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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. Neither Yukki nor any other person in the shield can use an attack that passes through the shield before it has faded or been shattered.
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, traveling through them as if they hadn't been there, but causing internal bleeding as well as it's normal damage. The blade has a dark purple glow to it when charged, and a purple streak follows it through the air when thrown. The knife is 20 centimeters long, ten blade and ten handle. Yukki can not use another move while charging the knives, but may move if needed. Using the charged variant is more draining than summoning your basic item, but is far less draining than using the dome shield for an extended time. It takes a normal amount of energy, but adds up quickly in rapid succession.
Bolded the changes, Senor Mark!
[Today 11:50 PM] Luci : ermegerd yuki you can hunt me ernytime
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(12-19-2016, 04:52 PM)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. Neither Yukki nor any other person in the shield can use an attack that passes through the shield before it has faded or been shattered.
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, traveling through them as if they hadn't been there, but causing internal bleeding as well as it's normal damage. The blade has a dark purple glow to it when charged, and a purple streak follows it through the air when thrown. The knife is 20 centimeters long, ten blade and ten handle. Yukki can not use another move while charging the knives, but may move if needed. Using the charged variant is more draining than summoning your basic item, but is far less draining than using the dome shield for an extended time. It takes a normal amount of energy, but adds up quickly in rapid succession.
Bolded the changes, Senor Mark!
Dome Shield is approved.
For the Knives, even if you just have them pass through you're still running into the same issue if they cause internal bleeding; you're kinda just changing the aesthetic. How much damage they do would depend on stat differences so you can't guarantee that anyone hit will take that much damage. If you wanted to put "doing significant damage, up to internal bleeding against weaker foes", you could do it that way; though with your ATK of 2, this wouldn't happen very often against foes that aren't weak secondaries. If you're wanting the damage to be that high, though, you'll need to tweak the stamina drain to be a bit higher to balance it.
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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 dart and can go up to 25 metres. The bolt is designed to pierce armour and freeze a targets wound causing further pain resulting in moderate damage. takes 10 seconds to form before being shot at an opponent and needs 1 minute 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
Description: Revan creates a cloud of black smoke like substance 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 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.
Has range of 10 metres.
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These are moves for my NPC, Kito
Kunai (Physical Strength, Ranged) (600) – The Kunai is one of the more common Ninja Tools. They are relatively small, black coloured, dagger-like weapons that are 26cm (10.24 inches) long from end to end. Kito doesn't carry a lot of them on him, roughly a dozen or so, and must summon more once he depletes his supply and can't recover them from the battlefield.
Kito uses his kunai in two ways; he can use them for hand to hand combat, opting to use kunai in situations where his sword may not be as useful to him (cramped/ small areas etc.). He can also throw them, turning them into a ranged projectile. The effective distance that kito can toss them is about 25 meters. Anything further than that and they begin to loose their effectiveness, eventually just dropping to the ground.
Shuriken (Ranged) (600) – Shuriken are one of the most basic Ninja tools in Kito's arsenal. They are sharpened, four-pronged, metal stars which are made from a kind of iron or steel. Each star is 7.5 centimetres from the tip of one point to the tip of another. Kito keeps a maximum of 30 of these on him at all times, and can throw up to 6 at a time (3 in each hand). The maximum effective range of these stars is 40 meters. Anything further and the projectiles will decline in speed and will fall to the ground.
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(12-19-2016, 08:33 PM)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 dart and can go up to 25 metres. The bolt is designed to pierce armour and freeze a targets wound causing further pain resulting in moderate damage. takes 10 seconds to form before being shot at an opponent and needs 1 minute 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
Description: Revan creates a cloud of black smoke like substance 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 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.
Has range of 10 metres.
You're still missing many of the details you mention earlier. It looks like you only added range here.
(12-19-2016, 08:47 PM)Daniel Wrote: These are moves for my NPC, Kito
Kunai (Physical Strength, Ranged) (600) – The Kunai is one of the more common Ninja Tools. They are relatively small, black coloured, dagger-like weapons that are 26cm (10.24 inches) long from end to end. Kito doesn't carry a lot of them on him, roughly a dozen or so, and must summon more once he depletes his supply and can't recover them from the battlefield.
Kito uses his kunai in two ways; he can use them for hand to hand combat, opting to use kunai in situations where his sword may not be as useful to him (cramped/ small areas etc.). He can also throw them, turning them into a ranged projectile. The effective distance that kito can toss them is about 25 meters. Anything further than that and they begin to loose their effectiveness, eventually just dropping to the ground.
Shuriken (Ranged) (600) – Shuriken are one of the most basic Ninja tools in Kito's arsenal. They are sharpened, four-pronged, metal stars which are made from a kind of iron or steel. Each star is 7.5 centimetres from the tip of one point to the tip of another. Kito keeps a maximum of 30 of these on him at all times, and can throw up to 6 at a time (3 in each hand). The maximum effective range of these stars is 40 meters. Anything further and the projectiles will decline in speed and will fall to the ground.
Approved.
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Okay, so one the blades, if I remove that, and just say that it gets buried deep in the skin, and therefor hard to remove during combat, is taht acceptable?
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12-19-2016, 09:26 PM
(This post was last modified: 12-19-2016, 09:30 PM by James Knight.)
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. This is the size of a 6 foot tall human.
Umbral Hammer - Earth Breaker (600, Physical Strength, Area Effect Proficiency, Debuff, Ranged Proficiency, Telekinesis, Homing Proficiency.)
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 about 75 feet. 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. He can also move around when performing this move. This move can also be redirected with his mind for 35 feet, should he miss the initial swing and need to redirect it to crush skulls.
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 used with other moves. These are thin beams about the size of a ruler each when fired from the eyes. Use of this move dismisses the Knight, until he can be summoned again. This can be used with other moves.
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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 dart and can go up to 25 metres. The bolt is designed to pierce armour and freeze a targets wound causing further pain resulting in moderate damage. takes 10 seconds to form before being shot at an opponent and needs 1 minute 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
Description: Revan creates a cloud of black smoke like substance 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 shadow can move as fast as a ball as it floats quickly over to its intended target and is thus quite draining on Revan's stamina making it useful for usually once per battle.
The cloud exists on its target for only ten seconds but will cause the target great pain as the shadow attempts to rip its target apart.
The target however can remove themselves if fast enough from the cloud at any time to avoid further damage.
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.
Has range of 10 metres.
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Nuclear Furnace (Area Attack) (300): As a byproduct of the nuclear reactions with her, Utsuho’s normal body temperature is extraordinarily high. Under most circumstances, she can keep it confined to her core, keeping her comfortably warm to the touch. However, when she raises the output for an extended period of time, such as during a power-up, this is not an option.
Unable to suppress it, a shroud of nuclear heat and radiation flares up from her body, lasting the duration of the power-up plus ten more seconds to cool down fully, and spreading no further than arm’s reach. Though it is the result of nuclear energy, the shroud around her is nowhere near the temperature or pressure needed to cause fusion or fission, and rather is only hot enough to make being near her incredibly uncomfortable to friend and foe alike. Her skin temperature, on the other hand, increases dramatically, and contact with in this state would feel like touching molten lead.
Okuu is more than capable of resisting her own heat, but all that escaping energy leaves her exhausted afterwards. It takes her around a minute to readjust to the lower temperature and output level, leaving her cold and uncoordinated.
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(12-19-2016, 09:16 PM)Yukki Kazuto Wrote: Okay, so one the blades, if I remove that, and just say that it gets buried deep in the skin, and therefor hard to remove during combat, is taht acceptable?
That’s fine.
(12-19-2016, 09:26 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. This is the size of a 6 foot tall human.
Umbral Hammer - Earth Breaker (600, Physical Strength, Area Effect Proficiency, Debuff, Ranged Proficiency, Telekinesis, Homing Proficiency.)
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 about 75 feet. 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. He can also move around when performing this move. This move can also be redirected with his mind for 35 feet, should he miss the initial swing and need to redirect it to crush skulls.
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 used with other moves. These are thin beams about the size of a ruler each when fired from the eyes. Use of this move dismisses the Knight, until he can be summoned again. This can be used with other moves.
Sword: Approved
Lasers: Approved
Hammer: What do you mean by ‘redirected 35 feet’? And you need to put in something about the attack being strong in the middle but being less effective around the edges.
(12-19-2016, 09:49 PM)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 dart and can go up to 25 metres. The bolt is designed to pierce armour and freeze a targets wound causing further pain resulting in moderate damage. takes 10 seconds to form before being shot at an opponent and needs 1 minute 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
Description: Revan creates a cloud of black smoke like substance 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 shadow can move as fast as a ball as it floats quickly over to its intended target and is thus quite draining on Revan's stamina making it useful for usually once per battle.
The cloud exists on its target for only ten seconds but will cause the target great pain as the shadow attempts to rip its target apart.
The target however can remove themselves if fast enough from the cloud at any time to avoid further damage.
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.
Has range of 10 metres.
Ice Strike: You’re still missing the stamina drain and whether or not it can be used with other moves. You mention that it has a 1 minute recharge time but you need to mention how tiring it is to use, since a cooldown is different than stamina drain.
Shadow Barrage: You need to include if this can be used with other moves. Also, as I mentioned before if you’re going to make it mammoth sized (or anything more than 3x3 feet) you’ll need Area Attack proficiency.
(12-19-2016, 10:13 PM)Utsuho Reiuji Wrote: Nuclear Furnace (Area Attack) (300): As a byproduct of the nuclear reactions with her, Utsuho’s normal body temperature is extraordinarily high. Under most circumstances, she can keep it confined to her core, keeping her comfortably warm to the touch. However, when she raises the output for an extended period of time, such as during a power-up, this is not an option.
Unable to suppress it, a shroud of nuclear heat and radiation flares up from her body, lasting the duration of the power-up plus ten more seconds to cool down fully, and spreading no further than arm’s reach. Though it is the result of nuclear energy, the shroud around her is nowhere near the temperature or pressure needed to cause fusion or fission, and rather is only hot enough to make being near her incredibly uncomfortable to friend and foe alike. Her skin temperature, on the other hand, increases dramatically, and contact with in this state would feel like touching molten lead.
Okuu is more than capable of resisting her own heat, but all that escaping energy leaves her exhausted afterwards. It takes her around a minute to readjust to the lower temperature and output level, leaving her cold and uncoordinated.
You’ll need to define this by time rather than duration of a power-up, since Power-Ups last for the duration of a set number of posts and we can’t easily define moves like that. Enel has a move like this that might be useful to look at for doing this. Also just be aware that due to Omniphysics even if you’re 600 Fahrenheit you won’t be like melting everyone’s skin off necessarily, as that comes down to stats.
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12-20-2016, 01:31 AM
(This post was last modified: 12-20-2016, 06:36 AM by Clownpiece.
Edit Reason: More in-depth now that I'm actually on a computer
)
Quote: (12-19-2016, 10:13 PM)Utsuho Reiuji Wrote: Nuclear Furnace (Area Attack) (300): As a byproduct of the nuclear reactions with her, Utsuho’s normal body temperature is extraordinarily high. Under most circumstances, she can keep it confined to her core, keeping her comfortably warm to the touch. However, when she raises the output for an extended period of time, such as during a power-up, this is not an option.
Unable to suppress it, a shroud of nuclear heat and radiation flares up from her body, lasting the duration of the power-up plus ten more seconds to cool down fully, and spreading no further than arm’s reach. Though it is the result of nuclear energy, the shroud around her is nowhere near the temperature or pressure needed to cause fusion or fission, and rather is only hot enough to make being near her incredibly uncomfortable to friend and foe alike. Her skin temperature, on the other hand, increases dramatically, and contact with in this state would feel like touching molten lead.
Okuu is more than capable of resisting her own heat, but all that escaping energy leaves her exhausted afterwards. It takes her around a minute to readjust to the lower temperature and output level, leaving her cold and uncoordinated.
You’ll need to define this by time rather than duration of a power-up, since Power-Ups last for the duration of a set number of posts and we can’t easily define moves like that. Enel has a move like this that might be useful to look at for doing this. Also just be aware that due to Omniphysics even if you’re 600 Fahrenheit you won’t be like melting everyone’s skin off necessarily, as that comes down to stats.
Enel's move is actually what gave me the inspiration! That and it only makes sense for a living nuclear reactor to be pretty hot at times.
Would an upper time limit of 10 minutes be a good duration? With the last minute being a cooldown time where she gradually loses that heat.
And yup, I'm aware. Just wanted to get across the idea that touching her in this state probably isn't a good idea. Though with an Attack of at least 7 (as it still can only be used during power-ups) there's probably not gonna be a whole lot who can shrug it off :froggonk:
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Psi blast (requires ranged proficiency) - 300 OM
A basic psionic Technique, Kerrigan creates a condensed ball of yellow, psychic energy, and then thrusts it at an opponent. creating a pushing motion with both hands as the energy sails at her chosen target. The energy, upon striking a target, burns and smacks the target, leaving bruises, burns, and if the opponent's defence is low or beaten down enough, Broken bones.
This technique takes only a second for Kerrigan to generate and fire, and takes very little out of her, allowing her to throw one after the other, but the power suffers for it, and it requires both hands and almost all her focus to continually fire.
The psi blast itself starts off as slow as a baseball but quickly accelerates to the speed of a bullet, making it easier to dodge for someone able to predict Kerrigan's aim, and the technique has a range of eighty feet.
Zerglings (Tier 1 Assists) (1000 OM):
Zergling are the simplest zerg life-form, and the most numerous. A horrifying combination of sets of claws, teeth, and vicious Scythes, these creatures are bred for speed and explosive power, ripping apart enemies with Feral combat skills. Using this skill, Kerrigan summons a pair of Zerglings to her side.
Physical appearance reference:
[spoiler]
![[Image: latest?cb=20071009052646]](http://vignette1.wikia.nocookie.net/starcraft/images/a/a7/SC_Ghost_Zergling.jpg/revision/latest?cb=20071009052646)
[/spoiler]
These creatures are roughly one meter tall, and stick to using their attacks in close combat, allowing the Queen to keep some distance from her opponent while fending off their vicious attacks.
ATK: 2
DEF: 1
SPD: 2
TEC: 0
Zergling claws (300 OM) (Requires physical proficiency):
Zerglings possess a long, bony pair of claws that they can use to eviscerate their opponents. their claws are about twice the length of a human finger, and are built with slashing in mind. While they are not built with the ability to take a hit, they can sure give one, being one of the quicker weapons the Zergling can strike with.
What's most notable about the zergling's claws is that the zergling using them can strike while using their other attacks - Zerglings are bred to control all four of their front limbs, and thus can bite,claw and stab simultaneously without much mental effort.
Zergling Scythes (300 OM) (Requires physical proficiency):
Zerglings have two upper limbs, starting just above their shoulder, that end in vicious scythes. These limbs are capable of blocking swords and other weaponry, and can deal vicious blows, but are quite a bit slower than the zerglings claws - their weight causes them to be a bit more unwieldy, as well, especially if parried. Zerglings can use their Scythes and claws in tandem with little effort, due to their biology allowing them to easily accomodate the independent movement. The Length of each scythe is 80 Centimeters.
Zergling bite: (300 OM) (Requires physical proficiency)
Zerglings have a row of vicious teeth within their mouth, each the size of a small dagger, and they use these teeth to tear the flesh of their foes. Their bite is about as vicious and quick as a large dog's would be, and by itself, their teeth are unremarkable, if deadly. Similar to some dogs, a Zergling is actually unable of letting go of an opponent without someone wrestling their jaw open, killing them, or breaking the teeth off.
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Umbral Hammer - Earth Breaker (600, Physical Strength, Area Effect Proficiency, Debuff, Ranged Proficiency, Telekinesis, Homing Proficiency.)
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 about 75 feet. 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. He can also move around when performing this move.
This attack can be controlled by his telekinesis, should he miss the initial strike. Of course should he miss the initial strike the attack will then 'home' in on the individual that it was meant to smack, for 35 feet. This attack does more damage in the middle, but is less effective around the edges.
Hammer: What do you mean by ‘redirected 35 feet’? And you need to put in something about the attack being strong in the middle but being less effective around the edges.
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(12-20-2016, 01:31 AM)Utsuho Reiuji Wrote: Quote: (12-19-2016, 10:13 PM)Utsuho Reiuji Wrote: Nuclear Furnace (Area Attack) (300): As a byproduct of the nuclear reactions with her, Utsuho’s normal body temperature is extraordinarily high. Under most circumstances, she can keep it confined to her core, keeping her comfortably warm to the touch. However, when she raises the output for an extended period of time, such as during a power-up, this is not an option.
Unable to suppress it, a shroud of nuclear heat and radiation flares up from her body, lasting the duration of the power-up plus ten more seconds to cool down fully, and spreading no further than arm’s reach. Though it is the result of nuclear energy, the shroud around her is nowhere near the temperature or pressure needed to cause fusion or fission, and rather is only hot enough to make being near her incredibly uncomfortable to friend and foe alike. Her skin temperature, on the other hand, increases dramatically, and contact with in this state would feel like touching molten lead.
Okuu is more than capable of resisting her own heat, but all that escaping energy leaves her exhausted afterwards. It takes her around a minute to readjust to the lower temperature and output level, leaving her cold and uncoordinated.
You’ll need to define this by time rather than duration of a power-up, since Power-Ups last for the duration of a set number of posts and we can’t easily define moves like that. Enel has a move like this that might be useful to look at for doing this. Also just be aware that due to Omniphysics even if you’re 600 Fahrenheit you won’t be like melting everyone’s skin off necessarily, as that comes down to stats.
Enel's move is actually what gave me the inspiration! That and it only makes sense for a living nuclear reactor to be pretty hot at times.
Would an upper time limit of 10 minutes be a good duration? With the last minute being a cooldown time where she gradually loses that heat.
And yup, I'm aware. Just wanted to get across the idea that touching her in this state probably isn't a good idea. Though with an Attack of at least 7 (as it still can only be used during power-ups) there's probably not gonna be a whole lot who can shrug it off :froggonk:
The Bossman has two variants that are at the extremes, so depending on where you want yours to fall on that spectrum it might be fine. I’d think it would be closer to the ‘small painful deterrent’ end if you want that long of a time, though. True excruciating pain and lasting damage would be closer to maybe 30 seconds – 1 minute. Does this effect start up immediately or is there a charge-up time? Does it take concentration to maintain? Both of those things would change how long it could last.
Also, though I know this is probably something you’re aware of, I have to state for anyone else reading this that this Move wouldn’t layer on any significant damage to your other moves.
(12-20-2016, 09:24 AM)Sarah Kerrigan Wrote: Psi blast (requires ranged proficiency) - 300 OM
A basic psionic Technique, Kerrigan creates a condensed ball of yellow, psychic energy, and then thrusts it at an opponent. creating a pushing motion with both hands as the energy sails at her chosen target. The energy, upon striking a target, burns and smacks the target, leaving bruises, burns, and if the opponent's defence is low or beaten down enough, Broken bones.
This technique takes only a second for Kerrigan to generate and fire, and takes very little out of her, allowing her to throw one after the other, but the power suffers for it, and it requires both hands and almost all her focus to continually fire.
The psi blast itself starts off as slow as a baseball but quickly accelerates to the speed of a bullet, making it easier to dodge for someone able to predict Kerrigan's aim, and the technique has a range of eighty feet.
Zerglings (Tier 1 Assists) (1000 OM):
Zergling are the simplest zerg life-form, and the most numerous. A horrifying combination of sets of claws, teeth, and vicious Scythes, these creatures are bred for speed and explosive power, ripping apart enemies with Feral combat skills. Using this skill, Kerrigan summons a pair of Zerglings to her side.
Physical appearance reference:
[spoiler]
![[Image: latest?cb=20071009052646]](http://vignette1.wikia.nocookie.net/starcraft/images/a/a7/SC_Ghost_Zergling.jpg/revision/latest?cb=20071009052646)
[/spoiler]
These creatures are roughly one meter tall, and stick to using their attacks in close combat, allowing the Queen to keep some distance from her opponent while fending off their vicious attacks.
ATK: 2
DEF: 1
SPD: 2
TEC: 0
Zergling claws (300 OM) (Requires physical proficiency):
Zerglings possess a long, bony pair of claws that they can use to eviscerate their opponents. their claws are about twice the length of a human finger, and are built with slashing in mind. While they are not built with the ability to take a hit, they can sure give one, being one of the quicker weapons the Zergling can strike with.
What's most notable about the zergling's claws is that the zergling using them can strike while using their other attacks - Zerglings are bred to control all four of their front limbs, and thus can bite,claw and stab simultaneously without much mental effort.
Zergling Scythes (300 OM) (Requires physical proficiency):
Zerglings have two upper limbs, starting just above their shoulder, that end in vicious scythes. These limbs are capable of blocking swords and other weaponry, and can deal vicious blows, but are quite a bit slower than the zerglings claws - their weight causes them to be a bit more unwieldy, as well, especially if parried. Zerglings can use their Scythes and claws in tandem with little effort, due to their biology allowing them to easily accomodate the independent movement. The Length of each scythe is 80 Centimeters.
Zergling bite: (300 OM) (Requires physical proficiency)
Zerglings have a row of vicious teeth within their mouth, each the size of a small dagger, and they use these teeth to tear the flesh of their foes. Their bite is about as vicious and quick as a large dog's would be, and by itself, their teeth are unremarkable, if deadly. Similar to some dogs, a Zergling is actually unable of letting go of an opponent without someone wrestling their jaw open, killing them, or breaking the teeth off.
All zergy stuff approved.
Psi Blast: How large is the blast? Can it be used while moving? Can this be used with other moves? I know it uses both hands but not all of your moves involve your hands =P. Also, I think you’ll need to tweak the damage/stamina/cast speed just a little bit to balance it better. This is pretty strong for the somewhat low cost.
(12-20-2016, 11:52 AM)King Sombra Wrote: Umbral Hammer - Earth Breaker (600, Physical Strength, Area Effect Proficiency, Debuff, Ranged Proficiency, Telekinesis, Homing Proficiency.)
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 about 75 feet. 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. He can also move around when performing this move.
This attack can be controlled by his telekinesis, should he miss the initial strike. Of course should he miss the initial strike the attack will then 'home' in on the individual that it was meant to smack, for 35 feet. This attack does more damage in the middle, but is less effective around the edges.
Hammer: What do you mean by ‘redirected 35 feet’? And you need to put in something about the attack being strong in the middle but being less effective around the edges.
So he can swing it, cause a shockwave, or make it home-in? That’ll increase the cost to 900.
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(12-20-2016, 12:00 PM)Mark Wrote: The Bossman has two variants that are at the extremes, so depending on where you want yours to fall on that spectrum it might be fine. I’d think it would be closer to the ‘small painful deterrent’ end if you want that long of a time, though. True excruciating pain and lasting damage would be closer to maybe 30 seconds – 1 minute. Does this effect start up immediately or is there a charge-up time? Does it take concentration to maintain? Both of those things would change how long it could last.
Also, though I know this is probably something you’re aware of, I have to state for anyone else reading this that this Move wouldn’t layer on any significant damage to your other moves.
Nuclear Furnace (Area Attack) (300): As a byproduct of the nuclear reactions with her, Utsuho’s normal body temperature is extraordinarily high. Under most circumstances, she can keep it confined to her core, keeping her comfortably warm to the touch. However, when she raises the output for an extended period of time, such as during a power-up, this is not an option.
Unable to suppress it any longer, her body temperature begins to rise uncontrollably, forming a shroud of nuclear heat and radiation around her body, which spreads no further than arms reach. The shroud takes about half a minute to heat up fully, in a process that is out of her control entirely, and lasts for two minutes before it begins to cool down, with the heat fading away completely after another half a minute. Though it is the result of nuclear energy, the shroud around her is nowhere near the temperature or pressure needed to cause fusion or fission, and rather is only hot enough to make being near her incredibly uncomfortable to friend and foe alike. Her skin temperature, on the other hand, increases dramatically, and contact with in this state would feel like touching molten lead.
Okuu is more than capable of resisting her own heat, but all that escaping energy leaves her exhausted afterwards. It takes her around a minute to readjust to the lower temperature and output level, leaving her cold and uncoordinated. This move requires elevated output levels in order to function, causing it to start up automatically upon activating a power-up, without giving her any say in it. Of course, due to her inability to multitask, it remains the only move that can be used during them.
Alright, 3 minutes total, with the first 30 seconds heating up to full power, and the last 30 cooling down.
It's an entirely brainless move, she has no control over when it starts itself up, so it takes no concentration to maintain.
And made it more clear that this is the only move she can use during power-ups. She's a birdbrain who can't concentrate on more than one thing at a time. Control "Self Tokamak" already says that but might as well cover all my bases.
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
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The fight with Hiro has made me painfully aware of just how few moves Sage currently has. So...
Failed Magician:
In his youth, the Sage received training in the arts of the Battle-mage. Though he possessed very little magical talent, and was unable to reliably preform any magic in his home universe, the Omniverse has changed him. He still has practically zero sway over his mana, and is only able to create small effects with limited usefulness. Frustrated with his lack of aptitude with the field, the Sage for the most part dismisses conventional magic, preferring to rely on the Libromancy he acquired shortly after his arrival at the Nexus. However, should his back be pressed against a wall, The Sage can perform very minor magical effects. Although the spells are anything but impressive, if used at the right moment they can give him the edge he needs in a conflict, and the Sage is painfully aware of their usefulness.
If any of these moves should drain the entirety of his manapool, he will be unable to use all of his “Failed Magician” moves (and will be physically weakened slightly to boot) for approximately a minute, long enough that the tide of battle will surely change.
Failed Magician: gout of embers (600 Om: Physical Proficiency)
[spoiler] ![[Image: 5b2025118a0f67bc2185ba5f8a1c20f0.jpg]](https://s-media-cache-ak0.pinimg.com/564x/5b/20/25/5b2025118a0f67bc2185ba5f8a1c20f0.jpg) [/spoiler]
A small fire bursts into being, the failed infancy of a true wizard’s fireball. The flame can be held in the hand, and maintained for as long as the Sage keeps some amount of concentration. The flame engulfs his fist, adding to the threat of his otherwise quite unimposing punch. Though the attack is not physically stronger, the flames do cause light burns, (akin to a small campfire) and can even sometimes ignite combustible materials. The spell is quite quick to activate, taking only a second or two for the flames to appear in his hand.
He can instead spend longer casting the spell (up to four seconds) with the flames becoming more powerful the longer he spends preparing, (up to the strength of an almost medium campfire) at the cost of more necessary concentration.
The standard form can be used with other moves; however, he cannot spend enough concentration to use the charged form while using preforming another move.
The longer the Sage maintains the flame the more taxing it is on him, and after more than 15 seconds, (or 10 seconds for the charged version) the flame will drain his manapool and die out on its own, if it has not been dismissed before then.
Failed Magician: dash of frost-rime (600 Om: Ranged Proficiency, Debuff Proficiency)
[spoiler] ![[Image: latest?cb=20150801124850]](http://vignette3.wikia.nocookie.net/diablo/images/7/75/IceBaby.gif/revision/latest?cb=20150801124850) [/spoiler]
This invocations, if properly cast, projects a beam of crystal blue frost, which immobilizes the target upon contact in a thin coating of ice. The Sage is not able to properly cast the spell, unfortunately, and so the spell manifests instead as a small bolt which streaks towards the target. If it hits, the target feels their limbs stiffen and tighten. They are not prevented from moving, but their reflexes are dulled and their movements made less fluid (like if all their limbs simultaneously fell asleep)
If the Sage instead manages to hit the target in a place where they are contacting a surface (such as their feet, or a hand if they are leaning against a wall), instead of affecting the target’s reflexes, they will find that they have trouble removing the limb in question from the surface it touches. They are not actually prevented from moving the limb in question, but doing so requires a surprising amount of their concentration.
This spell is quick to cast, (approximately 1.5 seconds) does not require maintained concentration, and its effects tend to last between 5 and 10 seconds depending on the strength (ATK) of the target. If the Sage uses this move more than two or three times in close succession he runs the risk of draining his manapool.
Failed Magician: burden blade (600 Om: Physical Proficiency, Debuff Proficiency)
[spoiler] ![[Image: latest?cb=20120513035634]](http://vignette4.wikia.nocookie.net/elderscrolls/images/e/e3/MAGINVInvisibility.png/revision/latest?cb=20120513035634) [/spoiler]
This spell is less flashy than the other two, but in the hands of a skilled caster, can increase the weight of weapons or armor to the point that their wielders can barely lift them. The Sage does not possess this level of ability, so instead he can only minorly affect his opponent. A bright violet octahedron appears in the Sage's hand, floating slightly above the surface of his palm. A bead of brighter light traces patterns across the edges of the polyhedron, its trail fading as it bounces about the shape. The Sage can use this spell to minimally increase the weight of an opponent’s weapon or equipment, throwing off their timing, and slightly decreasing the effectiveness of their attacks. This spell takes five seconds to cast, after which the Sage focuses on the item or items in question, which take on a very faint violet hue. The Sage can maintain the spell for up to 15 seconds before running out of mana.
This spell does not require too much concentration, and the Sage can maintain it while using other moves, unless something else requires or otherwise interferes with his concentration. In addition, the way this spell works it may be cast without being immediately activated but can remain untriggered in the Sage's hand for a maximum of 10 seconds, waiting for the appropriate moment.
Instead of choosing to slightly affect multiple pieces of equipment a person has, the Sage can instead direct all of the spells power towards a single weapon or other piece of equipment held by his target. The object in question glows a very obvious violet, and the bead of light traces its pattern at a much faster rate in this variety of the spell. This version requires the Sage to remain stationary and needs all of his concentration, but pulls the item in question towards the ground with approximately 10 kilograms of force. The Sage can only maintain this version of the spell for a maximum of 4 seconds, after which time his mana is completely drained.
Is it valid to tie these moves to the same power source as a way to balance them? or not really?
Thanks in advance to whomever looks these over!
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I'm fine with increasing the cost to 900.
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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 dart and can go up to 25 metres. The bolt is designed to pierce armour and freeze a targets wound causing further pain resulting in moderate damage. takes 10 seconds to form before being shot at an opponent and needs 1 minute 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.
Attack is significantly tiring and can be used twice per battle.
Cannot be used with other moves.
Shadow Barrage
Description: Revan creates a cloud of black smoke like substance 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 to deal damage to them.
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 shadow can move as fast as a ball as it floats quickly over to its intended target and is thus quite draining on Revan's stamina making it useful for usually once per battle.
The cloud exists on its target for only ten seconds but will cause the target great pain as the shadow attempts to rip its target apart.
The target however can remove themselves if fast enough from the cloud at any time to avoid further damage.
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.
Attack is extremely tiring and can only be used once per battle
Has range of 10 metres.
Cannot be used with other moves.
Now see I am not entirely sure how that would work since Revan is only a human but there are primes far bigger then he is.., I am presuming that means that larger primes and such wont be as caught in it unless I buy the area attack? not that I will be right now I am just clearing this up since I feel confused on it.
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Mark Wrote:Psi Blast: How large is the blast? Can it be used while moving? Can this be used with other moves? I know it uses both hands but not all of your moves involve your hands =P. Also, I think you’ll need to tweak the damage/stamina/cast speed just a little bit to balance it better. This is pretty strong for the somewhat low cost.
I figured it'd be alright since bruising is pretty light damage. The burns weren't expected to go beyond first-degree with a blast, which I can (And probably should) edit in. I'm not sure how much weaker I can describe an attack than leaving bruising, to be honest, since I'm... not sure what sort of attack used by a human does less?
In general, the blast can be used while standing, though as it doesn't require her to brace, it's quite easy for her to walk, stop, then walk again (though for obvious reasons that would slow down the rate of fire). As it's a very aggressive push, she'd mostly just end up falling on her face were she to try that, but it takes too much focus anyway.
It cannot be used with other moves. you can only have psychic energy going so many ways at a time.
let me try a re-write:
Rewritten Technique Wrote:Psi Blast (requires ranged proficiency) - 300 OM
A basic psionic Technique, Kerrigan creates a condensed ball of yellow, psychic energy, about the size of a baseball glove (odd analogy I know, I just couldn't think of anything else) and then thrusts it at an opponent. creating a pushing motion with both hands as the energy sails at her chosen target. The energy, upon striking a target, burns and smacks the target, leaving bruises, burns, and with repeated, successive hits in the same area of the body, (provided the opponent's defence isn't higher than Kerrigan's attack), broken bones.
This technique takes only a second for Kerrigan to generate and fire, and takes very little out of her, allowing her to throw one after the other, but the power suffers for it, and it requires both hands and almost all her focus to fire, letting her talk and observe her surroundings but do little else while using the technique.
The psi blast itself starts off slow at 11 meters per second, but accelerates to the speed of a bullet after half of a second, making it easier to dodge for someone able to predict Kerrigan's aim, and the technique has a range of fifty feet. With this, characters should have roughly half a second at least before the energy blast can actually accelerate enough to strike them, unless they're very close to Kerrigan (At which point they may as well smack those outstretched arms off with a nice swording anyways), which should be manageable even for pretty low speed characters, and should help make it a bit more balanced, but still allow it to be intimidating at longer ranges.
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Eldar Shuriken Pistol [Requires Ranged Proficiency] & [Area Attack Proficiency] - 600 OM
Given to Hiro as a "gift" by the plague marine Okor, this weapon is a trophy taken from a battle thousands of light years into chaotic space and hundreds of years ago.
High-energy impulses originating from the rear of the weapon detach a monomolecular-thin slice of the core and hurls this slice out the barrel of the weapon at tremendous velocities due to a peristaltic shift. A magnetic repulsor forces the ammunition core out of the magazine and keeps it in line with the firing impulse. Due to the firing mechanism, the only indication of this weapon discharging is a momentary, high frequency whine followed by a subsonic "fwipfwipfwip" as the projectiles shear through air molecules.
The projectiles are typically shaped into aerodynamic four pointed stars, reminiscent of shuriken. The extreme acceleration of the projectiles can easily slice through most organic materials, but have trouble penetrating armor or reinforced materials (adjusting for Omniphysics, of course). To represent this capability, any target hit by the projectiles with a DEF equal or greater than Hiro's ATK takes reduced damage. If Hiro's current ATK plus his TEC exceeds two times the opponent's DEF, they take extra damage as the shurikens rip through weak spots and substandard protection.
Pulling the trigger fires a short burst of projectiles lasting for one second. Repeated rapid shots will greatly reduce the accuracy of the weapon, and continuous fire can overheat the gravitic accelerator, forcing it into a magnetic cooling lock until it reaches operating temperatures again, typically anywhere from 10 to 20 seconds. It is not capable of single shot fire.
The weapon, however, is capable of a sustained burst of surpressing fire. Holding down the trigger for up to five seconds will allow Hiro to spray a storm of shuriken across a general area, sacrificing power and critical damage for wider coverage and hopefully a scattering effect. Using the surpressing fire attack will rapidly heat the gravitic accelerator up and cause the weapon to enter magnetic cooldown far quicker, also making it last longer as well.
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