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Official Move Approval IV
Just to clarify, you've approved my fodder move and not the other move I have pending, right?

(Although I'll totally take both if you did both)
The fodder, yes.
[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.
As I will need the moves I have submitted especially the Dark Saber for a future post, I'm just checking to make sure I've made all the edits that are required.
Wall Crawling (300) - Venom can adhere his body to any surface, regardless of gravity's demands. While generally he does this with hands, feet and knees in order to crawl over surfaces, he is capable of using any part of his body (eg. his back). Venom can maintain this with little effort and can perform any attack, but finds attacking or launching projectiles, if not squatting, kneeling, or crawling on the surface, difficult as his centre of balance is set off, affecting accuracy and technical proficiency. Venom can be ripped off a surface with enough force (ie. greater force than his ATK stat).

Tendrils (requires Physical, Ranged, Elasticity, Remote Control) (300) - The unadulterated form of his Webbing ability, Venom can shape the mass of his body into tendrils that rise from anywhere on his body. These tendrils are around the thickness of an average human's arm and operate much like any other limb. With Elasticity, Venom can stretch them out at greater than melee range. The tips of the tendrils are normally rounded, but Venom can shape them into any implement that he can shape his hands/mass into (eg. claws) and can also benefit from his Wall Crawling attribute. These require low concentration to form and maintain, but can be mentally distracting if operating them all at once (like the whole head pat-stomach rub trick). Venom has no limit on how many he can form at once, but the more he wields, the thinner the tendrils are, and the greater strain they put on his concentration to operate. He will generally create anywhere from one to six before the major setbacks occur.

Scorpion Tail (requires Physical, Ranged, Elasticity) (300) - Inspired by his time with Mac Gargan, Venom moulds his mass into a curved, six-foot long tail from the small of his back, shaped like a scorpion's tail. The tail has a sharp tip on the end, and Venom uses this for striking at opponents. The tail can extend within the limits of Elasticity, making it a threat even when not close up. This does not require much energy or focus to wield, though the shift in his weight can make his movements clumsy.

Fangs (requires Physical) (300) - Venom can attack with his vicious teeth, slicing flesh and denting metal with them. He can also shape the ends of his limbs and tendrils so that they have biting implements as well.
[Image: gdc0h.gif]
Hyperion rocket launcher (Requires ranged proficiency, area attack proficiency) (300): Claptrap summons out a sleek yellow and black rocket launcher. The rocket launcher is about 1.5 metres long, and the barrel is about 15 centimetres in diameter. The summoning takes about 2 seconds. When Claptrap fires the rocket launcher, a single rocket, moving about 1 metre per second fires out, with a max range of ~20 metres. When it lands, it explodes, dealing considerable damage to anything in a 2 metre diameter explosion, including structures. Once the shot is fired, Claptrap will need to reload. Reloading takes 5 seconds and Claptrap cannot reload while trying to do other actions like dodging or fighting.
[Image: GjEgoS1.jpg]
Directive one: Protect humanity! Directive two: Obey Jack at all costs. Directive three: Dance!
Amber Veritz Wrote:Please let me change it to the condom.
(07-26-2017, 08:51 PM)Aquamarine Wrote: (This is gonna be unavailable until my Faction Quest, but...)

Empire Cold Gun Prototype (300 OM, Requires Ranged, Debuff)

A small prototype gun based on a cyclotron that was built by the Empire to test if they could create a weapon that could freeze opponents solid so that they could easily arrest them, though the prototype is not as effective as they hoped. This prototype model can be drawn out from Aquamarine's Gem and is capable of launching a 3 inch wide beam of concentrated freezing solution at the opponent, and charging and firing the gun only takes one second. The beam travels as fast as a bullet, has a maximum range of 80 feet, and lasts for 8 seconds in the air before dissolving, but if it hits one of the opponent's limbs, the beam will cover the opponent's limb in the solution, which will quickly freeze the limb for 5 seconds and make it half as effective in combat for that duration, though it will not damage the opponent. Aquamarine does not need to focus while using the move and can use the move with other Moves and while moving, though after firing three beams the gun takes 6 seconds to reload.
Bumped.
Fire Magic (600, requires Remote Control, Debuff and Ranged)

Asriel can summon 6 small fireballs (sphere-like shapes which have 3-inch diameters) around each hand like in this image of his mother, Toriel.

[Image: faed259e4f3d2620d27259a821c42cbe.jpg]

They will take 5 seconds to summon. A warning that they will appear is that the air surrounding Asriel will suddenly turn extremely hot, although it's not hot enough to hurt anyone. The heat will vary in intensity depending how close you are to him, but anyone can feel the hot air from up to 20 feet away. This move is always telegraphed due to the heat. The fireballs will remain within 2 feet of him and will follow him as he moves.

The movements of his hands will manipulate them. Quick thrusts of his arms will send only one at a time out. He can punch over and over again to send out one fireball with each punch. The fireballs travel at the speed of an arrow and they can travel up to 25 feet. If Asriel can't move his arms, he won't be able to use this move. Since the fireballs are magic, they could be cast underwater and other environments without the conditions for fire to appear. He can move while shooting the fireballs, but he's at his most precise when standing still.

He can charge the shots by holding out an arm for 3 seconds to charge the shot, and then punching to shoot it. Both arms can charge and fire the fireballs independently. Without charging, the default rate of fire is 1 per second with one arm and 2 per second with both arms. All of this punching can be tiring after a while.

Each fireball's force is the same as a punch. They can also slightly singe the target, which makes that part of the body feel painful and a little bit more sluggish, decreasing its capabilities. The burns will increase with each hit and the debuff will decrease when the burns are healed. Once all of the fireballs are gone, it takes 5 seconds to "reload".
[Image: ar_sig_by_invagir-db61o55.png]
Negative Finger Beam (300 OM, requires Ranged)

Syn Shenron launches a small, but very quick beam of black Ki from his finger at the opponent to try to quickly attack them. Charging and firing the Negative Finger Beam only takes a single second, and while the beam only deals a low amount of damage, the beam moves as fast as a bullet and lasts until it hits something or reaches maximum range, and can be used in a very quick succession on the opponent. The beam is only a inch in width, lasts for up until the beam hits something, and can travel as far as 100 feet before dissipating. Syn Shenron can move and use any non-attacking move while using the Negative Finger Beam, and using the beam only costs a low amount of stamina.

Mystic Breath (300 OM, requires Ranged)

Syn Shenron holds his breath for a second, before blowing out a thin but powerful stream of air to try to blow black a ranged attack from an opponent. Charging up the Mystic Breath takes around 3 seconds, and once the Mystic Breath is launched, it will launch a 2 inch stream of wind at any ranged move coming at Syn's way, being able to blow the attack away depending on the user's DEF vs the opponent's ATK, with a higher DEF meaning being able to more easily blow the attack away. The stream of air can only go up to 100 feet and cannot blow away any further ranged attacks, and after using the move Syn will be a bit winded and tired from blowing such a powerful stream of wind. Syn will be able to move while charging and using the Mystic Breath, but will be unable to use other moves while charging due to needing a bit of focus to hold such a breath.

Imperfect Omega Shenron (T1 Power-Up, 1000 OM)
ATK: +1
DEF: N/A
SPD: +2
TEC: +2

Syn Shenron recreates the cracked Dragon Balls of Oceanus, Eis, and Naturon Shenron and absorbs them into his body, transforming into a imperfect version of Omega Shenron as his own cracked Dragon Ball moves down to his chest as the other Dragon Balls appear there. This results in Omega gaining a good boost in power, and giving him a ominous dark blue aura and powerful, purple eyes.
A general reminder that the timeframe to bump moves is 72 hours. A couple of you guys are going 48 hour bumps, which is wrong.


Ebony
[spoiler]
(07-26-2017, 01:47 PM)Ebonywood Hellscythe Wrote: I'm making some upgrades to my "Meta Magic: Elemental Blast" spell. Namely the "multi" modifier (allows preemptive chain casting) and also specifically changing how the "air" element works (but only the air element, the others are still cosmetic only). Air now converts all "damage" to "knockback" (10m/30ft by default, increased by charged spell). I've also changed the area of effect of the explosion modifier from 1m radius to 2m radius (although that will naturally make the splash damage more watered down). Changes from the original are in bold. I think having to spend a whole 5 seconds (often standing still, unable to attack, and yelling) should justify the increased AoE and general versatile and damaging potential of the spell in general.

Cost increased from 1200 to 1800 (so 600 OM to upgrade). 300 OM for the "multi". 300 OM for "air".

Meta Magic: Elemental Blast (1800) Requires: Ranged Proficiency, Area Attack, Homing Proficiency

Quick summary:
Base spell: 5 seconds, not fatiguing, Ebony cannot move, speed of an arrow, can be any of the elements listed, size of a fist (projectile and impact area), 5 seconds air time, needs 1 hand to chant, needs 1 hand to cast.
Charged: 5 seconds, fatiguing, Ebony cannot move, more damage, repeatable, needs 1 hand to chant, increases to 2 hands to cast.
Homing: 5 seconds, not fatiguing, Ebony can move, spell is now homing (3m/10ft radius turns), 10 seconds air time, decreasing damage after 5 seconds air time, needs 1 hand to chant.
Explosive: 5 seconds, not fatiguing, Ebony cannot move, area effect (2m/6.6ft radius), decreased overall damage, needs 1 hand to chant.
Multi: Start casting new spell, older spell(s) saved, then may cast each one after another with a 1-second delay between each, delay may exceed the 1-minute cap, fodder time may be used prior to or between each spell once casting starts.
Fodder: 2-3 seconds, not fatigue, does literally nothing but maybe sound cool and delay the spell by a few seconds, can go over the 1-minute limit, Ebony needs the same number of hands-free that are required to cast the spell, Ebony cannot move.

Spell time cannot exceed 1 minute. If it does the spell fails. If damage is taken the spell fails. If the casting stops then the spell fails.
Current list of "elements" Ebony may use:
Raw Magic, Fire, Ice, Water, Air, Earth, Electric, Dark, Light.

Descriptions: all elements are the size of a fist (explosive effect are in brackets and have a radius of 1m/3ft). All effects are visual only unless specified otherwise. All damage and damaging effects will be the same regardless of the element.
  • Raw Magic: A swirling purple blob. Appears to melt away on impact, disappearing. (A dense purple fog explodes outwards, then fades away almost instantly.)
  • Fire: A swirling mass of red flames. Disappears on impact. (A ball of flames explodes outwards, then fades away.)
  • Ice:  A solid lump of white/pale blue ice. Disintegrates on impact. (An outwards explosion of ice that creates a dense white/pale blue fog. Quickly fades away into the air.)
  • Water: A swirling mass of blue water. Disperses into the atmosphere on impact. (A torrent of water explodes outwards, then fades away.)
  • Air: A swirling mass of green airwaves. Disperses into the atmosphere on impact. See later section on detailed effects (An explosion of green air. Disappears quickly.)
  • Earth: A solid lump of brown-orange rock. Disintegrates on impact. (An outwards explosion of rock and earth that creates a dense brown fog. Quickly fades away into the air.)
  • Electric: A zig-zagging mess of yellow and blue lightning bolts confined to an invisible sphere. Disperses into the surroundings on impact. (An almost solid-looking mass of yellow and blue bolts that slowly fade away)
  • Dark: A smooth pulsing solid black/dark purple sphere. Disperses instantly on impact into harmless purple flames that quickly fade away. (An explosion of dark purple flames that quickly fade away)
  • Light: A smooth pulsing solid white sphere. Disappears instantly on impact. (An extremely quick explosion of white light. It's gone almost instantly and isn't blinding)
Current list of the non-cosmetic effects each element has:
Every element not listed here just does the standard "magical burns" as damage.

Air converts all damage from the spell to knockback. Essentially changing the spells from acting like concrete breaking punches to car pushing shoves. The specific distance an opponent is pushed back depends on the difference between Ebony's ATK and their DEF, although if agreed OOC further or shorter than usual distances may occur for smaller and larger targets. The general floor and grip a target has on a surface could also have an impact. As a general guideline, the base spell can knock someone back 10m/30ft. Charging this adds another 10m/30ft for each charge. The explosive variant pushes people away from the centre of the explosion, and those on the edge won't be pushed back as far (but if hit by the main projectile directly the target will suffer the full knockback). Homing pushes a target away from where it made contact with them (by the same distance it would do if it was non-homing), so it's technically possible that the projectile could actually push someone towards Ebony. Naturally, the decrease in damage from a prolonged homing spell transfers proportionally to a decrease in knockback. The multi variant has no impact and each spell applies its knockback individually. While air doesn't do any damage directly (the attack feels like being shoved really hard), being hit into a wall, a rock, or off a cliff is probably still going to hurt. Lastly, targets with a high SPD and flight may be able to move against the knockback and prevent being pushed the full distance.
Ebony begins the spell with a five-second incantation specifying an element to attack with. This element has no impact on the actual spell itself (unless specified above), besides appearances. Regardless of the element chosen, the effect is still the same. Anyone hit with it will take the same "magic burns" as damage. So while wind can blow someone over, Ice can't freeze someone. Fire can, however, still seem the same as usual besides not feeling hot as "magic burns" are indistinguishable from being burnt normally (to non-mages at least). In essence, the element is usually just the manifestation of Ebony's magic: a mere appearance. During these first five seconds, Ebony needs at least one free hand, cannot move (but can rotate), and must continue speaking (note that she doesn't need to be heard, so as long as her mouth can open and close, the spell will still work - hence it can be done under water). These five seconds are not very fatiguing. If Ebony takes damage while casting the spell, it fails and must be restarted. She may make any motions with the hands and arms required to be free that she chooses - if casting an earth spell they may be closed and rough, but for an air spell they may move and flow much more quickly.

After this, Ebony has two choices. Either cast the spell as it is (by which it will travel in a straight line at the speed of an arrow and dissipate after 5 seconds) or add any combinations of modifiers. Each modifier takes five seconds chant, can only be added to the spell once unless specified otherwise, and can be added in any order. The spell cannot be chanted for longer than 1 minute. Ebony can currently use the following modifiers:

Charged Spell: This incantation increases the power of the spell at the cost of time and fatigue. This can be added to the spell as many times as Ebony wishes providing the spell does not exceed a total casting length of one minute (the base spell + 11 modifiers). Ebony cannot move throughout the five seconds of this chant and must have at least one free hand. However, if this modification is added, Ebony needs to use both hands to actually cast the spell (i.e. when she's finished chanting, she needs 2 hands to shoot it).

Homing Spell: After adding this incantation, the spell will follow and curve towards her target. As a consequence, the spell can only travel at half speed, however, it will still travel the same total distance (it remains in the air for twice the time). But, once the spell has travelled for its initial 5 seconds, it slowly starts to dissipate at an even rate. So being hit after 7.5s will do half as much damage as being hit between 0 and 5s, and being hit at just before 10s will feel almost entirely painless. The spell curves after its target fairly quickly, and can make an 180 degree turn in a semicircle with a radius of 3m/10ft and will turn left, right, up and down to pursue its target. Ebony must be able to maintain sight for the 5 seconds that this part of the incantation is spoken, and she must be able to see her target when the spell is cast. The target cannot be changed unless Ebony decided to forfeit casting the spell and start again.

Explosive Spell: This modification increases the area of effect of the spell from being a simple point blast to exploding out in a sphere of a radius of 2m/6ft. The damage of the spell is distributed throughout this area (and weaker at the edges), so the overall damage one target will take is lower than the damage they would take from the non-explosive spell (unless they were hit by the exploding projectile when they will take the full normal damage). During the five seconds of chanting Ebony cannot move and must have 1 free hand. This modifier is not draining to add. Ebony is immune to the splash damage of her own spells (n.b. only the splash damage, shooting herself directly would still hurt).

Multi-Spell: This allows Ebony to essentially store spells during the chanting period to all cast together once she's ready to cast. Instead of simply spending 5 seconds modifying the spell, she starts speaking and channelling magic as if she were chanting the base spell. While this occurs the old spell is saved along with all its already existing modifiers (and may not be changed). This does not reset the maximum chanting time of 1 minute. After Ebony chants the new base spell (which may be different to or the same as the one before) she continues working on that spell as usual (being affected but the same restrictions and times, as well as the usual fatigue if any). Should she wish, she could even choose to add a "multi-spell" to the new spell, allowing another spell to be saved as well. Once she finishes chanting all the spells she wishes to cast, she may then choose to add a couple of fodder words as usual, or may proceed straight to casting them. During this, the first spell that was saved is cast as usual. Then, there is a 1 second delay (during which Ebony does not have to speak, but may choose to). This may be extended to up to 3 seconds with more fodder words. Once the delay is over, the next spell is then cast as usual and the cycle repeats. It is possible that, due to the occasional different speeds of spells (or them following nonlinear paths) two spells could collide. When this happens they phase through each other without interacting. 

Multi-Spell Example:
Seeing a gap in combat (maybe an ally is fighting) Ebony chants for Fire, Charged, Homing and then chooses to make the spell multi. From there, that spell is saved so she moves onto the next spell. She chooses Air and then multis again. The next time she also chooses Air and then multis again. Then, the last time, she chooses Raw Magic and charges is three times. This takes 45 seconds total (making the spell a multi takes no time, but each other section takes 5 seconds).

She then shoots a Fire charged spell that swerves towards her target. 1 second later a blast of air travels out of her palm faster than the charged spell did and goes through the fire projectile (by random chance) yet misses the target. Nothing happens when they visually collide, but shortly after the fire spell hits the target. After that the next air spell shoots out 1 second later and hits. Being hit by the fire spell, and knocked back by one of the air spells (the other missed), her target charges towards her. From there she waits until the foe is in an optimal position and speaks a few fodder words to pass the time (3 seconds total). After this, she releases the powerful blast of raw magic into their chest doing heavy damage.
Once Ebony has finished all the incantations she wishes to add, she needs to point the 1 or 2 hands required to cast the spell towards her target (unless the spell is homing when variation in the angle is possible to allow the shot to curve). The instant she finishes speaking the last word of the spell, the attack is fired. If the attack takes the form of a lump of rock or physical object, it disintegrates on impact (or explodes outwards if that modification was added). Lingering frostbite, flames, or other effects will not occur. If Ebony wishes, she can speak a couple of fodder words at the end of the spell, no more than 2 or 3 seconds or so. This is just to delay the casting of the spell slightly, and also make the incantation flow better. These words can go over the maximum casting length and have no impact on the actual spell. Ebony cannot move while saying them and needs to have the same number of hands free that are required to cast the spell. During this section, the spell is seen as visible in her hands.

Descriptive/General Example:
Ebony is fighting a fellow mage in a friendly duel. Her opponent is fast and mobile. Firstly she says, "Let the air be my ally, and the sky be your doom." This signifies that she will attack using the air. She can say whatever she wishes at this part, and really it had no effect on the actual spell besides appearances. Although in some cases the element chosen will have an impact - such as in this instance.

While speaking this first part, she notices her opponent is moving quickly in an attempt to dodge so she continues chanting, this time moving into a better position and keeping a line of sight with her target. "Your legs will fail you as my spell pursues for eternity." For this section, Ebony moves into a better position and adds the homing attribute to the spell. The general phrase can change, but it should be made obvious which modifier she's using - she can't talk about making it explode when actually making it homing, for example.

After this, the spell is ready to cast, as she doesn't feel the need to make it impact a large area, or do a significant amount more damage. She stops moving, looks at her opponent, and finishes off with the final word: "Elemental Blast". She could have said any short phrase, or simply nothing. In this instance, she felt like saying the name of the spell. The instant she starts the word 'elemental', a green swirling mass of air the size of her palm appears in her chosen hand (or between both). The instant she finishes the word 'blast', the swirling air shoots quickly towards her target, curving towards him as he tries to dodge. She could have shot fire or ice if she chose to earlier, but she wanted to avoid doing direct damage. Currently, however, both fire and ice would have the exact same impact of leaving magical burns.
Note 1: Due to how tiring using the charged effect on a spell is, Ebony can only do about a minute's worth of it (12 uses) without resting. After that point, Ebony will barely be able to walk, so trying to cast it again could knock her out from the fatigue. 
Note 2: Arrows from recurve bows travel at ~150mph (67m/s, 220ft/s). I'm using this speed.

For the multi-cast, how long can she hold on to these spells before they wear off? Would she be able to prime a spell or two and then run around and resume channeling a third a minute later? Also, I’d think you should mention some additional cost to concentration, stamina drain, or some other downside for the multi cast, since doing that many things at once would logically be more difficult than the base form(s) by themselves.
[/spoiler]

Kelly
[spoiler]
(07-26-2017, 02:52 PM)Kelly MacAryn Wrote:
Quote:With a Wave of my Hand!: requires telekinesis, ranged proficiency, area attack proficiency, 3+ ATK (300 OM)
By sweeping their hand disparagingly through the air, a sufficiently powerful psychic can send their opponents flying. This attack requires a one second wind-up, in order for the user to draw a hand across their body, palm facing the opposite ear as though chambering a perfectly-formed pimp-slap (naturally, the sweep is backhanded; For maximum SCORN!)

When the arm is swung (which takes about 1/10th of a second), anyone standing within a 180 degree arc in front of the user out to a distance of twenty meters (within the range of their telekinesis and the plane of the swing) is pushed violently backwards, as though kicked hard in the chest by someone extremely powerful (users ATK score). If a targets DEF equals or exceeds the user's ATK, the effect is negligible, though if their TEC is lower than 2 they may still stumble. This attack deals no actual damage, unless a target hurts themselves falling (or the users ATK exceeds a targets DEF by 3 or more, in which case the damage is equivalent to being struck barehanded by someone with the user's ATK -2), and takes minimal energy to perform (though repeated uses will wind the psychic quickly, as flailing ones arms about wildly is wont to do.)  

I WILL CRUSH YOU: Requires ranged materialize proficiency, area attack proficiency, 4+ ATK (600 OM)

A highly dramatic attack for the seriously annoyed mentat. While standing still, (this move cannot be used while moving) the user throws one or both hands in the air and declares their intent in suitably dramatic fashion, which takes a minimum of 1 second (if they go with just 'Die'!) and a maximum of 4 seconds (if they say the whole thing, and dwell on the YOOUU). During this time, a plane of force three meters square and infinitely thin forms horizontally above the target, visible as a slight distortion in the air. The user then swings their hand (or hands) groundward, and the plane descends at the speed of a bullet, smashing the victim into the ground with tremendous force.

This attack is interruptable by a solid blow, both during the charge and during the execution. The target must be within fifteen meters of the user, and I WILL CRUSH YOU cannot be used in conjuction with other moves. 

The exact strength of the attack depends mostly on the user's ATK score - as though they were somehow leg-pressing a giant manhole cover down on the target's head. At the maximum charge time, the force of impact only goes up by about 40%. 

This attack is inefficient, and thus very draining, and can be performed only three times without rest, whether its been charged or not.
Changes in Bold. I tweaked the damage on the fully charged I WILL CRUSH YOU because considering the charge time and the caveats, looking at it again I thought it looked a bit anemic, even for an explicitly inefficient move.

Approved.
[/spoiler]

Ash
[spoiler]
(07-27-2017, 03:50 AM)Ash Wrote:
(07-26-2017, 08:27 AM)Mark Wrote: Thunder Clap: Does this do any damage or just the toss and debuff? Does this have a cast time? Can this be used while moving? Can she use other moves or attack and defend while using this, or would it break her focus? How draining is this on her energy/stamina? When you say that it risks damage to eardrums, is that just a fodder thing or does repeated use of this ramp up the debuff?

Chain Lightning: You’ll need to either decrease the range on this or make the power dwindle or something similar. Right now this can cover a range of 90 feet
instantly without losing power, which is kinda excessive. How damaging is the shock? Can she use other moves or take hits while channeling this or would she lose concentration? I’d like it if you added in a “is very draining” or something along with what you already have there for stamina drain, just so no one sees that as just a cooldown on that one particular move. Also, I’d say you wouldn’t need Homing but you would need Area Attack for this since it hits a group of people.

Thunder Clap(300 OM)
Requires: Strength Prof and Debuff prof.
Used at close range, no further than 5ft away, Ash takes up a defensive stance and fuses her palms with magic just before smacking them together in a clap making the spell instantaneous. This creates a white sound wave that explodes from her hands to throw the target off their feet harmlessly, and up to 10 feet back if they are particularly light. The power of this attack is gauged by how wide her hands are when she claps; the wider her hands and the more force she uses the more powerful the clap. (At least 1ft[30cm] apart to activate, and up to 5ft[1.5m]. Power meaning bigger targets need more force to be pushed down.) This leaves a harsh ringing in their ears and deafens a target for 5 seconds, leaving them confused and disorientated, as well as open to any sneak attacks.
The closer the target and the more distance between her hands before she claps risks real damage to the eardrums, which can be healed by normal means after the fight. (This is fodder.)
Ash can do this as many times as she can endure the painful sting in her hands after each smack. (Usually, only 3-6 times in a row without rest, depending on how hard she claps. She can do it more than this, but risks damaging her hands.) While its not that strenuous on her energy, it hurts her hands which are important to her. This is used more for defense and crowd control, but cannot be performed while moving or in combination with other moves; however as soon as the sound wave leaves her hands she can act normally. 

(A hit and run/kick while they are down and run move.)

-

Chain Lightning(300 OM)
Requires Ranged Attack Prof, Debuff prof, and Area Attack Prof.
Ash concentrates for 15 seconds - as long as she remains unharmed she can maintain this concentration while moving but cannot use any other action  - to charge up a large amount of destructive blue electrical energy which she then releases at a target within 20 feet of her. It strikes as fast as natural lightening at the intended target, and continued to course through the group of people with little to no slowing or lowering of power. Hitting up to seven people almost simultaneously, the electricity jumps randomly from the original target to the next within 3 feet but never back as it follows the direction its casted. She can only control the aim of the spell to the first person but cannot control it enough to spare any friendlies in the group if any. No one is safe from becoming a lightning rod except herself as it does not move backwards.
On top of a powerful shock that tears through the flesh (and flesh like substance) it touches and leaves multiple painful smoking rips in the body, every successfully hit target suffers paralysis for 10 vulnerable seconds. In these spare moments, Ash and anyone who can still move, can attack the paralyzed target(s), bind said targets with whatever will work at the time, or steal what they deem valuable at the time.
Ash can only do this move twice a fight before she needs a rest as it is very draining, and really should only have to do it once.


BOLD: Changes made.  
I'm pretty sure I addressed everything, hopefully its more clear.

Thunder Clap is good. For Chain Lightning, just add in something to the effect of “up to tearing flesh and leaving burns”, since that’ll depend on stats.
[/spoiler]

Aquamarine
[spoiler]
(07-26-2017, 08:51 PM)Aquamarine Wrote: (This is gonna be unavailable until my Faction Quest, but...)

Empire Cold Gun Prototype (300 OM, Requires Ranged, Debuff)

A small prototype gun based on a cyclotron that was built by the Empire to test if they could create a weapon that could freeze opponents solid so that they could easily arrest them, though the prototype is not as effective as they hoped. This prototype model can be drawn out from Aquamarine's Gem and is capable of launching a 3 inch wide beam of concentrated freezing solution at the opponent, and charging and firing the gun only takes one second. The beam travels as fast as a bullet, has a maximum range of 80 feet, and lasts for 8 seconds in the air before dissolving, but if it hits one of the opponent's limbs, the beam will cover the opponent's limb in the solution, which will quickly freeze the limb for 5 seconds and make it half as effective in combat for that duration, though it will not damage the opponent. Aquamarine does not need to focus while using the move and can use the move with other Moves and while moving, though after firing three beams the gun takes 6 seconds to reload.

Does this do any damage or is it just a freeze debuff? Would hitting a person in the same area stack or refresh the debuff? You’ll need to include some other kind of downside here like an ammo limit and summon time or something. Right now there really aren’t any downsides other than having to reload, which since you have other moves at your disposal, isn’t really an actual downside.

[/spoiler]

VENOM
[spoiler]
(07-28-2017, 08:44 PM)Venom Wrote: Wall Crawling (300) - Venom can adhere his body to any surface, regardless of gravity's demands. While generally he does this with hands, feet and knees in order to crawl over surfaces, he is capable of using any part of his body (eg. his back). Venom can maintain this with little effort and can perform any attack, but finds attacking or launching projectiles, if not squatting, kneeling, or crawling on the surface, difficult as his centre of balance is set off, affecting accuracy and technical proficiency. Venom can be ripped off a surface with enough force (ie. greater force than his ATK stat).

Tendrils (requires Physical, Ranged, Elasticity, Remote Control) (300) - The unadulterated form of his Webbing ability, Venom can shape the mass of his body into tendrils that rise from anywhere on his body. These tendrils are around the thickness of an average human's arm and operate much like any other limb. With Elasticity, Venom can stretch them out at greater than melee range. The tips of the tendrils are normally rounded, but Venom can shape them into any implement that he can shape his hands/mass into (eg. claws) and can also benefit from his Wall Crawling attribute. These require low concentration to form and maintain, but can be mentally distracting if operating them all at once (like the whole head pat-stomach rub trick). Venom has no limit on how many he can form at once, but the more he wields, the thinner the tendrils are, and the greater strain they put on his concentration to operate. He will generally create anywhere from one to six before the major setbacks occur.

Scorpion Tail (requires Physical, Ranged, Elasticity) (300) - Inspired by his time with Mac Gargan, Venom moulds his mass into a curved, six-foot long tail from the small of his back, shaped like a scorpion's tail. The tail has a sharp tip on the end, and Venom uses this for striking at opponents. The tail can extend within the limits of Elasticity, making it a threat even when not close up. This does not require much energy or focus to wield, though the shift in his weight can make his movements clumsy.

Fangs (requires Physical) (300) - Venom can attack with his vicious teeth, slicing flesh and denting metal with them. He can also shape the ends of his limbs and tendrils so that they have biting implements as well.

Wall Crawling: Approved.

Tendrils: About how long can these get at max range?

Scorpion Tail: Around how far can he stretch this?

Fangs: Approved.[/spoiler]

Claptrap
[spoiler]
(07-29-2017, 08:16 AM)Claptrap Wrote: Hyperion rocket launcher (Requires ranged proficiency, area attack proficiency) (300): Claptrap summons out a sleek yellow and black rocket launcher. The rocket launcher is about 1.5 metres long, and the barrel is about 15 centimetres in diameter. The summoning takes about 2 seconds. When Claptrap fires the rocket launcher, a single rocket, moving about 1 metre per second fires out, with a max range of ~20 metres. When it lands, it explodes, dealing considerable damage to anything in a 2 metre diameter explosion, including structures. Once the shot is fired, Claptrap will need to reload. Reloading takes 5 seconds and Claptrap cannot reload while trying to do other actions like dodging or fighting.

Can he be moving while summoning or firing this? Does it require concentration? What’s the stamina drain or similar downside? Can he fire this with other moves? Also, are you sure you want a rocket that moves that slowly? That’s like...painfully slow.[/spoiler]

Asriel
[spoiler]

(07-29-2017, 04:33 PM)Asriel Dreemurr Wrote: Fire Magic (600, requires Remote Control, Debuff and Ranged)

Asriel can summon 6 small fireballs (sphere-like shapes which have 3-inch diameters) around each hand like in this image of his mother, Toriel.

[Image: faed259e4f3d2620d27259a821c42cbe.jpg]

They will take 5 seconds to summon. A warning that they will appear is that the air surrounding Asriel will suddenly turn extremely hot, although it's not hot enough to hurt anyone. The heat will vary in intensity depending how close you are to him, but anyone can feel the hot air from up to 20 feet away. This move is always telegraphed due to the heat. The fireballs will remain within 2 feet of him and will follow him as he moves.

The movements of his hands will manipulate them. Quick thrusts of his arms will send only one at a time out. He can punch over and over again to send out one fireball with each punch. The fireballs travel at the speed of an arrow and they can travel up to 25 feet. If Asriel can't move his arms, he won't be able to use this move. Since the fireballs are magic, they could be cast underwater and other environments without the conditions for fire to appear. He can move while shooting the fireballs, but he's at his most precise when standing still.

He can charge the shots by holding out an arm for 3 seconds to charge the shot, and then punching to shoot it. Both arms can charge and fire the fireballs independently. Without charging, the default rate of fire is 1 per second with one arm and 2 per second with both arms. All of this punching can be tiring after a while.

Each fireball's force is the same as a punch. They can also slightly singe the target, which makes that part of the body feel painful and a little bit more sluggish, decreasing its capabilities. The burns will increase with each hit and the debuff will decrease when the burns are healed. Once all of the fireballs are gone, it takes 5 seconds to "reload".

Can this be cast while moving? Does maintaining them around his person require concentration or do they vanish if not used after a while? In regards to stamina, can you be a little more exact than “tiring after a while”? The debuff will have to have a duration on it, having it be “until healed” is way too long, since that would get you a debuff for an entire fight against most people. How much stronger is a charged version and how much more tiring is it?
[/spoiler]

Syn Shenron
[spoiler]

(07-29-2017, 04:52 PM)Syn Shenron Wrote: Negative Finger Beam (300 OM, requires Ranged)

Syn Shenron launches a small, but very quick beam of black Ki from his finger at the opponent to try to quickly attack them. Charging and firing the Negative Finger Beam only takes a single second, and while the beam only deals a low amount of damage, the beam moves as fast as a bullet and lasts until it hits something or reaches maximum range, and can be used in a very quick succession on the opponent. The beam is only a inch in width, lasts for up until the beam hits something, and can travel as far as 100 feet before dissipating. Syn Shenron can move and use any non-attacking move while using the Negative Finger Beam, and using the beam only costs a low amount of stamina.

Mystic Breath (300 OM, requires Ranged)

Syn Shenron holds his breath for a second, before blowing out a thin but powerful stream of air to try to blow black a ranged attack from an opponent. Charging up the Mystic Breath takes around 3 seconds, and once the Mystic Breath is launched, it will launch a 2 inch stream of wind at any ranged move coming at Syn's way, being able to blow the attack away depending on the user's DEF vs the opponent's ATK, with a higher DEF meaning being able to more easily blow the attack away. The stream of air can only go up to 100 feet and cannot blow away any further ranged attacks, and after using the move Syn will be a bit winded and tired from blowing such a powerful stream of wind. Syn will be able to move while charging and using the Mystic Breath, but will be unable to use other moves while charging due to needing a bit of focus to hold such a breath.

Imperfect Omega Shenron (T1 Power-Up, 1000 OM)
ATK: +1
DEF: N/A
SPD: +2
TEC: +2

Syn Shenron recreates the cracked Dragon Balls of Oceanus, Eis, and Naturon Shenron and absorbs them into his body, transforming into a imperfect version of Omega Shenron as his own cracked Dragon Ball moves down to his chest as the other Dragon Balls appear there. This results in Omega gaining a good boost in power, and giving him a ominous dark blue aura and powerful, purple eyes.

Negative Finger Beam: Does this require any kind of concentration to maintain?

Mystic Breath: For the cast time you mention 1 second and then 3 seconds, which is it? Does this require concentration to maintain? How long can he continuously use this?

Imperfect Omega: Approved, but you won’t be able to buy it until level 2.
[/spoiler]

Veritas
[spoiler]
(07-26-2017, 01:56 PM)Veritas Night Wrote: The Darksaber:

An ancient incarnation of the lightsaber, the Darksaber is a unique weapon that produces a flat, black-colored blade of plasma. Thin and curved to a point, a shape with more similarities to a metal sword than contemporary lightsabers, the Darksaber's black blade is a meter in length and appears to draw in the very light and color around it like a black hole. This effect left the Darksaber with a faint aura of white light around the edges of its blade and makes looking at it for an extended period uncomfortable. The hilt of the Darksaber is thin and rectangular, and long enough to be grasped with two hands. It features an angled cross-guard as well as a serrated blade emitter. When the Darksaber's blade is activated by pressing its activation stud, the hum and pitch of the blade are notably higher than contemporary lightsabers, and the blade gives off a sound like a whistle when it was swung through the air. When the Darksaber comes into contact with another object or an opposing lightsaber, the blade screeches, and the white outer aura that surrounds the black core of the blade crackles.  Created based off of the designs of the Dark Saber that was in possession of Trixie, this Replica is every bit as functional as the original was. There are some differences, such as the blade having a "non-lethal" aka "training saber" type setting that can be used when the wielder wishes to not hurt someone too badly, but also having the traditional setting. Switching between the settings takes about 10 seconds. The blade also has a 2nd appearance that is purely cosmetic, but is preferred by Veritas most of the time. 

This requires the Physical Strength Proficiency, and costs 600 OM.

RP Fluff:  This was given to him by Doctor Johnson as an incentive for him not to do what he wants to do to Doctor Kratz to all of them. In other words, it was a bribe of sorts for Veritas. 


Did some edits to the Dark Saber.  Also bumping the below. 


ECG - Tendrils: 

The ECG - Tendrils is a device based off of his Shield Generator. While his shield generator was purely made for defensive purposes, the mechanic of the tendrils is that they are made to be used as both a tool, and an offensive item, as well as a defensive item. Should he be attacked he can use the tendrils to grasp things that are headed his way, so long as their durability doesn't exceed that of the tendrils (Atk of the player, versus DEF) in this case. They can also be used to grab someone, and throw them away from Veritas likely giving them a concussion for about ten seconds. Furthermore, they can also be used to restrict the airway of an individual if the individual is close enough, (IE within 30 feet) as it were. However, the tendrils will let go before they do any real harm, as these are made as more of a warning to individuals to leave him alone when he isn't home. The tendrils can also be used to pick up items, and hurl them at an opponent. 

Another use of the tendrils is that they can be used to "grasp" into a wall, or anchor into it as it were, preventing him from falling to his death should someone fling him off of a building, or some such nonsense. The tendrils are spawned from his hands (2 at a time, one per hand)  and can be regenerated, though doing so takes five minutes of uninterrupted concentration, in order to do so. The tendrils can be destroyed, IF someone were to cut them from his back, otherwise they would begin slowly regenerating on their own. The pain from having them cut off would debilitate him for a minute, leaving him completely vulnerable to all attacks. These can be used with other moves, so long as the other moves don't require the use of his hands. 

This requires the Physical Strength, Remote Control, Telekinesis, Area Attack, and Area Defense Proficiencies. 

Shield Generator: 

A shoulder attached shield generator that looks similar to an arm-band. When worn by him this takes about ten seconds for him to charge up. Once this shield has been charged up, it can last for seven seconds. What the shield does is take kinetic impacts that are directed against it, doubles the force behind them and releases them back at the person who sent it.  There are limitations, in that those with a higher ATK than his DEF would be able to penetrate the shield. The shield requires the Debuff Proficiency, the Physical Strength Proficiency, and the Area Shield Proficiency. 

The shield redirecting the forces of energy attacks solely, such as blasters, fireballs, and many other such could likely have a dazing effect on an opponent. The nature of the shield leaves it with one glaring weakness. Physical attacks such as punches, kicks, real metal blades, actual guns and explosives could be of more use against the shield, and ignore it's existence entirely. It cannot be used with other moves, and requires ten seconds between uses of the shield for him to recharge, the shield lasting for eight seconds at a time. 



Sonic Collar: 


Created based off of information on Sonic Technology that was found in the library on Coruscant, Veritas took the sonic technology to the next level, and built a collar of sorts. This takes 17 seconds for him to turn on. It has a range of 30 feet in any direction from him. The first use of the Sonic Collar is that by using his voice when he works this, he can create a barrier of soundwaves around his body, equivalent to his Shield Generator, except with one difference. While the Shield Generator could block energy based attacks solely, this can block the ones that are physical instead, so long as they are not super moves. Another use of the Sonic Collar is pin-point shouts capable of knocking an unwanted guest, or attacker back about 20 or so feet without hurting them severely, other than giving them a severe pounding headache due to being blasted by it for 5 seconds. The collar can only be used for 2 minutes total, before the power pack must be changed out. Using the shield or blast feature for more than 20 seconds guarantees he will have to change the batteries which takes 30 seconds. The last function of the sonic collar is that the shouts are powerful enough to stop large vehicles that are coming his way. The shield can only be used for ten seconds at a time, much like the Shield Generator. 

The blast, and the shield share the same range of 30 feet in any direction from his body.  This cannot be used with other moves. Heavily draining on his stamina to use for prolonged periods. 

Required Profs: Remote Control, Area Attack, Debuff, Area Defense, Ranged Proficiency, Ranged Materialize. 


Crudely made Explosive: 


A crudely made explosive device that cannot wait to go off. The true purpose of the crudely made explosives is to debuff someone by essentially detonating a flash bang in their face which is what the crudely made explosives are made to do. Each of these deals less than pitiful damage to an opponent that they are used against. However, because of the lesser damage of the explosives he is capable of using, Veritas was able to rig them to be like a flash bang. Unfortunately, they can only sustain the effect of blinding and deafening an opponent temporarily, for about six seconds. They are heavily draining on his stamina to create more than one of these at a time, and so he is limited at 3 per battle, if he can even muster the energy to do that much with them. 

This requires the Ranged Proficiency, the Remote Control Proficiency, Area Attack Proficiency, and Debuff Proficiency. 

Darksaber: That’s fine.

ECG Tendrils: What’s the size on these? How long does it take to generate them initially? Does maintaining them require concentration or energy? For the Debuff, you’ve still got it listed as a concussion. Please change it to “dazed” or something to that effect and detail what exactly this means in combat.

Shield Generator: You mention two different durations for this; please choose one. How large is this? Elaborate on the dazing effect here. How long does it last, how strong it is, etc. How draining is this on his stamina? Does it require concentration? Can it be used while moving?

Shock Collar: So this...has a 30 foot range but it blocks melee? Does that mean people can’t walk through it? And does it stop ranged attacks at all or do they go through? How strong is the shield before it fails? Can he move while using this? Does either form require concentration to charge and use? What’s the charge time and size on the knockback blast? Does it do any damage or just knock down and debuff? I’m not sure what you mean by being able to stop large vehicles, but don’t expect to be able to blast away a speeding truck with 2 ATK.

Crude Explosive: How long does it take to ready one of these? How far can he throw them and how large is the blind/deafen area? Can he use these while moving? Does it take concentration to ready them? Can he use them with other moves?
[/spoiler]
Daniel Wrote:gonna milk the shit out of those milkies

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

Alex Wrote:clowns don't have marriage rights

Quote:Negative Finger Beam: Does this require any kind of concentration to maintain?

Mystic Breath: For the cast time you mention 1 second and then 3 seconds, which is it? Does this require concentration to maintain? How long can he continuously use this?

Imperfect Omega: Approved, but you won’t be able to buy it until level 2.

Yeah I am only one post away from Level 2 so I don't have to worry about that.

Negative Finger Beam (300 OM, requires Ranged)

Syn Shenron launches a small, but very quick beam of black Ki from his finger at the opponent to try to quickly attack them. Charging and firing the Negative Finger Beam only takes a single second, and while the beam only deals a low amount of damage, the beam moves as fast as a bullet and lasts until it hits something or reaches maximum range, and can be used in a very quick succession on the opponent. The beam is only a inch in width, lasts for up until the beam hits something, and can travel as far as 100 feet before dissipating. Syn Shenron can move and use any non-attacking move while using the Negative Finger Beam, and using the beam only costs a low amount of stamina and requires only a bit of concentration.

Mystic Breath (300 OM, requires Ranged)

Syn Shenron holds his breath for a few seconds, before blowing out a thin but powerful stream of air to try to blow black a ranged attack from an opponent. Charging up the Mystic Breath takes around 3 seconds, and once the Mystic Breath is launched, it will launch a 2 inch stream of wind at any ranged move coming at Syn's way for 5 seconds, being able to blow the attack away depending on the user's DEF vs the opponent's ATK, with a higher DEF meaning being able to more easily blow the attack away. The stream of air can only go up to 100 feet and cannot blow away any further ranged attacks, and after using the move Syn will be a bit winded and tired from blowing such a powerful stream of wind. Syn will be able to move while charging and using the Mystic Breath, but will be unable to use other moves while charging due to needing a bit of focus to hold such a breath, and in addition Syn will need a bit of concentration to focus on the ranged attack before blowing at it.

(Put the changes in Bold)
(07-29-2017, 06:47 PM)Syn Shenron Wrote:
Quote:Negative Finger Beam: Does this require any kind of concentration to maintain?

Mystic Breath: For the cast time you mention 1 second and then 3 seconds, which is it? Does this require concentration to maintain? How long can he continuously use this?

Imperfect Omega: Approved, but you won’t be able to buy it until level 2.

Yeah I am only one post away from Level 2 so I don't have to worry about that.

Negative Finger Beam (300 OM, requires Ranged)

Syn Shenron launches a small, but very quick beam of black Ki from his finger at the opponent to try to quickly attack them. Charging and firing the Negative Finger Beam only takes a single second, and while the beam only deals a low amount of damage, the beam moves as fast as a bullet and lasts until it hits something or reaches maximum range, and can be used in a very quick succession on the opponent. The beam is only a inch in width, lasts for up until the beam hits something, and can travel as far as 100 feet before dissipating. Syn Shenron can move and use any non-attacking move while using the Negative Finger Beam, and using the beam only costs a low amount of stamina and requires only a bit of concentration.

Mystic Breath (300 OM, requires Ranged)

Syn Shenron holds his breath for a few seconds, before blowing out a thin but powerful stream of air to try to blow black a ranged attack from an opponent. Charging up the Mystic Breath takes around 3 seconds, and once the Mystic Breath is launched, it will launch a 2 inch stream of wind at any ranged move coming at Syn's way for 5 seconds, being able to blow the attack away depending on the user's DEF vs the opponent's ATK, with a higher DEF meaning being able to more easily blow the attack away. The stream of air can only go up to 100 feet and cannot blow away any further ranged attacks, and after using the move Syn will be a bit winded and tired from blowing such a powerful stream of wind. Syn will be able to move while charging and using the Mystic Breath, but will be unable to use other moves while charging due to needing a bit of focus to hold such a breath, and in addition Syn will need a bit of concentration to focus on the ranged attack before blowing at it.

(Put the changes in Bold)

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

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

Alex Wrote:clowns don't have marriage rights

(07-29-2017, 06:39 PM)Mark Wrote: VENOM
(07-28-2017, 08:44 PM)Venom Wrote: Wall Crawling (300) - Venom can adhere his body to any surface, regardless of gravity's demands. While generally he does this with hands, feet and knees in order to crawl over surfaces, he is capable of using any part of his body (eg. his back). Venom can maintain this with little effort and can perform any attack, but finds attacking or launching projectiles, if not squatting, kneeling, or crawling on the surface, difficult as his centre of balance is set off, affecting accuracy and technical proficiency. Venom can be ripped off a surface with enough force (ie. greater force than his ATK stat).

Tendrils (requires Physical, Ranged, Elasticity, Remote Control) (300) - The unadulterated form of his Webbing ability, Venom can shape the mass of his body into tendrils that rise from anywhere on his body. These tendrils are around the thickness of an average human's arm and operate much like any other limb. With Elasticity, Venom can stretch them out at greater than melee range. The tips of the tendrils are normally rounded, but Venom can shape them into any implement that he can shape his hands/mass into (eg. claws) and can also benefit from his Wall Crawling attribute. These require low concentration to form and maintain, but can be mentally distracting if operating them all at once (like the whole head pat-stomach rub trick). Venom has no limit on how many he can form at once, but the more he wields, the thinner the tendrils are, and the greater strain they put on his concentration to operate. He will generally create anywhere from one to six before the major setbacks occur.

Scorpion Tail (requires Physical, Ranged, Elasticity) (300) - Inspired by his time with Mac Gargan, Venom moulds his mass into a curved, six-foot long tail from the small of his back, shaped like a scorpion's tail. The tail has a sharp tip on the end, and Venom uses this for striking at opponents. The tail can extend within the limits of Elasticity, making it a threat even when not close up. This does not require much energy or focus to wield, though the shift in his weight can make his movements clumsy.

Fangs (requires Physical) (300) - Venom can attack with his vicious teeth, slicing flesh and denting metal with them. He can also shape the ends of his limbs and tendrils so that they have biting implements as well.
Tendrils: About how long can these get at max range?

Scorpion Tail: Around how far can he stretch this?

Sorry, I made the assumption that Elasticity has a max range, but it isn't explicitly listed on the Powers page. Max range for both is 30 metres. I'll edit that into the description when I purchase them.
[Image: gdc0h.gif]
@Mark:

Firstly,
Quote:This allows Ebony to essentially store spells during the chanting period to all cast together once she's ready to cast.
So that would mean 55 seconds (since it'd take 5 seconds to chant the shortest spell, and the chanting period lasts a minute at most. She also can't move while chanting for most parts unless she's chanting the homing section) plus a bit extra if you include the potential fodder time where she can wait. Although she can't move for that and it can only last up to 3 seconds.

Secondly, yeah. You're right there. Although there are a lot of downsides already (such as having to stand still for most of it, her obviously casting something, all progress being lost if she takes damage or loses concentration). So, perhaps I could add to that and basically make her an attack magnet.

Multi-Spell: This allows Ebony to essentially store spells during the chanting period to all cast together once she's ready to cast. Instead of simply spending 5 seconds modifying the spell, she starts speaking and channelling magic as if she were chanting the base spell. While this occurs the old spell is saved along with all its already existing modifiers (and may not be changed). This does not reset the maximum chanting time of 1 minute. After Ebony chants the new base spell (which may be different to or the same as the one before) she continues working on that spell as usual (being affected but the same restrictions and times, as well as the usual fatigue, if any). Should she wish, she could even choose to add a "multi-spell" to the new spell, allowing another spell to be saved as well. Once she finishes chanting all the spells she wishes to cast (in the order she chanted them), she may then choose to add a couple of fodder words as usual, or may proceed straight to casting them. During this, the first spell that was saved is cast as usual. Then, there is a 1 second delay (during which Ebony does not have to speak, but may choose to). This may be extended to up to 3 seconds with more fodder words. Once the delay is over, the next spell is then cast as usual and the cycle repeats. It is possible that, due to the occasional different speeds of spells (or them following nonlinear paths) two spells could collide. When this happens they phase through each other without interacting. One additional major downside of this is that for every spell Ebony has stored, the potent magic sucks in and attracts energetic objects within 1ft of her (so 3 spells stored = 3ft). This effectively makes her a magnet to all ranged attacks in the area, and should a single one hit her and disrupt her concentration, all progress on the spells will be lost.
Hyperion rocket launcher (Requires ranged proficiency, area attack proficiency) (300): Claptrap summons out a sleek yellow and black rocket launcher. The rocket launcher is about 1.5 metres long, and the barrel is about 15 centimetres in diameter. The summoning takes about 2 seconds. When Claptrap fires the rocket launcher, a single rocket, moving about 3 metre per second fires out, with a max range of ~20 metres. When it lands, it explodes, dealing considerable damage to anything in a 2 metre diameter explosion, including structures. Once the shot is fired, Claptrap will need to reload. Reloading takes 5 seconds and Claptrap cannot reload while trying to do other actions like dodging or fighting. Claptrap needs to stand still while summoning and firing the launcher, and Claptrap needs to concentrate when firing or the rocket will probably miss completely. The stamina drain for the initial summoning is moderate, and there is a small stamina drain every time it is fired when the user braces the self against the recoil. This cannot be fired with other moves.

Added more clarifications and bumped the speed up to three metres a second.
[Image: GjEgoS1.jpg]
Directive one: Protect humanity! Directive two: Obey Jack at all costs. Directive three: Dance!
Amber Veritz Wrote:Please let me change it to the condom.
Astral Gift - 300 OM - (Burst Movement, Buff Proficiency)

Luci takes approximately one second to paint a glowing silver line to the back of a willing Ally’s head from her magic spraycan. That Ally’s eyes start to glow and change colors as Luci pulls them partially into the Astral Realm. Time seems to slow for that Ally. This power is active up to thirty seconds.

During those thirty seconds, that Ally has access to the Burst Movement power.

Luci must channel during this entire Move. She cannot use any moves or powers, she cannot attack or defend, and she cannot move at all. She can do nothing except concentrate on the move.

This move is extremely draining to Luci. It can only be performed once per day.
President of the Westside Knife Ear Warriors

[Image: V4Dvvfy.gif]

Westside: Join or Die



My bad, how's this? (Bold - Changes made)

Chain Lightning(300 OM)
Requires Ranged Attack Prof, Debuff prof, and Area Attack Prof.
Ash concentrates for 15 seconds - as long as she remains unharmed she can maintain this concentration while moving but cannot use any other action  - to charge up a large amount of destructive blue electrical energy which she then releases at a target within 20 feet of her. It strikes as fast as natural lightening at the intended target, and continued to course through the group of people with little to no slowing or lowering of power. Hitting up to seven people almost simultaneously, the electricity jumps randomly from the original target to the next within 3 feet but never back as it follows the direction its casted. She can only control the aim of the spell to the first person but cannot control it enough to spare any friendlies in the group if any. No one is safe from becoming a lightning rod except herself as it does not move backwards.
On top of a powerful shock, enough to tear through the flesh (and flesh like substance) it touches and can leave multiple painful smoking rips in the body, every successfully hit target suffers paralysis for 10 vulnerable seconds. In these spare moments, Ash and anyone who can still move, can attack the paralyzed target(s), bind said targets with whatever will work at the time, or steal what they deem valuable at the time.
Ash can only do this move twice a fight before she needs a rest as it is very draining, and really should only have to do it once.
[Image: tumblr_maolcpnQS61qakj1do1_500.gif]

Warning: Anything that involves Ash should be rated M. Possibly higher.

Erik Vrell : Ash has a 'love' fourth dimensional shape
Erik Vrell : As in its wide and unfathomable for us mere mortals
Just in case I need this because of Yuuka's impending death.

600 OM: Ritual Sign [Orreries Sun] (Requires Ranged, Remote Control, Area Attack)

After about three seconds, this summons a set of four roughly basketball-sized orbs in a square formation, each about a meter away from the user- one in front, one to either side, and one behind. The four orbs are color coded with one red, blue, purple, and green. These orbs are somewhat durable but not indestructible, probably around equivalent to a particularly tough plastic in strength with some fortifications depending on the user’s defense. Orreries sun has two distinct uses- to defend oneself, and to attack.

When defending, the orbs simply rotate around the user at the distance they were summoned and a speed roughly equivalent to a brisk walk (~7 MPH), retaining their quadrilateral formation with one on any given side of the user. They can be controlled to absorb hits, but do not take that much damage- variable, depending on the user's defense versus the attacker's strength, but no more than something that would pierce skin for the user- before breaking. As the speed of repositioning is not very fast, it is best used to partially guard from weaker, continuous fire like energy beams and rapid shots. This formation also cannot be used to shield anything larger than the user, really, before their spread would become too wide for them to be effective. When the number of orbs goes down, it shifts into a triangle shape for three and a straight line through the user's center of mass between them for two. The user can move while this is in effect, but must focus on the movement of Orreries Sun while moving so as not to hit themselves with the orbs, so it would slow them down significantly. Running into these orbs feels like smacking into something made of hard plastic going at equivalent speed, and destroys whatever orb was touched.

When attacking, the move is more direct. Still spinning, but in a far tighter formation (only about 1 foot between the orbs) and about double the speed of defensive rotation (~15 MPH), the four orbs can be “thrown” at a speed logically equivalent to an object of their size being thrown, with a direction from the user, all four exploding with magic once one finds contact with an enemy. This explosion deals a fair amount of damage, but not an enormous amount- probably about equivalent to a couple good punches from the user near the center, fading out towards around a slap's worth at the edges. Roughly getting smacked in the face with some really hard plastic at a goodly speed and then blasted with some weak magic would be the best way to describe it. The explosion itself isn't terribly large- only about a meter in diameter even with all four orbs. This throw needs to be aimed, and cannot change directions once it is done. This version, too, requires the user to focus- and moreso than the defense form, as they need to aim as well- so they cannot move while focusing on the throw.

If it misses completely, the orbs must be "called back" while they are still within about 10 meters of the user if they want them to switch back to defense form, otherwise all four explode harmlessly. If they are recalled, they return at about half the speed they were thrown, as they need to be consciously moved back into defensive position so as not to harm the user. This gives the move an effective range of around 10 meters. No other moves may be used by the caster while Orreries Sun is in effect, regardless of which form it is being used in, or else focus will be lost. It cannot be recast while in use to recreate broken orbs, so it must be dispelled before it is used again. When focus on the move is lost due to the user taking other actions such as using another move or intentionally dropping concentration, the orbs harmlessly explode where they are with a pop. Overall the move is a bit draining, probably about equivalent to a short jog for the user.
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Yuuka Kazami Wrote:Do you think Yuuka *aims* the Master Spark? No. She decides which half of the world she wants to fuck.
T1 Super Attack: Hell Sign “Shooting Star” (Ranged, Area Attack) (600): Clownpiece holds out her hand, concentrating for three seconds, before unleashing a bright ball of infernal fire in the direction her palm is facing. This fireball measures about 2 inches in diameter, and blazes a trail across the sky as it flies, travelling up to 60 meters in just under 2 seconds. Once it has covered that distance, or struck a person or object, the fireball explodes violently, while releasing a vibrant display of red, white, and blue stars, each only a few inches in size and fizzling out after a second or two. This blast injures anyone within 10 meters of the impact zone, and throws them off their feet as well.
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Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
@Mark

Arle Nadja's move Fire! has a debuff that lasts until the burns are treated.
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Quote:Does this do any damage or is it just a freeze debuff? Would hitting a person in the same area stack or refresh the debuff? You’ll need to include some other kind of downside here like an ammo limit and summon time or something. Right now there really aren’t any downsides other than having to reload, which since you have other moves at your disposal, isn’t really an actual downside.

Empire Cold Gun Prototype (300 OM, Requires Ranged, Debuff)

A small prototype gun based on a cyclotron that was built by the Empire to test if they could create a weapon that could freeze opponents solid so that they could easily arrest them, though the prototype is not as effective as they hoped. This prototype model can be drawn out from Aquamarine's Gem and is capable of launching a 3 inch wide beam of concentrated freezing solution at the opponent, and charging and firing the gun only takes one second. The beam travels as fast as a bullet, has a maximum range of 80 feet, and lasts for 8 seconds in the air before dissolving, but if it hits one of the opponent's limbs, the beam will cover the opponent's limb in the solution, which will quickly freeze the limb for 5 seconds and make it half as effective in combat for that duration, though it will not damage the opponent. In addition, if a beam were to hit a frozen limb, it would refresh the debuff/ Aquamarine does not need to focus while using the move and can use the move with other Moves and while moving, though after firing three beams the gun takes 6 seconds to reload due to running out of solution. Lastly, while using the gun only uses up small amounts of stamina, reloading the gun takes one minute, and the gun draws a big chunk of stamina from Aquamarine in order to reload, which can make the Gem more and more exhausted after each reload, and only being able to reload up to 3 times a day without using up too much stamina.

(Changes in Bold, plus when there was a 6 second reload, it was implied that the gun runs out of solution after three shots, though I made it a bit more obvious)


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