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Official Move Approval IV
(02-23-2017, 04:33 PM)Makoto Yuki Wrote: Upgrading this:

Quote:Zio - Ranged Proficiency - 300 OM

A simple offensive spell that creates a lightning bolt in the caster's grasping hand, measuring two meters in length and three centimeters in diameter. The bolt travels as quickly as an arrow and delivers a powerful shock, but is incapable of stunning. Has a casting time of two seconds. If the caster's focus is broken by a direct hit the casting is broken and must be started anew, significantly weak hits won't achieve this effect. The mental effort required stops the caster from simultaneously casting other spells, but otherwise leaves them free to move around. Is incredibly accurate up to 15 meters, becoming unreliable and gradually fizzling out until it dissappears completely at 20 meters. Casting the spell once is mildly strenuous, and extensive use can lead to extreme fatigue.

Into this:

Quote:Zio: Revised - Ranged Proficiency - 600 OM

A yellow bolt of lightning, two meters long and three centimeters in diameter, thrown like a lance. Can be loosed as quickly as Makoto can make a grasping motion with a free hand. When thrown has the approximate speed of a bullet and a max range of 60 meters. Not very tiring but not particularly powerful, it's best used to soften up or otherwise harass an opponent.

It's possible to concentrate more fully on casting this spell however, by charging for up to two seconds, the resulting bolt is comparatively slower, and has a range limited to 20 meters. This version of the spell is much more strenuous, to account for the heavier firepower.
 
I added the new version and wrote it as the 'base' move with the original being the 'charged up' variation. I tried to balance the new form and to not change anything about the old one, but I probably messed something up.  :frog:

Bump.

If I'm taking too many liberties tell me and I'll just sell the old one, if the problem is balancing issues they'll need to be pointed out first to be fixed.
A Call Beyond - Tier 1 Super Move - 600 OM
(Requires: Ranged proficiency, Area Attack proficiency, Remote Control proficiency)

Celestis holds still (or hovers in place) for three seconds to conjure a cluster of fifteen small, glowing ‘stars’ around herself. She then flings the ‘stars’ toward an enemy or group of enemies in rapid succession. The ‘stars’ do not naturally have any form of guidance, but Celestia can alter their trajectory somewhat while in flight. The ‘stars’ detonate with arcane energy on impact, although the explosions are too small to damage anything outside of the primary point of impact, instead meant to enhance the damage they do. The attacks can be divided among multiple targets, though doing so will proportionally reduce the damage the attack deals.


My first attempt at making a super move, so I'm not sure if I've got it quite right.
(02-23-2017, 03:12 PM)Dawnika Snow Wrote: Anarchy RPG-x3 - Ranged, Area (T1 Super Move - 600)

This decent sized rocket propelled grenade is meant to cause massive damage to a single target of a close crowd. It takes Dawn a few seconds to summon(as keeping it on her person could weigh her down substantially, disallowing movement entirely). Once ready, Dawn crouches down and fires at her enemies feet. The rocket flies generally quick, making it tough to dodge. The blast radius is a good two meters give or take. Dawn’s ammo for this weapon equals the current number of SP she has available. Erika can also use this attack, but will likely have to be rather close.

Fragmentation Grenade - Ranged, Area (300)

A hand-sized grenade that shoots fragments of shrapnel in a large explosion. The blast of the grenade can damage with a sort of force that can push them to the ground, though it doesn’t hurt as much as one would think. The real danger is the innumerable sharp, metal pellets the force launches. Each shrapnel piece is hardly a centimeter big, maybe two. The force blast reaches only three feet past the blast point, but the shrapnel flies between five and teen feet. The ignition is released by pulling the grenade pin, after that, it has 4 seconds until it blows up. Dawn can carry eight and only eight grenades of any type at one time. This means that if she has more than one type, she must determine what grenade she wants to use having only 8 slots. They are stored on her belt, ready for use when she is.

Calibur-X45 - Ranged (300)

A close ranged handgun light enough to be used with similar, lighter weapons. It’s magazine holds eight rounds, and reaches a maximum effective distance of 40ft. It is easy and fast to reload, at Dawn’s speed it only takes half a second; for Erika, about one second. It comes with six reloads, including the current magazine it starts with. For convenient use, it is strapped to Dawn/Erika’s left thigh when not in use.

Gladium - Physical Strength (300)

A short-bladed knife for CQB. It’s a simple weapon made for cutting, only reaching 6in past the hilt. It’s strapped onto her right boot for quick access.

E33-Veru - Ranged (300)

A close range, pump action shotgun for those nasty close encounters. This weapon holds six bullets at a time in it’s camber and is reloaded through the side with each individual bullet, making it a task to reload. Even Dawn takes a good five second to reload all the bullets; Erika takes ten whole seconds! All together she has 30 bullets, making for 5 full magazines. Every shot must be pumped to load the next bullet into the chamber. This takes only a second for both Dawn and Erika. It's range is also extremely short, only able to reach 10ft effectively, but it's much more effective when it's closer since it shoots with a spray. Two hands are required for this weapon, so it cannot be used with other weapons.

Gonna give this a bump.
[Image: EfV1VTk.png]
[Image: AshenBlades.png]
Mini-Yamato Cannon (Tier 2 Super Attack) (800) Requires Ranged, Area Attack - Jim summons a large cylindrical cannon about ten feet long and balances it on his shoulder. The weapon charges a miniature version of the Yamato attacks synonymous with the terran battlecruisers, which takes about three seconds. It then fires a long, rippling bolt of reddish-orange energy that detonates on impact, causing a massive explosion.

Interceptor Drone Defense (IDD) (Tier 2 Super Defense) (800) Requires Area Shield - with the help of Karax and Swann, a new feature has been built into Jim's CMC-400 armour. Miniature versions of the Interceptor drones used by the mighty protoss carriers deploy from his suit and swarm around Jim, destroying incoming projectiles or sacrificing themselves to rebuff physical attacks.
[Image: jimsig.jpg]
Dawnika Snow
[spoiler]
(02-23-2017, 03:12 PM)Dawnika Snow Wrote: Anarchy RPG-x3 - Ranged, Area (T1 Super Move - 600)

This decent sized rocket propelled grenade is meant to cause massive damage to a single target of a close crowd. It takes Dawn a few seconds to summon(as keeping it on her person could weigh her down substantially, disallowing movement entirely). Once ready, Dawn crouches down and fires at her enemies feet. The rocket flies generally quick, making it tough to dodge. The blast radius is a good two meters give or take. Dawn’s ammo for this weapon equals the current number of SP she has available. Erika can also use this attack, but will likely have to be rather close.

Approved.

Quote:Fragmentation Grenade - Ranged, Area (300)

A hand-sized grenade that shoots fragments of shrapnel in a large explosion. The blast of the grenade can damage with a sort of force that can push them to the ground, though it doesn’t hurt as much as one would think. The real danger is the innumerable sharp, metal pellets the force launches. Each shrapnel piece is hardly a centimeter big, maybe two. The force blast reaches only three feet past the blast point, but the shrapnel flies between five and teen feet. The ignition is released by pulling the grenade pin, after that, it has 4 seconds until it blows up. Dawn can carry eight and only eight grenades of any type at one time. This means that if she has more than one type, she must determine what grenade she wants to use having only 8 slots. They are stored on her belt, ready for use when she is.

When Dawn pulls the pin on the grenade, how far can she throw it after that?

Quote:Calibur-X45 - Ranged (300)

A close ranged handgun light enough to be used with similar, lighter weapons. It’s magazine holds eight rounds, and reaches a maximum effective distance of 40ft. It is easy and fast to reload, at Dawn’s speed it only takes half a second; for Erika, about one second. It comes with six reloads, including the current magazine it starts with. For convenient use, it is strapped to Dawn/Erika’s left thigh when not in use.

What is the rate of fire? Since it has such a fast reload time, please make a note about the damage caused by this weapon being pretty minimal, as well.

Quote:Gladium - Physical Strength (300)

A short-bladed knife for CQB. It’s a simple weapon made for cutting, only reaching 6in past the hilt. It’s strapped onto her right boot for quick access.

Approved.

Quote:E33-Veru - Ranged (300)

A close range, pump action shotgun for those nasty close encounters. This weapon holds six bullets at a time in it’s camber and is reloaded through the side with each individual bullet, making it a task to reload. Even Dawn takes a good five second to reload all the bullets; Erika takes ten whole seconds! All together she has 30 bullets, making for 5 full magazines. Every shot must be pumped to load the next bullet into the chamber. This takes only a second for both Dawn and Erika. It's range is also extremely short, only able to reach 10ft effectively, but it's much more effective when it's closer since it shoots with a spray. Two hands are required for this weapon, so it cannot be used with other weapons.

Must Erika/Dawn remain stationary while firing the gun?
[/spoiler]

Makoto Yuki
[spoiler]
(02-23-2017, 04:33 PM)Makoto Yuki Wrote: Zio: Revised - Ranged Proficiency - 600 OM

A yellow bolt of lightning, two meters long and three centimeters in diameter, thrown like a lance. Can be loosed as quickly as Makoto can make a grasping motion with a free hand. When thrown has the approximate speed of a bullet and a max range of 60 meters. Not very tiring but not particularly powerful, it's best used to soften up or otherwise harass an opponent.

It's possible to concentrate more fully on casting this spell however, by charging for up to two seconds, the resulting bolt is comparatively slower, and has a range limited to 20 meters. This version of the spell is much more strenuous, to account for the heavier firepower.
 
What are the effects of getting hit with one of these bolts? Do they electrically shock an opponent, or stun them for a limited amount of time-- note; this would need the debuff proficiency? Can the caster's concentration when charging up the move be broken? Must the caster remain stationary or can they move around while performing this move? Can Yuki perform other moves while using this move? Is it difficult to aim/must it be aimed at all?

Does this range, "Is incredibly accurate up to 15 meters, becoming unreliable and gradually fizzling out until it dissappears completely at 20 meters," still apply to the weaker version of the move?[/spoiler]

Jak Mar
[spoiler]
(02-26-2017, 08:00 PM)Jak Mar Wrote: Peacemaker- (300) (Physical and Ranged Proficiency) The Peacemaker is used when Jak holds down the charging trigger which a ball of electrified dark eco starts growing. If the weapon is not shot, it will eventually sputter out. The homing ability of the dark eco shots are extremely accurate at both short and long range, but long range is preferred when using the weapon. The one true weakness of the gun is the lack of ammunition in each magazine since each shot is one magazine each.. One shot of the ball takes about about 5 seconds to reach the opponent.

What does the Peacemaker look like?

How fast do the balls of dark eco fly at an opponent? You said "One shot of the ball takes about about 5 seconds to reach the opponent." This seems too specific; all I need to know is how fast does it travel? (Fast as a thrown ball or slower? Arrow? Bullet?)

How long does it take for Jak to fire his weapon (several seconds? one second?)?

What is the range of this move?

Can the user move around or do other things while using the move, or must they be stationary?

How does it feel to get hit with it?

Quote:Mass Inverter (300) (Requires Physical Proficiency, Ranged Proficiency)

This weapon is quite unique as Jak can shoot one rectangle anti-gravity field around an enemy for  short time. The enemy will float up in the air in a anti-gravity field until a minute is over. While the enemy is stuck in anti-grav field, Jak can shoot other guns in conjunction with this attack.
It will however not hurt the enemy unless it’s a one kill situation. The rate of fire on this gun is low but the range of the attack is in the short to medium range of Jak.

I'm leaving this one for someone higher up on the staff team!

(02-26-2017, 08:06 PM)Jak Mar Wrote: Tier 2 Super- Light Regeneration(Requires Healing, Light Jak) 300 OM- Light Jak is able to heal himself and allies when getting some form of attack.Jak can heal each wound caused on the body. Allies must be a close distance to Light Jak to be speed their healing. The healing occurs at the level of Advanced Regeneration.  SP is required for Jak to every time he uses to heal. (I'm going to put this as a super move then.

I'm also leaving this one for someone higher up.[/spoiler]

King Ghidorah
[spoiler]
(03-01-2017, 12:46 PM)King Ghidorah Wrote: Golden Scales - Tier 1 Super-defense - (600 OM)

Ghidorah's glorious golden body is amazingly resilient. There's a chance than any attack directed at him which is less than devastatingly powerful (that is, Tier 1 super attacks or any weaker moves) is simply not going to work, totally neutralized by his natural armor and the astral charge pulsing within his veins.

Approved.[/spoiler]

Doomguy
[spoiler]
(03-01-2017, 03:17 PM)Doomguy Wrote: Gauss Cannon (600 Om, Ranged and AoE proficiency)
The Gauss Cannon was designed an an encamped anti-vehicle support weapon, able to pierce through heavy plates typical of tanks. So naturally, that makes the massive railgun the perfect weapon for Doomguy to use as an anti-personal rifle. So large that it's impossible to use without both hands even for the marine, it can eject steel flechettes with an effective distance of 1000 feet at ridiculously speeds. However, because of it's slow firing rate at 3 seconds a shot, it requires a greater deal of accuracy to be effective than Doomguy's usual run and gun tactics. The built-in scope facilitates this, but using it slows the marine down.

And then there's the Siege Mode. A mod build into the weapon itself which allows quickly switching between this and Precision Bolt mode. When the trigger is held it charges up the magnetic field, reaching max at 4 seconds. Once released, the flechette fired has a kinetic force so great that it creates a pressure wave in its wake, and when it hits something it causes the energy to be dispersed in the area around it like a hammer hitting a nail. However, Doomguy cannot move the weapon while it is charging due to the recoil it would otherwise cause, and requires 6 seconds before it recharges the magnectic field and loads a new shot.

Like all of DG's weapons, it seems to lack a need to reload.

If there's no reload, this weapon's gonna be a LOT weaker than if it had a reload time.[/spoiler]

Renji
[spoiler]
(03-01-2017, 08:11 PM)Renji Wrote: Barbed Trap Tier One Utility Super Move (600) - Requires Area Attack Proficiency

After focusing for a few moments Renji holds up both of his arms and long strands of barbed wire spool out from beneath his skin. These metal wires wrap around Renji and one other combatant, forming a cocoon. After a few seconds the wires expand outwards rapidly, eventually expanding outwards in a circle with a diameter of up to 50 meters. The metal wires twist themselves around terrain features and form a barrier that is about 15 meters high. These wires deteriorate quickly and Renji must spend a considerable amount of energy to maintain them. Trying to climb the wires or squeeze through them proves to be almost impossible as the barbs snag and grab anyone attempting to get past them. Anyone with powers or moves that allow them to subvert the physical barrier (phasing, advanced super jumping, flight, etc) can join the fight, but this otherwise allows Renji to have an uninterrupted duel. Due to Omniphysics he can only target those that he intends to fight, so he can’t use it to protect allies. The move is incredibly taxing and requires Renji to spend 2 SP per round to maintain it. Should Renji be defeated or otherwise unable to maintain the barrier it rusts and crumbles to dust.

Approved.

Quote:Barbed Winch (600) - Requires Ranged Proficiency

[spoiler] Renji raises his hand and points his palm at a target. From the center of his palm a single strand of barbed wire shoots out. It fires in a straight line until it hits an enemy at which point it tries to wrap around the target. Once the wire is secure Renji pulls his arm back and the wire begins to reel itself in, pulling the target closer and forcing the barbs to dig into the unfortunate victim. If the target is stronger than Renji they can resist the pull and if the tug-of-war match becomes a standstill for longer than five seconds the wire rusts and snaps in half. This attack has a maximum range of 20 feet. He can also choose to pull himself to a piece of terrain using this move.

Is there a charge time while Renji prepares this move? Is it difficult to aim? How fast would you say the wire shoots towards a victim?[/spoiler]

Celestia
[spoiler]
(03-04-2017, 06:15 AM)Celestia Wrote: A Call Beyond - Tier 1 Super Move - 600 OM
(Requires: Ranged proficiency, Area Attack proficiency, Remote Control proficiency)

Celestis holds still (or hovers in place) for three seconds to conjure a cluster of fifteen small, glowing ‘stars’ around herself.  She then flings the ‘stars’ toward an enemy or group of enemies in rapid succession.  The ‘stars’ do not naturally have any form of guidance, but Celestia can alter their trajectory somewhat while in flight.  The ‘stars’ detonate with arcane energy on impact, although the explosions are too small to damage anything outside of the primary point of impact, instead meant to enhance the damage they do.  The attacks can be divided among multiple targets, though doing so will proportionally reduce the damage the attack deals.

Approved.[/spoiler]

Jim Raynor
[spoiler]
(03-04-2017, 07:41 AM)Jim Raynor Wrote: Mini-Yamato Cannon (Tier 2 Super Attack) (800) Requires Ranged, Area Attack - Jim summons a large cylindrical cannon about ten feet long and balances it on his shoulder. The weapon charges a miniature version of the Yamato attacks synonymous with the terran battlecruisers, which takes about three seconds. It then fires a long, rippling bolt of reddish-orange energy that detonates on impact, causing a massive explosion.

Approved.

Quote:Interceptor Drone Defense (IDD) (Tier 2 Super Defense) (800) Requires Area Shield - with the help of Karax and Swann, a new feature has been built into Jim's CMC-400 armour. Miniature versions of the Interceptor drones used by the mighty protoss carriers deploy from his suit and swarm around Jim, destroying incoming projectiles or sacrificing themselves to rebuff physical attacks.

Approved.[/spoiler]
[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.
Dawnika Snow

(Thursday, February 23rd, 2017, 03:12 pm)Dawnika Snow Wrote:
Anarchy RPG-x3 - Ranged, Area (T1 Super Move - 600)

This decent sized rocket propelled grenade is meant to cause massive damage to a single target of a close crowd. It takes Dawn a few seconds to summon(as keeping it on her person could weigh her down substantially, disallowing movement entirely). Once ready, Dawn crouches down and fires at her enemies feet. The rocket flies generally quick, making it tough to dodge. The blast radius is a good two meters give or take. Dawn’s ammo for this weapon equals the current number of SP she has available. Erika can also use this attack, but will likely have to be rather close.

Approved.

Quote:
Fragmentation Grenade - Ranged, Area (300)

A hand-sized grenade that shoots fragments of shrapnel in a large explosion. The blast of the grenade can damage with a sort of force that can push them to the ground, though it doesn’t hurt as much as one would think. The real danger is the innumerable sharp, metal pellets the force launches. Each shrapnel piece is hardly a centimeter big, maybe two. The force blast reaches only three feet past the blast point, but the shrapnel flies between five and teen feet. The ignition is released by pulling the grenade pin, after that, it has 4 seconds until it blows up. Dawn can carry eight and only eight grenades of any type at one time. This means that if she has more than one type, she must determine what grenade she wants to use having only 8 slots. It can be thrown 10 yards from the user's stationary position. They are stored on her belt, ready for use when she is.

When Dawn pulls the pin on the grenade, how far can she throw it after that?

Quote:
Calibur-X45 - Ranged (300)

A close ranged handgun light enough to be used with similar, lighter weapons. It’s magazine holds eight rounds, and reaches a maximum effective distance of 40ft. It can shoot one bullet per second. It is easy and fast to reload, at Dawn’s speed it only takes half a second; for Erika, about one second, but that makes it rather mediocre for damage. It comes with six reloads, including the current magazine it starts with. For convenient use, it is strapped to Dawn/Erika’s left thigh when not in use.

What is the rate of fire? Since it has such a fast reload time, please make a note about the damage caused by this weapon being pretty minimal, as well.

Quote:
Gladium - Physical Strength (300)

A short-bladed knife for CQB. It’s a simple weapon made for cutting, only reaching 6in past the hilt. It’s strapped onto her right boot for quick access.

Approved.

Quote:
E33-Veru - Ranged (300)

A close range, pump action shotgun for those nasty close encounters. This weapon holds six bullets at a time in it’s camber and is reloaded through the side with each individual bullet, making it a task to reload. Even Dawn takes a good five second to reload all the bullets; Erika takes ten whole seconds! All together she has 30 bullets, making for 5 full magazines. Every shot must be pumped to load the next bullet into the chamber. This takes only a second for both Dawn and Erika. It's range is also extremely short, only able to reach 10ft effectively, but it's much more effective when it's closer since it shoots with a spray. Two hands are required for this weapon, so it cannot be used with other weapons. Th user must stop to shoot, but can move with it in their hands.

Must Erika/Dawn remain stationary while firing the gun?
[Image: EfV1VTk.png]
[Image: AshenBlades.png]
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 about three 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 beyond 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 de-iced. 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.
[Image: ZpWQiiu.gif]
(03-04-2017, 09:18 PM)Jade Harley Wrote: Makoto Yuki
[spoiler]
(02-23-2017, 04:33 PM)Makoto Yuki Wrote: Zio: Revised - Ranged Proficiency - 600 OM

A yellow bolt of lightning, two meters long and three centimeters in diameter, thrown like a lance. Can be loosed as quickly as Makoto can make a grasping motion with a free hand. When thrown has the approximate speed of a bullet and a max range of 60 meters. Not very tiring but not particularly powerful, it's best used to soften up or otherwise harass an opponent.

It's possible to concentrate more fully on casting this spell however, by charging for up to two seconds, the resulting bolt is comparatively slower, and has a range limited to 20 meters. This version of the spell is much more strenuous, to account for the heavier firepower.
 
What are the effects of getting hit with one of these bolts? Do they electrically shock an opponent, or stun them for a limited amount of time-- note; this would need the debuff proficiency? Can the caster's concentration when charging up the move be broken? Must the caster remain stationary or can they move around while performing this move? Can Yuki perform other moves while using this move? Is it difficult to aim/must it be aimed at all?

Does this range, "Is incredibly accurate up to 15 meters, becoming unreliable and gradually fizzling out until it dissappears completely at 20 meters," still apply to the weaker version of the move?[/spoiler]

[spoiler]
Zio: Revised - Ranged Proficiency - 600 OM

A yellow bolt of lightning two meters long and three centimeters in diameter, when thrown like a lance it discharges on contact, burning flesh (or equivalent) but can't stun. Can be loosed as quickly as Makoto can make a grasping motion with a free hand. When thrown has the approximate speed of a bullet, and can hit targets no farther than 60 meters away provided it's accurately aimed. Owing to its simplicity, it's not very powerful nor very taxing, and can be cast while moving around or using other moves.

It's possible to upgrade this spell by charging for up to two seconds, the resulting bolt is comparatively slower, and has a range limited to 20 meters. While more powerful, this version is also more tiring, forces the user to only move at a crawl, and prevents them from using other moves until the charging, which can't be externally interrupted, is complete
[/spoiler]
@ Dawn:
[spoiler]
(03-04-2017, 09:35 PM)Dawnika Snow Wrote: Dawnika Snow

(Thursday, February 23rd, 2017, 03:12 pm)Dawnika Snow Wrote:
Anarchy RPG-x3 - Ranged, Area (T1 Super Move - 600)

This decent sized rocket propelled grenade is meant to cause massive damage to a single target of a close crowd. It takes Dawn a few seconds to summon(as keeping it on her person could weigh her down substantially, disallowing movement entirely). Once ready, Dawn crouches down and fires at her enemies feet. The rocket flies generally quick, making it tough to dodge. The blast radius is a good two meters give or take. Dawn’s ammo for this weapon equals the current number of SP she has available. Erika can also use this attack, but will likely have to be rather close.

Approved.

Quote:
Fragmentation Grenade - Ranged, Area (300)

A hand-sized grenade that shoots fragments of shrapnel in a large explosion. The blast of the grenade can damage with a sort of force that can push them to the ground, though it doesn’t hurt as much as one would think. The real danger is the innumerable sharp, metal pellets the force launches. Each shrapnel piece is hardly a centimeter big, maybe two. The force blast reaches only three feet past the blast point, but the shrapnel flies between five and teen feet. The ignition is released by pulling the grenade pin, after that, it has 4 seconds until it blows up. Dawn can carry eight and only eight grenades of any type at one time. This means that if she has more than one type, she must determine what grenade she wants to use having only 8 slots. It can be thrown 10 yards from the user's stationary position. They are stored on her belt, ready for use when she is.

When Dawn pulls the pin on the grenade, how far can she throw it after that?

Quote:
Calibur-X45 - Ranged (300)

A close ranged handgun light enough to be used with similar, lighter weapons. It’s magazine holds eight rounds, and reaches a maximum effective distance of 40ft. It can shoot one bullet per second. It is easy and fast to reload, at Dawn’s speed it only takes half a second; for Erika, about one second, but that makes it rather mediocre for damage. It comes with six reloads, including the current magazine it starts with. For convenient use, it is strapped to Dawn/Erika’s left thigh when not in use.

What is the rate of fire? Since it has such a fast reload time, please make a note about the damage caused by this weapon being pretty minimal, as well.

Quote:
Gladium - Physical Strength (300)

A short-bladed knife for CQB. It’s a simple weapon made for cutting, only reaching 6in past the hilt. It’s strapped onto her right boot for quick access.

Approved.

Quote:
E33-Veru - Ranged (300)

A close range, pump action shotgun for those nasty close encounters. This weapon holds six bullets at a time in it’s camber and is reloaded through the side with each individual bullet, making it a task to reload. Even Dawn takes a good five second to reload all the bullets; Erika takes ten whole seconds! All together she has 30 bullets, making for 5 full magazines. Every shot must be pumped to load the next bullet into the chamber. This takes only a second for both Dawn and Erika. It's range is also extremely short, only able to reach 10ft effectively, but it's much more effective when it's closer since it shoots with a spray. Two hands are required for this weapon, so it cannot be used with other weapons. Th user must stop to shoot, but can move with it in their hands.

Must Erika/Dawn remain stationary while firing the gun?
[/spoiler]

All approved.

@ Somerled: Please give an exact time for how long it takes him to freeze. "A few seconds" is too vague!

@ Makoto: So, how is the second version more powerful? Is it just a stronger version of the first version, or does it have any lasting/debuff effects on an opponent?
[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.
(03-05-2017, 03:20 PM)Jade Harley Wrote: @ Somerled: Please give an exact time for how long it takes him to freeze. "A few seconds" is too vague!

Alright, change made in bold. Three seconds to freeze.
[Image: ZpWQiiu.gif]
(03-04-2017, 10:43 PM)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 about three 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 beyond 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 de-iced. 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.

Approved!
[Image: hnc9xy5]
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
The idea was that it just packed a bigger punch, like switching to a higher caliber weapon. But now that you mention it, I can definitely see myself picking up debuff later on and getting back here to add a stun effect, so I'll just skip all that and do it now.
[spoiler]
Zio: Revised - (Ranged Proficiency, Debuff Proficiency) - 600 OM

A yellow bolt of lightning two meters long and three centimeters in diameter, when thrown like a lance it discharges on contact, burning flesh (or equivalent) but can't stun. Can be loosed as quickly as Makoto can make a grasping motion with a free hand. When thrown has the approximate speed of a bullet, and can hit targets no farther than 60 meters away provided it's accurately aimed. Owing to its simplicity, it's not very powerful nor very taxing, and can be cast while moving around or using other moves.

It's possible to upgrade this spell by charging for up to two seconds, the resulting bolt is comparatively slower, and has a range limited to 20 meters. This version is more damaging, as signified by a brighter glow, but it's also more tiring, forces the user to only move at a crawl, and prevents them from using other moves until the charging, which can't be externally interrupted, is complete. The increased electric charge is enough to immobilize a targeted limb, stopping its movement entirely for one second, after which movement returns to normal over the course of three seconds.
[/spoiler]
How does this look?
(02-26-2017, 08:00 PM)Jak Mar Wrote: Mass Inverter (300) (Requires Physical Proficiency, Ranged Proficiency)

This weapon is quite unique as Jak can shoot one rectangle anti-gravity field around an enemy for  short time. The enemy will float up in the air in a anti-gravity field until a minute is over. While the enemy is stuck in anti-grav field, Jak can shoot other guns in conjunction with this attack.
It will however not hurt the enemy unless it’s a one kill situation. The rate of fire on this gun is low but the range of the attack is in the short to medium range of Jak.

How long does it take to ready the shot and fire? How fast does the projectile move? Can you describe the rate of fire more precisely; like, how many seconds between shots? Can you describe the range in numbers? How long does it take and how draining is it for Jak to summon up more ammo for this? When enemies are caught in this are they able to attack at all or are they immobile and unable to do anything? When you say ‘one kill situation’, what do you mean? You’ll never be able to kill an opponent in a single hit so I’m unsure what you mean here. Can this be fired while moving and does this require concentration or is it fire-and-forget? Can it be used with other non-gun moves?

(02-26-2017, 08:06 PM)Jak Mar Wrote: Tier 2 Super- Light Regeneration(Requires Healing, Light Jak) 300 OM- Light Jak is able to heal himself and allies when getting some form of attack.Jak can heal each wound caused on the body. Allies must be a close distance to Light Jak to be speed their healing. The healing occurs at the level of Advanced Regeneration.  SP is required for Jak to every time he uses to heal. (I'm going to put this as a super move then.

You’ll need to change the wording a bit here since ‘can heal each wound on the body’ sounds like it gives a full heal rather than a few points. You’ll also need to specify how many targets this can hit and for how much as well. Keep in mind that healing with SP for Jak himself wouldn’t need a Super Move, but if the move targeted himself and 2 others for 1 point each, you could do that (the Healing rules describe this in detail). Also the part about ‘at the rate of advanced generation’ isn’t really needed since when you use SP to heal it’s considered instant in the rules. If you want to RP it as taking a few seconds that’s fine, but just letting you know.
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

Quote:If there's no reload, this weapon's gonna be a LOT weaker than if it had a reload time.
I'm okay with that.
(03-01-2017, 03:17 PM)Doomguy Wrote: Gauss Cannon (600 Om, Ranged and AoE proficiency)
The Gauss Cannon was designed an an encamped anti-vehicle support weapon, able to pierce through heavy plates typical of tanks. So naturally, that makes the massive railgun the perfect weapon for Doomguy to use as an anti-personal rifle. So large that it's impossible to use without both hands even for the marine, it can eject steel flechettes with an effective distance of 1000 feet at ridiculously speeds. However, because of it's slow firing rate at 3 seconds a shot, it requires a greater deal of accuracy to be effective than Doomguy's usual run and gun tactics. The built-in scope facilitates this, but using it slows the marine down.

And then there's the Siege Mode. A mod build into the weapon itself which allows quickly switching between this and Precision Bolt mode. When the trigger is held it charges up the magnetic field, reaching max at 4 seconds. Once released, the flechette fired has a kinetic force so great that it creates a pressure wave in its wake, and when it hits something it causes the energy to be dispersed in the area around it like a hammer hitting a nail. However, Doomguy cannot move the weapon while it is charging due to the recoil it would otherwise cause, and requires 6 seconds before it recharges the magnectic field and loads a new shot.

Like all of DG's weapons, it seems to lack a need to reload.

Approved.
[Image: hnc9xy5]
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Just getting a name change for three moves and one of my power ups, as well as a description edit for the latter, making it less ambiguous, doesn't change how it works though.

Red Rounds -> Fire Dust
Cyan Rounds -> Ice Dust
Brown Rounds -> Earth Dust


Original: Black Rounds: Ruby switches out her usual white Dust rounds for a magazine loaded with black Dust. The exact attributes of this Dust are unknown, but what Ruby does know is that the bullets they fire are incredibly powerful and speedy, also assisting in her tendency to propel herself using Crescent Rose.
New: Gravity Dust: Ruby switches out her usual white Dust rounds for a magazine loaded with black Dust. The Dust bullets create momentary disruptions in gravity, flying faster and more powerfully and increasing the momentum of her strikes and self-propulsion.
[Image: rwby_v4_fanart_wallpaper_thing_by_ironboy39-da8n7si.png]

Quote:"Nothin's gonna stop Team RNJR now!" - Ruby Rose, RWBY Volume 4
(03-09-2017, 11:04 PM)Ruby Rose Wrote: Just getting a name change for three moves and one of my power ups, as well as a description edit for the latter, making it less ambiguous, doesn't change how it works though.

Red Rounds -> Fire Dust
Cyan Rounds -> Ice Dust
Brown Rounds -> Earth Dust


Original: Black Rounds: Ruby switches out her usual white Dust rounds for a magazine loaded with black Dust. The exact attributes of this Dust are unknown, but what Ruby does know is that the bullets they fire are incredibly powerful and speedy, also assisting in her tendency to propel herself using Crescent Rose.
New: Gravity Dust: Ruby switches out her usual white Dust rounds for a magazine loaded with black Dust. The Dust bullets create momentary disruptions in gravity, flying faster and more powerfully and increasing the momentum of her strikes and self-propulsion.

Nice! 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.
(03-06-2017, 06:22 AM)Makoto Yuki Wrote: The idea was that it just packed a bigger punch, like switching to a higher caliber weapon. But now that you mention it, I can definitely see myself picking up debuff later on and getting back here to add a stun effect, so I'll just skip all that and do it now.
[spoiler]
Zio: Revised - (Ranged Proficiency, Debuff Proficiency) - 600 OM

A yellow bolt of lightning two meters long and three centimeters in diameter, when thrown like a lance it discharges on contact, burning flesh (or equivalent) but can't stun. Can be loosed as quickly as Makoto can make a grasping motion with a free hand. When thrown has the approximate speed of a bullet, and can hit targets no farther than 60 meters away provided it's accurately aimed. Owing to its simplicity, it's not very powerful nor very taxing, and can be cast while moving around or using other moves.

It's possible to upgrade this spell by charging for up to two seconds, the resulting bolt is comparatively slower, and has a range limited to 20 meters. This version is more damaging, as signified by a brighter glow, but it's also more tiring, forces the user to only move at a crawl, and prevents them from using other moves until the charging, which can't be externally interrupted, is complete. The increased electric charge is enough to immobilize a targeted limb, stopping its movement entirely for one second, after which movement returns to normal over the course of three seconds.
[/spoiler]
How does this look?

Bump.
C20-A Canister Rifle (Ranged Proficiency) - 600 OM
A canister rifle designed by the Terran Dominion. The rifle is most often used by Ghost-operatives thanks to its high versatility and adaptability into any situation.

C20-A uses a matter-energy conversion technology, meaning that instead of being loaded with live ammunition, the magazine is a battery loaded with energy. 
This energy is then used to generate the ammunition, based on the selected mode of the weapon.

The swap between modes is done through a simple switch, much like a firing mode would be selected in a modern gun. 
The switch also affects the scope seated atop the rifle, changing the zoom levels automatically upon swap, to fit the selected mode.

Nova carries one magazine around with her at all times, which is loaded into her gun. 
As different modes of the C20-A consume differing amounts of energy, the number of shots available differs for each mode.

After consuming a “magazine size” worth of energy, the battery overheats and must be briefly removed from its socket to release the excess heat, before being reinserted. 
This process takes approximately 3 seconds and can be done whilst moving. 
A battery has three “magazines” worth of energy inside of it after which it is completely spent and has to be recharged.

Once the energy within the magazine is spent, it takes a minute for Nova to recharge the magazine with three full charges, at a rate of 20 seconds per charge.  
Nova is capable of moving at a walking pace whilst charging the magazine. Single bullets can be conjured on the run in ten seconds, straight into the firing chamber of the weapon.

General Data
Weight: 6 kilograms without clip, 9 kilograms fully loaded
Magazine size: Varies based on mode.
Magazine conjuration time: A minute for full set of three magazines. Single bullets can be conjured on the run in ten seconds.
Reload: 3 seconds.

Assault Rifle
Magazine size: 24
Effective range: 500 meters
Rate of fire: 2 shots per second

The assault rifle mode fires gauss rounds, which can be thought of as hypersonic metal "spikes". 
Unlike the sniper-mode, the assault-mode can be hipfired without risk of injuring the user, but the accuracy takes a significant hit. 
The weapon benefits the most from taking advantage of the scope for quick aimed-down-sights fire.

Sniper
Magazine size: 10
Effective range: 2 kilometers
Maximum rate of fire: 1 shot per 3 seconds

The sniper-mode has a recoil equal to a modern high caliber sniper rifle. As such, the rifle benefits greatly from a stable pose, such as being crouched or prone. 
While standing, the kickback is enough to force even an experienced soldier to take a step back. 
Obviously, the poses also affect one’s accuracy, reducing the sway of the weapon to a minimum. (Examples provided at the bottom.)

Hipfire with the sniper-mode is unwise. Without the resistance for recoil provided by one’s shoulder the weapon is likely to injure its user, as well as simply kick itself out of the user’s hands.

When she is using the high power zoom scope to aim, Nova is incapable of moving, her concentration directed to maintaining the stability of the weapon as well as potentially leading the target, and other such actions.

Examples of poses
Standing  
Crouched 
Prone
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
[spoiler]
(03-06-2017, 06:22 AM)Makoto Yuki Wrote: The idea was that it just packed a bigger punch, like switching to a higher caliber weapon. But now that you mention it, I can definitely see myself picking up debuff later on and getting back here to add a stun effect, so I'll just skip all that and do it now.

Zio: Revised - (Ranged Proficiency, Debuff Proficiency) - 600 OM

A yellow bolt of lightning two meters long and three centimeters in diameter, when thrown like a lance it discharges on contact, burning flesh (or equivalent) but can't stun. Can be loosed as quickly as Makoto can make a grasping motion with a free hand. When thrown has the approximate speed of a bullet, and can hit targets no farther than 60 meters away provided it's accurately aimed. Owing to its simplicity, it's not very powerful nor very taxing, and can be cast while moving around or using other moves.

It's possible to upgrade this spell by charging for up to two seconds, the resulting bolt is comparatively slower, and has a range limited to 20 meters. This version is more damaging, as signified by a brighter glow, but it's also more tiring, forces the user to only move at a crawl, and prevents them from using other moves until the charging, which can't be externally interrupted, is complete. The increased electric charge is enough to immobilize a targeted limb, stopping its movement entirely for one second, after which movement returns to normal over the course of three seconds.

How does this look?
[/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.


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