy (300 OM; Requires Remote Control Proficiency and Area Shield Proficiency)
Through unknown means, Vincent is capable of mentally controlling his cloak’s movements (for simplicity’s sake he also loses his mantle when this is in effect). Visually the cloak appears to be a simple 7 x 5 feet piece of tattered cloth, though it is much more than this. Through force of will he can cause the fabric to liquefy and detach from his back in an instant, taking flight and darting around in much the same manner as he does while in cloakform, to either distract the foe or soak up a few hits. While it is a good deal more durable than normal cloth, the cloak cannot take more than a few decent blows before dropping uselessly to the ground. This can be used while moving, though maintaining it requires moderate concentration and disallows the use of any non-firearm moves. It is not particularly draining on his stamina to maintain, though over a long period of time it can take a toll on the user. Vincent can control his cloak from a distance of up to 100 meters, though the further from him it is, the harder it is to control. At close range the cloak can move at around the speed of a fastball, with the velocity falling to about half that at max range. The cloak helpfully returns to Vincent’s back when he relinquishes control. 

Omega Flux (Tier-2 Power-Up; 1500 OM)
Following his battle with and defeat of the Omega WEAPON, Vincent was left with remnants of the being’s power embedded within him. By tapping into the latent energy he is able to augment his own power even further, manifesting as a steep increase in his abilities and brilliant turquoise aura flaring up around him.

ATK: +4
DEF: +3
SPD: +2
TEC: +1
[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.


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