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Official Move Approval IV
(11-09-2016, 07:48 AM)Daniel Wrote:
(11-07-2016, 12:47 PM)Utsuho Reiuji Wrote: Flare Up (Area Attack, Area Defense) (300): A quick, radiation/plasma burst move designed to help clear objects and people away from Utsuho. Drawing power from the nuclear fuel that feeds her, Okuu releases excessive amounts of beta radiation into the air around her, burning anyone unlucky enough to be within a meter radius. These leave radiation burns rather than her standard nuclear heat burns, causing a more deep and thorough pain than the skin-deep burns caused by most other attacks. Unlike pure heat burns however, the invisible wounds it leaves aren't nearly as permanent and debilitating, even if they do hurt a lot more in the short term.
This radiation also reacts with the air, creating a series of weak nuclear fission blasts as the air molecules are torn apart. These blasts last for less than a second, but are intense enough during that time to burn away or deflect some weaker attacks. It takes less than a second for Okuu to charge this move, but since she must draw energy unprepared, it quickly exhausts her if used more than once.

Maybe change the charge time to two seconds? It seems pretty useful and 2 seconds is still a pretty quick charge time.

Flare Up (Area Attack, Area Defense) (300): A quick, radiation/plasma burst move designed to help clear objects and people away from Utsuho. Drawing power from the nuclear fuel that feeds her, Okuu releases excessive amounts of beta radiation into the air around her, burning anyone unlucky enough to be within a meter radius. These leave radiation burns rather than her standard nuclear heat burns, causing a more deep and thorough pain than the skin-deep burns caused by most other attacks. Unlike pure heat burns however, the invisible wounds it leaves aren't nearly as permanent and debilitating, even if they do hurt a lot more in the short term.
This radiation also reacts with the air, creating a series of weak nuclear fission blasts as the air molecules are torn apart. These blasts last for less than a second, but are intense enough during that time to burn away or deflect some weaker attacks. It takes about two seconds for Okuu to charge this move, that can be done either in the air or on the ground, and during which she can make small, basic movements like ducking or a short side-step, anything larger will break her concentration. Since she must draw energy unprepared for this attack, it quickly exhausts her if used more than once.

Would this work, or should I just remove the ability to move completely?
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
(11-04-2016, 09:13 AM)Sabrina Wrote:
(11-03-2016, 06:47 PM)Mark Wrote:
(11-03-2016, 01:31 AM)Sabrina Wrote: 300 for the basic whip, 300 for the debuffing part and 300 because Sabrina can shorten the whip's max range (last sentence before the fluff). I imagined that it would be variable enough to be priced extra for that?

You wouldn't need to pay for the third use as that's just changing the way you hold the whip. I'd compare it to having a Dual Swords move and only using one sword or grasping a large sword with one hand versus with two. The whip isn't exactly changing size, you're just holding it in a way that makes it not entirely useless at close range.

Hmm, I figured that it would be variable enough (and "circumventing" a normal whip's limitations) to justify a price increment. Not that I'm complaining if you say that 600 is fine though!

Just to be 100% certain, can someone confirm if Sabrina's whip is approved, and is it at 600 or 900?
"(Note to self: insert quote & picture once I find stuff)"

Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
Scrapping all previously approved moves.

Name of Move:  Retaliatory Shield
Cost of Move: 300 OM
Requirements: Area Shield Proficiency, Area Attack.
Description of Move:

Sombra will light his horn and create a crystal wall that is about 20 feet tall in front of him. The Crystal Wall is unique in that it does something unexpected. Hid along the wall are ‘mini crystals’  that shoot mini beams of energy upon an impact with the Crystal Wall. These beams are about the size of a bullet each, but about 60 of them are fired. They travel at the speed of an arrow, but don’t do much damage, doing even less than pitiful damage to an opponent. Retaliatory Shield is a move that punishes attacks with beams of energy. This takes him roughly seven seconds to activate,  but can be used in conjunction with other moves. 
(11-04-2016, 06:53 PM)Weiss Schnee Wrote: Bunch of Moves for Approving:

Shumatsu Taiho: (600)

Fukaku points his free hand, and a violet glow like burning flames encircles it. Fukaku may charge for 2 to 6 seconds, before firing a potent cylinder of energy from his hands.
The beam itself is about as tall as fukaku and wider, forming a circle of Purple energy that burns the opponent, covering them in purple flames for a brief moment before subsiding. The attack is moderately damaging for Fukaku’s ATK level, and its damage depends on its level of charge.
Shumatsu Taiho can only reach for roughly fifty feet, and is around the speed of an arrow.

Aku Mokin: (300 OM).

A quincy spirit weapon, Aku Mokin is a rose-colored bow of translucent energy, with the look and design of an Egyptian Ankh. Fukaku creates this bow whenever necessary in combat, using a necklace in the shape of an Ankh. Manifesting the bow takes one second.

The bow itself if made of translucent red energy, and Fukaku generates both the string and the red arrows of energy it fires from his own power whenever he feels the need to use the weapon.

Aku Mokin fires arrows made of Fukaku’s spirit energy at a rapid pace, with Fukaku able to fire roughly 5 arrows a second. The arrows hit with the strength of a hurled hammer, and, despite being arrows, hit like a hammer too, creating a harsh blunt force impact when they strike an opponent or obstacle with the force of a hurled rock.

Fukaku can fire Aku Mokin at a distance of up to a hundred feet, but in this new world his stamina forces him to fire in 3 second bursts before taking 2 seconds to rest between volleys. Aku Mokin also drains a small amount of stamina with each burst, which can quickly add up to tire him out.

Seelee Schneider: (900 OM)

A quincy blade of standard design, the Seelee Schneider is a potent device that drains reishi from the atmosphere to form a chainsaw like blade that can both cut through and block attacks both physical and astral in form, allowing fukaku to literally cut weaker magical or psychic attacks in half (Assuming they take shape in the first place), and cut through flesh with a razor-thin edge.

The weapon itself normally manifests as a simple, silver hilt a few inches long that, at the press of a button, can manifest itself into a blade of energy measuring roughly 60 cm from the tip of the hilt to the end of the blade. The blade is straight, thin, and double-edged, and the weapon has no guard. It takes roughly 4 seconds for the blade to manifest.

Fukaku is also capable of firing this weapon from his quincy bow  as though it were an arrow by firing it from the hilt, the blade aerodynamic enough to sail towards his opponent with the accuracy of an ordinary weapon.

While the Seelee Schneider is a powerful blade in combat, it does come with a weakness. As it absorbs all the ambient energy in the atmosphere around it, Fukaku cannot use the reishi to fuel his attacks. In short, Fukaku cannot use any attacks other than the seelee schneider unless he deactivates the weapon.

Gritz: (300 OM)

Fukaku throws a canister of spirit energy forth, before reaching out one hand, and yelling an incantation:
"Feel the wrath of battle and accept this sacred chalice - Heizen!
After saying this, a large rectangle of solid energy, roughly the size of a prius will appear in the air, hanging suspended in the air for two seconds before flinging itself at Fukaku’s chosen opponent with half the speed of an arrow.

If this move hits an opponent, the block will slam into the opponent with roughly 400 pounds of physical weight behind it, and keep going, regardless of what happens to the target, until it hits its maximum range of 100 meters or until it strikes something too solid for it to push through. Once the block is stopped, or hits its maximum range, it vanishes abruptly. 
Fukaku only retains enough spirit energy canisters to create two of these in any given battle, and as this move both relies on Capsules, and his own spiritual power, they are a moderate drain on his stamina.

Licht Bombe: (300 OM)

Fukaku fires an arrow up to 100 meters. The arrow moves like a normal spirit arrow, but glows a pale white instead of the normal red of Fukaku’s arrows. When the arrow strikes an object or is otherwise halted, it explodes in a torrent of light and sound similar to a flashbang grenade.. Anyone within five feet of the arrow is stunned, and anyone within ten feet is somewhat disoriented by the attack.
This attack moves at the speed of a normal arrow, and takes a moderate chunk of his energy to perform.

something I realised when I woke up this morning, these moves are for an NPC right? If so, then I'll approve the rest later.

Shumatsu Taiho - Approved

Aku Mokin - How fast do the arrows travel? 

Seelee Schneider - Why is this 900 OM? "that can both cut through and block attacks both physical and astral in form, allowing fukaku to literally cut weaker magical or psychic attacks in half" This is entirely dependent on the character's TEC

Gritz - Approved

Licht Bombe - Approved
(11-09-2016, 03:03 PM)Sabrina Wrote: Just to be 100% certain, can someone confirm if Sabrina's whip is approved, and is it at 600 or 900?

I agree with Mark's judgment that holding it differently doesn't give it an additional function, provided that it doesn't change anything regarding how much damage it does and how quickly she can attack with it. 

If that is so, the move is approved at 600.
[Image: LsiSHXa.png]
"To confront a person with his shadow is to show him his own light. "
- Carl Gustav Jung

Ezrihel Wrote:I'm so glad DL linked it
(11-03-2016, 01:31 AM)Sabrina Wrote:
(11-02-2016, 11:33 PM)Mark Wrote: SabrinaTrainer's Whip (Requires Physical Strength, Ranged and Debuff Proficiencies) (900)
(11-02-2016, 04:34 AM)Sabrina Wrote: Sabrina used a whip in her time as a Team Rocket admin, if her Pokemon needed a little disciplining. It also makes for a fairly good self-defense weapon though.

It's a whip, alright - a strong handle with leather wrappings to strengthen one's grip, a long (~6m) strip of leather and a small rounded cone of steel at the tip to add some weight.
It's more suited to flinch its victims and hurt than to damage them, but can leave some nasty bruises.

The Trainer's Whip has two primary uses: to attack and to bind. When used to attack, simply put Sabrina strikes her opponent with the tip. When used properly it produces a loud crack and the tip briefly moves extremely fast, causing superficial injuries and great pain if it hits exposed skin. Against tough or armored opponents it's not very effective, though. When used to attack, the whip is only really dangerous near the tip, as that's what moves fastest. The leather strip between the tip and Sabrina doesn't hurt.
The whip's other use is to wrap around an opponent's bodypart or weapon to temporarily hinder or prevent them from using it, possibly leading to a tug-of-war situation. Sabrina is sufficiently skilled to (usually) hit the spot she is aiming for, but because the whip requires some length to wrap around the target they must be within 5 meters of Sabrina at most. It carries the added risk of having the whip ripped out of her hands though, if her opponent is able to overpower her.

Unhooking it from her belt or summoning it from nowhere takes ~2 seconds or ~10 seconds if the whip was broken and must be re-summoned, during which Sabrina can only move at a walking pace and can't attack. It requires relatively little stamina to use even continuously, and has a reach of ~6 meters at maximum. Sabrina can also hold the whip somewhere along the leather strip to shorten the maximum range to as little as ~1 meter - this is useful if the opponent fights close up, so that she can still hit them with the tip.

Fluff: Sabrina can also use the whip to spur her Pokemon on. It usually enrages them, making them attack more aggressively.

I'm only seeing two uses here, why the 900 OM price tag?

300 for the basic whip, 300 for the debuffing part and 300 because Sabrina can shorten the whip's max range (last sentence before the fluff). I imagined that it would be variable enough to be priced extra for that?


(11-09-2016, 03:03 PM)Sabrina Wrote:
(11-04-2016, 09:13 AM)Sabrina Wrote:
(11-03-2016, 06:47 PM)Mark Wrote:
(11-03-2016, 01:31 AM)Sabrina Wrote: 300 for the basic whip, 300 for the debuffing part and 300 because Sabrina can shorten the whip's max range (last sentence before the fluff). I imagined that it would be variable enough to be priced extra for that?

You wouldn't need to pay for the third use as that's just changing the way you hold the whip. I'd compare it to having a Dual Swords move and only using one sword or grasping a large sword with one hand versus with two. The whip isn't exactly changing size, you're just holding it in a way that makes it not entirely useless at close range.

Hmm, I figured that it would be variable enough (and "circumventing" a normal whip's limitations) to justify a price increment. Not that I'm complaining if you say that 600 is fine though!

Just to be 100% certain, can someone confirm if Sabrina's whip is approved, and is it at 600 or 900?


(11-09-2016, 06:55 PM)Dark Link Wrote:
(11-09-2016, 03:03 PM)Sabrina Wrote: Just to be 100% certain, can someone confirm if Sabrina's whip is approved, and is it at 600 or 900?

I agree with Mark's judgment that holding it differently doesn't give it an additional function, provided that it doesn't change anything regarding how much damage it does and how quickly she can attack with it. 

If that is so, the move is approved at 600.


Awesome. And yes, the whip's damage, attack rate etc. doesn't change, only the effective range.

Also don't mind the above quotes, I'm just reposting the conversation above to link everything cleanly in my purchases log.
"(Note to self: insert quote & picture once I find stuff)"

Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
(11-09-2016, 06:32 PM)Daniel Wrote: something I realised when I woke up this morning, these moves are for an NPC right? If so, then I'll approve the rest later.

Shumatsu Taiho - Approved

Aku Mokin - How fast do the arrows travel? 

Seelee Schneider - Why is this 900 OM? "that can both cut through and block attacks both physical and astral in form, allowing fukaku to literally cut weaker magical or psychic attacks in half" This is entirely dependent on the character's TEC

Gritz - Approved

Licht Bombe - Approved

thank you for your help!

Aku Mokin - 97 meters per second, or about the speed of a heavier crossbow..

Seelee Schneider - the 900 OM was just for it being able to cut through less solid attacks/abilities in order to stop them - since a regular sword (unless I'm wrong) can't affect something like a fire or ki attack.
I didn't mean to imply it wasn't dependent on TEC, but figured that like a sword normally is with it's ATK stat, it's ability to cut such things was basically governed by my TEC stat already.
[Image: 1403536693-tumblr-mnt768ec7u1qcjxmlo2-r1-500.gif]
(11-09-2016, 10:37 AM)Utsuho Reiuji Wrote:
(11-09-2016, 07:48 AM)Daniel Wrote:
(11-07-2016, 12:47 PM)Utsuho Reiuji Wrote: Flare Up (Area Attack, Area Defense) (300): A quick, radiation/plasma burst move designed to help clear objects and people away from Utsuho. Drawing power from the nuclear fuel that feeds her, Okuu releases excessive amounts of beta radiation into the air around her, burning anyone unlucky enough to be within a meter radius. These leave radiation burns rather than her standard nuclear heat burns, causing a more deep and thorough pain than the skin-deep burns caused by most other attacks. Unlike pure heat burns however, the invisible wounds it leaves aren't nearly as permanent and debilitating, even if they do hurt a lot more in the short term.
This radiation also reacts with the air, creating a series of weak nuclear fission blasts as the air molecules are torn apart. These blasts last for less than a second, but are intense enough during that time to burn away or deflect some weaker attacks. It takes less than a second for Okuu to charge this move, but since she must draw energy unprepared, it quickly exhausts her if used more than once.

Maybe change the charge time to two seconds? It seems pretty useful and 2 seconds is still a pretty quick charge time.

Flare Up (Area Attack, Area Defense) (300): A quick, radiation/plasma burst move designed to help clear objects and people away from Utsuho. Drawing power from the nuclear fuel that feeds her, Okuu releases excessive amounts of beta radiation into the air around her, burning anyone unlucky enough to be within a meter radius. These leave radiation burns rather than her standard nuclear heat burns, causing a more deep and thorough pain than the skin-deep burns caused by most other attacks. Unlike pure heat burns however, the invisible wounds it leaves aren't nearly as permanent and debilitating, even if they do hurt a lot more in the short term.
This radiation also reacts with the air, creating a series of weak nuclear fission blasts as the air molecules are torn apart. These blasts last for less than a second, but are intense enough during that time to burn away or deflect some weaker attacks. It takes about two seconds for Okuu to charge this move, that can be done either in the air or on the ground, and during which she can make small, basic movements like ducking or a short side-step, anything larger will break her concentration. Since she must draw energy unprepared for this attack, it quickly exhausts her if used more than once.

Would this work, or should I just remove the ability to move completely?

Approved

(11-10-2016, 10:51 AM)Weiss Schnee Wrote:
(11-09-2016, 06:32 PM)Daniel Wrote: something I realised when I woke up this morning, these moves are for an NPC right? If so, then I'll approve the rest later.

Shumatsu Taiho - Approved

Aku Mokin - How fast do the arrows travel? 

Seelee Schneider - Why is this 900 OM? "that can both cut through and block attacks both physical and astral in form, allowing fukaku to literally cut weaker magical or psychic attacks in half" This is entirely dependent on the character's TEC

Gritz - Approved

Licht Bombe - Approved

thank you for your help!

Aku Mokin - 97 meters per second, or about the speed of a heavier crossbow..

Seelee Schneider - the 900 OM was just for it being able to cut through less solid attacks/abilities in order to stop them - since a regular sword (unless I'm wrong) can't affect something like a fire or ki attack.
I didn't mean to imply it wasn't dependent on TEC, but figured that like a sword normally is with it's ATK stat, it's ability to cut such things was basically governed by my TEC stat already.

Aku Mokin - add that into the move description (just say at the speed of a heavier crossbow). Approved

Selee Schneider - Hrmm i'm going to say that it makes sense for no sword to be able to deflect moves like that, You'll need a shield for that. So You'll need to remove that part of the move. after that, approved at 600
Bumping Retaliatory Shield.

Name of Move: Retaliatory Shield
Cost of Move: 300 OM
Requirements: Area Shield Proficiency, Area Attack.
Description of Move:

Sombra will light his horn and create a crystal wall that is about 20 feet tall in front of him. The Crystal Wall is unique in that it does something unexpected. Hid along the wall are ‘mini crystals’ that shoot mini beams of energy upon an impact with the Crystal Wall. These beams are about the size of a bullet each, but about 60 of them are fired. They travel at the speed of an arrow, but don’t do much damage, doing even less than pitiful damage to an opponent. Retaliatory Shield is a move that punishes attacks with beams of energy. This takes him roughly seven seconds to activate, but can be used in conjunction with other moves.
(11-09-2016, 07:48 AM)Daniel Wrote:
(07-13-2015, 02:17 PM)Omni Wrote: The most moves you can get approved in advance is 5.
@Weiss; You may chose 5 moves to get approved.


(11-06-2016, 01:35 PM)Amber Veritz Wrote: Time Dust(Requires Ranged proficiency, Time Manipulation) Tier Two Super Move - 800OM


Amber forms an odd crystal in her hand colour of silver taking two seconds prepare. When smashed into dust the sandy substance explodes into a field of sonic energy that slows down time for everything within the energy, except Amber. The field expands quickly, but doesn't last very long, about 5 seconds. The change in pace is equal to slowing a character down by half their speed, rounded up. This field of effect is a sphere with a 3-meter radius so it’s fairly small, but can be difficult to escape when being attacked by Amber.


Medical Dust(Requires Advanced Regen.) Tier Two Super Move - 800OM

Amber uses her second kind of dust, an odd kind considering her fighting style. This medical dust instantly clears up wounds, strong enough to fix misplaced bones and completely mend wounds in a matter of seconds. This strong dose of medicine is scarce and can’t be used as often as Amber wished she could. It takes about five seconds of application to heal herself.

Time Dust - How long does it take this crystal to form? How fast does this time slow field expand? 10 meters is too large for the slow that you want. Energy spend using super moves can be role played as you like, but it really doesn't matter. If you have the sp for it, you have the energy for it.

Medical Dust - When it comes to healing and regen the amount of sp is the amount of damage you can heal, whether or not 2 damage is a broken limb would really be on a case by case (fight by fight) basis, and the judge that is attributing damage. The move, at a base form, is fine. However, could you re-word/ write it so that is is more general about what it can do, rather than be specific about instantly mending bones (as 2 damage might not even be broken bones).

Changes made in italics.
"I've been neglected, harassed, beaten, and diminished all my life. What motivates me to continue? The glory of proving people wrong. Being worth more than the numbing existence offered me. To be a hero." - Amber
@Amber;

Time Dust - Approved but this also needs Area Attack Proficiency. Buy Area Attack before using this move.

Medical Dust - Approved
(11-12-2016, 01:33 AM)Daniel Wrote:
(11-09-2016, 10:37 AM)Utsuho Reiuji Wrote:
(11-09-2016, 07:48 AM)Daniel Wrote:
(11-07-2016, 12:47 PM)Utsuho Reiuji Wrote: Flare Up (Area Attack, Area Defense) (300): A quick, radiation/plasma burst move designed to help clear objects and people away from Utsuho. Drawing power from the nuclear fuel that feeds her, Okuu releases excessive amounts of beta radiation into the air around her, burning anyone unlucky enough to be within a meter radius. These leave radiation burns rather than her standard nuclear heat burns, causing a more deep and thorough pain than the skin-deep burns caused by most other attacks. Unlike pure heat burns however, the invisible wounds it leaves aren't nearly as permanent and debilitating, even if they do hurt a lot more in the short term.
This radiation also reacts with the air, creating a series of weak nuclear fission blasts as the air molecules are torn apart. These blasts last for less than a second, but are intense enough during that time to burn away or deflect some weaker attacks. It takes less than a second for Okuu to charge this move, but since she must draw energy unprepared, it quickly exhausts her if used more than once.

Maybe change the charge time to two seconds? It seems pretty useful and 2 seconds is still a pretty quick charge time.

Flare Up (Area Attack, Area Defense) (300): A quick, radiation/plasma burst move designed to help clear objects and people away from Utsuho. Drawing power from the nuclear fuel that feeds her, Okuu releases excessive amounts of beta radiation into the air around her, burning anyone unlucky enough to be within a meter radius. These leave radiation burns rather than her standard nuclear heat burns, causing a more deep and thorough pain than the skin-deep burns caused by most other attacks. Unlike pure heat burns however, the invisible wounds it leaves aren't nearly as permanent and debilitating, even if they do hurt a lot more in the short term.
This radiation also reacts with the air, creating a series of weak nuclear fission blasts as the air molecules are torn apart. These blasts last for less than a second, but are intense enough during that time to burn away or deflect some weaker attacks. It takes about two seconds for Okuu to charge this move, that can be done either in the air or on the ground, and during which she can make small, basic movements like ducking or a short side-step, anything larger will break her concentration. Since she must draw energy unprepared for this attack, it quickly exhausts her if used more than once.

Would this work, or should I just remove the ability to move completely?

Approved

(11-10-2016, 10:51 AM)Weiss Schnee Wrote:
(11-09-2016, 06:32 PM)Daniel Wrote: something I realised when I woke up this morning, these moves are for an NPC right? If so, then I'll approve the rest later.

Shumatsu Taiho - Approved

Aku Mokin - How fast do the arrows travel? 

Seelee Schneider - Why is this 900 OM? "that can both cut through and block attacks both physical and astral in form, allowing fukaku to literally cut weaker magical or psychic attacks in half" This is entirely dependent on the character's TEC

Gritz - Approved

Licht Bombe - Approved

thank you for your help!

Aku Mokin - 97 meters per second, or about the speed of a heavier crossbow..

Seelee Schneider - the 900 OM was just for it being able to cut through less solid attacks/abilities in order to stop them - since a regular sword (unless I'm wrong) can't affect something like a fire or ki attack.
I didn't mean to imply it wasn't dependent on TEC, but figured that like a sword normally is with it's ATK stat, it's ability to cut such things was basically governed by my TEC stat already.

Aku Mokin - add that into the move description (just say at the speed of a heavier crossbow). Approved

Selee Schneider - Hrmm i'm going to say that it makes sense for no sword to be able to deflect moves like that, You'll need a shield for that. So You'll need to remove that part of the move. after that, approved at 600
That's disappointing, but Alright then.
Looking for approval on these:

Quote:Todlich Dunst: (300 OM)


Fukaku takes one of the several smaller reishi canisters at his belt, and throws them at a specific area. The capsule explodes into a fine mist, impeding anyone in a 20x20 ft. Circle from seeing, hearing, or smelling normally as long as they are in the cloud. The cloud itself persists for roughly fifteen seconds.


People with enhanced senses can see through the mist as long as their tec is Equal to or greater than Fukaku’s, and they are capable of seeing outlines and other vague impressions of things in the mist as long as their TEC is at least half of Fukaku’s.

While Fukaku is no less blinded in the mundane sense by Todlich Dunst, but he may use his enhanced senses to find his targets in the mist with ease, as the cloud does not block his own enhanced senses.
This move may only be used three times in a single battle, though the effect on his stamina is low.

The cloud itself is an obscuring silver mist, though it cannot be physically "felt" and does not cling to the user as normal mist does. An expelling of appropriate force, like a cyclone attack or an explosion, can dissipate the cloud as well.


Tier 2 super move:


Blitz Gott Stange: (800 OM)
While not a move known only to Fukaku in his own world, it was his preferred means of executing opponents, and one he is incredibly familiar with.


Fukaku creates an energy arrow as the clouds swirl overhead. Only a couple seconds later, a lightning bolt will strike Fukaku’s bow, and the Bow will crackle with energy as the Arrow elongates, looking more like a spear than an arrow as it crackles with yellow energy.

When Fukaku fires the Lightning-infused arrow, a sonic boom is created as the lance of energy breaks the sound barrier, and the weapon pierces through almost any defense an opponent can muster, slicing through skin, flesh, or metal that bars it’s path. Once it’s pierced Fukaku’s target opponent, however, it will then unleash an electric charge within the opponent’s body, further injuring them.



Tier 2 Super Defense:


Hirenkyaku Strom: (800 OM)



An ability that Fukaku only recently perfected, Hirenkyaku Strom is an expansion of the normal usage of Hirenkyaku. While the normal version allows for someone to create a pathway of Reishi for someone to move across at superspeed, Hirenkyaku Strom allows Fukaku to literally split his body into base particles and recreate himself at another location. Due to the drain on his power, Fukaku uses the ability sparingly, in order to dodge heavy attacks by simply not being there when they strike.
Meteor (300): A magical mass of rock and fire about the size of a beach ball, flung toward a location.  When it arrives at the designated point, or should it collide with anything prior to doing so, it explodes, covering an area around the size of a small house in a burst of energy and shrapnel.  The projectile itself is relatively slow moving, though with clever timing can catch an opponent off guard, and it takes a moment of charging to cast.  The mass is short lived, the shrapnel doesn't last more than a few seconds after the explosion.  The rock mass can travel at maximum around 2 blocks before it detonates, though it must be charged longer and consumes more energy to travel farther distances.  The projectile moves relatively slowly, enough that anyone outside of half a block away would have ample time to react to it.

So this is a revised version of this move.  I added sizes to both the projectile and the explosion, and added a (much more restrictive) max range.  Would this be functional as a 300 OM move?
Minato: I’m assuming the Rasengan are identical to that of the usual ones he uses in terms of size and cast time? I’d just add that in but otherwise you’re good to go my friend.

Kerrigan
Todlich Dunst: Do the effects wear off after leaving the area? Also I’m sure you know this but the bit about seeing them with ease applies if they don’t have Suppression. Just clarifying in-case anyone reading this thinks that the move’s effect also eliminates suppression. This move will require Debuff and Area Attack proficiencies.

Blitz Gott Stange: This’ll need Ranged. Does the electricity debuff in any way or is it just painful?

Hirenkyaku Strom: Is this essentially an insta-cast? Also, you’ll need Teleportation for this.

Sombra
From this point forward I’m going to have to ask that any move(s) that you get approved here you purchase before the next set can be approved. This isn’t the first time that you’ve dropped a large batch of moves and it’s unfair to staff to waste the effort.

Retaliatory Shield: How wide is this? How far can the beams shoot? Does Sombra need to remain still and concentrate while using this? Is there a duration or does it persist until he stops putting energy into it? If it has a duration, how much damage (in general terms) can the shield sustain before it breaks? How draining is this on his energy/stamina? If it can be maintained expect the 'strength' of the shield to relate somewhat to how much energy he funnels into it.

Celestia
This can definitely work as a 300 OM move. I’ll need a bit more information/clarification, though.

Meteor: How long does this take to cast? Can you define how fast it moves, how far it does, and how big the explosion is in different terms? A small house and a city block can vary widely so something like “around 20 mph” and “around 20 feet” (just as examples; feel free to pick whatever numbers you want) would be better. Does Celestia need to stand still and concentrate for this? How draining is this on her energy/stamina? Can this be used simultaneously 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

*Noted. Will take me a while to earn OM so moves will be slow coming, if at all.

Name of Move: Retaliatory Shield
Cost of Move: 300 OM
Requirements: Area Shield Proficiency, Area Attack.
Description of Move:

Sombra will light his horn and create a crystal wall that is about 20 feet tall in front of him. The Crystal Wall is unique in that it does something unexpected. Hid along the wall are ‘mini crystals’ that shoot mini beams of energy upon an impact with the Crystal Wall. These beams are about the size of a bullet each, but about 60 of them are fired. They travel at the speed of an arrow, but don’t do much damage, doing even less than pitiful damage to an opponent. Retaliatory Shield is a move that punishes attacks with beams of energy. This takes him roughly seven seconds to activate, but can be used in conjunction with other moves. This lasts until he can no longer put energy into it, or until an attack somehow shatters the shield in one move. Supermoves for example could break the shield with a single strike. The beams can shoot 15 feet in any direction, and Sombra can move while using this. Essentially it's like a Turtle Shell that's been repurposd into a shield in front of him, but is about 20 feet tall. Unfortunately due to energy constraints, all Sombra can do is move while doing this... he can't use other moves.
Hmm. I was going for more intuitive descriptions, since I trust myself more with those, but let me try to put some numbers on it.

Moves 14 meters per second
Max distance of around 150 meters
Explosion has a 5 meter radius
Can move to an extent while casting
Cannot use other attacks while casting
Takes 1-3 seconds to cast
Moderately draining

So if I put all of this together I get:

Meteor (300): A magical mass of rock and fire about the size of a beach ball, flung toward a location up to around 150 meters away. When it arrives at the designated point, the edge of its range, or should it collide with anything prior to doing so, it explodes, covering an area around 5 meters in diameter in a burst of energy and shrapnel. The projectile itself is relatively slow moving, travelling around 14 meters per second and giving opponents more than a short distance away plenty of time to react, though with clever timing the explosion can catch an opponent off guard. It takes between 0.5-3 seconds to charge, with a larger charge time required for the mass to travel longer distances. Celestia can move to an extent while charging the ability, but cannot undertake complex maneuvers or attack through other means while doing so. The mass is short lived, the shrapnel doesn't last more than a few seconds after the explosion.
Quote:Todlich Dunst: Do the effects wear off after leaving the area? Also I’m sure you know this but the bit about seeing them with ease applies if they don’t have Suppression. Just clarifying in-case anyone reading this thinks that the move’s effect also eliminates suppression. This move will require Debuff and Area Attack proficiencies.
Yes, the mist isn't a debuff in and of itself, just causing it in an area. As the move states, the effects only last while they're in the cloud.
Would you like me to clarify regarding suppression within the move description? I assumed I'd only have to clarify if the move DID block suppression.
Will edit those proficiencies in under requirements. (along with others from my earlier moves I missed).

Quote:Blitz Gott Stange: This’ll need Ranged. Does the electricity debuff in any way or is it just painful?
No Debuff, just pain. Electricity running through the body probably would cause extra minor injuries, but nothing really mechanically notable, unless the person I'm role-playing with chooses to play it up.
Will add the ranged proficiency.

Quote:Hirenkyaku Strom: Is this essentially an insta-cast? Also, you’ll need Teleportation for this.

Initially it was meant to be used as a super defence with burst movement, but rereading it now I realize it seems exactly like teleportation. I apologize.
Here's a revised version of the move:
Quote:Hirenkyaku Strom (Requires Burst Movement)
An ability that Fukaku only recently perfected, Hirenkyaku Strom is an expansion of the normal usage of Hirenkyaku. While the normal version allows for someone to create a pathway of Reishi for someone to move across at superspeed, Hirenkyaku Strom allows Fukaku to infuse his body with energy that he manipulates to telekinetically boost himself forward at incredibly high speeds. Due to the drain on his power, Fukaku uses the ability sparingly, in order to dodge heavy attacks by simply not being there when they strike. the move takes very little start-up time, taking only the amount of time Fukaku needs to walk one step.

Is that better?
Please inform me if it should take more time to activate.
On the topic of the Seelee Schneider, I'm going to overrule Daniel. I see cutting through projectiles as a really standard thing in anime and such, and there's no problem with the move as long as it has sufficient downsides. (So yeah, I need you to repost it for re-approval). I mean, if you can pull it out instantly and deflect any move, that's obviously not gonna fly.

Meteor: If a move can be charged up to make it go longer distance, that's variable and needs a 600 OM+ move. You could just make it a set chargeup time, and say that she can throw it anywhere within 150 meters.

Sombra: So a turtle shell that's 20 feet tall, does that mean it's effectively a semi-circle and 20 feet is just the diameter?
Quote:This takes him roughly seven seconds to activate, but can be used in conjunction with other moves.

Unfortunately due to energy constraints, all Sombra can do is move while doing this... he can't use other moves.

Unless I'm misunderstanding, these two sentences contradict one another.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
Reposting:
Quote:A quincy blade of standard design, the Seelee Schneider is a potent device that drains reishi from the atmosphere to form a chainsaw like blade that can both cut through and block attacks both physical and astral in form, allowing fukaku to literally cut weaker magical or psychic attacks in half (Assuming they take shape in the first place), and cut through flesh with a razor-thin edge. the higher the energy density, the harder it is for the blade to cut through, so this effect only works on weaker attacks.

The weapon itself normally manifests as a simple, silver hilt a few inches long that, at the press of a button, can manifest itself into a blade of energy measuring roughly 60 cm from the tip of the hilt to the end of the blade. The blade is straight, thin, and double-edged, and the weapon has no guard. It takes roughly 4 seconds for the blade to manifest.

Fukaku is also capable of firing this weapon from his quincy bow as though it were an arrow by firing it from the hilt, the blade aerodynamic enough to sail towards his opponent with the accuracy of an ordinary weapon.

While the Seelee Schneider is a powerful blade in combat, it does come with a weakness. As it absorbs all the ambient energy in the atmosphere around it, Fukaku cannot use the reishi to fuel his attacks. In short, Fukaku cannot use any attacks other than the seelee schneider unless he deactivates the weapon.
On a sidenote, just to make sure, what stat would cutting through magical attacks lean on?


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