The following warnings occurred:
Warning [2] Undefined array key "fragment" - Line: 1492 - File: inc/class_parser.php PHP 8.3.25 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/inc/class_parser.php 1492 errorHandler->error_callback
/inc/class_parser.php 1638 postParser->mycode_parse_video
[PHP] postParser->mycode_parse_video_callback
/inc/class_parser.php 513 preg_replace_callback
/inc/class_parser.php 228 postParser->parse_mycode
/inc/functions_post.php 817 postParser->parse_message
/showthread.php 1118 build_postbit
Warning [2] Undefined array key 0 - Line: 1585 - File: inc/class_parser.php PHP 8.3.25 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/inc/class_parser.php 1585 errorHandler->error_callback
/inc/class_parser.php 1638 postParser->mycode_parse_video
[PHP] postParser->mycode_parse_video_callback
/inc/class_parser.php 513 preg_replace_callback
/inc/class_parser.php 228 postParser->parse_mycode
/inc/functions_post.php 817 postParser->parse_message
/showthread.php 1118 build_postbit
Warning [2] Undefined array key "suspendposting" - Line: 1231 - File: showthread.php PHP 8.3.25 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/showthread.php 1231 errorHandler->error_callback




Thread Rating:
  • 6 Vote(s) - 4.33 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Official Move Approval IV
(09-10-2016, 02:50 AM)Mark Wrote:
(09-07-2016, 08:24 PM)Carmelita Wrote: A SupraPol Cooperative Containment Shield, or SuCC-S, is, as it sounds, a Cooperative Containment Shield.
The user holds a small projector that must be at least fifteen inches long, and when active shimmers a bright mix of orange and blue.
If two users are within fifteen metres of each other, they can activate the SuCC-S over a second. Other users may contribute to the SuCC-S by entering within fifteen metres of the SuCC-S and joining one of the edges.
The SuCC-S takes the form of a one-directional energy shield of orange and blue. It blocks all matter and energy trying to pass through it from one side, and the other side is translucent and allows all matter and energy to pass.
The SuCC-S forms a surface that extends a metre out from lines connecting projectors, creating rounded surfaces two metres wide. If three lines form a triangle, the shield fills in the space between these lines.
A SuCC-S is roughly as strong as the combined defence of the users divided by the overall area of the shield (units of one section produced by a single line five metres long). An attack that exceeds this defence can shatter a section of the shield, breaking any connection between projectors within fifteen metres of the attack.
The SuCC-S is mobile, and consequently can be moved around by attackers. An attack that at least equals half the strength of the shield can cause a section to bulge, and potentially break a connection by increasing the distance over that of fifteen metres.
Because of the nature of the shield, it is impossible to move the shield forward if it intersects a solid object attached to the ground.

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

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

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

Move Access: SuCC-S

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

Approved!
Having another go at the SuCC-S, answering the points raised.



SupraPol Cooperative Containment Shield (Area Shield) (300)


A SupraPol Cooperative Containment Shield, or SuCC-S, is, as it sounds, a Cooperative Containment Shield.
The user holds a small projector that must be at least fifteen inches long, and when active shimmers a bright mix of orange and blue.
If two users are within fifteen meters of each other, they can activate the SuCC-S over a second. Other users may contribute to the SuCC-S by entering within fifteen meters of the SuCC-S and joining one of the edges.
The SuCC-S takes the form of a one-directional energy shield of orange and blue. It blocks all matter and energy trying to pass through it from one side, and the other side is translucent and allows all matter and energy to pass. The SuCC-S forms a surface that extends a meter out from lines connecting projectors, creating rounded surfaces two meters wide. If three lines form a triangle, the shield fills in the space between these lines.
Deflecting hits drains the battery, reducing its lifespan from an hour per user in exponentially increasing increments with stronger hits. This means that the shield is good against a lot of small attacks, which might each shave a minute off the combined lifetime, but against several successive strong hits the lifetime might decrease in the order of thirty minutes off the combined lifetime. It is important to note that a SuCC-S is roughly as strong as the combined defense of the users divided by the overall area of the shield (units of one section produced by a single line five meters long). An attack that exceeds this defense can shatter a section of the shield, breaking any connection between projectors within fifteen meters of the attack.
The SuCC-S is mobile, and consequently can be moved around by attackers. An attack that at least equals half the strength of the shield can cause a section to bulge, and potentially break a connection by increasing the distance over that of fifteen meters. If the shield is broken apart into two sections, each section has half the lifetime of the original shield.
Because of the nature of the shield, it is impossible to move the shield forward if it intersects a solid object attached to the ground, but it is possible to wield this in one hand, appendage or mounted on some part of the body. Consequently, moves that do not require the user to move from where they stand are unaffected. The SuCC-S does not require concentration to maintain, but not paying attention to the amount of hits against the shield or the movement of enemies could result in the shield breaking.
Once the SuCC-S runs out of battery life, due to being overwhelmed or whittled down, the battery must be recharged. Without another move to do so, this must be done at a suitable recharging station at a base or other source of power for a minimum of fifteen minutes.
Scythe (600) (requires physical strength proficiency)

Betty in her base form may use this attack. It is a pink scythe summoned in around five seconds of continuous concentration (its either the spear or the scythe out at the time not both out at once). the blade its self is around 2 to 2.5 feet long and the handle is around 4 to 5 feet in length. she can hold the scythe in two styles (one is with both hands on the scythe, gives her a greater control of the scythe but loses a few feet of distance she would of had) she usually uses one hand to hold and to swing.(the damage is fair) it can be knocked out of her hands or broken. the downsides are that the scythe blocks akumu from fighting as an assist (due to akumu being the scythe basically, its weird), the concentration is fair, and to actually swing the 20 pound weapon takes a lot of energy out of her. and it will shatter with a fair amount of abuse in general it can stop a saw made of magic (im guessing if the saw was real it would be diamond tipped) (meaning she has to summon another one).

One handed combat mode (the range is around four to seven feet range wise) (disadvantages are that the scythe can be dropped easier, she has to take time to aim if she wants to be somewhat accurate in fighting (and the strikes are slightly weaker). a fair concentration increase, due to not wanting to cut themselves and aiming) (the major pro is that she can run, jump, etc. with little difficulty for there ability's)

Two handed combat mode (the range is around three to six feet in range) (disvantages  are that she must move at a walk or slower (jumping is ok in bursts) her strikes get stronger due to her being able to think and execute properly attacks on the foe.
                                            [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!"
300 OM, Physical Proficiency, Ranged Proficiency- Desert Eagle Mark XIX  [Image: 400px-DesertEagle50AE.jpg]
.5 inches
A .50 Action Express is capable of inflicting anything from a flesh wound to a life-ending injury. This is a .50 AE and is a extremely powerful handgun. It has 7 rounds in each magazine and can be shot 7 times before Blair has to reload. This gun has great fire accuracy and long range of effective fire. Powerful cartridges. These features make "Desert Eagle" an ideal pistol for sport shooting and hunting. Recoil power is lower comparing with revolvers chambered for the same cartridges. Furthermore the "Desert Eagle" is more suitable for intensive fire than revolvers.The summoning rate is about 10 seconds.


[Image: 400px-LARGrizzly_Mk1.jpg]

300 OM Physical Proficiency, Ranged Proficiency

-LAR Grizzly Mark 1 - .45 Win Mag.-A .45 Win Mag is one of the most powerful handguns ever produced. It has a total of 6+1 ? It takes about a minute to summon enough ammo again for the handgun.
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]
Phase Two Engaged (Requires Senzu Bean, Fodder Move)

Desco, battered and injured, shouts at her opponents that this is not the end. Desco is a Final Boss, she won't go down so easily! She activates a power deep inside and her wounds all magically recover instantenously making her brand new again. Desco's version of a Senzu Bean.
(02-17-2017, 12:11 AM)Desco Wrote: Phase Two Engaged (Requires Senzu Bean, Fodder Move)

Desco, battered and injured, shouts at her opponents that this is not the end. Desco is a Final Boss, she won't go down so easily! She activates a power deep inside and her wounds all magically recover instantenously making her brand new again. Desco's version of a Senzu Bean.

Role play the use of a senzu bean however you want (as long as it is within the rules and you mention that you used a senzu bean in quotes somewhere).
Knuckle Dusters (Requires Physical Strength) - 300 OM
Normal Move (Weapon)

[Image: 51b5b08f505c679fde716b0c3af8749b.jpg]
A pair of heavy brass knuckles embossed with a spade in the palm grip. 
Harlan takes two seconds to equip them on his hands, greatly enhancing the power of his punches but causing him to deliver them more slowly. If enough blows land, the opponent may be staggered or winded. They are largely ineffective against heavily armored or protected opponents, aside from maybe bruising or denting armor.
 “I don’t wanna be a product of my environment. I want my environment to be a product of me.”
A Fleeting Pantheon (Requires Ranged Proficiency, Buff Proficiency, Telepathy, Area Attack Proficiency) - 300 OM

Tearen takes five seconds to calm himself before reaching out to a maximum of three allied Primes that are in range of his Telepathy. The minds of these Primes, including Tearen, become perfectly tactically synchronized for the next ten seconds. They are able to share combat information and sensory input instantly and intuitively during this time, allowing each Prime to make a single regular physical or ranged attack from one of their standard weapons in perfect concert. The combined attacks must focus on a single target, and have an increased combined potency than their standard sum.

Tearen cannot use his telepathy in any other way during the duration of this attack, and cannot use any Moves that require Telepathy in the round following the use of this Move, though he can still use it to communicate.


Spontaneity in Patience (Requires Physical Proficiency, Time Manipulation, Burst Movement) - 300 OM

Tearen remains totally motionless for a span of six seconds, concentrating on weaving he flow of time to his whim. While it appears to normal senses that nothing is happening, Tearen is secretly 'storing' temporal potential for use at a later time. Once this charging period is finished, Tearen can return to behaving normally, and may unleash the second half of this attack at any moment he chooses. Upon releasing the stored temporal potential, Tearen can compress the stored time to execute a single, devastating physical attack against a single target. Tearen closes the distance between himself and the target and delivers the blow, and then returns to his starting position. This all happens so fast that it appears as though Tearen never actually moved in the first place, aside from a blinding flash of light and a slight blurring of his figure.

To release this attack, Tearen must be able to travel along a direct path to his target without flying or teleporting. Tearen cannot use any other time-based Moves while charging and holding this attack. Primes with Insight may be able to discern that Tearen has prepared this attack if they are observant enough, and Primes with Foresight may be able to avoid this attack if they are concentrating.


Temporal Regeneration Augmentation [Tier 1 Utility Super Move] (Requires Ranged Proficiency, Area Attack Proficiency, Enhanced Senses, Time Manipulation) - 600 OM

Tearen closes his eyes and spreads his arms out, reaching into the temporal existence of up to three allied Primes within ten feet of him. Tearen performs a quick scan of their bodies for simple injuries before isolating their locations and accelerating the flow of time within and around those wounds. This accelerates the natural healing process of the Primes affected, effectively restoring 1 HP to all of them over the course of three seconds. The Primes that are being healed cannot move while being mended, and neither can Tearen. If Tearen wishes to heal himself, he can only heal two other Primes.

This Super Move only accelerates the natural healing process of a Prime's body, so wounds that would not normally close or mend themselves over time will only be slightly improved. Injuries that are more severe will still need more specialized attention.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
(02-17-2017, 09:37 PM)Harlan Higgs Wrote: Knuckle Dusters (Requires Physical Strength) - 300 OM
Normal Move (Weapon)

[Image: 51b5b08f505c679fde716b0c3af8749b.jpg]
A pair of heavy brass knuckles embossed with a spade in the palm grip. 
Harlan takes two seconds to equip them on his hands, greatly enhancing the power of his punches but causing him to deliver them more slowly. If enough blows land, the opponent may be staggered or winded. They are largely ineffective against heavily armored or protected opponents, aside from maybe bruising or denting armor.

Approved!
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Dreadlord Form Illidan - Tier 2 Power-Up (1500)

[Image: harbinger4.png]

Illidan taps into the full strength of his demon form, wielding power that surpasses even the mighty dreadlords of the Burning Legion. He takes on the attributes of his demon form (wings, horns, hooves, muscle and height gain), and his skin becomes black. Smoke constantly wafts from him, and all visible sources of his fel magic (eyes and tattoos) glow intensely green, even more striking against this charcoal form.

ATK: 8 (+4)
DEF: 3 (+2)
SPD: 8 (+4)
TEC: 3
[Image: illidansig2.jpg]
[spoiler]
(02-18-2017, 02:08 AM)Illidan Stormrage Wrote: Dreadlord Form Illidan - Tier 2 Power-Up (1500)

[Image: harbinger4.png]

Illidan taps into the full strength of his demon form, wielding power that surpasses even the mighty dreadlords of the Burning Legion. He takes on the attributes of his demon form (wings, horns, hooves, muscle and height gain), and his skin becomes black. Smoke constantly wafts from him, and all visible sources of his fel magic (eyes and tattoos) glow intensely green, even more striking against this charcoal form.

ATK: 8 (+4)
DEF: 3 (+2)
SPD: 8 (+4)
TEC: 3
[/spoiler]
Approved!
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Expanding the arsenal!

Bayonet Swarm -- 300 OM (Requires: Ranged Proficiency, )
Anderson discards the singular bayonets in his hands, if he happens to be wielding them, and throws both of his arms out to either side. With a flourish of his wrists, and flashing gleams of silver, several more blades emerge from his sleeves, into his grasp. Five blades per hand, clutched tightly with decades of experience. After two seconds to prepare, the blades are all within his grasp, and with a mighty windup taking another second, he hurls the entire mass of blades in a manner akin to a great shotgun. They fly with thunderous force, leaving behind glimmering trails of silver in their wake, and make a small shockwave along their flight path, causing even objects not struck by them but merely near enough to their flight path to take worrying note of their passage. Each of them hit with tremendous force, akin to a giant of a man like Anderson sprinting full bore and stabbing them, as expected of such a mighty throw. They affect an area roughly three feet across, and the great momentum of their throw carries them to an impressive range of nearly 80 meters before their force diminishes.


Exploding Bayonet -- 300 OM (Requires: Ranged Proficiency, Area Attack Proficiency)
Anderson draws a singular bayonet, with a blade intended solely for thrusting and piercing as opposed to his usual, and with a much larger, thicker and more robust handle and hilt to it. He can draw up to two of them at a time, one for each hand. When used, they are thrown, in a similar fashion to his regular blades, though their slightly greater weight restricts their range somewhat, down to 25 meters. Upon impact, either after hitting a foe, impaling them, or merely hitting the ground, there will come a sharp click as a cap on the end of the bayonet is expelled. A sharp hissing sound, along with thick clouds of smoke and a harsh red glare, almost akin to a flare, will blaze and sputter for approximately half a second, before the blade explodes with great force, akin to a grenade. The blade will vibrate and shatter along with the explosion, producing countless tiny shards and slivers of shrapnel along with the concussive force of the blast. The blast is powerful, and effects a two-meter area, and the shrapnel sprays out slightly further, affecting two meters further beyond.


Tier One Super Attack: Blasting Sword Chain -- 600 OM (Requires: Ranged Proficiency, Area Attack Proficiency, Basic Super Jumping)
Anderson leaps into the air, to get a high vantage point on his target, and in mid-leap throws his coat wide, drawing forth (at first glance) a single bayonet, but which is linked by chain to another...and another, and myriad dozens more. Drawing this chain of silvered blades out, he hurls the entire mass down toward his target, where it will scatter wide and impale the ground over a wide area, blanketing a 15 square meter area with the blades. And only a moment later, every one of them will make the distinctive, sharp click-hiss of his exploding bayonets, and a split-second later erupt in a massive blast, each of them going off sequentially in the span of a single second, blanketing their entire area in shrapnel, concussive force and inflicting tremendous damage, both to anyone caught in the blast and to the area around it, often leaving the affected area of ground look like it suffered a barrage of small artillery fire. Individually, each blast is no stronger than his regular exploding bayonets, but the sheer quantity of them going off virtually all at once makes up for that in spades. Producing such vast numbers of these powerful weapons in the space of an instant is, however, greatly tiring, (as represented by SP) forcing the executioner of God to rely on it only sparingly.


Tier One Power Up: God's Assassin -- 1000 OM
At times, there is no room for games, or for giving a foe any quarter. At such times, Anderson buckles down and embraces his insanity and battle lust, letting it drive him onward to greater heights and allowing feral instinct to replace what natural skill would normally fill in, allowing him to briefly fight with greater skill as his blind faith and determination push his body beyond its limits for a brief time.
ATK: +1
DEF: +1
SPD: +1
TEC: +2
Jacket
[spoiler]
(02-15-2017, 10:23 PM)Jacket Wrote: Newly requested details are in bold letters.

Ithaca 37 Stakeout: (600)
[Image: Stakeout-1-.jpg]

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.

That wouldn’t warrant a second use since the core functionality of the move is unaffected; you’re still reloading the same amount of time whether you do it in bursts or all at once. If you had a ‘speed reload’ version it might warrant additional cost, but as-is I’d say you’re good at 300. Approved.[/spoiler]

Carmelita
[spoiler]
(02-16-2017, 10:33 AM)Carmelita Wrote: Having another go at the SuCC-S, answering the points raised.



SupraPol Cooperative Containment Shield (Area Shield) (300)


A SupraPol Cooperative Containment Shield, or SuCC-S, is, as it sounds, a Cooperative Containment Shield.
The user holds a small projector that must be at least fifteen inches long, and when active shimmers a bright mix of orange and blue.
If two users are within fifteen meters of each other, they can activate the SuCC-S over a second. Other users may contribute to the SuCC-S by entering within fifteen meters of the SuCC-S and joining one of the edges.
The SuCC-S takes the form of a one-directional energy shield of orange and blue. It blocks all matter and energy trying to pass through it from one side, and the other side is translucent and allows all matter and energy to pass. The SuCC-S forms a surface that extends a meter out from lines connecting projectors, creating rounded surfaces two meters wide. If three lines form a triangle, the shield fills in the space between these lines.
Deflecting hits drains the battery, reducing its lifespan from an hour per user in exponentially increasing increments with stronger hits. This means that the shield is good against a lot of small attacks, which might each shave a minute off the combined lifetime, but against several successive strong hits the lifetime might decrease in the order of thirty minutes off the combined lifetime. It is important to note that a SuCC-S is roughly as strong as the combined defense of the users divided by the overall area of the shield (units of one section produced by a single line five meters long). An attack that exceeds this defense can shatter a section of the shield, breaking any connection between projectors within fifteen meters of the attack.
The SuCC-S is mobile, and consequently can be moved around by attackers. An attack that at least equals half the strength of the shield can cause a section to bulge, and potentially break a connection by increasing the distance over that of fifteen meters. If the shield is broken apart into two sections, each section has half the lifetime of the original shield.
Because of the nature of the shield, it is impossible to move the shield forward if it intersects a solid object attached to the ground, but it is possible to wield this in one hand, appendage or mounted on some part of the body. Consequently, moves that do not require the user to move from where they stand are unaffected. The SuCC-S does not require concentration to maintain, but not paying attention to the amount of hits against the shield or the movement of enemies could result in the shield breaking.
Once the SuCC-S runs out of battery life, due to being overwhelmed or whittled down, the battery must be recharged. Without another move to do so, this must be done at a suitable recharging station at a base or other source of power for a minimum of fifteen minutes.

That part at the end about recharging it with a move isn’t going to fly. We don’t allow moves that circumvent shortcomings of other moves. Otherwise it looks fine, but let me know what you want to do there.[/spoiler]

Chara
[spoiler]
(02-16-2017, 03:03 PM)Chara Wrote: Scythe (600) (requires physical strength proficiency)

Betty in her base form may use this attack. It is a pink scythe summoned in around five seconds of continuous concentration (its either the spear or the scythe out at the time not both out at once). the blade its self is around 2 to 2.5 feet long and the handle is around 4 to 5 feet in length. she can hold the scythe in two styles (one is with both hands on the scythe, gives her a greater control of the scythe but loses a few feet of distance she would of had) she usually uses one hand to hold and to swing.(the damage is fair) it can be knocked out of her hands or broken. the downsides are that the scythe blocks akumu from fighting as an assist (due to akumu being the scythe basically, its weird), the concentration is fair, and to actually swing the 20 pound weapon takes a lot of energy out of her. and it will shatter with a fair amount of abuse in general it can stop a saw made of magic (im guessing if the saw was real it would be diamond tipped) (meaning she has to summon another one).

One handed combat mode (the range is around four to seven feet range wise) (disadvantages are that the scythe can be dropped easier, she has to take time to aim if she wants to be somewhat accurate in fighting (and the strikes are slightly weaker). a fair concentration increase, due to not wanting to cut themselves and aiming) (the major pro is that she can run, jump, etc. with little difficulty for there ability's)

Two handed combat mode (the range is around three to six feet in range) (disvantages  are that she must move at a walk or slower (jumping is ok in bursts) her strikes get stronger due to her being able to think and execute properly attacks on the foe.

So...this can be both a spear and a scythe? You wouldn’t need to pay 600 if it’s just a scythe that you can hold two different ways but if it can also be a spear you would need to pay the extra. If it can be a spear as well as a scythe, please list the dimensions of the spear.[/spoiler]

Marcus
[spoiler]
(02-16-2017, 04:42 PM)Marcus Wright Wrote: 300 OM, Physical Proficiency, Ranged Proficiency- Desert Eagle Mark XIX  [Image: 400px-DesertEagle50AE.jpg]
.5 inches
A .50 Action Express is capable of inflicting anything from a flesh wound to a life-ending injury. This is a .50 AE and is a extremely powerful handgun. It has 7 rounds in each magazine and can be shot 7 times before Blair has to reload. This gun has  great fire accuracy and long range of effective fire. Powerful cartridges. These features make "Desert Eagle" an ideal pistol for sport shooting and hunting. Recoil power is lower comparing with revolvers chambered for the same cartridges. Furthermore the "Desert Eagle" is more suitable for intensive fire than revolvers.The summoning rate is about 10 seconds.


[Image: 400px-LARGrizzly_Mk1.jpg]

300 OM Physical Proficiency, Ranged Proficiency

-LAR Grizzly Mark 1 - .45 Win Mag.-A .45 Win Mag is one of the most powerful handguns ever produced. It has a total of 6+1 ? It takes about a minute to summon enough ammo again for the handgun.

We’ll need a more exact range for both of these, as well as the rate of fire for each. Also, is there a large difference in power between these two? Can they be used at the same time? If they’re basically the same in terms of damage,  range, etc., you could just buy a single move for both pistols. You wouldn’t need Physical Strength for these.[/spoiler]

Tearen
[spoiler]
(02-17-2017, 10:23 PM)Tearen Wover Wrote: A Fleeting Pantheon (Requires Ranged Proficiency, Buff Proficiency, Telepathy, Area Attack Proficiency) - 300 OM

Tearen takes five seconds to calm himself before reaching out to a maximum of three allied Primes that are in range of his Telepathy. The minds of these Primes, including Tearen, become perfectly tactically synchronized for the next ten seconds. They are able to share combat information and sensory input instantly and intuitively during this time, allowing each Prime to make a single regular physical or ranged attack from one of their standard weapons in perfect concert. The combined attacks must focus on a single target, and have an increased combined potency than their standard sum.

Tearen cannot use his telepathy in any other way during the duration of this attack, and cannot use any Moves that require Telepathy in the round following the use of this Move, though he can still use it to communicate.


Spontaneity in Patience (Requires Physical Proficiency, Time Manipulation, Burst Movement) - 300 OM

Tearen remains totally motionless for a span of six seconds, concentrating on weaving he flow of time to his whim. While it appears to normal senses that nothing is happening, Tearen is secretly 'storing' temporal potential for use at a later time. Once this charging period is finished, Tearen can return to behaving normally, and may unleash the second half of this attack at any moment he chooses. Upon releasing the stored temporal potential, Tearen can compress the stored time to execute a single, devastating physical attack against a single target. Tearen closes the distance between himself and the target and delivers the blow, and then returns to his starting position. This all happens so fast that it appears as though Tearen never actually moved in the first place, aside from a blinding flash of light and a slight blurring of his figure.

To release this attack, Tearen must be able to travel along a direct path to his target without flying or teleporting. Tearen cannot use any other time-based Moves while charging and holding this attack. Primes with Insight may be able to discern that Tearen has prepared this attack if they are observant enough, and Primes with Foresight may be able to avoid this attack if they are concentrating.


Temporal Regeneration Augmentation [Tier 1 Utility Super Move] (Requires Ranged Proficiency, Area Attack Proficiency, Enhanced Senses, Time Manipulation) - 600 OM

Tearen closes his eyes and spreads his arms out, reaching into the temporal existence of up to three allied Primes within ten feet of him. Tearen performs a quick scan of their bodies for simple injuries before isolating their locations and accelerating the flow of time within and around those wounds. This accelerates the natural healing process of the Primes affected, effectively restoring 1 HP to all of them over the course of three seconds. The Primes that are being healed cannot move while being mended, and neither can Tearen. If Tearen wishes to heal himself, he can only heal two other Primes.

This Super Move only accelerates the natural healing process of a Prime's body, so wounds that would not normally close or mend themselves over time will only be slightly improved. Injuries that are more severe will still need more specialized attention.

Fleeting Pantheon: Can this be cast while moving/attacking/defending or does it require complete focus? What’s the stamina drain on this?

Spontaneity:  What’s the range over which he can effectively use this? Does ‘behaving normally’ indicate that there’s no additional concentration needed to maintain the charge after the initial cast?

Temporal Regeneration: This would need to be a Tier-2 Super to heal 3 individuals at the same time, as noted in the description for Healing.[/spoiler]

Anderson
[spoiler]
(02-19-2017, 03:32 PM)Alexander Anderson Wrote: Expanding the arsenal!

Bayonet Swarm -- 300 OM (Requires: Ranged Proficiency, )
Anderson discards the singular bayonets in his hands, if he happens to be wielding them, and throws both of his arms out to either side. With a flourish of his wrists, and flashing gleams of silver, several more blades emerge from his sleeves, into his grasp. Five blades per hand, clutched tightly with decades of experience. After two seconds to prepare, the blades are all within his grasp, and with a mighty windup taking another second, he hurls the entire mass of blades in a manner akin to a great shotgun. They fly with thunderous force, leaving behind glimmering trails of silver in their wake, and make a small shockwave along their flight path, causing even objects not struck by them but merely near enough to their flight path to take worrying note of their passage. Each of them hit with tremendous force, akin to a giant of a man like Anderson sprinting full bore and stabbing them, as expected of such a mighty throw. They affect an area roughly three feet across, and the great momentum of their throw carries them to an impressive range of nearly 80 meters before their force diminishes.


Exploding Bayonet -- 300 OM (Requires: Ranged Proficiency, Area Attack Proficiency)
Anderson draws a singular bayonet, with a blade intended solely for thrusting and piercing as opposed to his usual, and with a much larger, thicker and more robust handle and hilt to it. He can draw up to two of them at a time, one for each hand. When used, they are thrown, in a similar fashion to his regular blades, though their slightly greater weight restricts their range somewhat, down to 25 meters. Upon impact, either after hitting a foe, impaling them, or merely hitting the ground, there will come a sharp click as a cap on the end of the bayonet is expelled. A sharp hissing sound, along with thick clouds of smoke and a harsh red glare, almost akin to a flare, will blaze and sputter for approximately half a second, before the blade explodes with great force, akin to a grenade. The blade will vibrate and shatter along with the explosion, producing countless tiny shards and slivers of shrapnel along with the concussive force of the blast. The blast is powerful, and effects a two-meter area, and the shrapnel sprays out slightly further, affecting two meters further beyond.


Tier One Super Attack: Blasting Sword Chain -- 600 OM (Requires: Ranged Proficiency, Area Attack Proficiency, Basic Super Jumping)
Anderson leaps into the air, to get a high vantage point on his target, and in mid-leap throws his coat wide, drawing forth (at first glance) a single bayonet, but which is linked by chain to another...and another, and myriad dozens more. Drawing this chain of silvered blades out, he hurls the entire mass down toward his target, where it will scatter wide and impale the ground over a wide area, blanketing a 15 square meter area with the blades. And only a moment later, every one of them will make the distinctive, sharp click-hiss of his exploding bayonets, and a split-second later erupt in a massive blast, each of them going off sequentially in the span of a single second, blanketing their entire area in shrapnel, concussive force and inflicting tremendous damage, both to anyone caught in the blast and to the area around it, often leaving the affected area of ground look like it suffered a barrage of small artillery fire. Individually, each blast is no stronger than his regular exploding bayonets, but the sheer quantity of them going off virtually all at once makes up for that in spades. Producing such vast numbers of these powerful weapons in the space of an instant is, however, greatly tiring, (as represented by SP) forcing the executioner of God to rely on it only sparingly.


Tier One Power Up: God's Assassin -- 1000 OM
At times, there is no room for games, or for giving a foe any quarter. At such times, Anderson buckles down and embraces his insanity and battle lust, letting it drive him onward to greater heights and allowing feral instinct to replace what natural skill would normally fill in, allowing him to briefly fight with greater skill as his blind faith and determination push his body beyond its limits for a brief time.
ATK: +1
DEF: +1
SPD: +1
TEC: +2

Super Move and Power Up are both good to go.

Bayonet Swarm: What’s the travel speed on these? Can this be ‘cast’ and/or can the blades be thrown while moving? How draining is this on his stamina? Can this be used with other moves?

Exploding Bayonets: How draining is this on his stamina or how many of these does he have on-hand at a time? If the latter, can more be summoned in battle? Can these be used with other moves?[/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

Scythe (300) (requires physical strength proficiency)

Betty in her base form may use this attack. It is a pink scythe summoned in around five seconds of continuous concentration (its either the spear or the scythe out at the time not both out at once. The spear is another move to be exact). the blade its self is around 2 to 2.5 feet long and the handle is around 4 to 5 feet in length. she can hold the scythe in two styles (one is with both hands on the scythe, gives her a greater control of the scythe but loses a few feet of distance she would of had) she usually uses one hand to hold and to swing.(the damage is fair) it can be knocked out of her hands or broken. the downsides are that the scythe blocks akumu from fighting as an assist (due to akumu being the scythe basically, its weird), the concentration is fair, and to actually swing the 20 pound weapon takes a lot of energy out of her. and it will shatter with a fair amount of abuse in general it can stop a saw made of magic (im guessing if the saw was real it would be diamond tipped) (meaning she has to summon another one).

One handed combat mode (the range is around four to seven feet range wise) (disadvantages are that the scythe can be dropped easier, she has to take time to aim if she wants to be somewhat accurate in fighting (and the strikes are slightly weaker). a fair concentration increase, due to not wanting to cut themselves and aiming) (the major pro is that she can run, jump, etc. with little difficulty for there ability's)

Two handed combat mode (the range is around three to six feet in range) (disvantages  are that she must move at a walk or slower (jumping is ok in bursts) her strikes get stronger due to her being able to think and execute properly attacks on the foe.

(This is not a spear, but this is a different move)
                                            [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!"
(02-19-2017, 11:30 PM)Mark Wrote: Carmelita
[spoiler]
(02-16-2017, 10:33 AM)Carmelita Wrote: Having another go at the SuCC-S, answering the points raised.



SupraPol Cooperative Containment Shield (Area Shield) (300)


A SupraPol Cooperative Containment Shield, or SuCC-S, is, as it sounds, a Cooperative Containment Shield.
The user holds a small projector that must be at least fifteen inches long, and when active shimmers a bright mix of orange and blue.
If two users are within fifteen meters of each other, they can activate the SuCC-S over a second. Other users may contribute to the SuCC-S by entering within fifteen meters of the SuCC-S and joining one of the edges.
The SuCC-S takes the form of a one-directional energy shield of orange and blue. It blocks all matter and energy trying to pass through it from one side, and the other side is translucent and allows all matter and energy to pass. The SuCC-S forms a surface that extends a meter out from lines connecting projectors, creating rounded surfaces two meters wide. If three lines form a triangle, the shield fills in the space between these lines.
Deflecting hits drains the battery, reducing its lifespan from an hour per user in exponentially increasing increments with stronger hits. This means that the shield is good against a lot of small attacks, which might each shave a minute off the combined lifetime, but against several successive strong hits the lifetime might decrease in the order of thirty minutes off the combined lifetime. It is important to note that a SuCC-S is roughly as strong as the combined defense of the users divided by the overall area of the shield (units of one section produced by a single line five meters long). An attack that exceeds this defense can shatter a section of the shield, breaking any connection between projectors within fifteen meters of the attack.
The SuCC-S is mobile, and consequently can be moved around by attackers. An attack that at least equals half the strength of the shield can cause a section to bulge, and potentially break a connection by increasing the distance over that of fifteen meters. If the shield is broken apart into two sections, each section has half the lifetime of the original shield.
Because of the nature of the shield, it is impossible to move the shield forward if it intersects a solid object attached to the ground, but it is possible to wield this in one hand, appendage or mounted on some part of the body. Consequently, moves that do not require the user to move from where they stand are unaffected. The SuCC-S does not require concentration to maintain, but not paying attention to the amount of hits against the shield or the movement of enemies could result in the shield breaking.
Once the SuCC-S runs out of battery life, due to being overwhelmed or whittled down, the battery must be recharged. Without another move to do so, this must be done at a suitable recharging station at a base or other source of power for a minimum of fifteen minutes.

That part at the end about recharging it with a move isn’t going to fly. We don’t allow moves that circumvent shortcomings of other moves. Otherwise it looks fine, but let me know what you want to do there.[/spoiler]

Sure, I'm happy to cut out that small phrase. I was leaving the door open for ammo refill buffs and super utilities, but I guess those would contain the details themselves and could get approved or rejected separately.

End result:

SupraPol Cooperative Containment Shield (Area Shield) (300)


A SupraPol Cooperative Containment Shield, or SuCC-S, is, as it sounds, a Cooperative Containment Shield.
The user holds a small projector that must be at least fifteen inches long, and when active shimmers a bright mix of orange and blue.
If two users are within fifteen meters of each other, they can activate the SuCC-S over a second. Other users may contribute to the SuCC-S by entering within fifteen meters of the SuCC-S and joining one of the edges.
The SuCC-S takes the form of a one-directional energy shield of orange and blue. It blocks all matter and energy trying to pass through it from one side, and the other side is translucent and allows all matter and energy to pass. The SuCC-S forms a surface that extends a meter out from lines connecting projectors, creating rounded surfaces two meters wide. If three lines form a triangle, the shield fills in the space between these lines.
Deflecting hits drains the battery, reducing its lifespan from an hour per user in exponentially increasing increments with stronger hits. This means that the shield is good against a lot of small attacks, which might each shave a minute off the combined lifetime, but against several successive strong hits the lifetime might decrease in the order of thirty minutes off the combined lifetime. It is important to note that a SuCC-S is roughly as strong as the combined defense of the users divided by the overall area of the shield (units of one section produced by a single line five meters long). An attack that exceeds this defense can shatter a section of the shield, breaking any connection between projectors within fifteen meters of the attack.
The SuCC-S is mobile, and consequently can be moved around by attackers. An attack that at least equals half the strength of the shield can cause a section to bulge, and potentially break a connection by increasing the distance over that of fifteen meters. If the shield is broken apart into two sections, each section has half the lifetime of the original shield.
Because of the nature of the shield, it is impossible to move the shield forward if it intersects a solid object attached to the ground, but it is possible to wield this in one hand, appendage or mounted on some part of the body. Consequently, moves that do not require the user to move from where they stand are unaffected. The SuCC-S does not require concentration to maintain, but not paying attention to the amount of hits against the shield or the movement of enemies could result in the shield breaking.
Once the SuCC-S runs out of battery life, due to being overwhelmed or whittled down, the battery must be recharged. This must be done at a suitable recharging station at a base or other source of power for a minimum of fifteen minutes.
AdaptoidFile03: smash.exe - T1 Powered-Up Form
[Image: Mecha-Hulk4.jpg]

Vision activates the Adaptoid's interpretation of the Hulk, growing up to 8 feet tall and becoming incredibly powerful. Unfortunately, part of the adaptation includes the decrease in intelligence and restraint. His moves now have much less precision. This is extremely exhausting to use, burning through 1 SP and a lot of Vision's stamina after switching from Hulk mode.

ATK: 5
DEF: 5
SPD: 5
TEC: 0
[Image: 2e90d321b01d5016a4116390e9d88ebd.jpg]
[Image: ytLTikp.png?1]
01001101 01100001 01100100 01100101
01111001 01101111 01110101
01101100 01101111 01101111 01101011
(02-19-2017, 11:30 PM)Mark Wrote: Super Move and Power Up are both good to go.

Bayonet Swarm: What’s the travel speed on these? Can this be ‘cast’ and/or can the blades be thrown while moving? How draining is this on his stamina? Can this be used with other moves?

Exploding Bayonets: How draining is this on his stamina or how many of these does he have on-hand at a time? If the latter, can more be summoned in battle? Can these be used with other moves?


Ah, yes, hmm. Changes/updates in bold.


Bayonet Swarm -- 300 OM (Requires: Ranged Proficiency, )
Anderson discards the singular bayonets in his hands, if he happens to be wielding them, and throws both of his arms out to either side. With a flourish of his wrists, and flashing gleams of silver, several more blades emerge from his sleeves, into his grasp. Five blades per hand, clutched tightly with decades of experience. After two seconds to prepare, the blades are all within his grasp, and with a mighty windup taking another second, he hurls the entire mass of blades in a manner akin to a great shotgun. While he can move at up to a brisk walk while drawing and summoning the blades, he must remain stationary to wind up and throw them. They fly with thunderous force, leaving behind glimmering trails of silver in their wake, and make a small shockwave along their flight path, causing even objects not struck by them but merely near enough to their flight path to take worrying note of their passage. Each of them hit with tremendous force, akin to a giant of a man like Anderson sprinting full bore and stabbing them, as expected of such a mighty throw. They affect an area roughly three feet across, and the great momentum of their throw carries them to an impressive range of nearly 80 meters before their force diminishes, and their flight speed to reach such a distance is extreme, comparable to early black powder weapons. The tremendous force of the throw is highly fatiguing, and repeated usage of it is not advised, though several uses of it can be maintained in a single engagement if he is careful. As this requires the usage of both of his hands and much focus, other moves cannot be used in conjunction with it.


Exploding Bayonet -- 300 OM (Requires: Ranged Proficiency, Area Attack Proficiency)
Anderson draws a singular bayonet, with a blade intended solely for thrusting and piercing as opposed to his usual, and with a much larger, thicker and more robust handle and hilt to it. He can draw up to two of them at a time, one for each hand. When used, they are thrown, in a similar fashion to his regular blades, though their slightly greater weight restricts their range somewhat, down to 25 meters. Upon impact, either after hitting a foe, impaling them, or merely hitting the ground, there will come a sharp click as a cap on the end of the bayonet is expelled. A sharp hissing sound, along with thick clouds of smoke and a harsh red glare, almost akin to a flare, will blaze and sputter for approximately half a second, before the blade explodes with great force, akin to a grenade. The blade will vibrate and shatter along with the explosion, producing countless tiny shards and slivers of shrapnel along with the concussive force of the blast. The blast is powerful, and effects a two-meter area, and the shrapnel sprays out slightly further, affecting two meters further beyond. At any given time, Anderson has eight of these exploding bayonets available for quickly drawing. After expending this supply, he can manifest more to have on quick draw at a rate of four seconds per blade. As each blade only takes one hand, he can make use of his other weapons in his free hand if he only draws one of these exploding weapons, though obviously not if he draws two at once. Moves which require both hands are not usable.
Revised:

Quote:A Fleeting Pantheon (Requires Ranged Proficiency, Buff Proficiency, Telepathy, Area Attack Proficiency) - 300 OM

Tearen takes five seconds to calm himself before reaching out to a maximum of three allied Primes that are in range of his Telepathy; he cannot take any other actions during this time. The minds of these Primes, including Tearen, become perfectly tactically synchronized for the next ten seconds. They are able to share combat information and sensory input instantly and intuitively during this time, allowing each Prime to make a single regular physical or ranged attack from one of their standard weapons in perfect concert. The combined attacks must focus on a single target, and have an increased combined potency than their standard sum.

Tearen cannot use his telepathy in any other way during the duration of this attack, and cannot use any Moves that require Telepathy in the round following the use of this Move, though he can still use it to communicate. Though any attacks performed during this formation are no more physically taxing than normal, performing this move puts extreme strain on Tearen's mind and he will not be able to Concentrate on any other moves for ten seconds.


Spontaneity in Patience (Requires Physical Proficiency, Time Manipulation, Burst Movement) - 300 OM

Tearen remains totally motionless for a span of six seconds, concentrating on weaving he flow of time to his whim. While it appears to normal senses that nothing is happening, Tearen is secretly 'storing' temporal potential for use at a later time. Once this charging period is finished, Tearen can return to behaving normally, and may unleash the second half of this attack at any moment he chooses. Upon releasing the stored temporal potential, Tearen can compress the stored time to execute a single, devastating physical attack against a single target. Tearen closes the distance between himself and the target and delivers the blow, and then returns to his starting position. This all happens so fast that it appears as though Tearen never actually moved in the first place, aside from a blinding flash of light and a slight blurring of his figure.

To release this attack, Tearen must be able to travel along a direct path to his target without flying or teleporting, and the opponent must be no more than ten feet away. Though he does not need to actively concentrate on this Move to keep it charged, Tearen cannot use Time Manipulation while charging and holding this attack. Primes with Insight may be able to discern that Tearen has prepared this attack if they are observant enough, and Primes with Foresight may be able to avoid this attack if they are concentrating.


Temporal Regeneration Augmentation [Tier 1 Utility Super Move] (Requires Ranged Proficiency, Area Attack Proficiency, Enhanced Senses, Time Manipulation) - 600 OM

Tearen closes his eyes and spreads his arms out, reaching into the temporal existence of up to two allied Primes within ten feet of himself. Tearen performs a quick scan of their bodies for simple injuries before isolating their locations and accelerating the flow of time within and around those wounds. This accelerates the natural healing process of the Primes affected, effectively restoring 1 HP to all of them over the course of three seconds. The Primes that are being healed cannot move while being mended, and neither can Tearen. If Tearen wishes to heal himself, he can only heal one other Prime.

This Super Move only accelerates the natural healing process of a Prime's body, so wounds that would not normally close or mend themselves over time will only be slightly improved. Injuries that are more severe will still need more specialized attention.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
@Vision:
[spoiler]
(02-20-2017, 04:53 AM)The Vision Wrote: AdaptoidFile03: smash.exe - T1 Powered-Up Form
[Image: Mecha-Hulk4.jpg]

Vision activates the Adaptoid's interpretation of the Hulk, growing up to 8 feet tall and becoming incredibly powerful. Unfortunately, part of the adaptation includes the decrease in intelligence and restraint. His moves now have much less precision. This is extremely exhausting to use, burning through 1 SP and a lot of Vision's stamina after switching from Hulk mode.

ATK: 5
DEF: 5
SPD: 5
TEC: 0
[/spoiler]

Approved!
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Couple of things to get approveded here for near-future purchasing.


Power Up -- Fodder; 0 OM
When she gets serious, or starts to charge one of her stronger techniques or ready for a serious bout of action, an aura of energy tends to build and flare up around the majin. Most of the time, it's not even there, only ever coming to prominence when she gets truly serious. But when it does flare to life, it takes on a formation not unlike a flame, wildly dancing and flickering with a hue of pink, not unlike that of her eyes. At its strongest, it forms an impossible to miss blaze around her, and actually generates a small draft, able to sway her scarf and 'hair', and generate sufficient force to dislodge dust and small debris around her. Its strength also varies with her current well-being, tending to fade in prolonged fights, and to flicker and sputter, growing weaker and more indistinct as she gets more and more injured and her strength ebbs away.


Tier 1 Powered-Up Form: Kaioken -- 1000 OM
In a process that takes about two seconds, Graowr focuses all her effort on charging her strength and gathering extra energy, pouring it into her aura, which quickly becomes shot through with dark streaks of red and wisps of black, before erupting into a blazing, blood-red conflagration. Even her skin and clothing looks to be red and bloodied beneath the intense aura, which actively burns and puts a terrible strain on her body, but greatly pushes her other physical abilities beyond their normal limits. When the power up runs its course, either through exhaustion or voluntarily letting it fade, she often looks battered and scorched, as if she just ran through a fire, but none the worse for wear overall.
ATK: 6
DEF: 3
SPD: 5
TEC: 1


Tier 1 Super Attack: Explosive Assault -- 600 OM (Requires: Ranged Proficiency)
Graowr firmly anchors herself in place, holding both hands out to either side and focusing her energy into them, as if preparing an Energy Shot in each hand. The charge rapidly grows in intensity beyond that, however, her aura blazing up with the most strength it can muster to indicate the coming assault, and after three seconds she unleashes a fierce barrage of blasts. Eight swift blasts from each hand, to batter and distract her target, before she leaps forward, into the air and thrusts her right arm forward, bracing it at the wrist with her left hand, and unleashing a focused beam of energy, just under three feet in diameter, to hammer them down into the ground with tremendous force. The initial blasts are painful, but more intended to distract and harry a foe than actually inflict damage, and the majority of the attack's punch comes in the main energy beam that finishes it. When it runs its course, the majin requires a brief moment to catch her breath from the vicious onslaught.


Tier 1 Super Defense: Super Guard -- 600 OM (Requires: Area Shield Proficiency)
When the target of an overwhelming attack that she otherwise just couldn't avoid, Graowr knows better than to just take it and hope for the best. With just a second to prepare, she throws her arms over her torso in an X formation, and flares her aura, which rapidly condenses into a thick, semi-opaque shell of energy around her body. The barrier is spherical, and only a few inches larger in diameter than she is tall, and pulses faintly with excess energy. It can repel all manner of attacks, both physical and ranged, but can only sustain so much punishment before it breaks. It requires a constant energy input to keep it up, and so can only be held for about five seconds before it needs to be dropped.
[Image: Imperial.png] [Image: 17Champ.png]
(02-19-2017, 11:43 PM)Chara Wrote: Scythe (300) (requires physical strength proficiency)

Betty in her base form may use this attack. It is a pink scythe summoned in around five seconds of continuous concentration (its either the spear or the scythe out at the time not both out at once. The spear is another move to be exact). the blade its self is around 2 to 2.5 feet long and the handle is around 4 to 5 feet in length. she can hold the scythe in two styles (one is with both hands on the scythe, gives her a greater control of the scythe but loses a few feet of distance she would of had) she usually uses one hand to hold and to swing.(the damage is fair) it can be knocked out of her hands or broken. the downsides are that the scythe blocks akumu from fighting as an assist (due to akumu being the scythe basically, its weird), the concentration is fair, and to actually swing the 20 pound weapon takes a lot of energy out of her. and it will shatter with a fair amount of abuse in general it can stop a saw made of magic (im guessing if the saw was real it would be diamond tipped) (meaning she has to summon another one).

One handed combat mode (the range is around four to seven feet range wise) (disadvantages are that the scythe can be dropped easier, she has to take time to aim if she wants to be somewhat accurate in fighting (and the strikes are slightly weaker). a fair concentration increase, due to not wanting to cut themselves and aiming) (the major pro is that she can run, jump, etc. with little difficulty for there ability's)

Two handed combat mode (the range is around three to six feet in range) (disvantages  are that she must move at a walk or slower (jumping is ok in bursts) her strikes get stronger due to her being able to think and execute properly attacks on the foe.

(This is not a spear, but this is a different move)

(02-20-2017, 12:54 AM)Carmelita Wrote:
(02-19-2017, 11:30 PM)Mark Wrote: Carmelita
[spoiler]
(02-16-2017, 10:33 AM)Carmelita Wrote: Having another go at the SuCC-S, answering the points raised.



SupraPol Cooperative Containment Shield (Area Shield) (300)


A SupraPol Cooperative Containment Shield, or SuCC-S, is, as it sounds, a Cooperative Containment Shield.
The user holds a small projector that must be at least fifteen inches long, and when active shimmers a bright mix of orange and blue.
If two users are within fifteen meters of each other, they can activate the SuCC-S over a second. Other users may contribute to the SuCC-S by entering within fifteen meters of the SuCC-S and joining one of the edges.
The SuCC-S takes the form of a one-directional energy shield of orange and blue. It blocks all matter and energy trying to pass through it from one side, and the other side is translucent and allows all matter and energy to pass. The SuCC-S forms a surface that extends a meter out from lines connecting projectors, creating rounded surfaces two meters wide. If three lines form a triangle, the shield fills in the space between these lines.
Deflecting hits drains the battery, reducing its lifespan from an hour per user in exponentially increasing increments with stronger hits. This means that the shield is good against a lot of small attacks, which might each shave a minute off the combined lifetime, but against several successive strong hits the lifetime might decrease in the order of thirty minutes off the combined lifetime. It is important to note that a SuCC-S is roughly as strong as the combined defense of the users divided by the overall area of the shield (units of one section produced by a single line five meters long). An attack that exceeds this defense can shatter a section of the shield, breaking any connection between projectors within fifteen meters of the attack.
The SuCC-S is mobile, and consequently can be moved around by attackers. An attack that at least equals half the strength of the shield can cause a section to bulge, and potentially break a connection by increasing the distance over that of fifteen meters. If the shield is broken apart into two sections, each section has half the lifetime of the original shield.
Because of the nature of the shield, it is impossible to move the shield forward if it intersects a solid object attached to the ground, but it is possible to wield this in one hand, appendage or mounted on some part of the body. Consequently, moves that do not require the user to move from where they stand are unaffected. The SuCC-S does not require concentration to maintain, but not paying attention to the amount of hits against the shield or the movement of enemies could result in the shield breaking.
Once the SuCC-S runs out of battery life, due to being overwhelmed or whittled down, the battery must be recharged. Without another move to do so, this must be done at a suitable recharging station at a base or other source of power for a minimum of fifteen minutes.

That part at the end about recharging it with a move isn’t going to fly. We don’t allow moves that circumvent shortcomings of other moves. Otherwise it looks fine, but let me know what you want to do there.[/spoiler]

Sure, I'm happy to cut out that small phrase. I was leaving the door open for ammo refill buffs and super utilities, but I guess those would contain the details themselves and could get approved or rejected separately.

End result:

SupraPol Cooperative Containment Shield (Area Shield) (300)


A SupraPol Cooperative Containment Shield, or SuCC-S, is, as it sounds, a Cooperative Containment Shield.
The user holds a small projector that must be at least fifteen inches long, and when active shimmers a bright mix of orange and blue.
If two users are within fifteen meters of each other, they can activate the SuCC-S over a second. Other users may contribute to the SuCC-S by entering within fifteen meters of the SuCC-S and joining one of the edges.
The SuCC-S takes the form of a one-directional energy shield of orange and blue. It blocks all matter and energy trying to pass through it from one side, and the other side is translucent and allows all matter and energy to pass. The SuCC-S forms a surface that extends a meter out from lines connecting projectors, creating rounded surfaces two meters wide. If three lines form a triangle, the shield fills in the space between these lines.
Deflecting hits drains the battery, reducing its lifespan from an hour per user in exponentially increasing increments with stronger hits. This means that the shield is good against a lot of small attacks, which might each shave a minute off the combined lifetime, but against several successive strong hits the lifetime might decrease in the order of thirty minutes off the combined lifetime. It is important to note that a SuCC-S is roughly as strong as the combined defense of the users divided by the overall area of the shield (units of one section produced by a single line five meters long). An attack that exceeds this defense can shatter a section of the shield, breaking any connection between projectors within fifteen meters of the attack.
The SuCC-S is mobile, and consequently can be moved around by attackers. An attack that at least equals half the strength of the shield can cause a section to bulge, and potentially break a connection by increasing the distance over that of fifteen meters. If the shield is broken apart into two sections, each section has half the lifetime of the original shield.
Because of the nature of the shield, it is impossible to move the shield forward if it intersects a solid object attached to the ground, but it is possible to wield this in one hand, appendage or mounted on some part of the body. Consequently, moves that do not require the user to move from where they stand are unaffected. The SuCC-S does not require concentration to maintain, but not paying attention to the amount of hits against the shield or the movement of enemies could result in the shield breaking.
Once the SuCC-S runs out of battery life, due to being overwhelmed or whittled down, the battery must be recharged. This must be done at a suitable recharging station at a base or other source of power for a minimum of fifteen minutes.

(02-20-2017, 05:00 PM)Alexander Anderson Wrote:
(02-19-2017, 11:30 PM)Mark Wrote: Super Move and Power Up are both good to go.

Bayonet Swarm: What’s the travel speed on these? Can this be ‘cast’ and/or can the blades be thrown while moving? How draining is this on his stamina? Can this be used with other moves?

Exploding Bayonets: How draining is this on his stamina or how many of these does he have on-hand at a time? If the latter, can more be summoned in battle? Can these be used with other moves?


Ah, yes, hmm. Changes/updates in bold.


Bayonet Swarm -- 300 OM (Requires: Ranged Proficiency, )
Anderson discards the singular bayonets in his hands, if he happens to be wielding them, and throws both of his arms out to either side. With a flourish of his wrists, and flashing gleams of silver, several more blades emerge from his sleeves, into his grasp. Five blades per hand, clutched tightly with decades of experience. After two seconds to prepare, the blades are all within his grasp, and with a mighty windup taking another second, he hurls the entire mass of blades in a manner akin to a great shotgun. While he can move at up to a brisk walk while drawing and summoning the blades, he must remain stationary to wind up and throw them. They fly with thunderous force, leaving behind glimmering trails of silver in their wake, and make a small shockwave along their flight path, causing even objects not struck by them but merely near enough to their flight path to take worrying note of their passage. Each of them hit with tremendous force, akin to a giant of a man like Anderson sprinting full bore and stabbing them, as expected of such a mighty throw. They affect an area roughly three feet across, and the great momentum of their throw carries them to an impressive range of nearly 80 meters before their force diminishes, and their flight speed to reach such a distance is extreme, comparable to early black powder weapons. The tremendous force of the throw is highly fatiguing, and repeated usage of it is not advised, though several uses of it can be maintained in a single engagement if he is careful. As this requires the usage of both of his hands and much focus, other moves cannot be used in conjunction with it.


Exploding Bayonet -- 300 OM (Requires: Ranged Proficiency, Area Attack Proficiency)
Anderson draws a singular bayonet, with a blade intended solely for thrusting and piercing as opposed to his usual, and with a much larger, thicker and more robust handle and hilt to it. He can draw up to two of them at a time, one for each hand. When used, they are thrown, in a similar fashion to his regular blades, though their slightly greater weight restricts their range somewhat, down to 25 meters. Upon impact, either after hitting a foe, impaling them, or merely hitting the ground, there will come a sharp click as a cap on the end of the bayonet is expelled. A sharp hissing sound, along with thick clouds of smoke and a harsh red glare, almost akin to a flare, will blaze and sputter for approximately half a second, before the blade explodes with great force, akin to a grenade. The blade will vibrate and shatter along with the explosion, producing countless tiny shards and slivers of shrapnel along with the concussive force of the blast. The blast is powerful, and effects a two-meter area, and the shrapnel sprays out slightly further, affecting two meters further beyond. At any given time, Anderson has eight of these exploding bayonets available for quickly drawing. After expending this supply, he can manifest more to have on quick draw at a rate of four seconds per blade. As each blade only takes one hand, he can make use of his other weapons in his free hand if he only draws one of these exploding weapons, though obviously not if he draws two at once. Moves which require both hands are not usable.

(02-20-2017, 07:14 PM)Tearen Wover Wrote: Revised:

Quote:A Fleeting Pantheon (Requires Ranged Proficiency, Buff Proficiency, Telepathy, Area Attack Proficiency) - 300 OM

Tearen takes five seconds to calm himself before reaching out to a maximum of three allied Primes that are in range of his Telepathy; he cannot take any other actions during this time. The minds of these Primes, including Tearen, become perfectly tactically synchronized for the next ten seconds. They are able to share combat information and sensory input instantly and intuitively during this time, allowing each Prime to make a single regular physical or ranged attack from one of their standard weapons in perfect concert. The combined attacks must focus on a single target, and have an increased combined potency than their standard sum.

Tearen cannot use his telepathy in any other way during the duration of this attack, and cannot use any Moves that require Telepathy in the round following the use of this Move, though he can still use it to communicate. Though any attacks performed during this formation are no more physically taxing than normal, performing this move puts extreme strain on Tearen's mind and he will not be able to Concentrate on any other moves for ten seconds.


Spontaneity in Patience (Requires Physical Proficiency, Time Manipulation, Burst Movement) - 300 OM

Tearen remains totally motionless for a span of six seconds, concentrating on weaving he flow of time to his whim. While it appears to normal senses that nothing is happening, Tearen is secretly 'storing' temporal potential for use at a later time. Once this charging period is finished, Tearen can return to behaving normally, and may unleash the second half of this attack at any moment he chooses. Upon releasing the stored temporal potential, Tearen can compress the stored time to execute a single, devastating physical attack against a single target. Tearen closes the distance between himself and the target and delivers the blow, and then returns to his starting position. This all happens so fast that it appears as though Tearen never actually moved in the first place, aside from a blinding flash of light and a slight blurring of his figure.

To release this attack, Tearen must be able to travel along a direct path to his target without flying or teleporting, and the opponent must be no more than ten feet away. Though he does not need to actively concentrate on this Move to keep it charged, Tearen cannot use Time Manipulation while charging and holding this attack. Primes with Insight may be able to discern that Tearen has prepared this attack if they are observant enough, and Primes with Foresight may be able to avoid this attack if they are concentrating.


Temporal Regeneration Augmentation [Tier 1 Utility Super Move] (Requires Ranged Proficiency, Area Attack Proficiency, Enhanced Senses, Time Manipulation) - 600 OM

Tearen closes his eyes and spreads his arms out, reaching into the temporal existence of up to two allied Primes within ten feet of himself. Tearen performs a quick scan of their bodies for simple injuries before isolating their locations and accelerating the flow of time within and around those wounds. This accelerates the natural healing process of the Primes affected, effectively restoring 1 HP to all of them over the course of three seconds. The Primes that are being healed cannot move while being mended, and neither can Tearen. If Tearen wishes to heal himself, he can only heal one other Prime.

This Super Move only accelerates the natural healing process of a Prime's body, so wounds that would not normally close or mend themselves over time will only be slightly improved. Injuries that are more severe will still need more specialized attention.

(02-22-2017, 02:29 PM)The Future Warrior Wrote: Couple of things to get approveded here for near-future purchasing.


Power Up -- Fodder; 0 OM
When she gets serious, or starts to charge one of her stronger techniques or ready for a serious bout of action, an aura of energy tends to build and flare up around the majin. Most of the time, it's not even there, only ever coming to prominence when she gets truly serious. But when it does flare to life, it takes on a formation not unlike a flame, wildly dancing and flickering with a hue of pink, not unlike that of her eyes. At its strongest, it forms an impossible to miss blaze around her, and actually generates a small draft, able to sway her scarf and 'hair', and generate sufficient force to dislodge dust and small debris around her. Its strength also varies with her current well-being, tending to fade in prolonged fights, and to flicker and sputter, growing weaker and more indistinct as she gets more and more injured and her strength ebbs away.


Tier 1 Powered-Up Form: Kaioken -- 1000 OM
In a process that takes about two seconds, Graowr focuses all her effort on charging her strength and gathering extra energy, pouring it into her aura, which quickly becomes shot through with dark streaks of red and wisps of black, before erupting into a blazing, blood-red conflagration. Even her skin and clothing looks to be red and bloodied beneath the intense aura, which actively burns and puts a terrible strain on her body, but greatly pushes her other physical abilities beyond their normal limits. When the power up runs its course, either through exhaustion or voluntarily letting it fade, she often looks battered and scorched, as if she just ran through a fire, but none the worse for wear overall.
ATK: 6
DEF: 3
SPD: 5
TEC: 1


Tier 1 Super Attack: Explosive Assault -- 600 OM (Requires: Ranged Proficiency)
Graowr firmly anchors herself in place, holding both hands out to either side and focusing her energy into them, as if preparing an Energy Shot in each hand. The charge rapidly grows in intensity beyond that, however, her aura blazing up with the most strength it can muster to indicate the coming assault, and after three seconds she unleashes a fierce barrage of blasts. Eight swift blasts from each hand, to batter and distract her target, before she leaps forward, into the air and thrusts her right arm forward, bracing it at the wrist with her left hand, and unleashing a focused beam of energy, just under three feet in diameter, to hammer them down into the ground with tremendous force. The initial blasts are painful, but more intended to distract and harry a foe than actually inflict damage, and the majority of the attack's punch comes in the main energy beam that finishes it. When it runs its course, the majin requires a brief moment to catch her breath from the vicious onslaught.


Tier 1 Super Defense: Super Guard -- 600 OM (Requires: Area Shield Proficiency)
When the target of an overwhelming attack that she otherwise just couldn't avoid, Graowr knows better than to just take it and hope for the best. With just a second to prepare, she throws her arms over her torso in an X formation, and flares her aura, which rapidly condenses into a thick, semi-opaque shell of energy around her body. The barrier is spherical, and only a few inches larger in diameter than she is tall, and pulses faintly with excess energy. It can repel all manner of attacks, both physical and ranged, but can only sustain so much punishment before it breaks. It requires a constant energy input to keep it up, and so can only be held for about five seconds before it needs to be dropped.



(you're 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



Forum Jump:


Users browsing this thread: 2 Guest(s)