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Official Move Approval IV
Traveler's Staff - requires physical strength (300 OM)

A sturdy wooden staff, suitable for use by someone who does a lot of walking. It is just under two meters long and five centimeters in diameter, constructed from dark, polished hardwood and shod in a semi-decorative web of inlaid iron braces. The staff functions as a durable, nimble and versatile weapon, but in spite of the metal involved in its construction adds little to Kelly's striking power beyond reach and simple concentration of force.
(12-10-2016, 04:20 PM)Sabrina Wrote: Alt Form: Dreadnought Avatar (2000)

ATK: 4
DEF: 5
SPD: 0
TEC: 1
Picture: http://i1274.photobucket.com/albums/y435...6f08b8.png
(I will replace the link with an image in the roster)

When swapping into or out of this form the “Dreadnought Avatar” heavy armor appears or disappears off of Sabrina’s body, taking a few seconds for either case. The Dreadnought Avatar armor covers her in a suit of heavy metal plate and a fiber that protects her from harm without impacting on her speed a lot, because she uses a psychic field to support her muscles and lift the armor. She also dons a jumpsuit of highly highly durable fiber which keeps her non-armored bodyparts from being exposed (the black/gray suit in the picture). The suit also has jetpacks built into the soles, allowing for flight.

Because Sabrina must place a lot of her psychic energy into into upkeeping her armor she is unable to fight as skillfully as when not wearing it. As a result this armor is designed for a brute-force approach with overwhelming force.

I would also like approval for the below moves, please!

[spoiler]
Guardian Shield (600, Physical Strength, Area Shield Profs, Flight): As if the staggering armor wasn’t sufficient already, Sabrina wields the Guardian Shield, a barricade of solid metal, which she uses to guard herself against frontal attacks. However, when it’s attached to her back, the shield does not block damage for some reason; it simply lets attacks pass through. It’s roughly 1,5m tall and 80cm wide.

Pulling the shield from her back or putting it back takes ~2 seconds. While wielding it Sabrina only has one arm at her disposal which she can use to wield any weapon requiring only one hand or none at all.

Once in hand the shield functions like a regular shield, covering about 3/4ths of Sabrina’s body if held correctly, though her lower legs or her head will remain exposed if she decides to cover the respective other bodypart.

The shield can also be deployed as a barricade by slamming its bottom side into the ground with force, digging it into the ground - this takes ~2 seconds. While this allows Sabrina to use both hands while using the shield as cover, it also means that she is unable to use the shield again unless she yanks it back out, which takes ~5 seconds of pulling during which she’s unable to use other moves, or move. The shield can also be left behind in this state, which carries the risk of her opponent(s) using it for their own cover.

Finally, the shield can be used as a decently effective way of attacking, by charging someone with it - let alone flying, then dropping onto them.


Combat Knife (600, Physical Strength, Ranged Proficiency): Usually kept in a holster on her belt, Sabrina’s combat knife is kept for the occasions where her Ember Celica needs reloading or she needs to slicing rather than stopping power. The Combat Knife is a handy weapon with a blade about 25cm long and an energy edge that causes it to emit a low hum when used. It only has a very short range but is tougher as a result.
The Combat Knife can also be thrown at an opponent, with its range being as far as Sabrina can throw it ([ATK stat] times 10 meters). After being thrown Sabrina must get within about a meter of it after it lands, for a magnetic field on the holster to pick it up automatically.


Dragonbreath Revolver (300, Ranged Proficiency): A simple revolver with stylistic improvements to make it look dragonlike. It can hold 6 rounds, reloading takes ~3 seconds, Sabrina can fire around 2 rounds per second at maximum, with shots landing mostly accurate up to 15m away and a maximum range of ~50 meters. It can be wielded in one hand. Sabrina can materialize this gun into her hand almost instantaneously and makes it disappear in the same fashion when finished.


Bolter Cannon (900, Ranged Proficiency): Sabrina got this idea from schematics for a “Heavy Bolter” of the Space Marines, Emperor Palpatine’s bodyguards. Its size and shape (view image for reference) remain the same, however it is not belt-fed, instead it holds a magazine of 30 rounds. Due to its immense size and weight it must be wielded with both hands when using it to attack, and even then has severe recoil, making it inaccurate at anything over ~30m away (the rounds will fly much further, but at 30+ meters will never hit the opponent). Sabrina can materialize this gun into her hands almost instantaneously and makes it disappear in the same fashion when finished.

The Bolter Cannon fires large high-powered rounds, though they are not the rocket-bullets used by Space Marines, at one shot per trigger pull accompanied by a cannon-like firing sound. Due to the immense recoil Sabrina cannot fire more than once a second. Reloading takes ~7 seconds during which she can move.

The Bolter Cannon’s magazine is also modified: after ejecting it during the reload she is able to throw it at her opponent like a heavy projectile. Sabrina saves the empty mag to throw whenever the opportunity presents itself, or flings it at her opponent as she ejects it from the Bolter Cannon for an attack when her opponent least expects it. While it doesn’t fly nearly as fast as a bullet due to being thrown, it's heavy and has pointy edges, so it hurts. The magazine’s dimensions are 20x30cm (length and height, same dimensions as an A4 sheet of paper) and ~8cm thickness. Due to holding bullets, it’s also hollow and a bit lighter than what it looks like.


C-41 “Hornet” Chaingun (600, Ranged Proficiency): The Hornet is Sabrina’s go-to option when it comes to quantity over quality. It’s a typical multi-barreled chaingun that cannot be wielded with less than two hands and is heavy enough that even holding it slows Sabrina down to a walking pace. Sabrina can materialize this gun into her hands almost instantaneously and makes it disappear in the same fashion when finished.

The Hornet has two triggers, one which leads to the gun spinning up to full speed in ~1 second, and the second which actually causes the firing to happen. Only once the barrel is spinning at full speed can it be fired, however Sabrina can also choose to keep the Hornet spinning without firing it, but “only” keeping it ready to start firing immediately when her opponent shows up. During the spin-up time hidden compartments on the gun automatically fire several steel cables with hooks into the ground in front of Sabrina which immobilize her as long as the gun is spinning to counter the immense recoil, making her stationary although she is able to aim up to 90° sideways in either direction, as well as up and down. The cables don’t allow more than that.

If the hooks have nothing to latch on to (for instance because Sabrina is flying), Sabrina consciously opts not to enter stationary mode (the Hornet magically knows what she wants) or if the steel cables are cut Sabrina will slide back a little distance with each shot and is less accurate, but she will be able to aim it at any direction and continue to move while the gun is spinning but not firing. The hooks cannot harm an opponent who happens to be in their way for some reason, instead harmlessly bouncing off.

The Hornet fires a veritable barrage of bullets: 3 per second, or 180 per minute, of sustained fire. Each bullet does very little damage by itself but the huge numbers add up to inject lead into anything in front of its barrels. The gun is suited for medium ranges but won’t hit anything beyond ~100m. For whatever magical reason, the Hornet also does not need reloading.
[/spoiler]

Bumping the above!
"(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!
Quote:To arms, my Knight(Tier 1 Assist) (1000):  King Sombra summons a Knight of his own design to the Battlefield. The Knight was created when he learned how the bipedal life forms could use both their hands and their feet as lethal weapons. The Black Knight may not be that graceful or fast, but when it comes down to it, he is a skilled warrior. 

[Image: latest?cb=20141110055046]
Stats:
ATK: 2
DEF: 2
SPD: 0
TEC: 1


And of course, what is an Assist without moves? 

Umbral Sword - Covenant of Darkness (300, Physical Strength) 

A plain black sword, with red writing on it. It's the sword that the Black Knight wields. It can clash with most weapons, and is fairly sharp. This sword is the signature weapon of the Black Knight, and has no special properties whatsoever to it. This technique, much like the others of the Black Knight is slow, at least for now anyway, moving at the pace of a snail. 

Umbral Hammer - Earth Breaker (600, Physical Strength, Area Effect Proficiency, Debuff.) 

The Umbral Hammer can be used as a weapon to smash a person's face in by default. But this hammer holds a secret to it. For due to magic Sombra has put upon the hammer, when smashed into the ground after being charged for seven seconds, this can create a localized earthquake that could knock a person off of their feet for about 5 seconds. This does low damage for the swings of the hammer, but high damage should the earthquake knock them down, and the hammer be successfully swung then. This technique, much like the others of the Black Knight is slow, at least for now anyway, moving at the pace of a snail. 

Eye Lasers (300, Ranged Proficiency.):  The need for the Knight to have a ranged weapon was not lost on Sombra, so the helmet was enchanted. This causes it to be able to shoot out blackish reddish beams of energy from the eyes of the helmet. These do low damage but are still likely to at the very least annoy an individual they hit. This technique, much like the others of the Black Knight is slow, at least for now anyway, moving at the pace of a snail. These are also draining to the point where the Black Knight vanishes. 
Bumping theese.
Dawny:
[spoiler]
(12-09-2016, 06:00 AM)Dawnika Snow Wrote: Preapproving some moves for an NPC

Card Thrower req. Ranged Proficiency (300)
Aria’s not good tradition weapons, but she is an amazing card artist. She carries around at least three decks of playing cards with her at all times(That’s at least 156 cards!) She can throw two at once, and it only takes about a second to get another card ready to throw. When thrown, they release tiny razor blades that cut through skin. Obviously this feels about as bad as a paper cut. It takes about 5 seconds to summon another deck of cards. The cards can travel up to 20ft before they start to slow down and hit the floor. They can also be retrieved so long as they are not burned or destroyed by anything.

Magic Blade req Physical Strength (300)
A simple attack of a 2.5ft long blade. It’s a fine rapier made of pure magic energy used to jab holes in people's faces. She's moderately skilled with it. It takes about 5 minutes to summon, but she normally always has it strapped to her hip.

Illusions req Debuff (300)
Misdirection is the greatest boon a magician has up his sleeve. With a special powder, Aria can get into others minds and make them think they see what they don't. Aria can make it seem like there are copies of herself with the dust, even though there are none. It only seems to the person that there are five of her. Effects only last about ten seconds depending on the person’s defense. She must be in arm's reach to use this magic dust.

There’s always an Ace up my sleeve! - 800OM req Area Attack, Ranged, and Remote Control Tier 2 Super
Aria pulls the Ace of Spades from her sleeves. Its loaded with a chip that’s rigged to explode. When thrown it locks onto a person’s signature and explodes on contact. It has a normal range like any other cards, but unlike the others it locks onto her targets. The explosion can can cause some massive damage if her targets aren't built well enough to take the hit.

Find the Lady - 800OM Tier two Super Def req teleport
Aria specialty is Three-Card Monte. A card hustler trick mostly, but in the Omniverse it's more. When an attack is launched at her, she turns into a giant card - The Jack of Spades. After it's over, she reappears as the Queen of Hearts, negating all the damage by teleporting away, hopeful.

The Cane req Phy. Str, Ranged, and Area Attack - 900
The most iconic magical item in existence is the magician’s cane. This can is not used to pull rabbits out of hats though. This cane can be used to launch explosive fireballs, or shots of lightning at her opponents. It also suffices as a decent beating stick! Ain’t that nifty! It takes awhile to summon but can be greatly useful in a pinch. The explosion of fire spreads about ten feet in a quick burst, and just like the lightning, travels about 50ft. The lightning obviously moves faster than the fire. Lastly, the stick only about a foot long.

Card Thrower, Magic Blade and Find the Lady are good.

Illusions: Does this have a cast time or is it instant? Does the debuff take time to come into full effect or does it work right away? How ‘draining’ is this on her person? For the duration, that would rely on the opponent’s TEC rather than DEF, since this is a debuff. The same goes for whether the foe can see through the illusion or not (also Enhanced Senses will allow them to get around it). Can this be used with other moves?

There’s always an Ace up my sleeve: How big is the explosion?

The Cane: How large are the fireballs? What’s the cast time on the fireball and lightning bolt? I see that the lightning bolt moves faster than the fireball, but can you better describe then how fast the fireball moves and how much faster the bolt moves?  What’s the effective range? Do either require concentration? What’s the stamina drain for each? Can these be used with other moves?[/spoiler]

Revan:
[spoiler]
(12-10-2016, 09:08 AM)Revan Noctis Wrote: Ice Strike , ranged proficiency 

Description: Revan fires a single ice bolt the size of one of his arrows out of his palm that travels the speed of a thrown ball. The bolt is designed to pierce armour and freeze a targets wound causing further pain resulting in moderate damage. takes twenty seconds to form before being shot at an opponent and needs ten minutes to recharge. User must focused and aimed carefully and must be stationary though once shot can be forgotten about. 
The ice bolt can then be removed or allowed to melt over time. 


Shadow Barrage , ranged proficiency

Description: Revan creates a cloud of black smoke like substnce around himself before using both arms to launch it at an enemy which it then attaches itself to causing moderate damage around the intended target.
This cloud can expand to fit over a single enemy of any size so long as they are not larger then say a mammoth or else it will only harm as much of their body as possible.
This attack requires full stationary focus and can be fired after only a minute of charging but takes an hour to be used again.
The cloud exists on its target for only ten seconds but will cause cause the target great pain as the shadow attempts to rip its target apart.
Once fired the move can be forgotten about but must focus long enough for it to reach its intended target or else it may go astray.

Ice Strike: What’s the effective range? How draining is this to perform? Can this be used with other moves?

Shadow Barrage: How fast does this move? You’ll need Area Attack Proficiency if you want to swallow up anything larger than 3 ft by 3 ft. What’s the effective range this can be casted? How draining is this on the user’s stamina? Can this be used with other moves? If Revan can relinquish concentration after it hits, can the target move outside of the area of effect and stop taking damage?

For both of these you can decrease the cast time if you’d like. And the cooldown can be much less as well since with the cooldowns you have listed you’ll likely only be able to use either of them once per battle.[/spoiler]

Koal:
[spoiler]
(12-10-2016, 03:04 PM)Koal Wrote: Dual Swords of Despair (Physical Cost: 600.)

A design supplied by the newly formed Seraph, these Blades show expert demon craftsmanship. Simple in design, but articulate as well, they leave little to the imagination. They sit on a double scabbard on Koals back for easy access, and can be used at the same time, or individually. The sword situated to the top is slightly shorter and thinner, allowing for quicker and more prescient strikes, whilst the sword situated in the lower scabbard is slightly heftier and longer, making it slower than it's smaller counterpart. They can be summoned on the fly and used whilst moving.

[Image: 65570a7b1a9f1d1e6f80108741b76887.jpg]

Can you describe the size of these?[/spoiler]

Sabrina:
[spoiler]
(12-10-2016, 04:20 PM)Sabrina Wrote: Alt Form: Dreadnought Avatar (2000)

ATK: 4
DEF: 5
SPD: 0
TEC: 1
Picture: http://i1274.photobucket.com/albums/y435...6f08b8.png
(I will replace the link with an image in the roster)

When swapping into or out of this form the “Dreadnought Avatar” heavy armor appears or disappears off of Sabrina’s body, taking a few seconds for either case. The Dreadnought Avatar armor covers her in a suit of heavy metal plate and a fiber that protects her from harm without impacting on her speed a lot, because she uses a psychic field to support her muscles and lift the armor. She also dons a jumpsuit of highly highly durable fiber which keeps her non-armored bodyparts from being exposed (the black/gray suit in the picture). The suit also has jetpacks built into the soles, allowing for flight.

Because Sabrina must place a lot of her psychic energy into into upkeeping her armor she is unable to fight as skillfully as when not wearing it. As a result this armor is designed for a brute-force approach with overwhelming force.

I would also like approval for the below moves, please!


Guardian Shield (600, Physical Strength, Area Shield Profs, Flight): As if the staggering armor wasn’t sufficient already, Sabrina wields the Guardian Shield, a barricade of solid metal, which she uses to guard herself against frontal attacks. However, when it’s attached to her back, the shield does not block damage for some reason; it simply lets attacks pass through. It’s roughly 1,5m tall and 80cm wide.

Pulling the shield from her back or putting it back takes ~2 seconds. While wielding it Sabrina only has one arm at her disposal which she can use to wield any weapon requiring only one hand or none at all.

Once in hand the shield functions like a regular shield, covering about 3/4ths of Sabrina’s body if held correctly, though her lower legs or her head will remain exposed if she decides to cover the respective other bodypart.

The shield can also be deployed as a barricade by slamming its bottom side into the ground with force, digging it into the ground - this takes ~2 seconds. While this allows Sabrina to use both hands while using the shield as cover, it also means that she is unable to use the shield again unless she yanks it back out, which takes ~5 seconds of pulling during which she’s unable to use other moves, or move. The shield can also be left behind in this state, which carries the risk of her opponent(s) using it for their own cover.

Finally, the shield can be used as a decently effective way of attacking, by charging someone with it - let alone flying, then dropping onto them.


Combat Knife (600, Physical Strength, Ranged Proficiency): Usually kept in a holster on her belt, Sabrina’s combat knife is kept for the occasions where her Ember Celica needs reloading or she needs to slicing rather than stopping power. The Combat Knife is a handy weapon with a blade about 25cm long and an energy edge that causes it to emit a low hum when used. It only has a very short range but is tougher as a result.
The Combat Knife can also be thrown at an opponent, with its range being as far as Sabrina can throw it ([ATK stat] times 10 meters). After being thrown Sabrina must get within about a meter of it after it lands, for a magnetic field on the holster to pick it up automatically.


Dragonbreath Revolver (300, Ranged Proficiency): A simple revolver with stylistic improvements to make it look dragonlike. It can hold 6 rounds, reloading takes ~3 seconds, Sabrina can fire around 2 rounds per second at maximum, with shots landing mostly accurate up to 15m away and a maximum range of ~50 meters. It can be wielded in one hand. Sabrina can materialize this gun into her hand almost instantaneously and makes it disappear in the same fashion when finished.


Bolter Cannon (900, Ranged Proficiency): Sabrina got this idea from schematics for a “Heavy Bolter” of the Space Marines, Emperor Palpatine’s bodyguards. Its size and shape (view image for reference) remain the same, however it is not belt-fed, instead it holds a magazine of 30 rounds. Due to its immense size and weight it must be wielded with both hands when using it to attack, and even then has severe recoil, making it inaccurate at anything over ~30m away (the rounds will fly much further, but at 30+ meters will never hit the opponent). Sabrina can materialize this gun into her hands almost instantaneously and makes it disappear in the same fashion when finished.

The Bolter Cannon fires large high-powered rounds, though they are not the rocket-bullets used by Space Marines, at one shot per trigger pull accompanied by a cannon-like firing sound. Due to the immense recoil Sabrina cannot fire more than once a second. Reloading takes ~7 seconds during which she can move.

The Bolter Cannon’s magazine is also modified: after ejecting it during the reload she is able to throw it at her opponent like a heavy projectile. Sabrina saves the empty mag to throw whenever the opportunity presents itself, or flings it at her opponent as she ejects it from the Bolter Cannon for an attack when her opponent least expects it. While it doesn’t fly nearly as fast as a bullet due to being thrown, it's heavy and has pointy edges, so it hurts. The magazine’s dimensions are 20x30cm (length and height, same dimensions as an A4 sheet of paper) and ~8cm thickness. Due to holding bullets, it’s also hollow and a bit lighter than what it looks like.


C-41 “Hornet” Chaingun (600, Ranged Proficiency): The Hornet is Sabrina’s go-to option when it comes to quantity over quality. It’s a typical multi-barreled chaingun that cannot be wielded with less than two hands and is heavy enough that even holding it slows Sabrina down to a walking pace. Sabrina can materialize this gun into her hands almost instantaneously and makes it disappear in the same fashion when finished.

The Hornet has two triggers, one which leads to the gun spinning up to full speed in ~1 second, and the second which actually causes the firing to happen. Only once the barrel is spinning at full speed can it be fired, however Sabrina can also choose to keep the Hornet spinning without firing it, but “only” keeping it ready to start firing immediately when her opponent shows up. During the spin-up time hidden compartments on the gun automatically fire several steel cables with hooks into the ground in front of Sabrina which immobilize her as long as the gun is spinning to counter the immense recoil, making her stationary although she is able to aim up to 90° sideways in either direction, as well as up and down. The cables don’t allow more than that.

If the hooks have nothing to latch on to (for instance because Sabrina is flying), Sabrina consciously opts not to enter stationary mode (the Hornet magically knows what she wants) or if the steel cables are cut Sabrina will slide back a little distance with each shot and is less accurate, but she will be able to aim it at any direction and continue to move while the gun is spinning but not firing. The hooks cannot harm an opponent who happens to be in their way for some reason, instead harmlessly bouncing off.

The Hornet fires a veritable barrage of bullets: 3 per second, or 180 per minute, of sustained fire. Each bullet does very little damage by itself but the huge numbers add up to inject lead into anything in front of its barrels. The gun is suited for medium ranges but won’t hit anything beyond ~100m. For whatever magical reason, the Hornet also does not need reloading.

Dreadnought Avatar and Dragonbreath Revolver are approved.

Guardian Shield: How sturdy is this, and can it be resummoned if/when broken? If so, how draining is it to resummon? This will cost you 900 OM, as the deployable, carryable and throwable forms are separate uses. Also, this wouldn’t really require flight and more than dropping it off of a mountainside would, though it would require Ranged if it’s effective at further than 12 feet away.  

Combat Knife: You’ll need to give this a static range, as having the attack gain usefulness when Powered-Up isn’t a thing.

Bolter Cannon: Why does this cost 900? I’m only seeing the two uses (bullets and magazine throw). How much ammo does she carry at a time and/or how long would it take to summon more in-combat? It says she needs both hands to operate it; does this mean she cannot use other moves?

Hornet Chaingun: I’m assuming she can’t use other moves while firing this? How draining is the barrage to maintain?
[/spoiler]

Sombra:[spoiler]
(12-12-2016, 10:37 AM)King Sombra Wrote: To arms, my Knight(Tier 1 Assist) (1000):  King Sombra summons a Knight of his own design to the Battlefield. The Knight was created when he learned how the bipedal life forms could use both their hands and their feet as lethal weapons. The Black Knight may not be that graceful or fast, but when it comes down to it, he is a skilled warrior. 

[Image: latest?cb=20141110055046]
Stats:
ATK: 2
DEF: 2
SPD: 0
TEC: 1


And of course, what is an Assist without moves? 

Umbral Sword - Covenant (300, Physical Strength) 

A plain black sword, with red writing on it. It's the sword that the Black Knight wields. It can clash with most weapons, and is fairly sharp. This sword is the signature weapon of the Black Knight, and has no special properties whatsoever to it. This technique, much like the others of the Black Knight is slow, at least for now anyway, moving at the pace of a snail. 

Umbral Hammer - Earth Breaker (600, Physical Strength, Area Effect Proficiency, Debuff.) 

The Umbral Hammer can be used as a weapon to smash a person's face in by default. But this hammer holds a secret to it. For due to magic Sombra has put upon the hammer, when smashed into the ground after being charged for seven seconds, this can create a localized earthquake that could knock a person off of their feet for about 5 seconds. This does low damage for the swings of the hammer, but high damage should the earthquake knock them down, and the hammer be successfully swung then. This technique, much like the others of the Black Knight is slow, at least for now anyway, moving at the pace of a snail. 

Eye Lasers (300, Ranged Proficiency.):  The need for the Knight to have a ranged weapon was not lost on Sombra, so the helmet was enchanted. This causes it to be able to shoot out blackish reddish beams of energy from the eyes of the helmet. These do low damage but are still likely to at the very least annoy an individual they hit. This technique, much like the others of the Black Knight is slow, at least for now anyway, moving at the pace of a snail.

Knight is approved.

Umbral Sword: Can you describe the size?

Umbral Hammer: Can you describe the size of the hammer? How large is the effected area? How far away from the user can this be cast? Does this require complete concentration to charge up the shockwave? Can the user move while charging it? How draining is this on their stamina? Can other moves be used while charging?

Eye Lasers: What’s the size on the beams? Does this have a charge/cast time? What’s the range? Can this be used while moving? Is it a single blast or can it be maintained? If so, does it require concentration to maintain? How draining is this? Can it be used with other moves?
[/spoiler]

Gaige:
[spoiler]
(12-13-2016, 07:37 AM)Gaige Wrote: Scrapped the Slagga in favor of...

[Image: latest?cb=20130722071922]

Miss Moxxi's Grog Nozzle (300) - Requires Ranged, Debuff

The Grog Nozzle is a Maliwan pistol, tweaked by "Mad" Moxxi. Like most Moxxi guns do, it should heal its user - an effect absent in the Omniverse due to Gaige's corrupted ECHO device. It consumes pistol ammo to create a literal sponge that covers the target in slag. Since the projectile is, again, literally a damp sponge, it does no damage and travels as fast as a sponge would when fired from a gun. (not very fast indeed) Its effective range is only 1 meter. But its slagging powers are potent. "Slagged" enemies take slightly more damage from all of Gaige's (and only Gaige's) moves, as well as generally annoying enemies. (slag is supposed to taste pretty bad and has a tendency to get in your mouth) Enemies become unslagged after 5 seconds, and Gaige must reslag them. Slag effects cannot be stacked. For some reason, enemies cannot become reslagged for 4 seconds after being unslagged. She can fire four sponges per mag until she needs to reload, which takes about 2 seconds. The gun fires one shot every 3 seconds. Because of the corrupted data, the Grog Nozzle takes two seconds to digistruct in Gaige's hands. Also, for some inexplicable reason, the user gets tipsy after prolonged use. This does not affect Gaige, as her aim is already shitty. (see: Anarchy)

Approved!
[/spoiler]

Scarecrow:
[spoiler]
(12-13-2016, 10:45 PM)Scarecrow Wrote: These moves are for the NPC Batman which I am creating.

Batarang (300) The Batarang is a small bat-shaped shuriken built to disarm subdue or stun enemies it takes him at least 2 seconds to pull one out of his utility belt and throw it. the Batarang can stun enemies for at least 2 minutes. Batman at least carries a 3 dozen of them in his utility belt.  

Batman's cape (300) batman's cape can be used to help him glide, but it can also help in combat as a distraction and to stun enemies. the cape is located on Batman's back, it is a black parachute-like material. It takes Batman at least 1 second  to use his cape in combat to confuse or stun enemies. The stun lasts for a least 5 seconds.   

Batman's Grapple gun (300) this is a that shoots a grappling hook it can take and assist Batman up into higher places he needs to get to, such as to get to a roof of a building or get out of an elevator shaft or get to a ledge. The Grapple gun can also disarm and pull enemies towards him. The Grapple gun looks like a normal gun with a wooden handle with a grappling hook at its end. it takes about 3 seconds to pull off of his utility belt and 2-4 seconds depending on how far the target is. Grapple hook can reach about 10-50 feet.

Batarang: Does this do damage or just stun? You’ll need to decrease the stun time as 2 minutes is a very long time in combat. What’s the range these can be thrown? Can they be used with other moves? You’ll need Ranged Proficiency and Debuff Proficiency.

Cape: You’ll need to pay 600 if you want both the stun and the glide effect. How does he stun foes with this, just wrap it around them? For the stun length, you’ll need to set a maximum rather than a minimum and then the duration will scale based on stats. Can this be used with other moves? You’ll need Debuff for this.

Grapple Gun: What do you mean by disarm? Does it wrap them up and stop them from using other moves or something? How long is the stun? Can this be used with other moves? You'll need Debuff and Ranged for this.[/spoiler]

Kelly:
[spoiler]
(12-14-2016, 11:31 AM)Kelly MacAryn Wrote: Traveler's Staff - requires physical strength (300 OM)

A sturdy wooden staff, suitable for use by someone who does a lot of walking. It is just under two meters long and five centimeters in diameter, constructed from dark, polished hardwood and shod in a semi-decorative web of inlaid iron braces. The staff functions as a durable, nimble and versatile weapon, but in spite of the metal involved in its construction adds little to Kelly's striking power beyond reach and simple concentration of force.

Approved!

[/spoiler]
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

(12-15-2016, 01:55 PM)Mark Wrote: Sabrina:
[spoiler]
(12-10-2016, 04:20 PM)Sabrina Wrote: Guardian Shield (600, Physical Strength, Area Shield Profs, Flight): As if the staggering armor wasn’t sufficient already, Sabrina wields the Guardian Shield, a barricade of solid metal, which she uses to guard herself against frontal attacks. It's also quite durable as it's made of solid steel, but to make it light and handlable it's thin enough that a sufficiently powerful attack can penetrate the shield. However, any damage sustained cannot be repaired in combat as it must be repaired using traditional Omnilium summoning. However, When it’s attached to her back the shield does not block damage for some reason; it simply lets attacks pass through.

It’s roughly 1,5m tall and 80cm wide.

Pulling the shield from her back or putting it back takes ~2 seconds. While wielding it Sabrina only has one arm at her disposal which she can use to wield any weapon requiring only one hand or none at all.

Once in hand the shield functions like a regular shield, covering about 3/4ths of Sabrina’s body if held correctly, though her lower legs or her head will remain exposed if she decides to cover the respective other bodypart.

The shield can also be deployed as a barricade by slamming its bottom side into the ground with force, digging it into the ground - this takes ~2 seconds. While this allows Sabrina to use both hands while using the shield as cover, it also means that she is unable to use the shield again unless she yanks it back out, which takes ~5 seconds of pulling during which she’s unable to use other moves, or move. The shield can also be left behind in this state, which carries the risk of her opponent(s) using it for their own cover.

Finally, the shield can be used as a decently effective way of attacking, by charging someone with it - let alone flying, then dropping onto them. Its size and weight make it very unwieldy though.


Combat Knife (600, Physical Strength, Ranged Proficiency): Usually kept in a holster on her belt, Sabrina’s combat knife is kept for the occasions where her Ember Celica needs reloading or she needs to slicing rather than stopping power. The Combat Knife is a handy weapon with a blade about 25cm long and an energy edge that causes it to emit a low hum when used. It only has a very short range but is tougher as a result.
The Combat Knife can also be thrown at an opponent, with its range being as far as Sabrina can throw it - 30 meters at best, though it would have to be thrown in an arc rather than straight. After being thrown Sabrina must get within about a meter of it after it lands, for a magnetic field on the holster to pick it up automatically.


Bolter Cannon (900, Ranged Proficiency): Sabrina got this idea from schematics for a “Heavy Bolter” of the Space Marines, Emperor Palpatine’s bodyguards. Its size and shape (view image for reference) remain the same, however it is not belt-fed, instead it holds a magazine of 30 10 rounds. Due to its immense size and weight it must be wielded with both hands when using it to attack, and even then has severe recoil, making it inaccurate at anything over ~30m away (the rounds will fly much further, but at 30+ meters will never hit the opponent). Sabrina can materialize this gun into her hands almost instantaneously and makes it disappear in the same fashion when finished. While wielding the Bolter Cannon she is unable to use other moves as it takes up both hands. While not as heavy as the Hornet, it takes Sabrina a fair amount of effort to heave the gun around, let alone fire it, and reduces her speed to a walking pace at best.

The Bolter Cannon fires large high-powered rounds, though they are not the rocket-bullets used by Space Marines, at one shot per trigger pull accompanied by a cannon-like firing sound. Due to the immense recoil Sabrina cannot fire more than once a second. Reloading takes ~7 seconds during which she can move. Sabrina has up to 10 magazines in reserve which materialize into her hand the same way as the Bolter Cannon when she needs it. New ones can only be summoned out of combat.

The Bolter Cannon’s magazine is also modified: after ejecting it during the reload she is able to throw it at her opponent like a heavy projectile. Sabrina saves the empty mag to throw whenever the opportunity presents itself, or flings it at her opponent as she ejects it from the Bolter Cannon for an attack when her opponent least expects it. While it doesn’t fly nearly as fast as a bullet due to being thrown, it's heavy and has pointy edges, so it hurts. The magazine’s dimensions are 20x30cm (length and height, same dimensions as an A4 sheet of paper) and ~8cm thickness. Due to holding bullets, it’s also hollow and a bit lighter than what it looks like. Sabrina can't throw magazines from her reserve also. The risks (rounds going off, opponent stealing the tech etc.) are too great for the reward.


C-41 “Hornet” Chaingun (600, Ranged Proficiency): The Hornet is Sabrina’s go-to option when it comes to quantity over quality. It’s a typical multi-barreled chaingun that cannot be wielded with less than two hands and is heavy enough that even holding it slows Sabrina down to a walking pace. Sabrina can materialize this gun into her hands almost instantaneously and makes it disappear in the same fashion when finished. While wielding the Hornet she is unable to use other moves as it takes up both hands.[b] Her movement speed is reduced to a walking pace at best (unless of course the steel cables are out - see below).[/b]

The Hornet has two triggers, one which leads to the gun spinning up to full speed in ~1 second, and the second which actually causes the firing to happen. Only once the barrel is spinning at full speed can it be fired, however Sabrina can also choose to keep the Hornet spinning without firing it, but “only” keeping it ready to start firing immediately when her opponent shows up. During the spin-up time hidden compartments on the gun automatically fire several steel cables with hooks into the ground in front of Sabrina which immobilize her as long as the gun is spinning to counter the immense recoil, making her stationary although she is able to aim up to 90° sideways in either direction, as well as up and down. The cables don’t allow more than that.

If the hooks have nothing to latch on to (for instance because Sabrina is flying), Sabrina consciously opts not to enter stationary mode (the Hornet magically knows what she wants) or if the steel cables are cut Sabrina will slide back a little distance with each shot and is less accurate, but she will be able to aim it at any direction and continue to move while the gun is spinning but not firing. The hooks cannot harm an opponent who happens to be in their way for some reason, instead harmlessly bouncing off.

The Hornet fires a veritable barrage of bullets: 3 per second, or 180 per minute, of sustained fire. Each bullet does very little damage by itself but the huge numbers add up to inject lead into anything in front of its barrels. The gun is suited for medium ranges but won’t hit anything beyond ~100m. For whatever magical reason, the Hornet also does not need reloading. It is very tiring to hold a gun this large and heavy and with that amount of recoil for very long - heaving it around for more than a pair of minutes, even without firing, will strain Sabrina's arms and leave her tired out. Actually firing the gun adds recoil, so if Sabrina fires for more than ~10 seconds she would be unable to hold the Hornet any longer, and need a few seconds to catch her breath and grasp anything else with her hands.

Dreadnought Avatar and Dragonbreath Revolver are approved.

Guardian Shield: How sturdy is this, and can it be resummoned if/when broken? If so, how draining is it to resummon? This will cost you 900 OM, as the deployable, carryable and throwable forms are separate uses. Also, this wouldn’t really require flight and more than dropping it off of a mountainside would, though it would require Ranged if it’s effective at further than 12 feet away.  

Combat Knife: You’ll need to give this a static range, as having the attack gain usefulness when Powered-Up isn’t a thing.

Bolter Cannon: Why does this cost 900? I’m only seeing the two uses (bullets and magazine throw). How much ammo does she carry at a time and/or how long would it take to summon more in-combat? It says she needs both hands to operate it; does this mean she cannot use other moves?

Hornet Chaingun: I’m assuming she can’t use other moves while firing this? How draining is the barrage to maintain?
[/spoiler]

Thank you for the lookover!

About the issues:
[spoiler]
Guardian Shield - I may not have described it properly, but what I meant is that the shield can be used as a melee weapon. Sabrina could fly up and drop onto an opponent with the shield in front of her to crush them. But the shield is not throwable. I'd be fine with the move costing 900 though.
I bolded the edits that I made to clarify on the issues you mentioned, and detailing some rough edges.

Combat Knife - Bolded the edits for a static range.

Bolter Cannon - 300 for the bullets, 300 for combining the magazine-ejecting and the reloading, and 300 for saving the magazine for later. I figured that the last two would be different enough (since it makes it unpredictable as to when Sabrina would throw the magazine, if at all) to price each at 300 each.
As I did with the other moves, I've edited some stuff and bolded it. To keep it matching to the Hornet Chaingun's move description I also noted its weight (bolded, of course).
I also changed the Bolter Cannon's mag size from 30 to 10 rounds per mag, as 30 seemed a little too big for a weapon that can be fired only once a second at most.

Hornet Chaingun - A big section at the bottom was added, and some minor bolded edits here and there.
[/spoiler]
Hope that with the above edits everything is okay!
"(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!
(12-13-2016, 10:45 PM)Scarecrow Wrote: These moves are for the NPC Batman which I am creating.

Physical Strength (1000) Ranged (1000) Debuff (1000)

Batarang (300) The Batarang is a small bat-shaped shuriken built to disarm subdue or stun enemies it takes him at least 2 seconds to pull one out of his utility belt and throw it. the Batarang can stun enemies for at least 3 seconds minutes. Batman at least carries a 3 dozen of them in his utility belt.  This version of the Batarang only stuns, unlike other versions that are built to harm or explode. Batman can throw theses for at least 30-40 feet. This move can be used with other moves.    

Batman's cape (600) batman's cape can be used to help him glide, but it can also help in combat as a distraction and to stun enemies. the cape is located on Batman's back, it is a black parachute-like material. It takes Batman at least 1 second to use his cape in combat to confuse or stun enemies. The stun lasts for 5 seconds depending on the TEC of the enemy. The cape stuns enemies by basically hitting them with it, the stun effect happens becuse the enemy  gets confused or disoriented.     

Batman's Grapple gun (300) this is a that shoots a grappling hook it can take and assist Batman up into higher places he needs to get to, such as to get to a roof of a building or get out of an elevator shaft or get to a ledge. The Grapple gun can also disarm and pull enemies towards him. The Grapple gun looks like a normal gun with a wooden handle with a grappling hook at its end. it takes about 3 seconds to pull off of his utility belt and 2-4 seconds depending on how far the target is. Grapple hook can reach about 10-50 feet. The Grapple gun can disarm by grabbing on to an enemy's weapon and yank it out of their hand. The grapple gun can stun by Batman shooting it at his enemy the stun lasts up to 4 seconds depending on TEC.

Bumping thread
[Image: maxresdefault-600x375.jpg]
Dual Swords of Despair (Physical Cost: 600.)

A design supplied by the newly formed Seraph, these Blades show expert demon craftsmanship. Simple in design, but articulate as well, they leave little to the imagination. They sit on a double scabbard on Koals back for easy access, and can be used at the same time, or individually. The sword situated to the top is slightly shorter and thinner (Measuring at 4' long and 3/4 of an inch wide) allowing for quicker and more prescient strikes, whilst the sword situated in the lower scabbard is slightly heftier and longer (Measuring to 5' long and an inch wide) making it slower than it's smaller counterpart. They can be summoned on the fly and used whilst moving.

[Image: 65570a7b1a9f1d1e6f80108741b76887.jpg]
"...If the soul is left in darkness sins will be committed. The guilty one is not he who commits the sin, but he who causes the darkness.” 

-Victor Hugo Les Miserables

Flash Freeze (Requires LIGHT JAK, Time Manipulation)- 300 OM - Jak's Light form has the unique ability to slow time for up to two minutes. Light Jak appears to be be praying as he claps his hands and the enemy or enemies cannot escape Light Jak's slowing of time itself. If they are faster than him, they can escape the time field.

Regeneration- (Requires LIGHT JAK, Healing)- 600 OM- Light Jak has the ability to heal himself in a fight when the stakes are high. Light Jak stands and heals himself with stored power inside of him.

Light Flight (Requires LIGHT JAK, Flight)- 1800 OM- Light Jak's translucent wings allow him to fly throughout the air to either attack enemies from above, or carry him throughout the air.
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)

King Sombra Wrote: Wrote:To arms, my Knight(Tier 1 Assist) (1000):  King Sombra summons a Knight of his own design to the Battlefield. The Knight was created when he learned how the bipedal life forms could use both their hands and their feet as lethal weapons. The Black Knight may not be that graceful or fast, but when it comes down to it, he is a skilled warrior. 

[Image: latest?cb=20141110055046]
Stats:
ATK: 2
DEF: 2
SPD: 0
TEC: 1


And of course, what is an Assist without moves? 

Umbral Sword - Covenant (300, Physical Strength) 

A plain black sword, with red writing on it. It's the sword that the Black Knight wields. It can clash with most weapons, and is fairly sharp. This sword is the signature weapon of the Black Knight, and has no special properties whatsoever to it. This technique, much like the others of the Black Knight is slow, at least for now anyway, moving at the pace of a snail. The Umbral Sword is a buster sword, but with the blade of a broad sword. The length of the blade is about two human bodies. The blade's width is likewise. While it may be heavy this can be swung around expertly by the Black Knight. 

Umbral Hammer - Earth Breaker (600, Physical Strength, Area Effect Proficiency, Debuff.) 

The Umbral Hammer can be used as a weapon to smash a person's face in by default. But this hammer holds a secret to it. For due to magic Sombra has put upon the hammer, when smashed into the ground after being charged for seven seconds, this can create a localized earthquake that could knock a person off of their feet for about 5 seconds. This does low damage for the swings of the hammer, but high damage should the earthquake knock them down, and the hammer be successfully swung then. This technique, much like the others of the Black Knight is slow, at least for now anyway, moving at the pace of a snail. The hammer is an oversized mallet. The affected area is a small city block. This cannot be cast more than 50 feet away from the user. This is moderately draining. It doesn't require complete concentration and can be used with other moves. 

Eye Lasers (300, Ranged Proficiency.):  The need for the Knight to have a ranged weapon was not lost on Sombra, so the helmet was enchanted. This causes it to be able to shoot out blackish reddish beams of energy from the eyes of the helmet. These do low damage but are still likely to at the very least annoy an individual they hit. This technique, much like the others of the Black Knight is slow, at least for now anyway, moving at the pace of a snail. This has a charge of 3 seconds, range of 50 feet. It can be used while moving, and can be maintained. It doesn't require concentration to maintain, but is as draining as running a mile. Since it leaves the hands free this can be usd with other moves. 

 
Upgrading Soliton Blast for delicious variable chargeability.

Original, approved version

Quote:Soliton Blast: Requires Ranged Attack Proficiency - (300 OM)

A very crude, but still potent, psychokinetic force-bolt, with an effect similar to being struck by a bowling-ball swung hard by a very strong man (That is, one with Kelly's ATK). It's a primitive and inefficient technique, more raw will than finesse, so using it is tiring, and Kelly can only do it three or four times in a row before he starts to feel seriously fatigued. After charging for two seconds, the bolt, which looks likes a tennis-ball sized distortion in the air, is fired from his hand and travels in a straight line, as fast as an arrow, for up to sixty meters.  It can be used while moving, and Kelly can charge it while defending himself, though doing the latter splits his focus and is equivalent to a momentary minus-2 to TEC. The charge-up can be interrupted by a sudden distraction or a solid blow.



New version seeking approval:

Soliton Blast: variable, requires Ranged Attack Proficiency - (600 OM)

A somewhat refined psychokinetic force-bolt, with a variable potency dependent on charge time. Regardless of charge time the bolt, which looks likes a tennis-ball sized distortion in the air, is fired from the hand and travels in a straight line, as fast as an arrow, for up to sixty meters.  It can be used while moving, and Kelly can charge it while defending himself, though doing the latter splits his focus and is equivalent to a momentary minus-2 to TEC. The charge-up can be interrupted by a sudden distraction or a solid blow.

The charge time is variable between zero and eight seconds, with power levels and incurred fatigue gradually increasing between the following benchmarks:

NO CHARGE - It can be fired instantly, at a rate of one bolt per second, in which case it's effect is no greater than a well-thrown punch (ATK) and has little effect on Kelly's energy level.

2 SECOND CHARGE - If Soliton Blast is charged for two seconds, the effect is similar to being struck by a bowling-ball swung hard by a very strong man (That is, one with Kelly's ATK). At this level, using it is tiring, and Kelly only do it three or four times before he starts to feel seriously fatigued. 

FIVE SECOND CHARGE - At five seconds of charge time, the blast is much more powerful than it's two-second predecessor, more like the concentrated impact of a large blunt weapon, such as an eight-pound sledgehammer. The stamina cost increases accordingly, and it can only be used twice in succession without rest.

MAXIMUM CHARGE - At it's maximum charge time of 8 seconds,  the force-bolt is truly potent, like a blow from a fifteen-pound maul with the momentum and centrifugal force of a full 180 degree overhead swing behind it - suitable for splitting logs or breaking large stones in the hands of a strong man, and much more in the hands of an unusually powerful one (Again, ATK). At this level of power, Kelly needs to rest for fifteen seconds after using it, able to take no action other than simple evasion (stepping, retreating, or diving - no rolls or anything sophisticated) and conservative physical defense (basic blocking, no counters, none of his usual technical flair) and will be tired and somewhat error prone for the rest of the fight (effectively -1 TEC).
Quote:
Quote:Ice Strike , ranged proficiency 

Description: Revan fires a single ice bolt the size of one of his arrows out of his palm that travels the speed of a thrown ball. The bolt is designed to pierce armour and freeze a targets wound causing further pain resulting in moderate damage. takes twenty seconds to form before being shot at an opponent and needs ten minutes to recharge. User must focused and aimed carefully and must be stationary though once shot can be forgotten about. 
The ice bolt can then be removed or allowed to melt over time. 


Shadow Barrage , ranged proficiency

Description: Revan creates a cloud of black smoke like substnce around himself before using both arms to launch it at an enemy which it then attaches itself to causing moderate damage around the intended target.
This cloud can expand to fit over a single enemy of any size so long as they are not larger then say a mammoth or else it will only harm as much of their body as possible.
This attack requires full stationary focus and can be fired after only a minute of charging but takes an hour to be used again.
The cloud exists on its target for only ten seconds but will cause cause the target great pain as the shadow attempts to rip its target apart.
Once fired the move can be forgotten about but must focus long enough for it to reach its intended target or else it may go astray.


Sure I will decrease the casting time and cool down I suppose I am fine with Shadow barrage being once per battle though the ice strike I would prefer to be able to use twice if possible I wanted the ice strike to only be a little better then the fire move
I want the ice move to be around the same distance as the fire one maybe a bit more range if possible 
Make the move go as fast as a Dart being thrown instead of a ball actually.

The Shadow barrage can move as fast as a ball instead then and would be quite draining on the stamina since I want it to be a fairly powerful move and would make Revan probably need a bit of a rest after using it
Neither of these will be used with other moves they are on their own
The target is free to escape the cloud at any time 
(Can't quote, too annoying on mobile)

The Cane req Phy. Str, Ranged, and Area Attack - 900


The most iconic magical item in existence is the magician’s cane. This cane is not used to pull rabbits out of hats though. This cane can be used to launch explosive fireballs, or shots of lightning at her opponents. It also suffices as a decent beating stick! Ain’t that nifty! It takes awhile to summon but can be greatly useful in a pinch. The explosion of fire spreads about ten feet in a quick burst, and just like the lightning, travels about 50ft. The lightning obviously moves faster than the fire. Lastly, the stick only about a foot long.


The fireball(until it explodes) is about a foot in diameter, it takes a second to charge, and a second to release. It moves at about 10ft per second. It will fly for about 100ft at most before exploding on its own. It can prematurely explode by hitting any surface. The explosion is rather small, 3ft diameter.


The lightning is a quicker jolt of energy than the fireball but is hardly covers a wide area. The shot of electricity stays within about 3in of diameter, but travels up to 200ft at about 20ft per second.


It takes hardly any concentration to use these attacks other than a simple charge and release which both take 2 seconds. One to charge and one to release. The can be used in combination with other attacks, including each other. This attack is simple so it doesn't use too much of her energy to cast, but can be taxing if used in rapid repetition.

There’s always an Ace up my sleeve! - 800OM req Area Attack, Ranged, and Remote Control Tier 2 Super


Aria pulls the Ace of Spades from her sleeves. Its loaded with a chip that’s rigged to explode. When thrown it locks onto a person’s signature and explodes on contact. It has a normal range like any other cards, but unlike the others it locks onto her targets. The explosion can can cause some massive damage if her targets aren't built well enough to take the hit. Lastly, the explosion about 10ft in radius.

Illusions req Debuff (300)


Misdirection is the greatest boon a magician has up his sleeve. With a special powder, Aria can get into others minds and make them think they see what they don't. Aria can make it seem like there are copies of herself with the dust, even though there are none. It only seems to the person that there are five of her. Effects only last about ten seconds depending on the person’s TEC. She must be in arm's reach to use this magic dust, and takes effect after about 3 seconds. In that time, the victim finds it slightly difficult to focus their eyes, where they see up to 5 of Aria. The effects can be nullified with high Tec and Enhanced sense. Aria can use other moves while this effect is active.
[Image: EfV1VTk.png]
[Image: AshenBlades.png]
Oppositional Rotation - Tier 1 Super-attack - requires Physical Strength, Burst Movement, Traveler's Staff (600 OM)

A sudden, extremely powerful downward blow, likely to crack the ground below the target if it connects. It consists of two parts: 


The Setup
Kelly adjusts his grip on his staff, sliding it down towards one end and switching his dominant hand to an overhand grasp. He cocks the weapon back by his hip, taking a stance with his opposing foot forward, and his leading hip turned over so that his leading heel faces his target. This setup takes about three-quarters of a second, and can be interrupted. 

The Execution
The execution of the technique is twenty-five percent physical, seventy-five percent mental. In a sudden burst of raw psychokinetic force,  blowing the tie out of his hair and billowing his clothes as though he were standing in a hurricane, Kelly constructs a pulley-system of dedicated force-vectors acting on his body, enhancing one specifically calculated sequence of muscular actions for just a brief instant. During that instant, he strikes, acting with sudden, unnatural speed as he brings the staff up and over in a vicious arc. He twists at the hips and waist and drops to one knee in order to achieve maximum force, putting his entire body into the strike, but the true power comes from the psychic boost.
Dome Shield- 300 Requires Area Shield Yukki places both hands on the ground he is standing on, and after 3 seconds, a small domed shield materializes around him. The shield is 7 feet in diameter at the bottom, and it’s center point is where Yukki originated. It is 7 feet tall at it’s highest point. While being made of energy, and fairly costly to use, it shatters after too many hits, and the higher someone’s attack is, the fewer hits they have to use. When shattered, it harmlessly fades away. Yukki can move while inside of the dome, and can use this time to reload his handguns, charge up another move, or fiddle with items in another way. The shield will stay up as long as Yukki needs it when not broken, but is constantly draining energy from him, as if leeching off of his life force.
[Today 11:50 PM] Luci : ermegerd yuki you can hunt me ernytime [Image: awe6.png] 

Throwing Knives 600 Requires Ranged  Yukki carries a set of six throwing knives inside his jacket, three on each side. If not wearing his jacket, he moves them to his belt. It times of need, they can be thrown at enemies or objects up to 30 feet away. They always land with the blade side in the target. Yukki has to be standing still, or at least not moving, when he throws these knives. They can be hit out of the air by a ranged move, assuming the person using it has a high enough tec to pull it off. They move at a fairly fast speed, being made of a light steel.

If Yukki charges a blade he is about to throw with his energy, taking about five seconds to charge, the knife is thrown at a speed equivalent to a bullet, and the blade tears through the enemy’s body, leaving a knife shaped hole behind it. The blade has a dark purple glow to it when charged, and a purple streak follows it through the air when thrown.
[Today 11:50 PM] Luci : ermegerd yuki you can hunt me ernytime [Image: awe6.png] 

Sabrina
[spoiler]
(12-15-2016, 03:09 PM)Sabrina Wrote: Thank you for the lookover!

About the issues:

Guardian Shield - I may not have described it properly, but what I meant is that the shield can be used as a melee weapon. Sabrina could fly up and drop onto an opponent with the shield in front of her to crush them. But the shield is not throwable. I'd be fine with the move costing 900 though.
I bolded the edits that I made to clarify on the issues you mentioned, and detailing some rough edges.

Combat Knife - Bolded the edits for a static range.

Bolter Cannon - 300 for the bullets, 300 for combining the magazine-ejecting and the reloading, and 300 for saving the magazine for later. I figured that the last two would be different enough (since it makes it unpredictable as to when Sabrina would throw the magazine, if at all) to price each at 300 each.
As I did with the other moves, I've edited some stuff and bolded it. To keep it matching to the Hornet Chaingun's move description I also noted its weight (bolded, of course).
I also changed the Bolter Cannon's mag size from 30 to 10 rounds per mag, as 30 seemed a little too big for a weapon that can be fired only once a second at most.

Hornet Chaingun - A big section at the bottom was added, and some minor bolded edits here and there.

Hope that with the above edits everything is okay!

Shield: I’m still wondering if this is resummonable and the logistics behind it. I see that it cannot be repaired, but can it be resummoned in combat or is that just something that happens outside of combat? I ordinarily wouldn’t care too much if it were just a regular shield but the fact that you can deploy it makes that point sorta important. Hitting them with the shield wouldn’t cost you extra as long as it basically adds no damage to the attack beyond what a regular punch or whatever would. If you want a stronger bash-type move you’d need to pay for it. Not sure of your intent, but feel free to choose.

Combat Knife: Approved.

Bolter Cannon: Approved. And nah, 600 is fine. Since buying another use for a weapon is essentially like buying another move, when you choose to use the clip doesn’t have any bearing on the cost unless holding onto it changes the damage or something.

Hornet: Approved.[/spoiler]

Scarecrow
[spoiler]
(12-15-2016, 03:36 PM)Scarecrow Wrote:
(12-13-2016, 10:45 PM)Scarecrow Wrote: These moves are for the NPC Batman which I am creating.

Physical Strength (1000) Ranged (1000) Debuff (1000)

Batarang (300) The Batarang is a small bat-shaped shuriken built to disarm subdue or stun enemies it takes him at least 2 seconds to pull one out of his utility belt and throw it. the Batarang can stun enemies for at least 3 seconds minutes. Batman at least carries a 3 dozen of them in his utility belt.  This version of the Batarang only stuns, unlike other versions that are built to harm or explode. Batman can throw theses for at least 30-40 feet. This move can be used with other moves.    

Batman's cape (600) batman's cape can be used to help him glide, but it can also help in combat as a distraction and to stun enemies. the cape is located on Batman's back, it is a black parachute-like material. It takes Batman at least 1 second to use his cape in combat to confuse or stun enemies. The stun lasts for 5 seconds depending on the TEC of the enemy. The cape stuns enemies by basically hitting them with it, the stun effect happens becuse the enemy  gets confused or disoriented.     

Batman's Grapple gun (300) this is a that shoots a grappling hook it can take and assist Batman up into higher places he needs to get to, such as to get to a roof of a building or get out of an elevator shaft or get to a ledge. The Grapple gun can also disarm and pull enemies towards him. The Grapple gun looks like a normal gun with a wooden handle with a grappling hook at its end. it takes about 3 seconds to pull off of his utility belt and 2-4 seconds depending on how far the target is. Grapple hook can reach about 10-50 feet. The Grapple gun can disarm by grabbing on to an enemy's weapon and yank it out of their hand. The grapple gun can stun by Batman shooting it at his enemy the stun lasts up to 4 seconds depending on TEC.

Bumping thread

Batarang: It looks like you forgot to remove the word ‘minutes’ in that description when you changed the duration. Assuming the 3 seconds part is what’s intended, you’re approved.

Cape: Approved.

Grapple Gun: As long as this doesn’t entail stealing their weapon and the enemy can just grab their weapon off the floor, you’re approved.
[/spoiler]

Koal
[spoiler]
(12-15-2016, 04:08 PM)Koal Wrote: Dual Swords of Despair (Physical Cost: 600.)

A design supplied by the newly formed Seraph, these Blades show expert demon craftsmanship. Simple in design, but articulate as well, they leave little to the imagination. They sit on a double scabbard on Koals back for easy access, and can be used at the same time, or individually. The sword situated to the top is slightly shorter and thinner (Measuring at 4' long and 3/4 of an inch wide) allowing for quicker and more prescient strikes, whilst the sword situated in the lower scabbard is slightly heftier and longer (Measuring to 5' long and an inch wide) making it slower than it's smaller counterpart. They can be summoned on the fly and used whilst moving.

[Image: 65570a7b1a9f1d1e6f80108741b76887.jpg]

Approved.
[/spoiler]

Jak Mar
[spoiler]
(12-15-2016, 04:46 PM)Jak Mar Wrote: Flash Freeze (Requires LIGHT JAK, Time Manipulation)- 300 OM -   Jak's Light form has the unique ability to slow time for up to two minutes. Light Jak appears to be be praying as he claps his hands and the enemy or enemies cannot escape Light Jak's slowing of time itself. If they are faster than him, they can escape the time field.

Regeneration- (Requires LIGHT JAK, Healing)- 600 OM- Light Jak has the ability to heal himself in a fight when the stakes are high. Light Jak stands and heals himself with stored power inside of him.

Light Flight (Requires LIGHT JAK, Flight)-  1800 OM- Light Jak's translucent wings allow him to fly throughout the air to either attack enemies from above, or carry him throughout the air.

Flash Freeze: You’ll need to scale the duration down, 2 minutes is too long to accomplish with a simple move. What’s the size of the area effected and is this around Jak or can he cast it on a point in the distance? How strong is the slow? How long is the cast time? Can this be used while moving/attacking/defending or does the cast require him to stand still and concentrate? How draining is this on Jak? Can this be used along with other moves?

Regeneration: Per the rules on the Regeneration power, you wouldn’t need a move to do small-moderate regenerating (healing fractures, closing wounds), just the power itself and some effort in-combat. If you wanna regenerate actual HP, you’ll need to buy this as a Super Move.

Light Flight: This just looks like the Flight power, so just buy that and you can RP however you’d like.
[/spoiler]

Sombra
[spoiler]
(12-15-2016, 07:42 PM)King Sombra Wrote: Umbral Sword - Covenant (300, Physical Strength) 

A plain black sword, with red writing on it. It's the sword that the Black Knight wields. It can clash with most weapons, and is fairly sharp. This sword is the signature weapon of the Black Knight, and has no special properties whatsoever to it. This technique, much like the others of the Black Knight is slow, at least for now anyway, moving at the pace of a snail. The Umbral Sword is a buster sword, but with the blade of a broad sword. The length of the blade is about two human bodies. The blade's width is likewise. While it may be heavy this can be swung around expertly by the Black Knight. 

Umbral Hammer - Earth Breaker (600, Physical Strength, Area Effect Proficiency, Debuff.) 

The Umbral Hammer can be used as a weapon to smash a person's face in by default. But this hammer holds a secret to it. For due to magic Sombra has put upon the hammer, when smashed into the ground after being charged for seven seconds, this can create a localized earthquake that could knock a person off of their feet for about 5 seconds. This does low damage for the swings of the hammer, but high damage should the earthquake knock them down, and the hammer be successfully swung then. This technique, much like the others of the Black Knight is slow, at least for now anyway, moving at the pace of a snail. The hammer is an oversized mallet. The affected area is a small city block. This cannot be cast more than 50 feet away from the user. This is moderately draining. It doesn't require complete concentration and can be used with other moves. 

Eye Lasers (300, Ranged Proficiency.):  The need for the Knight to have a ranged weapon was not lost on Sombra, so the helmet was enchanted. This causes it to be able to shoot out blackish reddish beams of energy from the eyes of the helmet. These do low damage but are still likely to at the very least annoy an individual they hit. This technique, much like the others of the Black Knight is slow, at least for now anyway, moving at the pace of a snail. This has a charge of 3 seconds, range of 50 feet. It can be used while moving, and can be maintained. It doesn't require concentration to maintain, but is as draining as running a mile. Since it leaves the hands free this can be usd with other moves. 

Sword: Add in something like “average-sized humans” rather than just “humans” or something similar and you’re good. Sorry to be a stickler, but we have a people that are 2-12 feet tall in the Omniverse so it’s good to be precise.

Hammer: A city block is way too large for the effect you’re stating; you’ll need to shrink it down. A block is typically defined as 100,000 feet square on average which is for all intents the entire battlefield. If you can target an area 50 feet away and bring that area under the earthquake effect, you’ll need to include Ranged as a prerequisite. Also you haven’t mentioned if the user can move while charging it. You should also note that those farther away from the center won’t be affected as strongly, as is the case with AOE moves.

Eye Lasers: You still haven’t mentioned the size of the beams. I’m assuming they’re thin and less than/equal to the diameter of an eye, but I’d like to be sure.
[/spoiler]

Revan
[spoiler]
(12-16-2016, 05:21 AM)Revan Noctis Wrote: Ice Strike , ranged proficiency 

Description: Revan fires a single ice bolt the size of one of his arrows out of his palm that travels the speed of a thrown ball. The bolt is designed to pierce armour and freeze a targets wound causing further pain resulting in moderate damage. takes twenty seconds to form before being shot at an opponent and needs ten minutes to recharge. User must focused and aimed carefully and must be stationary though once shot can be forgotten about. 
The ice bolt can then be removed or allowed to melt over time. 


Shadow Barrage , ranged proficiency

Description: Revan creates a cloud of black smoke like substnce around himself before using both arms to launch it at an enemy which it then attaches itself to causing moderate damage around the intended target.
This cloud can expand to fit over a single enemy of any size so long as they are not larger then say a mammoth or else it will only harm as much of their body as possible.
This attack requires full stationary focus and can be fired after only a minute of charging but takes an hour to be used again.
The cloud exists on its target for only ten seconds but will cause cause the target great pain as the shadow attempts to rip its target apart.
Once fired the move can be forgotten about but must focus long enough for it to reach its intended target or else it may go astray.


Sure I will decrease the casting time and cool down I suppose I am fine with Shadow barrage being once per battle though the ice strike I would prefer to be able to use twice if possible I wanted the ice strike to only be a little better then the fire move
I want the ice move to be around the same distance as the fire one maybe a bit more range if possible 
Make the move go as fast as a Dart being thrown instead of a ball actually.

The Shadow barrage can move as fast as a ball instead then and would be quite draining on the stamina since I want it to be a fairly powerful move and would make Revan probably need a bit of a rest after using it
Neither of these will be used with other moves they are on their own
The target is free to escape the cloud at any time 

That all sounds fine. Work those details into the move descriptions and I’ll approve it. Also be sure to mention the range on Shadow Barrage, as I don’t think you’ve yet addressed it.[/spoiler]

Dawn
[spoiler]
(12-17-2016, 12:58 AM)Dawnika Snow Wrote: (Can't quote, too annoying on mobile)

The Cane req Phy. Str, Ranged, and Area Attack - 900


The most iconic magical item in existence is the magician’s cane. This cane is not used to pull rabbits out of hats though. This cane can be used to launch explosive fireballs, or shots of lightning at her opponents. It also suffices as a decent beating stick! Ain’t that nifty! It takes awhile to summon but can be greatly useful in a pinch. The explosion of fire spreads about ten feet in a quick burst, and just like the lightning, travels about 50ft. The lightning obviously moves faster than the fire. Lastly, the stick only about a foot long.


The fireball(until it explodes) is about a foot in diameter, it takes a second to charge, and a second to release. It moves at about 10ft per second. It will fly for about 100ft at most before exploding on its own. It can prematurely explode by hitting any surface. The explosion is rather small, 3ft diameter.


The lightning is a quicker jolt of energy than the fireball but is hardly covers a wide area. The shot of electricity stays within about 3in of diameter, but travels up to 200ft at about 20ft per second.


It takes hardly any concentration to use these attacks other than a simple charge and release which both take 2 seconds. One to charge and one to release. The can be used in combination with other attacks, including each other. This attack is simple so it doesn't use too much of her energy to cast, but can be taxing if used in rapid repetition.

There’s always an Ace up my sleeve! - 800OM req Area Attack, Ranged, and Remote Control Tier 2 Super


Aria pulls the Ace of Spades from her sleeves. Its loaded with a chip that’s rigged to explode. When thrown it locks onto a person’s signature and explodes on contact. It has a normal range like any other cards, but unlike the others it locks onto her targets. The explosion can can cause some massive damage if her targets aren't built well enough to take the hit. Lastly, the explosion about 10ft in radius.

Illusions req Debuff (300)


Misdirection is the greatest boon a magician has up his sleeve. With a special powder, Aria can get into others minds and make them think they see what they don't. Aria can make it seem like there are copies of herself with the dust, even though there are none. It only seems to the person that there are five of her. Effects only last about ten seconds depending on the person’s TEC. She must be in arm's reach to use this magic dust, and takes effect after about 3 seconds. In that time, the victim finds it slightly difficult to focus their eyes, where they see up to 5 of Aria. The effects can be nullified with high Tec and Enhanced sense. Aria can use other moves while this effect is active.

Illusions will need some sort of stamina drain/number of uses to balance it. Or if you’d rather you can make it something that doesn’t have a limited number of uses, but doesn’t work as well the more times it’s used. Feel free to update with whatever you think is fair.

The others are approved.[/spoiler]

Kelly
[spoiler]

(12-16-2016, 04:22 AM)Kelly MacAryn Wrote: Upgrading Soliton Blast for delicious variable chargeability.

Original, approved version

Quote:Soliton Blast: Requires Ranged Attack Proficiency - (300 OM)

A very crude, but still potent, psychokinetic force-bolt, with an effect similar to being struck by a bowling-ball swung hard by a very strong man (That is, one with Kelly's ATK). It's a primitive and inefficient technique, more raw will than finesse, so using it is tiring, and Kelly can only do it three or four times in a row before he starts to feel seriously fatigued. After charging for two seconds, the bolt, which looks likes a tennis-ball sized distortion in the air, is fired from his hand and travels in a straight line, as fast as an arrow, for up to sixty meters.  It can be used while moving, and Kelly can charge it while defending himself, though doing the latter splits his focus and is equivalent to a momentary minus-2 to TEC. The charge-up can be interrupted by a sudden distraction or a solid blow.



New version seeking approval:

Soliton Blast: variable, requires Ranged Attack Proficiency - (600 OM)

A somewhat refined psychokinetic force-bolt, with a variable potency dependent on charge time. Regardless of charge time the bolt, which looks likes a tennis-ball sized distortion in the air, is fired from the hand and travels in a straight line, as fast as an arrow, for up to sixty meters.  It can be used while moving, and Kelly can charge it while defending himself, though doing the latter splits his focus and is equivalent to a momentary minus-2 to TEC. The charge-up can be interrupted by a sudden distraction or a solid blow.

The charge time is variable between zero and eight seconds, with power levels and incurred fatigue gradually increasing between the following benchmarks:

NO CHARGE - It can be fired instantly, at a rate of one bolt per second, in which case it's effect is no greater than a well-thrown punch (ATK) and has little effect on Kelly's energy level.

2 SECOND CHARGE - If Soliton Blast is charged for two seconds, the effect is similar to being struck by a bowling-ball swung hard by a very strong man (That is, one with Kelly's ATK). At this level, using it is tiring, and Kelly only do it three or four times before he starts to feel seriously fatigued. 

FIVE SECOND CHARGE -  At five seconds of charge time, the blast is much more powerful than it's two-second  predecessor, more like the concentrated impact of a large blunt weapon, such as an eight-pound sledgehammer. The stamina cost increases accordingly, and it can only be used twice in succession without rest.

MAXIMUM CHARGE - At it's maximum charge time of 8 seconds,  the force-bolt is truly potent,  like a blow from a fifteen-pound maul with the momentum and centrifugal force of a full 180 degree overhead swing behind it - suitable for splitting logs or breaking large stones in the hands of a strong man, and much more in the hands of an unusually powerful one (Again, ATK). At this level of power, Kelly needs to rest for fifteen seconds after using it, able to take no action other than simple evasion (stepping, retreating, or diving - no rolls or anything sophisticated) and conservative physical defense (basic blocking, no counters, none of his usual technical flair) and will be tired and somewhat error prone for the rest of the fight (effectively -1 TEC).


(12-18-2016, 08:45 PM)Kelly MacAryn Wrote: Oppositional Rotation - Tier 1 Super-attack - requires Physical Strength, Burst Movement, Traveler's Staff (600 OM)

A sudden, extremely powerful downward blow, likely to crack the ground below the target if it connects. It consists of two parts: 


The Setup
Kelly adjusts his grip on his staff, sliding it down towards one end and switching his dominant hand to an overhand grasp. He cocks the weapon back by his hip, taking a stance with his opposing foot forward, and his leading hip turned over so that his leading heel faces his target. This setup takes about three-quarters of a second, and can be interrupted. 

The Execution
The execution of the technique is twenty-five percent physical, seventy-five percent mental. In a sudden burst of raw psychokinetic force,  blowing the tie out of his hair and billowing his clothes as though he were standing in a hurricane, Kelly constructs a pulley-system of dedicated force-vectors acting on his body, enhancing one specifically calculated sequence of muscular actions for just a brief instant. During that instant, he strikes, acting with sudden, unnatural speed as he brings the staff up and over in a vicious arc. He twists at the hips and waist and drops to one knee in order to achieve maximum force, putting his entire body into the strike, but the true power comes from the psychic boost.

Both approved! Nice descriptions, by the way. [/spoiler]

Yukki
[spoiler]
(12-19-2016, 07:16 AM)Yukki Kazuto Wrote: Dome Shield- 300 Requires Area Shield Yukki places both hands on the ground he is standing on, and after 3 seconds, a small domed shield materializes around him. The shield is 7 feet in diameter at the bottom, and it’s center point is where Yukki originated. It is 7 feet tall at it’s highest point. While being made of energy, and fairly costly to use, it shatters after too many hits, and the higher someone’s attack is, the fewer hits they have to use. When shattered, it harmlessly fades away. Yukki can move while inside of the dome, and can use this time to reload his handguns, charge up another move, or fiddle with items in another way. The shield will stay up as long as Yukki needs it when not broken, but is constantly draining energy from him, as if leeching off of his life force.

Can Yukki fire through the shield or does the shield have to fade before he can attack?

(12-19-2016, 07:27 AM)Yukki Kazuto Wrote: Throwing Knives 600 Requires Ranged  Yukki carries a set of six throwing knives inside his jacket, three on each side. If not wearing his jacket, he moves them to his belt. It times of need, they can be thrown at enemies or objects up to 30 feet away. They always land with the blade side in the target. Yukki has to be standing still, or at least not moving, when he throws these knives. They can be hit out of the air by a ranged move, assuming the person using it has a high enough tec to pull it off. They move at a fairly fast speed, being made of a light steel.

If Yukki charges a blade he is about to throw with his energy, taking about five seconds to charge, the knife is thrown at a speed equivalent to a bullet, and the blade tears through the enemy’s body, leaving a knife shaped hole behind it. The blade has a dark purple glow to it when charged, and a purple streak follows it through the air when thrown.

What’s the size on the blades?

For the charged variant, can he charge while attacking/defending (does it require concentration)? How draining is this on his stamina/energy? Can this be used with other moves? Also, like it says in the Move rules you won’t be blowing holes in people with a basic move. If you happen to have a very large different in stats it’s certainly possible, but not something you can bake into the description of the move. I’d put something like “does significantly more damage than normal” or something.
[/spoiler]
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

(12-19-2016, 03:20 PM)Mark Wrote: [quote pid='89850' dateline='1481883685']
Dawn
[spoiler]
(12-17-2016, 12:58 AM)Dawnika Snow Wrote: Illusions req Debuff (300)


Misdirection is the greatest boon a magician has up his sleeve. With a special powder, Aria can get into others minds and make them think they see what they don't. Aria can make it seem like there are copies of herself with the dust, even though there are none. It only seems to the person that there are five of her. Effects only last about ten seconds depending on the person’s TEC. She must be in arm's reach to use this magic dust, and takes effect after about 3 seconds. In that time, the victim finds it slightly difficult to focus their eyes, where they see up to 5 of Aria. The effects can be nullified with high Tec and Enhanced sense. Aria can use other moves while this effect is active, but can only use this move once in a fight. After used, she must summon more of the powder/dust which takes at least 5 minutes to do.

Illusions will need some sort of stamina drain/number of uses to balance it. Or if you’d rather you can make it something that doesn’t have a limited number of uses, but doesn’t work as well the more times it’s used. Feel free to update with whatever you think is fair.

The others are approved.[/spoiler]

[/quote]
Changes in Italics.
[Image: giphy.gif]
(12-19-2016, 03:26 PM)Epsilon Dawn Wrote:
(12-19-2016, 03:20 PM)Mark Wrote: Dawn
[spoiler]
(12-17-2016, 12:58 AM)Dawnika Snow Wrote: Illusions req Debuff (300)


Misdirection is the greatest boon a magician has up his sleeve. With a special powder, Aria can get into others minds and make them think they see what they don't. Aria can make it seem like there are copies of herself with the dust, even though there are none. It only seems to the person that there are five of her. Effects only last about ten seconds depending on the person’s TEC. She must be in arm's reach to use this magic dust, and takes effect after about 3 seconds. In that time, the victim finds it slightly difficult to focus their eyes, where they see up to 5 of Aria. The effects can be nullified with high Tec and Enhanced sense. Aria can use other moves while this effect is active, but can only use this move once in a fight. After used, she must summon more of the powder/dust which takes at least 5 minutes to do.

Illusions will need some sort of stamina drain/number of uses to balance it. Or if you’d rather you can make it something that doesn’t have a limited number of uses, but doesn’t work as well the more times it’s used. Feel free to update with whatever you think is fair.

The others are approved.[/spoiler]

Changes in Italics.


[Image: giphy.gif]

(thassa 'pproval)
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

(12-19-2016, 03:20 PM)Mark Wrote: Sabrina
[spoiler]
(12-15-2016, 03:09 PM)Sabrina Wrote: Thank you for the lookover!

About the issues:

Guardian Shield - I may not have described it properly, but what I meant is that the shield can be used as a melee weapon. Sabrina could fly up and drop onto an opponent with the shield in front of her to crush them. But the shield is not throwable. I'd be fine with the move costing 900 though.
I bolded the edits that I made to clarify on the issues you mentioned, and detailing some rough edges.

Combat Knife - Bolded the edits for a static range.

Bolter Cannon - 300 for the bullets, 300 for combining the magazine-ejecting and the reloading, and 300 for saving the magazine for later. I figured that the last two would be different enough (since it makes it unpredictable as to when Sabrina would throw the magazine, if at all) to price each at 300 each.
As I did with the other moves, I've edited some stuff and bolded it. To keep it matching to the Hornet Chaingun's move description I also noted its weight (bolded, of course).
I also changed the Bolter Cannon's mag size from 30 to 10 rounds per mag, as 30 seemed a little too big for a weapon that can be fired only once a second at most.

Hornet Chaingun - A big section at the bottom was added, and some minor bolded edits here and there.

Hope that with the above edits everything is okay!

Shield: I’m still wondering if this is resummonable and the logistics behind it. I see that it cannot be repaired, but can it be resummoned in combat or is that just something that happens outside of combat? I ordinarily wouldn’t care too much if it were just a regular shield but the fact that you can deploy it makes that point sorta important. Hitting them with the shield wouldn’t cost you extra as long as it basically adds no damage to the attack beyond what a regular punch or whatever would. If you want a stronger bash-type move you’d need to pay for it. Not sure of your intent, but feel free to choose.
[/spoiler]

Reposting Guardian Shield below for reference, with bolded parts being the newest edits (I un-bolded everything from the last time):
-I clarified that the "traditional summoning" means that it must be done out of combat.
-Also yes - I did mean for the shield to be a melee weapon for bashing as well. This would bump the cost to 900 or 1200, if I'm not mistaken? My bad for not having considered this from the start. (bashing someone and charging/dropping onto someone, these are pretty similar in terms of their functionality but may be different enough to require 1200 total. Either of these is fine by me)

[spoiler]
Guardian Shield (900/1200, Physical Strength, Area Shield Profs, Flight): As if the staggering armor wasn’t sufficient already, Sabrina wields the Guardian Shield, a barricade of solid metal, which she uses to guard herself against frontal attacks. It's also quite durable as it's made of solid steel, but to make it light and handlable it's thin enough that a sufficiently powerful attack can penetrate the shield. However, any damage sustained cannot be repaired in combat as it must be repaired using traditional Omnilium summoning (impossible to do during a fight, as it takes upwards of 10 minutes of uninterrupted concentration). However, When it’s attached to her back the shield does not block damage for some reason; it simply lets attacks pass through.

It’s roughly 1,5m tall and 80cm wide.

Pulling the shield from her back or putting it back takes ~2 seconds. While wielding it Sabrina only has one arm at her disposal which she can use to wield any weapon requiring only one hand or none at all.

Once in hand the shield functions like a regular shield, covering about 3/4ths of Sabrina’s body if held correctly, though her lower legs or her head will remain exposed if she decides to cover the respective other bodypart.

The shield can also be deployed as a barricade by slamming its bottom side into the ground with force, digging it into the ground - this takes ~2 seconds. While this allows Sabrina to use both hands while using the shield as cover, it also means that she is unable to use the shield again unless she yanks it back out, which takes ~5 seconds of pulling during which she’s unable to use other moves, or move. The shield can also be left behind in this state, which carries the risk of her opponent(s) using it for their own cover.

Finally, the shield can be used as a decently effective way of attacking an opponent by means of bashing, by charging someone with it, or even by flying, then dropping onto them. Its size and weight make it very unwieldy though.
[/spoiler]
"(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!
(12-19-2016, 03:49 PM)Sabrina Wrote: Reposting Guardian Shield below for reference, with bolded parts being the newest edits (I un-bolded everything from the last time):
-I clarified that the "traditional summoning" means that it must be done out of combat.
-Also yes - I did mean for the shield to be a melee weapon for bashing as well. This would bump the cost to 900 or 1200, if I'm not mistaken? My bad for not having considered this from the start. (bashing someone and charging/dropping onto someone, these are pretty similar in terms of their functionality but may be different enough to require 1200 total. Either of these is fine by me)

[spoiler]
Guardian Shield (900/1200, Physical Strength, Area Shield Profs, Flight): As if the staggering armor wasn’t sufficient already, Sabrina wields the Guardian Shield, a barricade of solid metal, which she uses to guard herself against frontal attacks. It's also quite durable as it's made of solid steel, but to make it light and handlable it's thin enough that a sufficiently powerful attack can penetrate the shield. However, any damage sustained cannot be repaired in combat as it must be repaired using traditional Omnilium summoning (impossible to do during a fight, as it takes upwards of 10 minutes of uninterrupted concentration). However, When it’s attached to her back the shield does not block damage for some reason; it simply lets attacks pass through.

It’s roughly 1,5m tall and 80cm wide.

Pulling the shield from her back or putting it back takes ~2 seconds. While wielding it Sabrina only has one arm at her disposal which she can use to wield any weapon requiring only one hand or none at all.

Once in hand the shield functions like a regular shield, covering about 3/4ths of Sabrina’s body if held correctly, though her lower legs or her head will remain exposed if she decides to cover the respective other bodypart.

The shield can also be deployed as a barricade by slamming its bottom side into the ground with force, digging it into the ground - this takes ~2 seconds. While this allows Sabrina to use both hands while using the shield as cover, it also means that she is unable to use the shield again unless she yanks it back out, which takes ~5 seconds of pulling during which she’s unable to use other moves, or move. The shield can also be left behind in this state, which carries the risk of her opponent(s) using it for their own cover.

Finally, the shield can be used as a decently effective way of attacking an opponent by means of bashing, by charging someone with it, or even by flying, then dropping onto them. Its size and weight make it very unwieldy though.
[/spoiler]

900 should be fine, those are close enough to be more or less considered the same maneuver. 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



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