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Official Move Approval IV
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."
The stuff about it being able to last up to 10 hours during intense fighting seems a bit off since Homin is only level 2 ...?
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
It could be five if that's more suited to his level.
"Our fear is our weapon."
Well I just mean, the longest he could use it for in a fight right now is 1 round. That's a few minutes or longer, depending on the actual fight.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
So in the context of actual fights it only lasts 2 rounds, but in the context of RP fodder it can last 5~ hours or so?
"Our fear is our weapon."
Yeah.

That aside, approved, Homin!
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
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

In the Context of RP Fodder
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 battery life is only around ten hours.

In the Context of Legitimate Fights
The move lasts two turns max as stated in the rules.
"Our fear is our weapon."
Genetic Legend

Broly may have been a disgrace to his family and a complete bloodthirsty mercenary back on Planet Vegeta, but he is a genetic marvel. Born within the rare genetic structure of an ancient bloodline lost to time, Broly is capable of calling upon the incredibly rare and limitless ability known as Super Saiyan - Legendary Grade. Because of this his energy pool is limitless. He can call upon his energy reserves freely for any ability he knows and they will never exhaust. However, his stamina is a completely different story. While his energy may be limitless, it is incredibly exhausting to pull upon the amount of energy available to him. Broly can fuel small attacks and simple moves without trouble, but the larger the attack and the more often he pulls on this energy the more fatigue he experiences. If Broly continues to push his limits he will either completely pass out or he will destabilize his genetic energy pool and explode.


((Dev Note: This is a foundation move that powers everything else with limitless energy, but causes fatigue and death if he overuses it. It lets him use Ranged Proficiency))
[Image: BROLY-SIG.gif]
Given I have purchased the Sword of Conquest, I've decided to rewrite a couple of Warren's moves that I had approved. Chaos Energy Charge Hands has not been approved, so I posted a rewrite of it here.

Chaos Energy Charge Hands:  (600, Physical Strength, Ranged Prof.) 

Chaos Energy Charge Hands is a technique that Warren possessed for a brief time when he had his original NFL-R that he had designed himself for the use of Ricky back in his own universe. Since he has managed to recreate his NFL-R, Warren has once more become capable of the technique. The technique involves seven seconds of focused concentration in which he cannot do anything else, which includes protecting himself or executing any other moves during the charging time of this. There are two ways that this move can be utilized when it is charged, both of which do a high amount of damage to anyone who is hit by the technique. The first is melee combat, which the charge lasts about ten seconds or until he hits an opponent, or the move is interrupted by him switching to another move. The second form of the move is meant for ranged combat and allows him to shoot purple beams the length and width of his arms put together at an opponent. The beams travel at the speed of an arrow. Both forms are mildly draining on his stamina and energy reserves. As this cannot be used with any other moves and requires both of his hands in order to use properly the move is somewhat dangerous for him to rely on. This move has a fifteen second cool down during which he cannot use any other energy beam based moves that he has at his disposal that involve blasting his opponents, or charging his hands.  

Bo-Staff (300, Physical Strength.) 

A weapon that he didn't wield back home, but that was created by Warren out of Omnilium so as to provide him a non-lethal option for attacking his opponents when it comes to melee combat. This staff is black, with gray and purple trim. It can be wielded like a sword but lacks the ability to cut anything that it is used against. However, it can clash with any weapon that is brought up against it. Of course, those with a higher atk stat could likely break this. 

Anticorian Cuff (Flavor Item):  Forced upon him by Sudden Death in his world, the Anticorian Cuff once provided Warren the means of becoming Wild Card. Now the Anticorian Cuff serves a different purpose for Warren. It acts as a backup to his NFL-R, allowing him to do all of the features he could do with the NFL-R should he somehow lose it. The Anticorian Cuff is actually a set of arm bracers that are worn on both arms. They appear to be made out of a bronze metal.
[Image: j1dBcU5.png]

Transformation Process

Super Saiyan - Legendary Grade

A genetic marvel. One in a hundred million. Every several millennia. These are some of the common phrases used to describe the genetic makeup of Broly’s Saiyan DNA. Because of an extremely rare marker on his helix strand, the young Glendale is capable of tapping into a level of Super Saiyan that exceeds something even the gods could control. Super Saiyan - Legendary Grade is an extreme transformation that radically changes Broly’s appearance and blanks out his eyes. In this form there is no reasoning with him. There is no mercy. There is only the task at hand. This form has no equal in Saiyan culture. The user is immune to pain and all forms of psychological warfare. The activation and subsequent use of this power and it’s destructive capability is awe inspiring.



Tier 1 [#]
Tier 2 {#}
Tier 3 (#)

ATK:  3 [5] {7} (10)
DEF: 2 [3] {3} (5)
SPD: 3 [4] {4} (6)
TEC: 4 [5] {8} (11)
[Image: BROLY-SIG.gif]
Heya! Looking into some new moves for my Arlie. vwv

Panotti Flute (Fodder)
A humble elven flute that, when played, returns an echo if it detects a magical item in the immediate area. It does not, however, tell you exactly where the item is.

"Light" (Fodder)
A simple spell that summons a small ball of handheld light to illuminate the immediate area around Arle. Serves the purpose of a flashlight.

"Ice" (300 OM; Ranged Proficiency, Debuff Proficiency)
Arle incants the spell name aloud, conjuring a foot long icicle that exhudes a cloud of wintery energy before her that she can manipulate using her body while it is in close proximity to her. This allows her to launch the icicle as a projectile at the target. This spell has a negligable impact upon Arle's stamina, however because it must be incanted and directed at the opponent before it can actually become dangerous it is always somewhat telegraphed. Casting and launching the spell takes a good second of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. This icicle's primary method of damage is penetration, attempted or otherwise, similar to bullets or bladed weapons. However, the intense icy energy it exhudes cause hypothermia in the target on impact. This manifests itself in a slight delirium and loss of mental falculties that gets stronger with each successive hit. The hypothermia will go away on its own, given a good 30 minutes of being in a warm location for each stack of the debuff. However, it can also be treated by exposure to a full body, dry heat to reduce the debuff's effectiveness early.

"Thunder" (300 OM; Ranged Proficiency, Homing Proficiency, Debuff Proficiency)
Arle incants the spell name aloud and, after a half-second delay, lightning is called down from the sky to smite a foe, phasing straight through any overhanging solid objects on the way. Casting and launching the spell takes a good second of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. Because it is literally lightning-fast, this attack must generally be dodged pre-emptively, rather than reflexively. One would want to begin dodging once Arle begins incanting the attack's name, rather than waiting for her to finish, which makes it a relatively difficult attack to dodge (albeit not impossible). This attack also hits very hard, being lightning and all. The damage done is a combination of brief exposure to extreme heat and shock, as well as a forced muscle contraction that often violently knocks targets to the ground and leaves them briefly more vulnerable to followup attacks. Because of this attack's high power and reliability, it has a somewhat high drain upon Arle's stamina.

"Healing" (300 OM; Homing Proficiency)
By incanting the word aloud, Arle instantly envelops a target in a warm holy aura that soothes their pains and heals their wounds over about five seconds, beginning to taper off after three seconds. The spell has a large range and materializes directly on the target, requiring only that Arle has an approximate idea of their location and a vague idea of who specifically the target is. Casting and launching the spell takes a good second of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. Because this is a pretty powerful healing spell all things considered, it has a moderate drain upon Arle's stamina.
[Image: XtThU84.jpg]
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
It occurs to me that a drawback in one of my moves is unfortunately very vague. While it was still accepted back then, it would probably be more fair if a more apparent drawback were applied now. Changes are in Bold.

Ebony & Ivory - 300 OM (Requires Ranged Proficiency)
A pair of customized handguns commissioned from Nell Goldstein for Tony Redgrave, Dante's human alias. Ebony is the left-handed gun, and Ivory the right-handed gun; the two pistols together are built for efficiency, speed, and accuracy. Each pistol can fire up to 3 rounds per second, rounding up to 6 bullets per second when fired in tandem. Compared to Devil Arms they are not so powerful, but they are a quick and useful ranged option, being fully accurate at up to 35 meters, and so serve as Dante's go-to firearms. Curiously, he doesn't seem to need to reload these pistols unless he expends all of their ammo at once. With 12 bullets per magazine, this means each gun can be fired for up to three uninterrupted seconds before requiring a one-second reload. There is no apparent limit as to how much ammo Dante can carry/use at a time.

The logic is basically that he can fire shots infinitely, but if he fires too much at once then he has to pause for a moment to reload.
(04-11-2017, 12:23 AM)Broly Wrote: Genetic Legend

Broly may have been a disgrace to his family and a complete bloodthirsty mercenary back on Planet Vegeta, but he is a genetic marvel. Born within the rare genetic structure of an ancient bloodline lost to time, Broly is capable of calling upon the incredibly rare and limitless ability known as Super Saiyan - Legendary Grade. Because of this his energy pool is limitless. He can call upon his energy reserves freely for any ability he knows and they will never exhaust. However, his stamina is a completely different story. While his energy may be limitless, it is incredibly exhausting to pull upon the amount of energy available to him. Broly can fuel small attacks and simple moves without trouble, but the larger the attack and the more often he pulls on this energy the more fatigue he experiences. If Broly continues to push his limits he will either completely pass out or he will destabilize his genetic energy pool and explode.  


((Dev Note:  This is a foundation move that powers everything else with limitless energy, but causes fatigue and death if he overuses it. It lets him use Ranged Proficiency))

(04-11-2017, 10:19 PM)Broly Wrote: [Image: j1dBcU5.png]

Transformation Process

Super Saiyan - Legendary Grade

A genetic marvel. One in a hundred million. Every several millennia. These are some of the common phrases used to describe the genetic makeup of Broly’s Saiyan DNA. Because of an extremely rare marker on his helix strand, the young Glendale is capable of tapping into a level of Super Saiyan that exceeds something even the gods could control. Super Saiyan - Legendary Grade is an extreme transformation that radically changes Broly’s appearance and blanks out his eyes. In this form there is no reasoning with him. There is no mercy. There is only the task at hand. This form has no equal in Saiyan culture. The user is immune to pain and all forms of psychological warfare.  The activation and subsequent use of this power and it’s destructive capability is awe inspiring.



Tier 1 [#]
Tier 2 {#}
Tier 3 (#)

ATK:  3 [5] {7} (10)
DEF: 2 [3] {3} (5)
SPD: 3 [4] {4} (6)
TEC: 4 [5] {8} (11)

~72 hour bump
[Image: BROLY-SIG.gif]
Bumping Arle's moves and my own, as Arle's move the Flute is needed to continue the RP.
Quote:Chaos Energy Charge Hands:  (600, Physical Strength, Ranged Prof.) 

Chaos Energy Charge Hands is a technique that Warren possessed for a brief time when he had his original NFL-R that he had designed himself for the use of Ricky back in his own universe. Since he has managed to recreate his NFL-R, Warren has once more become capable of the technique. The technique involves seven seconds of focused concentration in which he cannot do anything else, which includes protecting himself or executing any other moves during the charging time of this. There are two ways that this move can be utilized when it is charged, both of which do a high amount of damage to anyone who is hit by the technique. The first is melee combat, which the charge lasts about ten seconds or until he hits an opponent, or the move is interrupted by him switching to another move. The second form of the move is meant for ranged combat and allows him to shoot purple beams the length and width of his arms put together at an opponent. The beams travel at the speed of an arrow. Both forms are mildly draining on his stamina and energy reserves. As this cannot be used with any other moves and requires both of his hands in order to use properly the move is somewhat dangerous for him to rely on. This move has a fifteen second cool down during which he cannot use any other energy beam based moves that he has at his disposal that involve blasting his opponents, or charging his hands.  

Bo-Staff (300, Physical Strength.) 

A weapon that he didn't wield back home, but that was created by Warren out of Omnilium so as to provide him a non-lethal option for attacking his opponents when it comes to melee combat. This staff is black, with gray and purple trim. It can be wielded like a sword but lacks the ability to cut anything that it is used against. However, it can clash with any weapon that is brought up against it. Of course, those with a higher atk stat could likely break this. 

Anticorian Cuff (Flavor Item):  Forced upon him by Sudden Death in his world, the Anticorian Cuff once provided Warren the means of becoming Wild Card. Now the Anticorian Cuff serves a different purpose for Warren. It acts as a backup to his NFL-R, allowing him to do all of the features he could do with the NFL-R should he somehow lose it. The Anticorian Cuff is actually a set of arm bracers that are worn on both arms. They appear to be made out of a bronze metal.

Bumping my moves for the second time.  And since Arle needs her moves to continue posting for me, I am also bumping them for the second time. 

Quote:Panotti Flute (Fodder)
A humble elven flute that, when played, returns an echo if it detects a magical item in the immediate area. It does not, however, tell you exactly where the item is.

"Light" (Fodder)
A simple spell that summons a small ball of handheld light to illuminate the immediate area around Arle. Serves the purpose of a flashlight.

"Ice" (300 OM; Ranged Proficiency, Debuff Proficiency)
Arle incants the spell name aloud, conjuring a foot long icicle that exhudes a cloud of wintery energy before her that she can manipulate using her body while it is in close proximity to her. This allows her to launch the icicle as a projectile at the target. This spell has a negligable impact upon Arle's stamina, however because it must be incanted and directed at the opponent before it can actually become dangerous it is always somewhat telegraphed. Casting and launching the spell takes a good second of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. This icicle's primary method of damage is penetration, attempted or otherwise, similar to bullets or bladed weapons. However, the intense icy energy it exhudes cause hypothermia in the target on impact. This manifests itself in a slight delirium and loss of mental falculties that gets stronger with each successive hit. The hypothermia will go away on its own, given a good 30 minutes of being in a warm location for each stack of the debuff. However, it can also be treated by exposure to a full body, dry heat to reduce the debuff's effectiveness early.

"Thunder" (300 OM; Ranged Proficiency, Homing Proficiency, Debuff Proficiency)
Arle incants the spell name aloud and, after a half-second delay, lightning is called down from the sky to smite a foe, phasing straight through any overhanging solid objects on the way. Casting and launching the spell takes a good second of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. Because it is literally lightning-fast, this attack must generally be dodged pre-emptively, rather than reflexively. One would want to begin dodging once Arle begins incanting the attack's name, rather than waiting for her to finish, which makes it a relatively difficult attack to dodge (albeit not impossible). This attack also hits very hard, being lightning and all. The damage done is a combination of brief exposure to extreme heat and shock, as well as a forced muscle contraction that often violently knocks targets to the ground and leaves them briefly more vulnerable to followup attacks. Because of this attack's high power and reliability, it has a somewhat high drain upon Arle's stamina.

"Healing" (300 OM; Homing Proficiency)
By incanting the word aloud, Arle instantly envelops a target in a warm holy aura that soothes their pains and heals their wounds over about five seconds, beginning to taper off after three seconds. The spell has a large range and materializes directly on the target, requiring only that Arle has an approximate idea of their location and a vague idea of who specifically the target is. Casting and launching the spell takes a good second of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. Because this is a pretty powerful healing spell all things considered, it has a moderate drain upon Arle's stamina.
Broly Wrote:Genetic Legend

Broly may have been a disgrace to his family and a complete bloodthirsty mercenary back on Planet Vegeta, but he is a genetic marvel. Born within the rare genetic structure of an ancient bloodline lost to time, Broly is capable of calling upon the incredibly rare and limitless ability known as Super Saiyan - Legendary Grade. Because of this his energy pool is limitless. He can call upon his energy reserves freely for any ability he knows and they will never exhaust. However, his stamina is a completely different story. While his energy may be limitless, it is incredibly exhausting to pull upon the amount of energy available to him. Broly can fuel small attacks and simple moves without trouble, but the larger the attack and the more often he pulls on this energy the more fatigue he experiences. If Broly continues to push his limits he will either completely pass out or he will destabilize his genetic energy pool and explode.  


((Dev Note:  This is a foundation move that powers everything else with limitless energy, but causes fatigue and death if he overuses it. It lets him use Ranged Proficiency))

So this is just an RP fodder explanation of how his energy works and how his stamina/ exhaustion ties into it all?

Also, please link your character roster to your post-bit.


Warren Zimmer Wrote:Given I have purchased the Sword of Conquest, I've decided to rewrite a couple of Warren's moves that I had approved. Chaos Energy Charge Hands has not been approved, so I posted a rewrite of it here.

Chaos Energy Charge Hands:  (600, Physical Strength, Ranged Prof.) 

Chaos Energy Charge Hands is a technique that Warren possessed for a brief time when he had his original NFL-R that he had designed himself for the use of Ricky back in his own universe. Since he has managed to recreate his NFL-R, Warren has once more become capable of the technique. The technique involves seven seconds of focused concentration in which he cannot do anything else, which includes protecting himself or executing any other moves during the charging time of this. There are two ways that this move can be utilized when it is charged, both of which do a high amount of damage to anyone who is hit by the technique. The first is melee combat, which the charge lasts about ten seconds or until he hits an opponent, or the move is interrupted by him switching to another move. The second form of the move is meant for ranged combat and allows him to shoot purple beams the length and width of his arms put together at an opponent. The beams travel at the speed of an arrow. Both forms are mildly draining on his stamina and energy reserves. As this cannot be used with any other moves and requires both of his hands in order to use properly the move is somewhat dangerous for him to rely on. This move has a fifteen second cool down during which he cannot use any other energy beam based moves that he has at his disposal that involve blasting his opponents, or charging his hands.  

Bo-Staff (300, Physical Strength.) 

A weapon that he didn't wield back home, but that was created by Warren out of Omnilium so as to provide him a non-lethal option for attacking his opponents when it comes to melee combat. This staff is black, with gray and purple trim. It can be wielded like a sword but lacks the ability to cut anything that it is used against. However, it can clash with any weapon that is brought up against it. Of course, those with a higher atk stat could likely break this. 

Anticorian Cuff (Flavor Item):  Forced upon him by Sudden Death in his world, the Anticorian Cuff once provided Warren the means of becoming Wild Card. Now the Anticorian Cuff serves a different purpose for Warren. It acts as a backup to his NFL-R, allowing him to do all of the features he could do with the NFL-R should he somehow lose it. The Anticorian Cuff is actually a set of arm bracers that are worn on both arms. They appear to be made out of a bronze metal.

Chaos Energy Charge Hanmds - You need to describe the melee portion of this move better, what does it look like? For the ranged part, you can't just say 'The beam is the width of his arms put together' How large is the beam (in diameter and length)?

Bo Staff - What does it look like, how large is it?

Anticorian Cuff - I guess this is fine.



Broly Wrote:[Image: j1dBcU5.png]

Transformation Process

Super Saiyan - Legendary Grade

A genetic marvel. One in a hundred million. Every several millennia. These are some of the common phrases used to describe the genetic makeup of Broly’s Saiyan DNA. Because of an extremely rare marker on his helix strand, the young Glendale is capable of tapping into a level of Super Saiyan that exceeds something even the gods could control. Super Saiyan - Legendary Grade is an extreme transformation that radically changes Broly’s appearance and blanks out his eyes. In this form there is no reasoning with him. There is no mercy. There is only the task at hand. This form has no equal in Saiyan culture. The user is immune to pain and all forms of psychological warfare.  The activation and subsequent use of this power and it’s destructive capability is awe inspiring.



Tier 1 [#]
Tier 2 {#}
Tier 3 (#)

ATK:  3 [5] {7} (10)
DEF: 2 [3] {3} (5)
SPD: 3 [4] {4} (6)
TEC: 4 [5] {8} (11)

I assume you want approval for all tiers. Approved, but remember you need to be at the right level to actually use them.

Arle Nadja Wrote:Heya! Looking into some new moves for my Arlie. vwv

Panotti Flute (Fodder)
A humble elven flute that, when played, returns an echo if it detects a magical item in the immediate area. It does not, however, tell you exactly where the item is.

"Light" (Fodder)
A simple spell that summons a small ball of handheld light to illuminate the immediate area around Arle. Serves the purpose of a flashlight.

"Ice" (300 OM; Ranged Proficiency, Debuff Proficiency)
Arle incants the spell name aloud, conjuring a foot long icicle that exhudes a cloud of wintery energy before her that she can manipulate using her body while it is in close proximity to her. This allows her to launch the icicle as a projectile at the target. This spell has a negligable impact upon Arle's stamina, however because it must be incanted and directed at the opponent before it can actually become dangerous it is always somewhat telegraphed. Casting and launching the spell takes a good second of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. This icicle's primary method of damage is penetration, attempted or otherwise, similar to bullets or bladed weapons. However, the intense icy energy it exhudes cause hypothermia in the target on impact. This manifests itself in a slight delirium and loss of mental falculties that gets stronger with each successive hit. The hypothermia will go away on its own, given a good 30 minutes of being in a warm location for each stack of the debuff. However, it can also be treated by exposure to a full body, dry heat to reduce the debuff's effectiveness early.

"Thunder" (300 OM; Ranged Proficiency, Homing Proficiency, Debuff Proficiency)
Arle incants the spell name aloud and, after a half-second delay, lightning is called down from the sky to smite a foe, phasing straight through any overhanging solid objects on the way. Casting and launching the spell takes a good second of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. Because it is literally lightning-fast, this attack must generally be dodged pre-emptively, rather than reflexively. One would want to begin dodging once Arle begins incanting the attack's name, rather than waiting for her to finish, which makes it a relatively difficult attack to dodge (albeit not impossible). This attack also hits very hard, being lightning and all. The damage done is a combination of brief exposure to extreme heat and shock, as well as a forced muscle contraction that often violently knocks targets to the ground and leaves them briefly more vulnerable to followup attacks. Because of this attack's high power and reliability, it has a somewhat high drain upon Arle's stamina.

"Healing" (300 OM; Homing Proficiency)
By incanting the word aloud, Arle instantly envelops a target in a warm holy aura that soothes their pains and heals their wounds over about five seconds, beginning to taper off after three seconds. The spell has a large range and materializes directly on the target, requiring only that Arle has an approximate idea of their location and a vague idea of who specifically the target is. Casting and launching the spell takes a good second of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. Because this is a pretty powerful healing spell all things considered, it has a moderate drain upon Arle's stamina.

Panotti Flute - what do you mean by 'magical items'?

Light - Approved

Ice - How fast does it travel? "hypothermia in the target on impact. This manifests itself in a slight delirium and loss of mental falculties that gets stronger with each successive hit. The hypothermia will go away on its own, given a good 30 minutes of being in a warm location for each stack of the debuff." Sounds way too powerful of a debuff for a move that has a one second charge up time and negligible impact on her stamina. nerf it, significantly, please.

Lightning - You'll need a longer charge up time if you want the move to hit as hard as you make it sound, just a couple extra seconds will do.

Healing - Unless you get advanced senses, healing someone your character cannot see is going to be a no. What is the range exactly? Remember that this is based on your defence stat. so, as of now, it would take you about a minute to close up (not fully heal) minor injuries.

Dante Wrote:It occurs to me that a drawback in one of my moves is unfortunately very vague. While it was still accepted back then, it would probably be more fair if a more apparent drawback were applied now. Changes are in Bold.

Ebony & Ivory - 300 OM (Requires Ranged Proficiency)
A pair of customized handguns commissioned from Nell Goldstein for Tony Redgrave, Dante's human alias. Ebony is the left-handed gun, and Ivory the right-handed gun; the two pistols together are built for efficiency, speed, and accuracy. Each pistol can fire up to 3 rounds per second, rounding up to 6 bullets per second when fired in tandem. Compared to Devil Arms they are not so powerful, but they are a quick and useful ranged option, being fully accurate at up to 35 meters, and so serve as Dante's go-to firearms. Curiously, he doesn't seem to need to reload these pistols unless he expends all of their ammo at once. With 12 bullets per magazine, this means each gun can be fired for up to three uninterrupted seconds before requiring a one-second reload. There is no apparent limit as to how much ammo Dante can carry/use at a time.

The logic is basically that he can fire shots infinitely, but if he fires too much at once then he has to pause for a moment to reload.

You can have infinite ammo and no reload time, just know that, to balance it, they will be somewhat weaker. If you want to stick with what you're changing then it's fine also.
Chaos Energy Charge Hands:  (600, Physical Strength, Ranged Prof.)

Chaos Energy Charge Hands is a technique that Warren possessed for a brief time when he had his original NFL-R that he had designed himself for the use of Ricky back in his own universe. Since he has managed to recreate his NFL-R, Warren has once more become capable of the technique. The technique involves seven seconds of focused concentration in which he cannot do anything else, which includes protecting himself or executing any other moves during the charging time of this. There are two ways that this move can be utilized when it is charged, both of which do a high amount of damage to anyone who is hit by the technique. The first is melee combat, which the charge lasts about ten seconds or until he hits an opponent, or the move is interrupted by him switching to another move. When he is performing the melee combat variant his hands will appear to be made of a purple energy whether or not he is wearing his suit. 

The second form of this move is made for ranged combat. It shoots bronze beams at his opponents from the palms of his hands. The beams travel at the speed of an arrow. Both forms are mildly draining on his stamina and energy reserves. As this cannot be used with any other moves and requires both of his hands in order to use properly the move is somewhat dangerous for him to rely on. This move has a fifteen second cool down during which he cannot use any other energy beam based moves that he has at his disposal that involve blasting his opponents, or charging his hands.  This has a length of five feet by three feet. 

Bo-Staff (300, Physical Strength.)

A weapon that he didn't wield back home, but that was created by Warren out of Omnilium so as to provide him a non-lethal option for attacking his opponents when it comes to melee combat. This staff is black, with gray and purple trim. It can be wielded like a sword but lacks the ability to cut anything that it is used against. However, it can clash with any weapon that is brought up against it. Of course, those with a higher atk stat could likely break this. The bo-staff is  1.4 m (4 ft 7 in) tall and 15 cm (5.9 in) circumference. (6 ft) tall and 1 in (25 mm). The bo-staff can be collapsed to appear to be an eschrima stick and put in his pocket when not in use.
Changes are in bold.

I wasn't sure how Ice was OP, since it was intended to be an almost exact clone of her "Fire" spell only element shifted and with a mental debuff instead of a physical one. ^^; I have changed it to be something of a middle ground between "Fire" and "Thunder" though, so hopefully it's better..?

Also, I took "Healing" to the move workshop since I was really unsatisfied with what I had created. The revised version I put up there got good responses, so I've replaced the old version with it.

Panotti Flute (Fodder)
A humble elven flute that, when played, returns an echo if it detects an inanimate object containing a decently strong latent magical energy in the general area. It does not, however, tell you exactly where the item is or what the item is. So basically, you walk into town and it returns an echo, but good luck because it could be anywhere in town and it's not going to help you any more than that.

"Ice" (300 OM; Ranged Proficiency, Debuff Proficiency)
Arle incants the spell name aloud, conjuring a foot long icicle that exhudes a cloud of wintery energy before her that she can manipulate using her body while it is in close proximity to her. This allows her to launch the icicle as a pretty projectile at the target. This spell has a minor impact upon Arle's stamina, however because it must be incanted and directed at the opponent before it can actually become dangerous it is always somewhat telegraphed. Casting and launching the spell takes a good two seconds of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. This icicle's primary method of damage is penetration, attempted or otherwise, similar to bullets or bladed weapons. It sails through the air at a pretty brisk speed. The icy energy it exhudes causes mild hypothermia in the target on impact. This manifests itself in a slight delirium and loss of mental falculties that gets stronger with each successive hit. The hypothermia will go away on its own, given a good 30 minutes of being in a warm location for each stack of the debuff. However, it can also be treated by exposure to a full body, dry heat to reduce the debuff's effectiveness early.

"Thunder" (300 OM; Ranged Proficiency, Homing Proficiency, Debuff Proficiency)
Arle incants the spell name aloud and, after a half-second delay, lightning is called down from the sky to smite a foe, phasing straight through any overhanging solid objects on the way. Casting and launching the spell takes a good two seconds of charge up time as well as another second of charge up to actually incant the spell assuming ideal conditions--3 seconds total--and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. Because it is literally lightning-fast, this attack must generally be dodged pre-emptively, rather than reflexively. One would want to begin dodging once Arle begins incanting the attack's name, rather than waiting for her to finish, which makes it a relatively difficult attack to dodge (albeit not impossible). This attack also hits very hard, being lightning and all. The damage done is a combination of brief exposure to extreme heat and shock, as well as a forced muscle contraction that often violently knocks targets to the ground and leaves them briefly more vulnerable to followup attacks. Because of this attack's high power and reliability, it has a somewhat high drain upon Arle's stamina.


"Healing": (300 OM; Healing Power, Homing Proficiency)
By incanting the word aloud, Arle envelops a target in a warm holy aura that soothes their pains and heals their wounds. The function of this spell is to allow Arle to bestow her healing power at a range and, because it is such a powerful and strenuous spell, it consumes SP to provide its healing effect. The spell has a large range of about 20 meters and materializes directly on the target after the incantation has finished. Casting and launching the spell takes a good second of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking.
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(04-18-2017, 03:06 AM)Daniel Wrote:
Broly Wrote:Genetic Legend

Broly may have been a disgrace to his family and a complete bloodthirsty mercenary back on Planet Vegeta, but he is a genetic marvel. Born within the rare genetic structure of an ancient bloodline lost to time, Broly is capable of calling upon the incredibly rare and limitless ability known as Super Saiyan - Legendary Grade. Because of this his energy pool is limitless. He can call upon his energy reserves freely for any ability he knows and they will never exhaust. However, his stamina is a completely different story. While his energy may be limitless, it is incredibly exhausting to pull upon the amount of energy available to him. Broly can fuel small attacks and simple moves without trouble, but the larger the attack and the more often he pulls on this energy the more fatigue he experiences. If Broly continues to push his limits he will either completely pass out or he will destabilize his genetic energy pool and explode.  


((Dev Note:  This is a foundation move that powers everything else with limitless energy, but causes fatigue and death if he overuses it. It lets him use Ranged Proficiency))

So this is just an RP fodder explanation of how his energy works and how his stamina/ exhaustion ties into it all?

Also, please link your character roster to your post-bit.

It isn't just for role playing fodder. Ranged Proficiency grants you limited offensive capability. This move is an all-in-one ability that grants Broly the power to toss energy blasts of any size. The downside is the more heft each blast has the more toll it takes on him. As for my roster? I don't have forum permission to edit that postbit.
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Always Outnumbered, Never Outgunned
(04-18-2017, 03:06 AM)Daniel Wrote:
Dante Wrote:It occurs to me that a drawback in one of my moves is unfortunately very vague. While it was still accepted back then, it would probably be more fair if a more apparent drawback were applied now. Changes are in Bold.

Ebony & Ivory - 300 OM (Requires Ranged Proficiency)
A pair of customized handguns commissioned from Nell Goldstein for Tony Redgrave, Dante's human alias. Ebony is the left-handed gun, and Ivory the right-handed gun; the two pistols together are built for efficiency, speed, and accuracy. Each pistol can fire up to 3 rounds per second, rounding up to 6 bullets per second when fired in tandem. Compared to Devil Arms they are not so powerful, but they are a quick and useful ranged option, being fully accurate at up to 35 meters, and so serve as Dante's go-to firearms. Curiously, he doesn't seem to need to reload these pistols unless he expends all of their ammo at once. With 12 bullets per magazine, this means each gun can be fired for up to three uninterrupted seconds before requiring a one-second reload. There is no apparent limit as to how much ammo Dante can carry/use at a time.

The logic is basically that he can fire shots infinitely, but if he fires too much at once then he has to pause for a moment to reload.

You can have infinite ammo and no reload time, just know that, to balance it, they will be somewhat weaker. If you want to stick with what you're changing then it's fine also.

I'm aware of this, as it was always the case when I first had the move approved. Before, however, I also had a drawback that really didn't do anything to impair the move itself. I thought it would be more fair to provide an actual visible drawback, even if it doesn't effectively serve much better than roleplay fodder.

I guess what I am ultimately asking is whether this drawback I provided is notable enough for the move to be more powerful as a result. If it is, I'll go with it. If it isn't, I'll just remove the drawback entirely and stick with "infinite ammo, no reload needed."


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