Posts: 151
Threads: 21
Joined: Mar 2016
Reputation:
0
lets just not open that can of worms right now Rhabdophobia , (will get to it later)
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 with the soul of fear ok to use with this move and she may run). 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 scythe will give a bit of damage, 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) (debuff's 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) (debuffs 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.
Does this help the great sun doge out?
"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!"
Posts: 113
Threads: 15
Joined: May 2016
Reputation:
0
What proficiencies and powers would you need for a Super Utility that turned off gravity?
Posts: 153
Threads: 13
Joined: Oct 2015
Reputation:
0
@Chara
[spoiler]
Quote:lets just not open that can of worms right now Rhabdophobia , (will get to it later)
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 with the soul of fear ok to use with this move and she may run). 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 scythe will give a bit of damage, 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) (debuff's 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) (debuffs 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.
Does this help the great sun doge out?
With the spear I imagine that you mean another of Betty's moves. It would probably be sufficient to say that Betty needs at least one free hand to wield the scythe, or both hands if she wants to dual-wield it.
I would also recommend revising the way you wrote the move because it feels a little cluttery. The content is okay (from my PoV, the staff responsible for Move Approvals would have to confirm that it's balanced) but I think some things are overlapping.
-Soul of Fear was the power-up, wasn't it? You note at the start of the move that it's usable in Betty's base form.
-I would recommend writing "... continuous concentration, during which Betty can move freely but not use other moves." or similar, to make it more understandable.
-Debuff =/= Disadvantage. I've noted in red where you use the wrong term.
With those that should be okay to move ahead with, but feel free to bring it back here if you have more troubles.
[/spoiler]
@Carmelita
[spoiler]
Depending on if it disables gravity in an area or against one specific person, I would say... Area Attack, Debuff Prof and Telekinesis, and the latter two if used on a single person.
You can also take a look at Sans's Blue Mode T1 Super Attack (here's a link: http://omniverse-rpg.com/showthread.php?...4#pid49724 ) which goes into a similar direction.
[/spoiler]
 undoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys!  undoge:
Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
Quote:PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
This signature is so overloaded...
Posts: 14
Threads: 5
Joined: Dec 2016
Reputation:
0
Okay, so, going to work with this here until I find out if this is going to work out or not.
A Creeper's Aura- 300 OM Requires Buff, Area attack(?)
Cupa enters a meditative state, clearing her mind of the conflict that is happening around her, and focuses on one ally of her choice. This ally is able to tap into Cupa's explosive power, allowing them to add an explosive touch to their moves in a way that makes sense for the move, adding a slight power buff. While in this meditative state, she sits on the ground, and begins hovering a foot off the ground when this move begins to take effect. The body of the person she is affecting glows a creeper green until this move is finished.
While in effect, Cupa is unable to move from her meditated state. If she attacked by any move, it will break her concentration and end the move. While Cupa uses this, it moderately drains her stamina, making it effectively impossible to use it for more than a minute or two.
Quote:Cupa shrugged slightly. "I live by the idea of being friendly to everyone and prepared to kill everyone in the room. My plan just happens to involve more explosions that most."
![[Image: sN7AejK.jpg]](http://i.imgur.com/sN7AejK.jpg)
Posts: 127
Threads: 17
Joined: Jun 2015
Reputation:
0
(02-20-2017, 06:36 PM)Cupa Wrote: Okay, so, going to work with this here until I find out if this is going to work out or not.
A Creeper's Aura- 300 OM Requires Buff, Area attack(?)
Cupa enters a meditative state, clearing her mind of the conflict that is happening around her, and focuses on one ally of her choice. This ally is able to tap into Cupa's explosive power, allowing them to add an explosive touch to their moves in a way that makes sense for the move, adding a slight power buff. While in this meditative state, she sits on the ground, and begins hovering a foot off the ground when this move begins to take effect. The body of the person she is affecting glows a creeper green until this move is finished.
While in effect, Cupa is unable to move from her meditated state. If she attacked by any move, it will break her concentration and end the move. While Cupa uses this, it moderately drains her stamina, making it effectively impossible to use it for more than a minute or two.
Alright, so for this, I would recommend stating that although the visual effect varies per move/person, this ability enhanced the power of a move, making it more powerful in execution. In addition, you need to add a few more things:
How long does Cupa have to concentrate before the effect is applied? How long can Cupa concentrate on a move, is this a single use or continuous, buffing someone until she decides to stop or is interrupted?
As for the requirements, I would say that it requires ranged proficiency, because you are applying this buffs at a distance. You will also need to include the distance this move can affect your allies from. Also you might want to check, but I believe even for hovering a foot off the ground you would need flight, though I am NOT COMPLETELY SURE, I just vaguely remember some issues revolving around that at one point while I've been here.
P.s dont mind my typos, I am known for them
All warfare is based on deception.
Posts: 14
Threads: 5
Joined: Dec 2016
Reputation:
0
(02-20-2017, 06:47 PM)Demetri Malius Wrote: (02-20-2017, 06:36 PM)Cupa Wrote: Okay, so, going to work with this here until I find out if this is going to work out or not.
A Creeper's Aura- 300 OM Requires Buff, Area attack(?)
Cupa enters a meditative state, clearing her mind of the conflict that is happening around her, and focuses on one ally of her choice. This ally is able to tap into Cupa's explosive power, allowing them to add an explosive touch to their moves in a way that makes sense for the move, adding a slight power buff. While in this meditative state, she sits on the ground, and begins hovering a foot off the ground when this move begins to take effect. The body of the person she is affecting glows a creeper green until this move is finished.
While in effect, Cupa is unable to move from her meditated state. If she attacked by any move, it will break her concentration and end the move. While Cupa uses this, it moderately drains her stamina, making it effectively impossible to use it for more than a minute or two.
Alright, so for this, I would recommend stating that although the visual effect varies per move/person, this ability enhanced the power of a move, making it more powerful in execution. In addition, you need to add a few more things:
How long does Cupa have to concentrate before the effect is applied? How long can Cupa concentrate on a move, is this a single use or continuous, buffing someone until she decides to stop or is interrupted?
As for the requirements, I would say that it requires ranged proficiency, because you are applying this buffs at a distance. You will also need to include the distance this move can affect your allies from. Also you might want to check, but I believe even for hovering a foot off the ground you would need flight, though I am NOT COMPLETELY SURE, I just vaguely remember some issues revolving around that at one point while I've been here.
P.s dont mind my typos, I am known for them
Oh, thanks for the feedback. I'll work it all in.
A Creeper's Aura- 300 OM Requires Buff, Area attack.
Cupa enters a meditative state, clearing her mind of the conflict that is happening around her, and focuses on one ally of her choice. This ally is able to tap into Cupa's explosive power, allowing them to add an explosive touch to their moves in a way that makes sense for the move, adding a slight power buff to their execution until the A Creeper's Auro is over. While in this meditative state, she sits on the ground, and begins glowing creeper green when this move begins to take effect. After twenty seconds of concentrating, the move begins to take effect. The body of the person she is affecting glows the same color as Cupa until this move is finished.
While in effect, Cupa is unable to move from her meditated state. If she attacked by any move, it will break her concentration and end the move. While Cupa uses this, it moderately drains her stamina, making it effectively impossible to use it for more than a minute or two. Cupa can't stop this by herself, as she is unaware of what is happening in the battle around her, and wouldn't know when to stop.
Quote:Cupa shrugged slightly. "I live by the idea of being friendly to everyone and prepared to kill everyone in the room. My plan just happens to involve more explosions that most."
![[Image: sN7AejK.jpg]](http://i.imgur.com/sN7AejK.jpg)
Posts: 6
Threads: 1
Joined: Mar 2016
Reputation:
0
Just a question: DBZ style After-Image. Would it be fine with only Burst Movement, as per the canon? Or would it require additional Powers to effectively create illusionary doubles?
PvP Flag: GREEN
I won't mind if you attack my character or base with little to no warning!
Posts: 153
Threads: 13
Joined: Oct 2015
Reputation:
0
(02-20-2017, 07:07 PM)Cupa Wrote: (02-20-2017, 06:47 PM)Demetri Malius Wrote: (02-20-2017, 06:36 PM)Cupa Wrote: Okay, so, going to work with this here until I find out if this is going to work out or not.
A Creeper's Aura- 300 OM Requires Buff, Area attack(?)
Cupa enters a meditative state, clearing her mind of the conflict that is happening around her, and focuses on one ally of her choice. This ally is able to tap into Cupa's explosive power, allowing them to add an explosive touch to their moves in a way that makes sense for the move, adding a slight power buff. While in this meditative state, she sits on the ground, and begins hovering a foot off the ground when this move begins to take effect. The body of the person she is affecting glows a creeper green until this move is finished.
While in effect, Cupa is unable to move from her meditated state. If she attacked by any move, it will break her concentration and end the move. While Cupa uses this, it moderately drains her stamina, making it effectively impossible to use it for more than a minute or two.
Alright, so for this, I would recommend stating that although the visual effect varies per move/person, this ability enhanced the power of a move, making it more powerful in execution. In addition, you need to add a few more things:
How long does Cupa have to concentrate before the effect is applied? How long can Cupa concentrate on a move, is this a single use or continuous, buffing someone until she decides to stop or is interrupted?
As for the requirements, I would say that it requires ranged proficiency, because you are applying this buffs at a distance. You will also need to include the distance this move can affect your allies from. Also you might want to check, but I believe even for hovering a foot off the ground you would need flight, though I am NOT COMPLETELY SURE, I just vaguely remember some issues revolving around that at one point while I've been here.
P.s dont mind my typos, I am known for them
Oh, thanks for the feedback. I'll work it all in.
A Creeper's Aura- 300 OM Requires Buff, Area attack.
Cupa enters a meditative state, clearing her mind of the conflict that is happening around her, and focuses on one ally of her choice. This ally is able to tap into Cupa's explosive power, allowing them to add an explosive touch to their moves in a way that makes sense for the move, adding a slight power buff to their execution until the A Creeper's Auro is over. While in this meditative state, she sits on the ground, and begins glowing creeper green when this move begins to take effect. After twenty seconds of concentrating, the move begins to take effect. The body of the person she is affecting glows the same color as Cupa until this move is finished.
While in effect, Cupa is unable to move from her meditated state. If she attacked by any move, it will break her concentration and end the move. While Cupa uses this, it moderately drains her stamina, making it effectively impossible to use it for more than a minute or two. Cupa can't stop this by herself, as she is unaware of what is happening in the battle around her, and wouldn't know when to stop.
Hmm, 20 seconds sounds like a huge amount of time to me, especially since Cupa would be sitting still and be completely exposed to attacks for the whole duration of the move. Some fights might be over by that point even if Cupa starts meditating right at the start. Also, do those 20 seconds (or whatever amount of time you may pick) drain her stamina too?
Also, rather than saying "Cupa can't stop this by herself" I would say that she can stop it whenever she wants to, but because she's unaware of her surroundings she would usually wait for input from outside instead.
(02-22-2017, 05:28 PM)Usopp Wrote: Just a question: DBZ style After-Image. Would it be fine with only Burst Movement, as per the canon? Or would it require additional Powers to effectively create illusionary doubles?
I believe that a Move that adds afterimages would be okay to do with just Burst Movement, if they don't do anything else. I can't think of any powers or proficiencies that would be needed on top of that.
 undoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys!  undoge:
Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
Quote:PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
This signature is so overloaded...
Posts: 368
Threads: 46
Joined: Mar 2016
Reputation:
0
Spinning Slash - 300 OM, Physical Strength, Super Speed, Master Acrobat
---------------------------------
Spinning Slash is a move that takes him seven seconds to charge up, and is mildly taxing on his body. Spinning Slash involves him using his acrobatic skills to flip into the air, before using superspeed to spin around at a high speed. This involves him doing a tornado-like slash at his opponents who get too close.
I also need suggestions to make a few laser guns and solid shell weapons for Ezra.
Posts: 64
Threads: 4
Joined: Feb 2016
Reputation:
0
T1 Super Defense: Monstrous Visage (Ranged) (600): As a spirit born out of fear of the weather, Somerled feeds off of the terror people feel, terror that can also be brandished as a weapon. Somerled gathers up the power of residual fear, the dread of past prey’s last moments, charging for five seconds. The monster’s face contorts into a glare of pure malice, channeling that terror and unleashing it in an invisible blast of magical power against a single foe within 50 meters. Absolute horror shakes the unfortunate target down to their very core for but a moment, driving them into a brief panic in which they find themselves aiming anywhere except towards the object of their fear. Supers stronger than this move strengthen the resolve of the attacker, allowing them to aim much closer to Somerled, though still not directly at him, resulting in grazing attacks.
Last sentence is just a fancy way of saying "obviously this move can't fully block stronger supers." Trying to go for an emotional strike without veering into mind control territory.
Posts: 153
Threads: 13
Joined: Oct 2015
Reputation:
0
(02-24-2017, 03:37 PM)Darth Calamity Wrote: Spinning Slash - 300 OM, Physical Strength, Super Speed, Master Acrobat
---------------------------------
Spinning Slash is a move that takes him seven seconds to charge up, and is mildly taxing on his body. Spinning Slash involves him using his acrobatic skills to flip into the air, before using superspeed to spin around at a high speed. This involves him doing a tornado-like slash at his opponents who get too close.
I also need suggestions to make a few laser guns and solid shell weapons for Ezra.
You'd need to be a bit more specific with this move regarding the range, and what the "charge-up" means. Can he move or use moves while charging? Can he move while doing the slash? How long does it last?
Also, since it's a slash it sounds like you're using a weapon for it, I would include that as well.
And finally, the "using his acrobatic skills" part, as well as why you included Super Speed, is a bit unclear to me.
(02-26-2017, 06:29 PM)Somerled Murdoch Wrote: T1 Super Defense: Monstrous Visage (Ranged) (600): As a spirit born out of fear of the weather, Somerled feeds off of the terror people feel, terror that can also be brandished as a weapon. Somerled gathers up the power of residual fear, the dread of past prey’s last moments, charging for five seconds. The monster’s face contorts into a glare of pure malice, channeling that terror and unleashing it in an invisible blast of magical power against a single foe within 50 meters. Absolute horror shakes the unfortunate target down to their very core for but a moment, driving them into a brief panic in which they find themselves aiming anywhere except towards the object of their fear. Supers stronger than this move strengthen the resolve of the attacker, allowing them to aim much closer to Somerled, though still not directly at him, resulting in grazing attacks.
Last sentence is just a fancy way of saying "obviously this move can't fully block stronger supers." Trying to go for an emotional strike without veering into mind control territory.
I'm not entirely sure about this one, because it's very much aimed to be used against ranged Super Moves, if I see this correctly. It may work against, say, sword attacks too, but what about area attacks that don't require aiming? I also believe that for something that instills fear into an opponent Telepathy would be required.
You can try to submit the move as you wrote it if you think that it's fine of course. But if you're looking for input, perhaps you could have Somerled's attack make an opponent so afraid that their attack's force is diminished rather than not hitting or grazing him?
Also, how fast does the magic blast move?
 undoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys!  undoge:
Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
Quote:PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
This signature is so overloaded...
Posts: 64
Threads: 4
Joined: Feb 2016
Reputation:
0
(02-28-2017, 04:02 AM)Amaterasu Wrote: (02-26-2017, 06:29 PM)Somerled Murdoch Wrote: T1 Super Defense: Aspect of Terror (Ranged) (600): As a spirit born out of fear of the weather, Somerled feeds off of the terror people feel, terror that can also be brandished as a weapon. Somerled gathers up the power of residual fear, the dread of past prey’s last moments, charging for five seconds. The monster’s face contorts into a glare of pure malice, channeling that terror and unleashing it in an invisible blast of magical power against a single foe within 50 meters. Absolute horror shakes the unfortunate target down to their very core for but a moment, driving them into a brief panic in which they find themselves aiming anywhere except towards the object of their fear. Supers stronger than this move strengthen the resolve of the attacker, allowing them to aim much closer to Somerled, though still not directly at him, resulting in grazing attacks.
Last sentence is just a fancy way of saying "obviously this move can't fully block stronger supers." Trying to go for an emotional strike without veering into mind control territory.
I'm not entirely sure about this one, because it's very much aimed to be used against ranged Super Moves, if I see this correctly. It may work against, say, sword attacks too, but what about area attacks that don't require aiming? I also believe that for something that instills fear into an opponent Telepathy would be required.
You can try to submit the move as you wrote it if you think that it's fine of course. But if you're looking for input, perhaps you could have Somerled's attack make an opponent so afraid that their attack's force is diminished rather than not hitting or grazing him?
Also, how fast does the magic blast move?
Hm... Having it weaken attacks instead of diverting them is a much better idea, thanks for that.
And yeah, I was worried that this would require telepathy. I was hoping to avoid it because telepathy is incredibly impossible for Somerled, so impossible that he actually can't even read half of his own mind. It could probably be foddered off so that it's only used for terror-based moves, but it'd still feel odd having that in his roster...
As for speed, I'm tempted to say instant, occurring as soon as you lay eyes upon him, though that'd probably require homing. Would about the speed of a bullet be reasonable?
Posts: 153
Threads: 13
Joined: Oct 2015
Reputation:
0
(02-28-2017, 06:45 AM)Somerled Murdoch Wrote: Hm... Having it weaken attacks instead of diverting them is a much better idea, thanks for that.
And yeah, I was worried that this would require telepathy. I was hoping to avoid it because telepathy is incredibly impossible for Somerled, so impossible that he actually can't even read half of his own mind. It could probably be foddered off so that it's only used for terror-based moves, but it'd still feel odd having that in his roster...
As for speed, I'm tempted to say instant, occurring as soon as you lay eyes upon him, though that'd probably require homing. Would about the speed of a bullet be reasonable?
Well... technically it's possible for any Prime to have any Power or Proficiency even if canonically they would not, because Omniverse physics. I know this sounds cheesy but try to think of it as an opportunity, maybe? Somerled could gain Telepathy completely against his own conscious wishes, maybe through an object (a magic trinket of some description) that gives him that power even though he has a hard time using it?
I realize that it's annoying to purchase a Power (and Telepathy isn't cheap) just for one move, But I see no way around it if you want to keep the fear aspect of your Super. You could obviously just make it a blast that weakens the power of whatever is thrown at him, but that would change the nature of the move completely.
And yes, bullet speed sounds good to me.
 undoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys!  undoge:
Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
Quote:PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
This signature is so overloaded...
Posts: 64
Threads: 4
Joined: Feb 2016
Reputation:
0
Gonna have to put that one on the backburner for now. One day Somerled will be able to scare people, but it's not this day.
Got some weather change this time.
T1 Super Defense: Cold Snap (Area Attack, Area Shield(?)) (600): The chill of winter rapidly wells up from Somerled’s very core, swelling up in a frozen blast. Over the course of a few seconds, the spirit freezes up from the inside, his entire body quickly icing through, essentially becoming a humanoid chunk of frozen meat, rigid and stuck in whatever unfortunate pose he happened to freeze in. This cold snap spreads out even past his body, bringing a sudden and early frost to the world around. Though freezing over does prevent him from moving or thinking, having such a solid form also protects him from a decent amount of damage until he defrosts. Typically, this begins about ten seconds after the initial freeze, and takes up to five seconds for him to fully thaw, during which he is still vulnerable, unable to move and returning to his normal squishiness. Even though Somerled may warm up, the surprise winter is there to stay, at least for a few hours until the temperatures normalize again.
Coming up with this was FUN. Weather is definitely more suited for offense than defense. I'm assuming Area Shield is gonna be needed just due to the fact that it effects his whole body. The weather change is a fluff thing and doesn't actually do anything outside of making it really cold.
Posts: 153
Threads: 13
Joined: Oct 2015
Reputation:
0
(03-01-2017, 06:09 AM)Somerled Murdoch Wrote: Gonna have to put that one on the backburner for now. One day Somerled will be able to scare people, but it's not this day.
Got some weather change this time.
T1 Super Defense: Cold Snap (Area Attack, Area Shield(?)) (600): The chill of winter rapidly wells up from Somerled’s very core, swelling up in a frozen blast. Over the course of a few seconds, the spirit freezes up from the inside, his entire body quickly icing through, essentially becoming a humanoid chunk of frozen meat, rigid and stuck in whatever unfortunate pose he happened to freeze in. This cold snap spreads out even past his body, bringing a sudden and early frost to the world around. Though freezing over does prevent him from moving or thinking, having such a solid form also protects him from a decent amount of damage until he defrosts. Typically, this begins about ten seconds after the initial freeze, and takes up to five seconds for him to fully thaw, during which he is still vulnerable, unable to move and returning to his normal squishiness. Even though Somerled may warm up, the surprise winter is there to stay, at least for a few hours until the temperatures normalize again.
Coming up with this was FUN. Weather is definitely more suited for offense than defense. I'm assuming Area Shield is gonna be needed just due to the fact that it effects his whole body. The weather change is a fluff thing and doesn't actually do anything outside of making it really cold.
That DOES look fun :yay:
Anycase, because this is a Super Defense that doesn't injure anyone, I think Area Attack won't be needed because the whole "freezes the surroundings" is fluff. However, I would include that the "surprise winter" is fluff, into the actual move (if I understand correctly, everything after "[...] normalize again." is no longer part of the move description).
Also, ten seconds of complete immobility followed by five seconds during which Somerled is relatively vulnerable are a lot of disadvantages for a Super Defense. This is my personal opinion (I think the move could be approved as it is once you include the fluff) but having him be able to freeze himself in a few seconds, then staying in that frosted state until he takes a T1 Super Attack's worth of damage OR for 10 seconds at most, whichever is shorter, and finally thawing over, say 2 seconds, would be more than enough. Otherwise an opponent could "break" Somerled's defense with a T1 Super Attack and go ham on him for the remainder of the 10-15 seconds 
Since you're spending SP on this you can give yourself a little more breathing room, I say.
 undoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys!  undoge:
Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
Quote:PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
This signature is so overloaded...
Posts: 64
Threads: 4
Joined: Feb 2016
Reputation:
0
(03-01-2017, 07:17 AM)Amaterasu Wrote: That DOES look fun :yay:
Anycase, because this is a Super Defense that doesn't injure anyone, I think Area Attack won't be needed because the whole "freezes the surroundings" is fluff. However, I would include that the "surprise winter" is fluff, into the actual move (if I understand correctly, everything after "[...] normalize again." is no longer part of the move description).
Also, ten seconds of complete immobility followed by five seconds during which Somerled is relatively vulnerable are a lot of disadvantages for a Super Defense. This is my personal opinion (I think the move could be approved as it is once you include the fluff) but having him be able to freeze himself in a few seconds, then staying in that frosted state until he takes a T1 Super Attack's worth of damage OR for 10 seconds at most, whichever is shorter, and finally thawing over, say 2 seconds, would be more than enough. Otherwise an opponent could "break" Somerled's defense with a T1 Super Attack and go ham on him for the remainder of the 10-15 seconds 
Since you're spending SP on this you can give yourself a little more breathing room, I say.
T1 Super Defense: Cold Snap (Area Shield) (600): The chill of winter rapidly wells up from Somerled’s very core, swelling up in a frozen blast. Over the course of a few seconds, the spirit freezes up from the inside, his entire body quickly icing through, essentially becoming a humanoid chunk of frozen meat, rigid and stuck in whatever unfortunate pose he happened to freeze in. This cold snap spreads out even past his body, bringing a sudden and early frost to the world around. Though freezing over does prevent him from moving or thinking, having such a solid form also protects him from a decent amount of damage until he defrosts. The thaw begins either ten seconds after the initial freeze, or after he's tanked a Tier 1 Super worth of damage, and takes about two seconds until he'd completely deiced. During this warming period he is still vulnerable, unable to move and quickly returning to his normal squishiness. Even though this attack does bring an early winter, if only for a short time until the climate rights itself again, it's basically just cold air and a bit of frost, having no effect outside of disturbing the weather.
ALRIGHT
The fluff is now properly fluffy, the thaw time has been reduced, and is now set off after either 10 seconds have passed or someone hits him hard enough.
Posts: 153
Threads: 13
Joined: Oct 2015
Reputation:
0
(03-01-2017, 07:36 AM)Somerled Murdoch Wrote: T1 Super Defense: Cold Snap (Area Shield) (600): The chill of winter rapidly wells up from Somerled’s very core, swelling up in a frozen blast. Over the course of a few seconds, the spirit freezes up from the inside, his entire body quickly icing through, essentially becoming a humanoid chunk of frozen meat, rigid and stuck in whatever unfortunate pose he happened to freeze in. This cold snap spreads out even past his body, bringing a sudden and early frost to the world around. Though freezing over does prevent him from moving or thinking, having such a solid form also protects him from a decent amount of damage until he defrosts. The thaw begins either ten seconds after the initial freeze, or after he's tanked a Tier 1 Super worth of damage, and takes about two seconds until he'd completely deiced. During this warming period he is still vulnerable, unable to move and quickly returning to his normal squishiness. Even though this attack does bring an early winter, if only for a short time until the climate rights itself again, it's basically just cold air and a bit of frost, having no effect outside of disturbing the weather.
ALRIGHT
The fluff is now properly fluffy, the thaw time has been reduced, and is now set off after either 10 seconds have passed or someone hits him hard enough.
Looks good to me. Now to hope that the colleagues in Move approval think the same
 undoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys!  undoge:
Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
Quote:PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
This signature is so overloaded...
Posts: 332
Threads: 20
Joined: Oct 2014
Reputation:
0
Eat - Tier 3 Utility Super Move (1000) Debuff Proficiency, Stomach of Holding
Guu swallows an opponent whole and holds them in her stomach, removing them from battle for 30 seconds. During which time she can fight other opponents, take a breather to regain some energy, or attempt to patch herself up. After the time is up, she’s forced to vomit up her victim. The target isn't damaged at all, nor do they gain or lose energy. No matter what, Guu vomits her opponent at the end of the post in which she initiated the move. The opponent will be prone when they are puked up and their memories of the contents of her stomach will be hazy. Whether or not the opponent sustains mental scars is up to the player controlling them.
Does this look good? I'm assuming Tier 3 is what is needed for what the move calls for. Anything I'm missing?
![[Image: MUsY55C.jpg]](http://i.imgur.com/MUsY55C.jpg) [float=right] ![[Image: sN7AejK.jpg]](http://i.imgur.com/sN7AejK.jpg) [/float]
Posts: 153
Threads: 13
Joined: Oct 2015
Reputation:
0
(03-08-2017, 11:41 PM)Guu Wrote: Eat - Tier 3 Utility Super Move (1000) Debuff Proficiency, Stomach of Holding
Guu swallows an opponent whole and holds them in her stomach, removing them from battle for 30 seconds. During which time she can fight other opponents, take a breather to regain some energy, or attempt to patch herself up. After the time is up, she’s forced to vomit up her victim. The target isn't damaged at all, nor do they gain or lose energy. No matter what, Guu vomits her opponent at the end of the post in which she initiated the move. The opponent will be prone when they are puked up and their memories of the contents of her stomach will be hazy. Whether or not the opponent sustains mental scars is up to the player controlling them.
Does this look good? I'm assuming Tier 3 is what is needed for what the move calls for. Anything I'm missing? Agh, sorry for not getting on this sooner! I didn't notice someone had posted.
AFAIK Super Utility Moves are always a bit hazy in how powerful they can be for each tier, so I can't provide a definite answer.
To me, this looks balanced, with just a pair of clarifications needed:
-What is the range at which Guu can swallow someone? Does she need to have them in melee range, could she extend her tongue or some other limb to draw them in etc. and what would its range be?
-I would add malleability or at least elasticity to the requirements, because swallowing anything whole wouldn't work regularly, even if it's already included in the Stomach of Holding required powers/profs. Just for clarification.
-Is there any way to mitigate/counter this move by the person who's attacked or by any allies that they may have (such as using a Super Defense to prevent Guu from swallowing them)?
Feel free to repost it here for revision, but I'd say you are good to go by just editing in these things and submitting it for approval!
 undoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys!  undoge:
Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
Quote:PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
This signature is so overloaded...
Posts: 25
Threads: 3
Joined: Apr 2016
Reputation:
0
04-10-2017, 12:47 PM
(This post was last modified: 04-10-2017, 12:54 PM by homin-Ratione.)
First Age Furtumin Armor, Tier 1 Power-Up (1000 OM)
Ratione summons his Furtumin armor back to him, increasing his defensive ability and potential damage output while also slightly boosting speed. He also regains his jump pack, allowing him to make use of Advanced Super Jumping and Super Speed.
ATK: +2
DEF: +2
SPD: +1
TEC: N/A
Ratione's armor will only last as long as it has power, and since there is currently no known way for him to recharge his raw-energy battery he can only use his power armor until it drains completely or he discards it. The armor is always summoned with a fresh charge, however.
The battery life depends on usage. Light usage (walking around, little manual labor) and it can last upwards of two days and a few extra hours. Medium usage (running, bit of fighting, heavier manual labor, using the jump pack once or twice) and it lasts a whole day. Heavy usage (sprinting, using the jump pack repeatedly, intense fighting, hard and fast labor) and the batter life is only around ten hours.
"Our fear is our weapon."
|