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Official Move Approval IV
 [url=http://omniverse-rpg.com/showthread.php?pid=93301#pid93301][/url]Soul spear (600) (requires physical proficiency, ranged proficiency)
Betty will summon her soul and it changes to a spear (official time is about five seconds of standing still and little concentration). the spear is about two and a half feet long from tip to tip, and its a inch in width. She can aim it at something with fair accuracy, and when she throws it will fly at the speed of an arrow. she then can real her catch back in but she may chose not to pull them in and just take the spear back. (she aims for the soul of a person) The major downside to this spear is that if someone was to grab it and snap it. betty would take grave amounts of damage, and its somewhat draining. (this attack is locked in betty's base form) the spears can be used as melee weapons, like a harpoon. if it hit it may pierce through something. she can move at a walk with the spear summoned. for the other moves it may be used with soul of fear. The range is about 15 feet, as for damage it can be quite a powerful weapon for its purposes. It requires moderate consentration to keep it from becoming lost for obvious reasons and that she can't summon it back to her hand. (The time it lasts in the air is about 15 seconds max)

The soul of fear (600) (requires debuff proficiency, telepathy) Betty will look at someone and with her information she has (cast time is ten seconds of major concentration). she will create a form of someone they love or care about causing more the most part a stun effect. the move is only usefull if she has enough info on someone's memories. the move is really a couple time per battle move as its really draining.  the debuff lasts about ten seconds, but if the Tec is equal or higher on the opponents side, or the info is wrong the Debuff wont work and is lost energy (or she can go the scary route and freak the person out same rules as before with Tec needs to be at least one higher to work equal or higher opponent Tec makes it not work). Another mode is if she is not in Bête noire mode. it is a much weaker form of the fear attack but it can make a moving car look like its going to hit her or a "animal" is going to attack her. Same with the major mode if the Tec is any higher than hers it is broken. (max effective range is about 25 feet) the soul of fear move can be used while moving but its downgraded to the base form as its harder to keep up the form. 

Akumu (tier one assist) (1000) (requires shape shifting)
Stats
ATK:2
DEF:2
SPD:1
TEC:0
Akumu is a hot pink spherical creature in its base form. it changes when betty goes into Bête noire mode. It will only activate in bête noire mode

Bête noire (tier one power up) (1000) (requires shapeshifting because change in shape.)
[Image: bete_noire__betty___w__speedpaint__by_ca...aqf9ax.png]
Betty and Akumu change forms into there Bete noire mode. Bête noire mode is where there true colors fly She can only use her soul spear and her powered up form of soul of fear. She is fearless and will stop at nothing to get the job done. (akumu changes shape and is instantly activated upon Bête noire mode the only reason Akumu goes back into normal mode is if there is not enough sp to power both people or if Akumu is not around, or if betty wants to keep Akumu out of the fight)
   ATK: 1 (3)
   DEF: 3 (3)
   SPD: 2 (3)
   TEC: 4 (6)

This is for a new Npc I had in mind. after dark data is done.

Sorry if the descriptions are a little cluttered. but I should be good I think?
                                            [Image: tenor.gif?itemid=10243242]
"While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
Moves for my NPC, Blair)


300 OM, Physical Proficiency, Ranged Proficiency- Desert Eagle Mark XIX [Image: 400px-DesertEagle50AE.jpg]
.5 inches
This is a gun without a fluted barrel on it. This gun is a .50 AE. Blair can shoot 7 shots in each round, with 7 rounds in total before she has to summon more ammo.


[Image: 400px-LARGrizzly_Mk1.jpg]

300 OM Physical Proficiency, Ranged Proficiency -LAR Grizzly Mark 1 - .45 Win Mag.- This is a speedy gun with a few fast shots per round. It takes Blair a few seconds to reload each round.
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]
(02-09-2017, 10:25 AM)Mark Wrote:
Quote:T1 Super Attack: Spearstorm (600, Requires Ranged Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency)

When faced against opponents who refuse to go down, or simply when she needs to apply a large amount of destructive force, Undyne's belief is that quantity trumps quality. Breaking the usual limitations of her Magic Spear ranged summoning method at the cost of a large amount of energy, she summons 30 energy spears floating in the air to her left and right up to around 3 meters away from herself, resulting in a "wall" of spears which are all pointed at the same spot: the person unfortunate enough to be Undyne's target. The summoning process is usually accompaigned by Undyne striking a dramatic pose, pointing her weapon at her opponent, screaming a warcry and/or other theatric displays.
While the spears are outwardly identical to Undyne's regular Magic Spears (~1,10m long in total, with a 15cm long speartip) and fly at the same speeds (~150km/h) each individual spear is actually weaker than the regular spears: their power comes from their numbers. Indeed, once all of them are fully summoned, which takes Undyne about 4 seconds, she throws them all at her opponent at the same time, usually by thrusting her weapon forward or making a commanding motion with her hand. They are all funneled towards Undyne's target so as to strike very close to each other - in a circular area about 50cm across, centered on the center of the target's torso. Summed up they deal damage as appropriate for a T1 Super Move.
The spears summoned by this Super Move have a range of 200m. Beyond that they bounce off whatever they hit, causing no harm.
The exertion put on her by this move as well as safety requirements so as not to skewer herself requires her to remain still during the entire summoning process and ~2 seconds after she's thrown the spears before she can move once again. In a similar manner to Magic Spears, the spears created by this Super Move break into loose magic energy shortly after hitting their target.

Spearstorm: How far can these be thrown and how large of an area do they cover?

I knew I forgot something -.-'

Edits have been made to Spearstorm, they're bolded!
"(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!
Ithaca 37 Stakeout: (600)
[spoiler][Image: Stakeout-1-.jpg][/spoiler]

A shotgun that has the capacity to hold four twelve gauge shots. The pellets fired can reach up to 20 yards. They spread in an outwards cone with a spread of 4 feet at max distance and can hit multiple targets as a result. However, because of the spread the damage greatly decreases with distance as fewer pellets hit. It is most effective at close ranges where all pellets can hit a single target. or each round that is fired, it is required for a pump action so that the fresh buckshot can enter the chamber which will take one second between shots. Each gauge will be reloaded individually which takes at least one second. For a full reload, that will take 4 x 1 seconds. Thanks to the pistol grip it can be held, shot and even pumped with one hand, leaving the other free to do other things. For example, Jacket fires the shotgun while holding it in one hand then switches the weapon to the other that clutches it by the pump. His hand jerks the pump up and down in a single motion that causes the new shell to enter the chamber.
(Will be making a purchase on Area Attack Proficiency when this move gets approved)

Fire Axe: (300)
[spoiler][Image: wep_render_axe.png][/spoiler]
A melee weapon that weighs at 6lbs and the length is 36 inches which includes the handle and head. It's a sharp weapon that can cut. Swinging range is at 9 feet. This weapon will require two hands to use due to the weight and being successful with a complete swinging motion.

Tier 1 Power Up: (1000)
Rasmus Mask
[Image: 768?cb=20150311041030]
ATK: +2
DEF: +1
SPD: N/A
TEC: +2

Tier 1 Power Up: (1000)
Tony Mask
[Image: 768?cb=20150311040943]
ATK: +2
DEF: +1
SPD: +2
TEC: N/A
[Image: 67857178B013071EE183FE5B7C3D87F4438C6BB8]
[Image: westside.png] 
Alright, I've got a lot of moves to share here, all having gone through several revisions, so bear with me and forgive me if anything seems out of place.

Round Trip - 600 OM (Requires Physical Strength, Ranged Proficiency, Remote Control Proficiency)
   Dante holds Rebellion at the ready, mentally designating a target, then throws the sword out like a spinning propeller. While Dante focuses, he can control the flying blade remotely as long as it remains within 10 meters of its owner. Dante can still move and use movement abilities while controlling this attack, but he cannot perform any other moves, or any actions that would divide his focus. Additionally, Dante will find his stamina constantly draining while Rebellion is controlled like this, leaving him exhausted and vulnerable if performed too long; a rough limit is about 30 seconds overall, without rest.
   Dante has also developed a variation of this move to use in a pinch- using this same remote control ability to recall his sword to him at a distance of up to 20 meters. This variation cannot damage enemies, and can only be used to bring back Rebellion specifically. This extra feature cannot be used, however, if Dante has exhausted himself via overuse of Round Trip.

Gilgamesh - 600 OM (Requires Physical Proficiency)
   A Devil Arm forged in the form of a five-piece set of armor: a pair of gauntlets and greaves, and a retractable face-guard, all silvery steel with glowing red veins. This Devil Arm doesn't function much like armor, however, but more like a bolster to one's hand-to-hand skills. With these, Dante can execute punches and kicks with significant strength, through the strikes may come as predictable and stiff. The gauntlets and greaves are equipped with thrusters, along with expandable arm drills and heel saws, that allow for devastating charged attacks; Dante must wind up such attacks for up to 3 seconds. Dante can summon/dismiss this weapon at will with a couple seconds of concentration.
(Appearance examples: http://static.giantbomb.com/uploads/orig...drei08.jpg, http://i1168.photobucket.com/albums/r495...gimesh.gif)

Eruption - 300 OM (Requires Gilgamesh, Area Attack Proficiency)
   Dante rears back high with one of Gilgamesh's gauntlets, charging his Devil Arm with extreme demonic energy that pours from its thrusters. After 3 seconds, Dante plunges his fist into the ground, generating a column of destructive energy that reaches out 1-meter wide and 4-meters tall, persisting for a couple of seconds. The blast is powerful enough to send smaller and less-sturdy enemies flying up, and deal constant damage to anything else that remains in the destructive field. The move is however easily telegraphed, rendering Dante immobile while he charges and vulnerable for a few moments after the attack ends.

Rising Dragon - 300 OM (Requires Gilgamesh, Super Jumping)
   Dante rears back low with one of Gilgamesh's gauntlets, charging his Devil Arm with extreme demonic energy that pours from its thrusters. After just 2 seconds, Dante drives his fist forth in a vicious uppercut that carries him about 5 meters into the air, the flaming mirage of a draconic serpent outlining the attack. This attack is designed to pull a single foe into the air with him, but this may be more or less effective depending on how sturdy and bulky the foe happens to be. Dante himself cannot perform any other actions until he reaches the ground and has a few moments to recover.

Nightmare-β - 900 OM (Requires Ranged Proficiency, Homing Proficiency)
   A strange firearm manufactured by demonic forces, modeled after a devastating bio-weapon. It is similar in size and function to an arm cannon, equipped over the forearm and controlled inside with the hand, but the appearance is more twisted and organic. This weapon fires concentrated demon energy in the form of laser arrows- every shot is capable of phasing into live enemies to penetrate armor and carapaces (leaving no holes, but notable amounts of scorching). Shot that do not instantly meet their mark can even rebound off of solid walls (at least an inch thick) for up to 30 meters. Unfortunately, the weapon's design doesn't lead to quick use, as every shot requires a second of charge time and demands two hands for any sort of well-aimed shot.
   Nightmare-β comes with a choice of two different charged attacks, using 4 seconds to charge up, during which Dante must remain in place with the weapon at the ready. When starting the charge, Dante must choose between one of these two fire settings: a spread of five laser bolts that curve around to home in on a target, or a constrained laser beam about the width of the weapon that can be retained for 2 seconds. Both attacks are very notably power, but also significantly more draining in terms of energy use.
   Dante can summon/dismiss this weapon at will with a couple seconds of concentration. Because it fits entirely over the arm, however, it impairs both his ability to wield weapons and his freedom of movement, particularly his acrobatic stunts. The rebounding feature of the lasers in particular can make this weapon very chaotic when used in an enclosed space, leading to potential backfire against Dante. On top of all of that, the weapon uses Dante's own energy reserves for power, meaning that he can drain himself to the verge of collapse if he uses this weapon too heavily.
(Appearance example: http://i.neoseeker.com/ca/devilmaycry_co..._k1zWp.jpg)
[Image: Super_A_vs_Phyla.jpg]
AdaptoidDatabase.zip (Sorta Fluff? Unsure, so I'ma put it here)

Vision's database of various moves Adaptoid roughly copied from his friends back home. Every Adaptoid move has a cooldown, which affects the entire database - for example, if he uses an Adaptoid program with a cooldown of 3 seconds, this means he can not use any Adaptoid move for 3 seconds. This effect is referred to as the "Adaptoid cooldown". The cooldowns exist because if Vision uses too many of the Adaptoid's moves, he risks its personality programming taking over.

[Image: latest?cb=20120615075650]

AdaptoidFile0001 - "unibeam.att" (300) - Requires Ranged, Area Attack

The center of Vision's chest transforms, turning into a glowing circle of light meant to emulate Tony Stark's arc reactor. Then it charges, preparing to fire a clumsy attack. The preparation sequence (the transforming + the charging) takes 1.5 seconds. The resulting blast can affect everyone within 2 meters and 90 degrees of where he's pointing the thing. It doesn't do any damage, instead pushing you a little harder than a grown man would. Any damage done is caused by you being pushed really hard. As earlier mentioned, it affects everyone within the cone of influence - friendlies also get pushed. This move has an Adaptoid cooldown of 4 seconds.

[Image: hqdefault.jpg]

AdaptoidFile0002 - "mjolnir.att" (300) - Requires Physical

After processing the program for 0.5 seconds, Vision forms Thor's mystical hammer in his right hand. As shown in the picture, the handle is just long enough to barely fit two hands and a hammerhead with the dimensions of 133x133x219 mm. He may use it for two swings before it dissipates into code, regardless of whether any of them land. While using his fists is much more efficient, Vision's Mjolnir is several times stronger than his punches. Plus, it has the added effect of slightly electrocuting the target. As powerful as the hammer is, it is still incredibly heavy (the Adaptoid's poor attempt at emulating the famous enchantment) and takes a lot of effort to swing. Furthermore, it is quite draining to summon (the math is really complicated). This move has an Adaptoid cooldown of 1 second and a general cooldown of 5 seconds.
[Image: 2e90d321b01d5016a4116390e9d88ebd.jpg]
[Image: ytLTikp.png?1]
01001101 01100001 01100100 01100101
01111001 01101111 01110101
01101100 01101111 01101111 01101011
Constant rewriting is FUN.
These be for an NPC

Claw (Physical, Integration) (300): Its fingers have long since decayed away, ravaged by the frostbite of the endless night it inhabits. With no more natural appendages, the being has replaced its body with sticks and bones, lifted from the forest floors it calls home, and molded by its power to form five sharp claws on each hand that jut out one foot in length from the joints of its knuckles. Though not as sturdy as its natural-borne claws had been, as fingers break off, the debris beneath its feet rises up over the course of half a minute to replace them, guided by the beast’s power even as it continues its assault.
(Changed from previous incarnation due to addition of Integration)

Consume (Physical) (300): The air itself falls quiet as the beast begins to channel its despicable powers. Slowly, the Unending lurches forward, empty eyes fixed on its prey, as it gathers up energy. After ten seconds, the being suddenly lunges forward, teeth gnashing in its skeletal head as it attempts to sink its jagged fangs into the meat of its prey. Should it succeed, the Unending bites down and begins consuming the very life force of its victim, draining them of a small amount their stamina and restoring an equal amount of its own over the course of a mere few seconds. Due to the channeled nature of this attack, if one is fortunate enough to break free of its grasp, the effects are lessened.

Decayed Presence (Physical) (300): An embodiment of the coming winter, the Unending itself seems to radiate a dreadful power, bringing death to whatever it may touch. Decay follows the beast’s tread, blackening the very earth beneath its feet and desiccating the flora it rubs against as it stalks the nights. People, humans or otherwise who experience this withering touch are, perhaps unfortunately, not killed off as quickly as plant life, and are instead struck with a phantom pain as this terrible force begins to sap their life itself little by little. A brief brush against the decay will do almost no outright harm against the more resilient beings; primes and stronger secondaries can resist it to a degree. Prolonged contact, however, is not recommended. This lethal touch is only active so long as the Unending remains corporeal. Should it dissolve into detritus, or sink its body into some object, the decay simply ceases.

T1 Super Defense: Unending (Hive Mind, Disassemble, Advanced Regen, Integration) (600): In the face of an oncoming attack, the Cannibal God simply falls apart, dissolving into the detritus it came from and scattering over the earth below. The floor lays still, disturbed only by the attack sent its way, before settling again until the danger has passed. Eventually, dirt and debris heave upwards once again, though not necessarily the same earth that the being dissolved into, which coalesces back into the beast’s form over the course of ten seconds. Attacks stronger than the move cause more damage than the beast can repair, resulting in an incomplete resurrection.

T2 Super Defense: Eternal (Hive Mind, Disassemble, Advanced Regen, Integration) (800): A more powerful version of “Unending.” [Uses the description for “Unending” though with a 15 second rebuild time instead of 10]
[Image: ZpWQiiu.gif]
These are moves for a two NPC Primes I'm am creating.

Hecate

Physical Strength (1000), Range Proficiency (1000), Remote Control Proficiency (600)

Magic blasts-  (300) Hecate is able to focus her magic power and shot blasts of green magic energy from her hands. Hecate will rarely resort to her magic powers, but they do come in handy when she needs them. She has to aim these medium range blasts. This can not charge up. The exact measurement of the blast is about a foot long. The blast is shaped like a green beam and has the distance of about fifty feet before it dissipates. Repeated us of it the move will drain Hecate, slowing her down and tiring her. The blast does medium damage and she has to be precise with aiming shooting them. She does need a little bit of concentration for her to shoot the blast. The speed for the blast is mildly fast. The blasts are about roughly 15 feet wide, she can throw the blasts about two times before she needs to wait and cool down. the cooldown lasts for about 2 minutes.        

Claws- (300) despite Hecate being a powerful witch she prefers to use her strength and force than anything else during combat. The claws are about four inches long and are short ranged.  They are able to rip, tear, and scratch objects, and enemies. Within time a repeated use of this move Hecate can grow very tired. 

Snake Proxies- (300) Hecate is able to summon a small group of snakes and remotely use the to attack her enemies. This move requires her to have great concentration if she is attacked or loses focus the snakes will be desummoned. the snakes are barely able to do damage and if they do it is very little damage. The snakes are about 15 feet long (The exact size of an anaconda ). The Snakes can go as fast as 5 to 10 miles per hour. Theses snakes can almost completely tire her out because she has to completely take control of them.
[Image: maxresdefault-600x375.jpg]
Chara
[spoiler]
(02-09-2017, 04:54 PM)Chara Wrote: Soul spear (600) (requires physical proficiency, ranged proficiency)
Betty will summon her soul and it changes to a spear (official time is about five seconds of standing still and little concentration). the spear is about two and a half feet long from tip to tip, and its a inch in width. She can aim it at something with fair accuracy, and when she throws it will fly at the speed of an arrow. she then can real her catch back in but she may chose not to pull them in and just take the spear back. (she aims for the soul of a person) The major downside to this spear is that if someone was to grab it and snap it. betty would take grave amounts of damage, and its somewhat draining. (this attack is locked in betty's base form) the spears can be used as melee weapons, like a harpoon. if it hit it may pierce through something. she can move at a walk with the spear summoned. for the other moves it may be used with soul of fear. The range is about 15 feet, as for damage it can be quite a powerful weapon for its purposes. It requires moderate consentration to keep it from becoming lost for obvious reasons and that she can't summon it back to her hand. (The time it lasts in the air is about 15 seconds max)

The soul of fear (600) (requires debuff proficiency, telepathy) Betty will look at someone and with her information she has (cast time is ten seconds of major concentration). she will create a form of someone they love or care about causing more the most part a stun effect. the move is only usefull if she has enough info on someone's memories. the move is really a couple time per battle move as its really draining.  the debuff lasts about ten seconds, but if the Tec is equal or higher on the opponents side, or the info is wrong the Debuff wont work and is lost energy (or she can go the scary route and freak the person out same rules as before with Tec needs to be at least one higher to work equal or higher opponent Tec makes it not work). Another mode is if she is not in Bête noire mode. it is a much weaker form of the fear attack but it can make a moving car look like its going to hit her or a "animal" is going to attack her. Same with the major mode if the Tec is any higher than hers it is broken. (max effective range is about 25 feet) the soul of fear move can be used while moving but its downgraded to the base form as its harder to keep up the form. 

Akumu (tier one assist) (1000) (requires shape shifting)
Stats
ATK:2
DEF:2
SPD:1
TEC:0
Akumu is a hot pink spherical creature in its base form. it changes when betty goes into Bête noire mode. It will only activate in bête noire mode

Bête noire (tier one power up) (1000) (requires shapeshifting because change in shape.)
[Image: bete_noire__betty___w__speedpaint__by_ca...aqf9ax.png]
Betty and Akumu change forms into there Bete noire mode. Bête noire mode is where there true colors fly She can only use her soul spear and her powered up form of soul of fear. She is fearless and will stop at nothing to get the job done. (akumu changes shape and is instantly activated upon Bête noire mode the only reason Akumu goes back into normal mode is if there is not enough sp to power both people or if Akumu is not around, or if betty wants to keep Akumu out of the fight)
   ATK: 1 (3)
   DEF: 3 (3)
   SPD: 2 (3)
   TEC: 4 (6)

This is for a new Npc I had in mind. after dark data is done.

Sorry if the descriptions are a little cluttered. but I should be good I think?

Soul Spear: Take out the “in the air” bit and just make it “lasts 15 seconds” there and you’re good. Also as an aside whether you can pull them back in will depend on stats. Other than that you’re approved.

Everything else is also approved.
[/spoiler]

Marcus
[spoiler]
(02-09-2017, 09:17 PM)Marcus Wright Wrote: Moves for my NPC, Blair)


300 OM, Physical Proficiency, Ranged Proficiency- Desert Eagle Mark XIX   [Image: 400px-DesertEagle50AE.jpg]
.5 inches
This is a gun without a fluted barrel on it. This gun is a .50 AE.  Blair can shoot 7 shots in each round, with 7 rounds in total before she has to summon more ammo.


[Image: 400px-LARGrizzly_Mk1.jpg]

300 OM Physical Proficiency, Ranged Proficiency -LAR Grizzly Mark 1 - .45 Win Mag.- This is a speedy gun with a few fast shots per round. It takes Blair a few seconds to reload each round.

Is there a difference in damage between these two guns? What does “a few shots per round” mean? What’s the range on both? For long does it take to summon more ammo for either? What’s the rate of fire for each?

[/spoiler]

Undyne
[spoiler]

(02-10-2017, 09:03 AM)Undyne Wrote:
(02-09-2017, 10:25 AM)Mark Wrote:
Quote:T1 Super Attack: Spearstorm (600, Requires Ranged Proficiency, Ranged Materialize Proficiency, Area Attack Proficiency)

When faced against opponents who refuse to go down, or simply when she needs to apply a large amount of destructive force, Undyne's belief is that quantity trumps quality. Breaking the usual limitations of her Magic Spear ranged summoning method at the cost of a large amount of energy, she summons 30 energy spears floating in the air to her left and right up to around 3 meters away from herself, resulting in a "wall" of spears which are all pointed at the same spot: the person unfortunate enough to be Undyne's target. The summoning process is usually accompaigned by Undyne striking a dramatic pose, pointing her weapon at her opponent, screaming a warcry and/or other theatric displays.
While the spears are outwardly identical to Undyne's regular Magic Spears (~1,10m long in total, with a 15cm long speartip) and fly at the same speeds (~150km/h) each individual spear is actually weaker than the regular spears: their power comes from their numbers. Indeed, once all of them are fully summoned, which takes Undyne about 4 seconds, she throws them all at her opponent at the same time, usually by thrusting her weapon forward or making a commanding motion with her hand. They are all funneled towards Undyne's target so as to strike very close to each other - in a circular area about 50cm across, centered on the center of the target's torso. Summed up they deal damage as appropriate for a T1 Super Move.
The spears summoned by this Super Move have a range of 200m. Beyond that they bounce off whatever they hit, causing no harm.
The exertion put on her by this move as well as safety requirements so as not to skewer herself requires her to remain still during the entire summoning process and ~2 seconds after she's thrown the spears before she can move once again. In a similar manner to Magic Spears, the spears created by this Super Move break into loose magic energy shortly after hitting their target.

Spearstorm: How far can these be thrown and how large of an area do they cover?

I knew I forgot something -.-'

Edits have been made to Spearstorm, they're bolded!

Approved!
[/spoiler]

Jacket
[spoiler]
(02-11-2017, 01:54 AM)Jacket Wrote: Ithaca 37 Stakeout: (600)
[Image: Stakeout-1-.jpg]

A shotgun that has the capacity to hold four twelve gauge shots. The pellets fired can reach up to 20 yards. They spread in an outwards cone with a spread of 4 feet at max distance and can hit multiple targets as a result. However, because of the spread the damage greatly decreases with distance as fewer pellets hit. It is most effective at close ranges where all pellets can hit a single target. or each round that is fired, it is required for a pump action so that the fresh buckshot can enter the chamber which will take one second between shots. Each gauge will be reloaded individually which takes at least one second. For a full reload, that will take 4 x 1 seconds. Thanks to the pistol grip it can be held, shot and even pumped with one hand, leaving the other free to do other things. For example, Jacket fires the shotgun while holding it in one hand then switches the weapon to the other that clutches it by the pump. His hand jerks the pump up and down in a single motion that causes the new shell to enter the chamber.
(Will be making a purchase on Area Attack Proficiency when this move gets approved)

Fire Axe: (300)
[Image: wep_render_axe.png]
A melee weapon that weighs at 6lbs and the length is 36 inches which includes the handle and head. It's a sharp weapon that can cut. Swinging range is at 9 feet. This weapon will require two hands to use due to the weight and being successful with a complete swinging motion.

Tier 1 Power Up: (1000)
Rasmus Mask
[Image: 768?cb=20150311041030]
ATK: +2
DEF: +1
SPD: N/A
TEC: +2

Tier 1 Power Up: (1000)
Tony Mask
[Image: 768?cb=20150311040943]
ATK: +2
DEF: +1
SPD: +2
TEC: N/A

Masks and Fire Axe are all approved.

Stakeout: How damaging in rough terms is taking a full shell directly? Obviously stat comparison has a role, but in terms of like “slightly” or “very damaging”? Does the reload take full concentration or can he do it without looking or concentrating? How long does it take to summon more ammo or how much does he keep on-hand at a given time? Can this be used with other moves? Lastly, why is this 600?

Also just for future reference, please list all proficiencies you think a move will need when you’re getting it approved. As you noted you’ll need Area Attack for the Shotgun, but you’ll also need Ranged as well as Physical Strength for the axe. You have them already so that part is fine, but you do need to list what each move requires.
[/spoiler]

Dante
[spoiler]
(02-12-2017, 05:19 PM)Dante Wrote: Alright, I've got a lot of moves to share here, all having gone through several revisions, so bear with me and forgive me if anything seems out of place.

Round Trip - 600 OM (Requires Physical Strength, Ranged Proficiency, Remote Control Proficiency)
   Dante holds Rebellion at the ready, mentally designating a target, then throws the sword out like a spinning propeller. While Dante focuses, he can control the flying blade remotely as long as it remains within 10 meters of its owner. Dante can still move and use movement abilities while controlling this attack, but he cannot perform any other moves, or any actions that would divide his focus. Additionally, Dante will find his stamina constantly draining while Rebellion is controlled like this, leaving him exhausted and vulnerable if performed too long; a rough limit is about 30 seconds overall, without rest.
   Dante has also developed a variation of this move to use in a pinch- using this same remote control ability to recall his sword to him at a distance of up to 20 meters. This variation cannot damage enemies, and can only be used to bring back Rebellion specifically. This extra feature cannot be used, however, if Dante has exhausted himself via overuse of Round Trip.

Gilgamesh - 600 OM (Requires Physical Proficiency)
   A Devil Arm forged in the form of a five-piece set of armor: a pair of gauntlets and greaves, and a retractable face-guard, all silvery steel with glowing red veins. This Devil Arm doesn't function much like armor, however, but more like a bolster to one's hand-to-hand skills. With these, Dante can execute punches and kicks with significant strength, through the strikes may come as predictable and stiff. The gauntlets and greaves are equipped with thrusters, along with expandable arm drills and heel saws, that allow for devastating charged attacks; Dante must wind up such attacks for up to 3 seconds. Dante can summon/dismiss this weapon at will with a couple seconds of concentration.
(Appearance examples: http://static.giantbomb.com/uploads/orig...drei08.jpg, http://i1168.photobucket.com/albums/r495...gimesh.gif)

Eruption - 300 OM (Requires Gilgamesh, Area Attack Proficiency)
   Dante rears back high with one of Gilgamesh's gauntlets, charging his Devil Arm with extreme demonic energy that pours from its thrusters. After 3 seconds, Dante plunges his fist into the ground, generating a column of destructive energy that reaches out 1-meter wide and 4-meters tall, persisting for a couple of seconds. The blast is powerful enough to send smaller and less-sturdy enemies flying up, and deal constant damage to anything else that remains in the destructive field. The move is however easily telegraphed, rendering Dante immobile while he charges and vulnerable for a few moments after the attack ends.

Rising Dragon - 300 OM (Requires Gilgamesh, Super Jumping)
   Dante rears back low with one of Gilgamesh's gauntlets, charging his Devil Arm with extreme demonic energy that pours from its thrusters. After just 2 seconds, Dante drives his fist forth in a vicious uppercut that carries him about 5 meters into the air, the flaming mirage of a draconic serpent outlining the attack. This attack is designed to pull a single foe into the air with him, but this may be more or less effective depending on how sturdy and bulky the foe happens to be. Dante himself cannot perform any other actions until he reaches the ground and has a few moments to recover.

Nightmare-β - 900 OM (Requires Ranged Proficiency, Homing Proficiency)
   A strange firearm manufactured by demonic forces, modeled after a devastating bio-weapon. It is similar in size and function to an arm cannon, equipped over the forearm and controlled inside with the hand, but the appearance is more twisted and organic. This weapon fires concentrated demon energy in the form of laser arrows- every shot is capable of phasing into live enemies to penetrate armor and carapaces (leaving no holes, but notable amounts of scorching). Shot that do not instantly meet their mark can even rebound off of solid walls (at least an inch thick) for up to 30 meters. Unfortunately, the weapon's design doesn't lead to quick use, as every shot requires a second of charge time and demands two hands for any sort of well-aimed shot.
   Nightmare-β comes with a choice of two different charged attacks, using 4 seconds to charge up, during which Dante must remain in place with the weapon at the ready. When starting the charge, Dante must choose between one of these two fire settings: a spread of five laser bolts that curve around to home in on a target, or a constrained laser beam about the width of the weapon that can be retained for 2 seconds. Both attacks are very notably power, but also significantly more draining in terms of energy use.
   Dante can summon/dismiss this weapon at will with a couple seconds of concentration. Because it fits entirely over the arm, however, it impairs both his ability to wield weapons and his freedom of movement, particularly his acrobatic stunts. The rebounding feature of the lasers in particular can make this weapon very chaotic when used in an enclosed space, leading to potential backfire against Dante. On top of all of that, the weapon uses Dante's own energy reserves for power, meaning that he can drain himself to the verge of collapse if he uses this weapon too heavily.
(Appearance example: http://i.neoseeker.com/ca/devilmaycry_co..._k1zWp.jpg)

Round Trip: How fast does this move while it’s flying around? Does this take any charge-up or is it basically just thrown right away?

Gilgamesh: About how much stronger is the base form compared to a normal punch? How much more damaging is the charged version versus the base form? Can these be used with other moves? How significant is the concentration while summoning; can he shift to these on the fly while moving and attacking or does he need to stand still or find cover?

Eruption: Does the pillar come up from the point of contact or at a distance? Can he take hits or use other moves while charging this or does it require full concentration? Is the ‘extreme demonic power’ part regarding the stamina drain, or is that just description (if the latter, list the stamina drain)? Can this be used with other moves?

Rising Dragon: Does this do damage or just lift the foe? If it does, how damaging is this roughly? How close would a foe have to be to be dragged upward? Can this be used while moving? Does it require concentration or can he take a few hits while channeling? Similar to the above, is the ‘extreme demonic energy’ related to the stamina drain?

Nightmare: This is probably obvious, but the ‘phasing through armor’ wouldn’t change attack/defense comparions; it would just be fluff for the move. How fast do the energy bolts move in the various forms? What’s the range on the continuous beam and how long will the charged blasts home or how tightly can they turn to chase foes? Do any of the modes require concentration?

[/spoiler]

Vision
[spoiler]
(02-13-2017, 06:12 AM)The Vision Wrote: [Image: Super_A_vs_Phyla.jpg]
AdaptoidDatabase.zip (Sorta Fluff? Unsure, so I'ma put it here)

Vision's database of various moves Adaptoid roughly copied from his friends back home. Every Adaptoid move has a cooldown, which affects the entire database - for example, if he uses an Adaptoid program with a cooldown of 3 seconds, this means he can not use any Adaptoid move for 3 seconds. This effect is referred to as the "Adaptoid cooldown". The cooldowns exist because if Vision uses too many of the Adaptoid's moves, he risks its personality programming taking over.

[Image: latest?cb=20120615075650]

AdaptoidFile0001 - "unibeam.att" (300) - Requires Ranged, Area Attack

The center of Vision's chest transforms, turning into a glowing circle of light meant to emulate Tony Stark's arc reactor. Then it charges, preparing to fire a clumsy attack. The preparation sequence (the transforming + the charging) takes 1.5 seconds. The resulting blast can affect everyone within 2 meters and 90 degrees of where he's pointing the thing. It doesn't do any damage, instead pushing you a little harder than a grown man would. Any damage done is caused by you being pushed really hard. As earlier mentioned, it affects everyone within the cone of influence - friendlies also get pushed. This move has an Adaptoid cooldown of 4 seconds.

[Image: hqdefault.jpg]

AdaptoidFile0002 - "mjolnir.att" (300) - Requires Physical

After processing the program for 0.5 seconds, Vision forms Thor's mystical hammer in his right hand. As shown in the picture, the handle is just long enough to barely fit two hands and a hammerhead with the dimensions of 133x133x219 mm. He may use it for two swings before it dissipates into code, regardless of whether any of them land. While using his fists is much more efficient, Vision's Mjolnir is several times stronger than his punches. Plus, it has the added effect of slightly electrocuting the target. As powerful as the hammer is, it is still incredibly heavy (the Adaptoid's poor attempt at emulating the famous enchantment) and takes a lot of effort to swing. Furthermore, it is quite draining to summon (the math is really complicated). This move has an Adaptoid cooldown of 1 second and a general cooldown of 5 seconds.

Database is fine as fluff so long as you get each move you’d use with it approved like you’ve done here.

Unibeam: By “within 90 degrees of where he’s pointing” do you mean like a 90 degree cone in front of him centered at where he’s pointing or like 90 degrees to either side of the focal point? Can this be used while moving? Does the charge period require concentration? What’s the stamina drain? Can this be used simultaneously with other moves?

Mjolnir: Does this have a duration or does it only go away after the swinging, regardless of how far apart they are? Can he use other moves with this?
[/spoiler]

Somerled
[spoiler]
(02-13-2017, 07:09 AM)Somerled Murdoch Wrote: Constant rewriting is FUN.
These be for an NPC

Claw (Physical, Integration) (300): Its fingers have long since decayed away, ravaged by the frostbite of the endless night it inhabits. With no more natural appendages, the being has replaced its body with sticks and bones, lifted from the forest floors it calls home, and molded by its power to form five sharp claws on each hand that jut out one foot in length from the joints of its knuckles. Though not as sturdy as its natural-borne claws had been, as fingers break off, the debris beneath its feet rises up over the course of half a minute to replace them, guided by the beast’s power even as it continues its assault.
(Changed from previous incarnation due to addition of Integration)

Consume (Physical) (300): The air itself falls quiet as the beast begins to channel its despicable powers. Slowly, the Unending lurches forward, empty eyes fixed on its prey, as it gathers up energy. After ten seconds, the being suddenly lunges forward, teeth gnashing in its skeletal head as it attempts to sink its jagged fangs into the meat of its prey. Should it succeed, the Unending bites down and begins consuming the very life force of its victim, draining them of a small amount their stamina and restoring an equal amount of its own over the course of a mere few seconds. Due to the channeled nature of this attack, if one is fortunate enough to break free of its grasp, the effects are lessened.

Decayed Presence (Physical) (300): An embodiment of the coming winter, the Unending itself seems to radiate a dreadful power, bringing death to whatever it may touch. Decay follows the beast’s tread, blackening the very earth beneath its feet and desiccating the flora it rubs against as it stalks the nights. People, humans or otherwise who experience this withering touch are, perhaps unfortunately, not killed off as quickly as plant life, and are instead struck with a phantom pain as this terrible force begins to sap their life itself little by little. A brief brush against the decay will do almost no outright harm against the more resilient beings; primes and stronger secondaries can resist it to a degree. Prolonged contact, however, is not recommended. This lethal touch is only active so long as the Unending remains corporeal. Should it dissolve into detritus, or sink its body into some object, the decay simply ceases.

T1 Super Defense: Unending (Hive Mind, Disassemble, Advanced Regen, Integration) (600): In the face of an oncoming attack, the Cannibal God simply falls apart, dissolving into the detritus it came from and scattering over the earth below. The floor lays still, disturbed only by the attack sent its way, before settling again until the danger has passed. Eventually, dirt and debris heave upwards once again, though not necessarily the same earth that the being dissolved into, which coalesces back into the beast’s form over the course of ten seconds. Attacks stronger than the move cause more damage than the beast can repair, resulting in an incomplete resurrection.

T2 Super Defense: Eternal (Hive Mind, Disassemble, Advanced Regen, Integration) (800): A more powerful version of “Unending.” [Uses the description for “Unending” though with a 15 second rebuild time instead of 10]

Claws and both Supers are approved.

Consume: Can this be used with other moves or does it need to concentrate on the consuming process?

Decaying Presence: Does this debuff at all or is it just damaging? What’s the stamina drain? Does this require concentration at all? Can this be used with other moves?
[/spoiler]

Hellboy
[spoiler]
(02-14-2017, 02:02 AM)Hellboy Wrote: These are moves for a two NPC Primes I'm am creating.

Hecate 

Magic blasts-  (300) Hecate is able to focus her magic power and shot blasts of green magic energy from her hands. Hecate will rarely resort to her magic powers, but they do come in handy when she needs them. She has to aim these medium range blasts. This can not charge up. The exact measurement of the blast is about a foot long. The blast is shaped like a green beam and has the distance of about fifty feet before it dissipates. Repeated us of it the move will drain Hecate.     

Claws- (300) despite Hecate being a powerful witch she prefers to use her strength and force than anything else during combat. The claws are about four inches long and are short ranged.  They are able to rip, tear, and scratch objects, and enemies. Within time a repeated use of this move Hecate can grow very tired. 

Snake Proxies- (300) Hecate is able to summon a small group of snakes and remotely use the to attack her enemies. This move requires her to have great concentration if she is attacked or loses focus the snakes will be desummoned. the snakes are barely able to do damage and if they do it is very little damage.     

Ogdru Jahad
(Only if the Avengers really fail at defeating Rasputin.)

Great Dragons Breath- (300) The Ogdru Jahad is able to blow an enormous breath of smoldering fire that covers fifty 20 feet dissipating. The move can only be used once and drains it. It takes the Ogdru Jahad a minute to charge before the fire is blow out of its breath. The size of the breath of fire is about 30 feet wide and 50 feet long.

Teeth- (300) The dragon also will use its teeth given the chance. the sharp teeth on its mouth are about 6 inches long and 2 inches wide. The Ogdru Jahad will only use this in very close quarters. The Teeth are able to chop, tear, and rip enemies.

Tentacles- (300) The great dragon also has multiple long tentacles which can attack in medium ranged distances. They are able to crush, smash, and smack enemies.

Claws and Teeth are approved.

Magic Blasts: How damaging are these? How wide are the beams? What’s the cast speed? How fast do they travel? Can this be used while moving/defending or with other moves or does it require too much  concentration? Can you be a little more precise with the stamina drain? How many times roughly can it be used before it would drain her enough to cause fatigue?

Snake Proxies: How draining are these to summon and/or maintain? How large are they? How fast do they move?

Great Dragon’s Breath: Can this be used while moving? Does it require concentration? What’s the stamina drain? Can this be used with other moves? As for the stamina drain, can you instead write it as “is very draining and leaves it too drained to fire again”; right now it just reads like a cooldown and doesn’t seem to effect his fatigue. Can you describe the damage? With such a wide range it won’t be tremendously powerful, but yeah.

Tentacles: What's the dimensions on these?
Ignoring these per Hellboy's request.

Also, please list all needed Proficiencies when you're looking for Moves to be 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

Reworded a bit, notable parts are in bold.

[spoiler]Round Trip - 600 OM (Requires Physical Strength, Rebellion, Ranged Proficiency, Remote Control Proficiency)
   Dante holds Rebellion at the ready for a second, preparing himself, then throws the sword out like a spinning propeller. While Dante focuses, he can remotely steer the flying blade at about running speed, as long as it remains within 10 meters of its owner. Dante can still move and use movement abilities while controlling this attack, but he cannot perform any other moves, or any actions that would divide his focus. Additionally, Dante will find his stamina constantly draining while Rebellion is controlled like this, leaving him exhausted and vulnerable if performed too long; a rough limit is about 30 seconds overall, without rest.
   Dante has also developed a variation of this move to use in a pinch- using this same remote control ability to recall his sword to him at a distance of up to 20 meters. This variation cannot damage enemies, and can only be used to bring back Rebellion specifically. This extra feature cannot be used, however, if Dante has exhausted himself via overuse of Round Trip.

Gilgamesh - 600 OM (Requires Physical Proficiency)
   A Devil Arm forged in the form of a five-piece set of armor: a pair of gauntlets and greaves, and a retractable face-guard, all silvery steel with glowing red veins. This Devil Arm doesn't function much like armor, however, but more like a bolster to one's hand-to-hand skills. With these, Dante can execute punches and kicks with the might of a professional boxer, through the strikes may come as predictable and stiff. The gauntlets and greaves are equipped with thrusters, along with expandable arm drills and heel saws; these allow for devastating charged attacks with the destructive power of a mortar shell. Such attacks must be winded up for up to 3 seconds, but can be interrupted if he takes anything more than superficial damage. Dante can summon/dismiss this weapon at will with a couple seconds of concentration, during which he can move but not attack. This Devil Arm can't effectively be used with other Devil Arms or their moves, but offer enough dexterity to use most firearms normally.
(Appearance examples: http://static.giantbomb.com/uploads/orig...drei08.jpg, http://i1168.photobucket.com/albums/r495...gimesh.gif)

Eruption - 300 OM (Requires Gilgamesh, Area Attack Proficiency)
   Dante stands still and rears back high with one of Gilgamesh's gauntlets, charging his Devil Arm with extreme demonic energy that pours from its thrusters. After 3 seconds, Dante plunges his fist into the ground, generating a column of destructive energy from the impact point that reaches out 1-meter wide and 4-meters tall, persisting for a couple of seconds. The blast is powerful enough to send smaller and less-sturdy enemies flying up, and deal constant damage to anything else that remains in the destructive field. The move is however easily telegraphed, rendering Dante immobile while he charges, and a notable amount of damage will destroy his focus. The amount of power demanded to use this move can seriously debilitate Dante physically if used more than once during a battle.

Rising Dragon - 300 OM (Requires Gilgamesh, Super Jumping)
   Dante stands still and rears back low with one of Gilgamesh's gauntlets, charging his Devil Arm with extreme demonic energy that pours from its thrusters. After just 2 seconds, Dante drives his fist forth in a vicious uppercut that carries him about 5 meters into the air, the flaming mirage of a draconian serpent outlining the attack. This flying punch deals the damage of a  charged Gilgamesh attack if it connects, capable of lifting the victim into the air with him, but this may be more or less effective depending on how sturdy and bulky the foe happens to be. Dante himself cannot perform any other actions until he reaches the ground and has a few moments to recover. This move doesn't drain him as adversely as Eruption, but the charging time still puts him at risk for damage that could knock him out of the move.

Nightmare-β - 900 OM (Requires Ranged Proficiency, Homing Proficiency)
   A strange firearm manufactured by demonic forces, modeled after a devastating bio-weapon. It is similar in size and function to an arm cannon, equipped over the forearm and controlled inside with the hand, but the appearance is more twisted and organic. This weapon fires concentrated demon energy in the form of laser bolts- every shot travels at the speed of an arrow and is capable of phasing into live enemies (leaving no holes, but notable amounts of scorching). Shot that do not instantly meet their mark can even rebound off of solid walls (at least an inch thick) for up to 30 meters. Unfortunately, the weapon's design doesn't lead to quick use, as every shot requires a second of charge time (independent of focus) and demands two hands for any sort of well-aimed shot.
   Nightmare-β comes with a choice of two different charged attacks, using 4 seconds to charge up, during which Dante must remain in place concentrating with the weapon at the ready. When starting the charge, Dante must choose between one of these two fire settings: a wide spread of five slower laser bolts that specifically rebound towards a designated target; or a constrained laser beam about the width of the weapon and no longer than 30 meters that can be retained for 2 seconds. Both attacks are very notably power, but also significantly more draining in terms of energy use.
   Dante can summon/dismiss this weapon at will with a couple seconds of concentration. Because it fits entirely over the arm, however, it impairs both his ability to wield weapons and his freedom of movement, particularly his acrobatic stunts. The rebounding feature of the lasers in particular can make this weapon very chaotic when used in an enclosed space, leading to potential backfire against Dante. On top of all of that, the weapon uses Dante's own energy reserves for power, meaning that he can drain himself to the verge of collapse if he uses this weapon too heavily.
(Appearance example: http://i.neoseeker.com/ca/devilmaycry_co..._k1zWp.jpg)[/spoiler]
(02-14-2017, 05:00 PM)Dante Wrote: Reworded a bit, notable parts are in bold.

[spoiler]Round Trip - 600 OM (Requires Physical Strength, Rebellion, Ranged Proficiency, Remote Control Proficiency)
   Dante holds Rebellion at the ready for a second, preparing himself, then throws the sword out like a spinning propeller. While Dante focuses, he can remotely steer the flying blade at about running speed, as long as it remains within 10 meters of its owner. Dante can still move and use movement abilities while controlling this attack, but he cannot perform any other moves, or any actions that would divide his focus. Additionally, Dante will find his stamina constantly draining while Rebellion is controlled like this, leaving him exhausted and vulnerable if performed too long; a rough limit is about 30 seconds overall, without rest.
   Dante has also developed a variation of this move to use in a pinch- using this same remote control ability to recall his sword to him at a distance of up to 20 meters. This variation cannot damage enemies, and can only be used to bring back Rebellion specifically. This extra feature cannot be used, however, if Dante has exhausted himself via overuse of Round Trip.

Gilgamesh - 600 OM (Requires Physical Proficiency)
   A Devil Arm forged in the form of a five-piece set of armor: a pair of gauntlets and greaves, and a retractable face-guard, all silvery steel with glowing red veins. This Devil Arm doesn't function much like armor, however, but more like a bolster to one's hand-to-hand skills. With these, Dante can execute punches and kicks with the might of a professional boxer, through the strikes may come as predictable and stiff. The gauntlets and greaves are equipped with thrusters, along with expandable arm drills and heel saws; these allow for devastating charged attacks with the destructive power of a mortar shell. Such attacks must be winded up for up to 3 seconds, but can be interrupted if he takes anything more than superficial damage. Dante can summon/dismiss this weapon at will with a couple seconds of concentration, during which he can move but not attack. This Devil Arm can't effectively be used with other Devil Arms or their moves, but offer enough dexterity to use most firearms normally.
(Appearance examples: http://static.giantbomb.com/uploads/orig...drei08.jpg, http://i1168.photobucket.com/albums/r495...gimesh.gif)

Eruption - 300 OM (Requires Gilgamesh, Area Attack Proficiency)
   Dante stands still and rears back high with one of Gilgamesh's gauntlets, charging his Devil Arm with extreme demonic energy that pours from its thrusters. After 3 seconds, Dante plunges his fist into the ground, generating a column of destructive energy from the impact point that reaches out 1-meter wide and 4-meters tall, persisting for a couple of seconds. The blast is powerful enough to send smaller and less-sturdy enemies flying up, and deal constant damage to anything else that remains in the destructive field. The move is however easily telegraphed, rendering Dante immobile while he charges, and a notable amount of damage will destroy his focus. The amount of power demanded to use this move can seriously debilitate Dante physically if used more than once during a battle.

Rising Dragon - 300 OM (Requires Gilgamesh, Super Jumping)
   Dante stands still and rears back low with one of Gilgamesh's gauntlets, charging his Devil Arm with extreme demonic energy that pours from its thrusters. After just 2 seconds, Dante drives his fist forth in a vicious uppercut that carries him about 5 meters into the air, the flaming mirage of a draconian serpent outlining the attack. This flying punch deals the damage of a  charged Gilgamesh attack if it connects, capable of lifting the victim into the air with him, but this may be more or less effective depending on how sturdy and bulky the foe happens to be. Dante himself cannot perform any other actions until he reaches the ground and has a few moments to recover. This move doesn't drain him as adversely as Eruption, but the charging time still puts him at risk for damage that could knock him out of the move.

Nightmare-β - 900 OM (Requires Ranged Proficiency, Homing Proficiency)
   A strange firearm manufactured by demonic forces, modeled after a devastating bio-weapon. It is similar in size and function to an arm cannon, equipped over the forearm and controlled inside with the hand, but the appearance is more twisted and organic. This weapon fires concentrated demon energy in the form of laser bolts- every shot travels at the speed of an arrow and is capable of phasing into live enemies (leaving no holes, but notable amounts of scorching). Shot that do not instantly meet their mark can even rebound off of solid walls (at least an inch thick) for up to 30 meters. Unfortunately, the weapon's design doesn't lead to quick use, as every shot requires a second of charge time (independent of focus) and demands two hands for any sort of well-aimed shot.
   Nightmare-β comes with a choice of two different charged attacks, using 4 seconds to charge up, during which Dante must remain in place concentrating with the weapon at the ready. When starting the charge, Dante must choose between one of these two fire settings: a wide spread of five slower laser bolts that specifically rebound towards a designated target; or a constrained laser beam about the width of the weapon and no longer than 30 meters that can be retained for 2 seconds. Both attacks are very notably power, but also significantly more draining in terms of energy use.
   Dante can summon/dismiss this weapon at will with a couple seconds of concentration. Because it fits entirely over the arm, however, it impairs both his ability to wield weapons and his freedom of movement, particularly his acrobatic stunts. The rebounding feature of the lasers in particular can make this weapon very chaotic when used in an enclosed space, leading to potential backfire against Dante. On top of all of that, the weapon uses Dante's own energy reserves for power, meaning that he can drain himself to the verge of collapse if he uses this weapon too heavily.
(Appearance example: http://i.neoseeker.com/ca/devilmaycry_co..._k1zWp.jpg)[/spoiler]

All approved.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

(02-14-2017, 04:16 PM)Mark Wrote: Somerled
[spoiler]
(02-13-2017, 07:09 AM)Somerled Murdoch Wrote: Constant rewriting is FUN.
These be for an NPC

Claw (Physical, Integration) (300): Its fingers have long since decayed away, ravaged by the frostbite of the endless night it inhabits. With no more natural appendages, the being has replaced its body with sticks and bones, lifted from the forest floors it calls home, and molded by its power to form five sharp claws on each hand that jut out one foot in length from the joints of its knuckles. Though not as sturdy as its natural-borne claws had been, as fingers break off, the debris beneath its feet rises up over the course of half a minute to replace them, guided by the beast’s power even as it continues its assault.
(Changed from previous incarnation due to addition of Integration)

Consume (Physical) (300): The air itself falls quiet as the beast begins to channel its despicable powers. Slowly, the Unending lurches forward, empty eyes fixed on its prey, as it gathers up energy. After ten seconds, the being suddenly lunges forward, teeth gnashing in its skeletal head as it attempts to sink its jagged fangs into the meat of its prey. Should it succeed, the Unending bites down and begins consuming the very life force of its victim, draining them of a small amount their stamina and restoring an equal amount of its own over the course of a mere few seconds. Due to the channeled nature of this attack, if one is fortunate enough to break free of its grasp, the effects are lessened.

Decayed Presence (Physical) (300): An embodiment of the coming winter, the Unending itself seems to radiate a dreadful power, bringing death to whatever it may touch. Decay follows the beast’s tread, blackening the very earth beneath its feet and desiccating the flora it rubs against as it stalks the nights. People, humans or otherwise who experience this withering touch are, perhaps unfortunately, not killed off as quickly as plant life, and are instead struck with a phantom pain as this terrible force begins to sap their life itself little by little. A brief brush against the decay will do almost no outright harm against the more resilient beings; primes and stronger secondaries can resist it to a degree. Prolonged contact, however, is not recommended. This lethal touch is only active so long as the Unending remains corporeal and chooses to keep it going. Should it dissolve into detritus, or sink its body into some object, the decay simply ceases, starting up again as it becomes whole. Due to an extremely low energy requirement, the beast can maintain this touch for several minutes at a time.

T1 Super Defense: Unending (Hive Mind, Disassemble, Advanced Regen, Integration) (600): In the face of an oncoming attack, the Cannibal God simply falls apart, dissolving into the detritus it came from and scattering over the earth below. The floor lays still, disturbed only by the attack sent its way, before settling again until the danger has passed. Eventually, dirt and debris heave upwards once again, though not necessarily the same earth that the being dissolved into, which coalesces back into the beast’s form over the course of ten seconds. Attacks stronger than the move cause more damage than the beast can repair, resulting in an incomplete resurrection.

T2 Super Defense: Eternal (Hive Mind, Disassemble, Advanced Regen, Integration) (800): A more powerful version of “Unending.” [Uses the description for “Unending” though with a 15 second rebuild time instead of 10]

Claws and both Supers are approved.

Consume: Can this be used with other moves or does it need to concentrate on the consuming process?

Decaying Presence: Does this debuff at all or is it just damaging? What’s the stamina drain? Does this require concentration at all? Can this be used with other moves?
[/spoiler]

Consume can not be used with other moves. 

Decayed Presence is pure damage, no debuff to it. Passive attack, doesn't require concentration and can be used with other moves. Low stamina drain, can be maintained for a decent time.  Edits made in bold.
[Image: ZpWQiiu.gif]
(02-14-2017, 05:19 PM)Somerled Murdoch Wrote: Consume can not be used with other moves. 

Decayed Presence is pure damage, no debuff to it. Passive attack, doesn't require concentration and can be used with other moves. Low stamina drain, can be maintained for a decent time.  Edits made in bold.

The only issue I have is that Decayed Presence is stated as "sap[ing] their life force" which is a little confusing if it's not a debuff. If that's just a fluffy way of explaining the damage I'd just note that in the move and you're 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

(02-14-2017, 05:28 PM)Mark Wrote:
(02-14-2017, 05:19 PM)Somerled Murdoch Wrote: Consume can not be used with other moves. 

Decayed Presence is pure damage, no debuff to it. Passive attack, doesn't require concentration and can be used with other moves. Low stamina drain, can be maintained for a decent time.  Edits made in bold.

The only issue I have is that Decayed Presence is stated as "sap[ing] their life force" which is a little confusing if it's not a debuff. If that's just a fluffy way of explaining the damage I'd just note that in the move and you're approved.

Yeah it's just a description for the damage. Not sure what a better word for it would be.
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That's fine. You can just throw something like '(this is just a damage descriptor; no debuff)' or however you wanna do it. You're 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

Excellent. Revisions underlined:

AdaptoidFile0001 - "unibeam.att" (300) - Requires Ranged, Area Attack

The center of Vision's chest transforms with minimal effort, turning into a glowing circle of light meant to emulate Tony Stark's arc reactor. Then it charges, preparing to fire a clumsy attack. The preparation sequence (the transforming + the charging) takes 1.5 seconds. The resulting blast can affect everyone within 2 meters in a cone of 90 degrees, centered around where he's pointing it. It doesn't do any damage, instead pushing you a little harder than a grown man would. Any damage done is caused by you being pushed really hard. As earlier mentioned, it affects everyone within the cone of influence - friendlies also get pushed. Vision must be completely stationary for the duration of this whole move, charging period included - this means no moving and no Moves. This move has an Adaptoid cooldown of 4 seconds.

AdaptoidFile0002 - "mjolnir.att" (300) - Requires Physical

After processing the program for 0.5 seconds, Vision forms Thor's mystical hammer in his right hand. As shown in the picture, the handle is just long enough to barely fit two hands and a hammerhead with the dimensions of 133x133x219 mm. He can sustain the object for two swings or until 10 seconds pass, whichever comes first, before it dissipates into code, regardless of whether any of them land. While using his fists is much more efficient, Vision's Mjolnir is several times stronger than his punches. Plus, it has the added effect of slightly electrocuting the target. As powerful as the hammer is, it is still incredibly heavy (the Adaptoid's poor attempt at emulating the famous enchantment) and takes a lot of effort to swing. Thus, while he COULD use this Move with other Moves, he will find it extremely difficult to do so. He certainly cannot use another Move mid-swing. Furthermore, it is quite draining to summon (the math is really complicated). This move has an Adaptoid cooldown of 1 second and a general cooldown of 5 seconds.
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(02-14-2017, 09:26 PM)The Vision Wrote: Excellent. Revisions underlined:

AdaptoidFile0001 - "unibeam.att" (300) - Requires Ranged, Area Attack

The center of Vision's chest transforms with minimal effort, turning into a glowing circle of light meant to emulate Tony Stark's arc reactor. Then it charges, preparing to fire a clumsy attack. The preparation sequence (the transforming + the charging) takes 1.5 seconds. The resulting blast can affect everyone within 2 meters in a cone of 90 degrees, centered around where he's pointing it. It doesn't do any damage, instead pushing you a little harder than a grown man would. Any damage done is caused by you being pushed really hard. As earlier mentioned, it affects everyone within the cone of influence - friendlies also get pushed. Vision must be completely stationary for the duration of this whole move, charging period included - this means no moving and no Moves. This move has an Adaptoid cooldown of 4 seconds.

AdaptoidFile0002 - "mjolnir.att" (300) - Requires Physical

After processing the program for 0.5 seconds, Vision forms Thor's mystical hammer in his right hand. As shown in the picture, the handle is just long enough to barely fit two hands and a hammerhead with the dimensions of 133x133x219 mm. He can sustain the object for two swings or until 10 seconds pass, whichever comes first, before it dissipates into code, regardless of whether any of them land. While using his fists is much more efficient, Vision's Mjolnir is several times stronger than his punches. Plus, it has the added effect of slightly electrocuting the target. As powerful as the hammer is, it is still incredibly heavy (the Adaptoid's poor attempt at emulating the famous enchantment) and takes a lot of effort to swing. Thus, while he COULD use this Move with other Moves, he will find it extremely difficult to do so. He certainly cannot use another Move mid-swing. Furthermore, it is quite draining to summon (the math is really complicated). This move has an Adaptoid cooldown of 1 second and a general cooldown of 5 seconds.

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

These are moves for a two NPC Primes I'm am creating.

Hecate

Physical Strength (1000), Range Proficiency (1000), Remote Control Proficiency (600)

Magic blasts-  (300) Hecate is able to focus her magic power and shot blasts of green magic energy from her hands. Hecate will rarely resort to her magic powers, but they do come in handy when she needs them. She has to aim these medium range blasts. This can not charge up. The exact measurement of the blast is about a foot long. The blast is shaped like a green beam and has the distance of about fifty feet before it dissipates. Repeated us of it the move will drain Hecate, slowing her down and tiring her. The blast does medium damage and she has to be precise with aiming shooting them. She does need a little bit of concentration for her to shoot the blast. The speed for the blast is mildly fast. The blasts are about roughly 15 feet wide, she can throw the blasts about two times before she needs to wait and cool down. the cooldown lasts for about 2 minutes.        

Claws- (300) despite Hecate being a powerful witch she prefers to use her strength and force than anything else during combat. The claws are about four inches long and are short ranged.  They are able to rip, tear, and scratch objects, and enemies. Within time a repeated use of this move Hecate can grow very tired. 

Snake Proxies- (300) Hecate is able to summon a small group of snakes and remotely use the to attack her enemies. This move requires her to have great concentration if she is attacked or loses focus the snakes will be desummoned. the snakes are barely able to do damage and if they do it is very little damage. The snakes are about 15 feet long (The exact size of an anaconda ). The Snakes can go as fast as 5 to 10 miles per hour. Theses snakes can almost completely tire her out because she has to completely take control of them.
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(02-14-2017, 09:51 PM)Hellboy Wrote: Magic blasts-  (300) Hecate is able to focus her magic power and shot blasts of green magic energy from her hands. Hecate will rarely resort to her magic powers, but they do come in handy when she needs them. She has to aim these medium range blasts. This can not charge up. The exact measurement of the blast is about a foot long. The blast is shaped like a green beam and has the distance of about fifty feet before it dissipates. Repeated us of it the move will drain Hecate, slowing her down and tiring her. The blast does medium damage and she has to be precise with aiming shooting them. She does need a little bit of concentration for her to shoot the blast. The speed for the blast is mildly fast. The blasts are about roughly 15 feet wide, she can throw the blasts about two times before she needs to wait and cool down. the cooldown lasts for about 2 minutes.        

Snake Proxies- (300) Hecate is able to summon a small group of snakes and remotely use the to attack her enemies. This move requires her to have great concentration if she is attacked or loses focus the snakes will be desummoned. the snakes are barely able to do damage and if they do it is very little damage. The snakes are about 15 feet long (The exact size of an anaconda ). The Snakes can go as fast as 5 to 10 miles per hour. Theses snakes can almost completely tire her out because she has to completely take control of them.

Snakes are good.

Magic Blast: How long do these take to cast? For the stamina drain, can you phrase it in terms of how many times before it tires her out in general? Right now you've listed it as a cooldown which isn't really a downside so much as it's a wait period. You can certainly keep it in if you want it to give the attack a bit more oomph, but you'll need to mention energy/stamina drain explicitly as well. As for concentration, what does 'a little concentration' mean in regards to the questions I asked? Can she move around and take hits while firing or use other moves simultaneously? Can you be more specific about how fast it goes? You can use numbers or just something like "speed of an arrow" if you want, but 'mildly fast' is pretty vague. If you want blasts 15 feet wide you'll need Area Attack and it'll be weaker to single targets since the power is spread out over a larger area. Also, again, please list all requirements in the move description.
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

Newly requested details are in bold letters.

Ithaca 37 Stakeout: (600)
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A shotgun that has the capacity to hold four twelve gauge shots. Jacket carries 12 shots on hand and when he depletes ammo, it will take one minute to summon the complete number of rounds. The pellets fired can reach up to 20 yards. They spread in an outwards cone with a spread of 4 feet at max distance and can hit multiple targets as a result. However, because of the spread the damage greatly decreases with distance as fewer pellets hit. It is most effective at close ranges where all pellets can hit a single target which will take massive damage, depending on stats of course. Each round that is fired, it is required for a pump action so that the fresh buckshot can enter the chamber which will take one second between shots. Each gauge will be reloaded individually which takes at least one second and needs concentration. The gun can fire at any number of rounds that's been reloaded rather requiring than a complete reload. For example, Jacket reloads the shotgun with two shells then begins to shoot. A full reload will take 4 x 1 seconds. Thanks to the pistol grip it can be held, shot and even pumped with one hand, leaving the other free to do other things. This move will not be used with others. For example, Jacket fires the shotgun while holding it in one hand then switches the weapon to the other that clutches it by the pump. His hand jerks the pump up and down in a single motion that causes the new shell to enter the chamber.
(Will be making a purchase on Area Attack Proficiency when this move gets approved)


Here's the reason why it needs to be 600. Also, sorry if I didn't mention this when I did the post for approval. I had this idea back in the workshop thread but me and Ams forgot to mention this detail which was in the rough draft before we begun editing.

Quote:The gun can fire at any number of rounds that's been reloaded rather than requiring a complete reload. For example, Jacket reloads the shotgun with two shells then begins to shoot.
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