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Official Move Approval IV
Daniel if I get rid of the charged form would you approve the move immediately?
(05-26-2017, 09:39 PM)Warren Zimmer Wrote: Daniel if I get rid of the charged form would you approve the move immediately?

I mean, if that's what you wanna do then it'd be approved, and the price is 2100 OM
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"Wall" BYUK (Requires Area Shield) - 300

After concentrating for three seconds, Ogong conjures the character for wall in mid-air. A brick wall will spread out from the center of Ogong's palm. The wall stops growing once it hits 3x3 meters or if something gets in the way. Regardless, the wall is 7 cm long. Once the wall forms it will detach from Ogong's hand and be affected by gravity. The wall can sustain itself as long as Ogong can focus on it - he can only move very slowly and if he wants to cast another spell while maintaining the wall, the preparation takes twice as long. The moment Ogong sustains any damage, the wall will instantly break. This move has a cooldown of 20 seconds which begins as soon as the wall breaks. Forming the wall takes some effort but nothing too bad - holding it for longer than 15 seconds is exhausting to the point of Ogong needing to catch a breather. When the wall breaks, it shatters into tiny inconsequential pieces. This is the exception to the "no-two spells" rule.

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"Stone" SUK (Requires Physical Strength, Ranged Attack) - 600
After concentrating for one second, Ogong conjures the character for stone in mid-air. A fairly spherical granite boulder with a radius of 30 cm will appear in Ogong's right palm. It's quite heavy, but Ogong's strength allows him to throw it, chuck it, smack or kick it towards a target. It will move at 20 m/s in an arc for 10 meters. Unlike most projectile-based Moves, the boulder will remain in the field even after it serves its function, meaning it can be thrown by anyone else who can lift the 250 kg boulder. No two spells can be cast at the same time.
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The above moves are for me. Also modifying Earthquake:

SUPER ATTACK 1 (Ranged, Area Attack)
Ogong conjures the two characters above in sequence for eight seconds, causing them to appear in mid-air. Ogong then punches the ground, creating a massive but slow shockwave in the ground. It manifests as one fast-spreading ripple - imagine the way a pond looks when you drop a pebble in it. The ripple mystically does good damage within 5 meters of Ogong and throws enemies off their feet. However, this attack uses a lot of Ogong's concentration, and those who are more than 35 cm off the ground are not affected at all. No spells can be used at the same time as others.
[Image: 665000_mcninja_by_cavenglok-dch0qt5.jpg]
Odd hours. Call for appointment.
(05-26-2017, 06:40 PM)Jade Harley Wrote: @Chakravatin: If it's variable, why can't you just make it a regular move? Super moves aren't really variable unless you buy a T1, T2 and T3 version of one move.

I'm fine with it not being variable, and the reason I'm having it be a Super move rather than a regular move is that it's a finishing strike, and significantly more powerful than Chakravartin's other move. 

However, if you think it would be better suited as a regular move, I could change it to one.

Edit: I misunderstood what you meant by 'Variable'. Sorry, I thought you meant the second mode, when you were probably talking about how it gets more effective the longer it charges. If you think I should change it to a regular move I will.
Spinning Death Palace Hand (600 OM) Area Attack, Area Defense, Remote Control, Hive Mind, Disassemble

After using Palace Hands Chakravartin grips a sword with a Palace Hand, and then has it begin spinning.

The Spinning Death Palace Hand is able to make a complete rotation about six times a second, and is a simple upgrade to Palace Hands by making use of a weapon. It extends the range of his attacking and defending by utilizing the length of the blade. Getting struck by the blade as it spins is only as damaging as if he were swinging the sword with his regular hand, and his grip on the sword is only as great as his regular physical grip would be, meaning the attack can be parried or defended against in the same ways a character would deflect an ordinary sword swing. 

Chakravartin makes use of incidental weapons; stealing weapons from enemies that he meets, and using them until they break. Should he not have a disposable stolen sword, he will carry two omnilium-made swords. The blades are just over three feet in length, and at their widest, near the hilt, is two inches. They weigh about five pounds each, and aren't especially durable, made of regular metal.


As the diameter of this attack is quite large, he will not use more than two Spinning Death Palace Hands at the same time, despite having four Palace Hands, as if he tried to use a third, the blades would interlock when they spun, and he would end up either injuring himself, or at the very least harming the weapons. He tends to keep the two on opposite ends of himself, either at his right and left, or in front of and behind him. 

While using the attack he prefers to stay still, to avoid being nicked by his own blades. Although he is capable of moving, doing so comes at the risk of self-harm. The attack doesn't take much more concentration than a regular Palace Hand attack, the only additional mental strain being that he must keep the hand spinning as it grips the blade. 


If the Spinning Death Palace Hand catches on something it cannot cut through, the attack will stop, and Chakravartin will have to free his blade before making it spin again.

The strain of carrying objects with Palace Hands is only about as much as he would get from carrying something with his regular hands. As such, while he would eventually become tired, it wouldn't be a concern for at least twenty minutes.

Quote:You’ll need to resize the blades for this, since a 3 foot blade would extend out of your 5-foot limit you have without Remote Control Proficiency. They’d have to hover 2.5 feet away from your body and be just shy of 2.5 feet long, otherwise you’re cutting yourself in the process.

Other questions:
Can he use this while moving or must he stand still?
Does it require concentration? Would being hit by something of significant force cause the attack to stop? Can he use other moves?
How draining is this on his stamina?

Added Remote Control Proficiency in order to attack at slightly-larger than five foot range.
I would also like to upgrade Palace Hands now that I have Remote Control Proficiency. Changes italicized. Just adding a proficiency to a move we already bought doesn't require OM, right?
Quote:Palace Hands (300 OM) Area Attack, Area Defense, Hive Mind, Disassemble, Remote Control

Chakravartin creates up to four free-floating hands made of a golden liquid metal. They orbit around five feet around him, and he can control them. He mainly uses them to catch attacks meant for his main body, or to attack at greater range than his own fists let him, or grab things from farther away. The hands can emerge from any point on his body, and it takes about five seconds to create one at a time, thirty seconds to create all four at once. 

Landing an attack with one does the same amount of damage as from a punch from his real fist. The hands are semi-liquid, so if they are attacked enough to destroy them, they will lose cohesion and splash to the ground. If Chakravartin comes within five feet of them, the substance is absorbed back into his own body, and he will be able to recreate the hand within an hour. 

If the hand is completely destroyed (incinerated, moved somewhere he will never reach it, corrupted by poison, etc.), he will have to wait forty eight hours to recreate that hand if he eats well, up to a week if he doesn't have good access to food.

After extensive training with Aang, he has unlocked the ability to temporarily hold the cohesion of a single Palace Hand at longer range, however doing so requires intense concentration. He is now able to send a single Palace Hand up to sixty feet away, and control it, but while doing so he cannot move his main body, nor move any other Palace Hands that are active. He is unable to do this with a Palace Hand being used for Spinning Death Palace Hand.
[Image: Green+Lantern+%2321+Larfleeze.jpg]
@ Sun/Vision
[spoiler]
(05-26-2017, 11:20 PM)The Vision Wrote: [Image: 1357538053_s]
"Wall" BYUK (Requires Area Shield) - 300

After concentrating for three seconds, Ogong conjures the character for wall in mid-air. A brick wall will spread out from the center of Ogong's palm. The wall stops growing once it hits 3x3 meters or if something gets in the way. Regardless, the wall is 7 cm long. Once the wall forms it will detach from Ogong's hand and be affected by gravity. The wall can sustain itself as long as Ogong can focus on it - he can only move very slowly and if he wants to cast another spell while maintaining the wall, the preparation takes twice as long. The moment Ogong sustains any damage, the wall will instantly break. This move has a cooldown of 20 seconds which begins as soon as the wall breaks. Forming the wall takes some effort but nothing too bad - holding it for longer than 15 seconds is exhausting to the point of Ogong needing to catch a breather. When the wall breaks, it shatters into tiny inconsequential pieces. This is the exception to the "no-two spells" rule.

[Image: 1331385567_s]
"Stone" SUK (Requires Physical Strength, Ranged Attack) - 600
After concentrating for one second, Ogong conjures the character for stone in mid-air. A fairly spherical granite boulder with a radius of 30 cm will appear in Ogong's right palm. It's quite heavy, but Ogong's strength allows him to throw it, chuck it, smack or kick it towards a target. It will move at 20 m/s in an arc for 10 meters. Unlike most projectile-based Moves, the boulder will remain in the field even after it serves its function, meaning it can be thrown by anyone else who can lift the 250 kg boulder. No two spells can be cast at the same time.

(05-27-2017, 12:08 AM)Sun Ogong Wrote: The above moves are for me. Also modifying Earthquake:

SUPER ATTACK 1 (Ranged, Area Attack)
Ogong conjures the two characters above in sequence for eight seconds, causing them to appear in mid-air. Ogong then punches the ground, creating a massive but slow shockwave in the ground. It manifests as one fast-spreading ripple - imagine the way a pond looks when you drop a pebble in it. The ripple mystically does good damage within 5 meters of Ogong and throws enemies off their feet. However, this attack uses a lot of Ogong's concentration, and those who are more than 35 cm off the ground are not affected at all. No spells can be used at the same time as others.

All approved!
[/spoiler]
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
(05-26-2017, 02:13 PM)Jade Harley Wrote: @Ghidorah:
Quote:Rainbow Shield: (requires Area Defense proficiency) - (300 OM)

Mothra has the ability to create a bubble of rainbow force around her body in order to protect herself from attacks. Its very strong, able to deflect otherwise-crippling blows, though sufficiently powerful attacks (i.e. attacks that exceed her DEF score by 15% or more) may still pass through in a slightly weakened form, penetrating the bubble's surface as though it were made of highly viscous gel. It feels slippery to the touch, and slightly tingly, though unpleasantly so. The shield takes about 1 second to deploy, and requires her absolute concentration, so she cannot move while it’s in use (though she may hover in place rather than standing) or take any other action. Creating this shield is tiring, and it may only be maintained for up to forty-five seconds per fight.

I just realized something-- this can't be a regular move, it has to be a Transformation. You can alter it and make it just a shield move instead, sure, but it can't ACTUALLY alter Mothra's DEF stat.

"Q20: Moves that boost my stats, or my allies' stats. How do?
A: Moves that increase your own stats are governed by Transformations. You can create a move that increases the stats of an ally, or several people, with the Buff Proficiency. You can give minor boosts with regular moves. By using a Super Move, you can grant +3 stats to one person per turn with 1 SP, or spread those stats between several people. You cannot boost your own stats except with Transformations. "

I'll also need you to mention whether it requires concentration (sure, it's implied, but humor me!). Thanks!
Changes in bold.
@ Kelly/Ghidorah: Alright, awesome. Approved!
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
These are for my NPC, Freya when she gets approved.

Sword – 300 – Physical Proficiency
A sword crafted from dwarven steel hangs from a loop in Freya's belt. The nine-inch grip is wrapped in dark leather and leads to a guard depicting a naked male on one side and a naked female on the other. The blade itself is four feet long and sharp on both sides. At the base, it is two inches wide and evenly narrows to one inch wide about two inches to the end. It then quickly comes to a point in those last few inches. The fuller is lined with runes. It is an evenly balanced sword meant to be used one-handed.
 
Shield - 300 – Area Defense, Flight
Freya holds her hand out and creates a shield 10 feet in diameter that is centered on her hand. The shield is made of invisible force, is about as strong as a stone wall, and stops energy or matter from moving through it in either direction. Once summoned, which takes about a second, the shield cannot be moved. If her hand moves more than about an inch in any direction, the shield falls, otherwise, it lasts as long as it isn’t destroyed. Because only the one hand needs to remain stationary, her other hand can perform other tasks and her feet can move about a little. If summoned under her, it provides a platform that she and others can stand on.
 
Face of the Valkyrie – 600 – Utility Super Move Tier 1 – Debuff Proficiency
The target must be within 10 feet of her and maintain eye contact for at least 1 second. The target sees Freya’s face turn into their face in the throes of death. Then the image flies at them at the speed of a bullet. If it makes contact with them, they suffer the death curse for the next 5 minutes. Everything suddenly becomes deadlier. Ice cracks beneath their feet, dropping them into freezing water. The branches they are swinging from break leaving them falling to their death. A sword stabbed through their chest pierces their heart instead of missing the vitals. If running from a monster in a horror movie, they would slip and fall. Fate conspires to end their life. If they survive those five minutes, however, they are immune to the power forever. (Either killing or banishing a prime counts as killing them and means they are not immune in the future.)
Enel:

Fixing up his staff description to modern standards while adding an additional effect. No need to approve.

Nonosama Bo (Old): (300)
A long, gold staff that Enel uses to bludgeon opponents he deems not worthy of killing with his electricity powers.

Nonosama Bo (New): (600)
A long, gold staff that Enel uses to bludgeon opponents he deems not worthy of killing with his electricity powers. It's around 7 feet, just shy of Enel's own height (7'2"). Enel can transform the staff into a three-pronged trident and back by superheating it; this takes a fair bit of energy and around two seconds of focusing on the staff (he can still move), and doesn't change the length or the body of the staff.
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!
Paint a Face- 300 OM- Shapeshifting, Buff Proficiency

Luci spends a full minute coating a single person head to toe with paint from her magic spraycan. After the fumes settle, that character appears to have shapeshifted into another person. These effects are identical to those produce by the Shapshifting power, except that this individual CANNOT shift into any other form while this move is active. This move lasts a number of hours equal to Luci's TEC score (currently 3), or until the subject chooses to dismiss it.

This is a thematic move, it is not intended to provide any bonus in combat.
President of the Westside Knife Ear Warriors

[Image: V4Dvvfy.gif]

Westside: Join or Die



Hold-Out Armatures: Repeating Enforcer-45 (RE-45)
"Some say the best way to resolve a conflict is to never stick around. Bring this and you can be sure that anyone will think twice and thrice before chasing yah' skinny ass."
- unknown Black Market Armsdealer

Cost: 300 OM
Requires: Ranged Attack Proficiency
The RE-45 autopistol is one out of a family of weapons designed to replicate solitary aspects of the infamous Lawgiver, chosen firearm of Judge Dredd. The RE-45's chosen aspect is the rapid fire mode, being a perfectly capable bullet-hose, at 800 rpm, in return for sacrificing accuracy and damage at longer ranges.

As a close range pistol it deals extra damage at out to two meters in range, the high rate of fire making the pistol act almost as a shotgun. The rapidfire configuration takes its toll past 20 meters, the combination of accuracy and force being halved at 40 meters, halved again at 60 meters, only to piddle down to nothing past 80 meters.

The gun is technically modular in design and could thus support a variety of upgrades, alterations, and ammo types, but with its current set-up there is real effort involved in keeping anything over a four-round spray on target, to say nothing in the effort required to focus the omnillium in the magazine to refill once the 20 contained bullets have been expended. Which happens often when keeping the trigger pressed empties the magazine in 1.5 seconds. The effort to refill the standard .45 cal ammunition is equivalent to three rapid roundhouse kicks performed in sequence and it takes a few seconds, while the effort of trying to keep a "spray" on target is that of a single straight punch, doubling in effort for each four rounds fired beyond the initial quartet.
Nezha speaks/thinks/writes in #4183a4
Stone Glove (300)
Requires: Ranged Proficiency, Remote Control.
Chakravartin's Palace Hands inspired the revival of this technique. Stone Glove was an Earthbending technique developed by Avatar Kyoshi herself, and was heavily employed by the Dai Li.

The Stone Glove is, as its name suggests, a glove made of stone. It involves numerous small stones perfectly shaped to form a solid glove appearance. The individual pebbles make the glove very dexterous while remaining heavy and perfect for attacking. However, the Stone Gloves are still individual pebbles, and as such can be broken apart by a strong enough force.

Aang can wield these effortlessly at five feet. At a distance up to thirty feet, he is capable of wielding them with minimal effort to strike at foes, or manipulate objects. The gloves are also capable of grappling a limb or weapon to make it difficult for the opponent to act functionally. This is not a debuff, considering Aang actively manipulates the grappling glove.

A Stone Glove pushed beyond one hundred feet moves sluggishly at best, and is incapable of striking or grappling.

Aang has taken time to shape these gloves, and only keeps one pair on his person due to their weight. It takes five minutes per glove, however if the damage to the "shattered" glove is not to severe, it can be reassembled fairly swiftly (usually about five seconds.) He is only capable of moving one Stone Glove per hand, and doing so reduces his ability to Airbend. If one Stone Glove is being manipulated, the attack rate of Pummeling Gale is halved. If both are in active use, the charge rate is halved again.

Note: I was considering 600 because it can grapple AND strike, but then thinking about it, he is actively manipulating the gauntlets. They are literally acting as his hands would at a range, and his hands can normally grab things. So essentially this seems like 300 for the range alone.
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(Changes Italicized and Underlined)
Palace Splash (300 OM) Area Attack, Debuff, Disassemble, Hive Mind, Remote Control

While in his liquid metal amorphous form, if he is able to make contact with an opponent, he may climb over them, restraining their body by creating a living web around their limbs. While fully restraining someone, he is unable to otherwise damage them, as he is spread too thin to even partially reform a hand. If the thing he is trying to restrain has a higher ATK than his own, they will be able to break out with a few seconds of struggling, or if more than twice Chakravartin's own ATK, able to break out nigh-instantly. If the opponent has lower ATK, it would take about twenty seconds of struggling, or a power like Master Acrobat to escape quickly. 

Even after escaping, they will have tiny pieces of Chakravartin on them, ranging from about four cube inches of material in a single glob, or marble-sized globs, which he is capable of pulling on, allowing him to trip up or redirect the movements of an opponent up to three times- as every time he pulls on the pieces still on them, he is drawing back some of the pieces. Like the net, this may be resisted the more ATK the victim has. If the victim has more ATK than Chakravartin, pulling on the pieces will barely move them, but the lower their ATK compared to Chakravartin, the more he is able to redirect their movements. The pieces will slide off on their own if he doesn't consciously keep them there, requiring him to concentrate on their position. Breaking a piece enough will make the glob lose cohesion, and fall off instantly. The marble sized globs able to be broken off easily with the force of a punch, but the larger pieces will require multiple blows, or some form of energy or acidic attack to destroy instantly.

He is unable to use any of his other moves in this form. While using this move isn't particularly draining, if he is forced to change forms more than three times without rest he will get increasingly nauseous from losing and regaining his sight over and over, to the point where if he has to go back and forth more than five times in five minutes he will be intensely dizzy for two to three minutes afterwards, as well as physically exhausted.


Quote:The first 4 paragraphs are pretty much what you get with Disassemble and Hive Mind combo and don’t require a move. The only caveat I’d add there is that while the ATK comparison holds water, unless the ATK difference is substantial (like 5 to 0, etc.) you shouldn’t expect to hold someone immobile for over a minute. While it would take longer to escape with a lower ATK stat, it also comes down to how tiring such a maneuver would be. That said, you can expect this to be as tiring as holding a person down ordinarily would. Additionally, changing forms is noted as being ‘fairly draining to do repeatedly’ in the Disassemble rules, so that would be your stamina drain baseline. A few times back to back would likely wipe you out quickly.

For the second bit, you’ll have to leave some kind of stat comparison in here, since being able to stagger and trip anyone without exception is kinda unreasonable. Something like you mentioned in the other part of the move with those of lower ATK being more susceptible and those above effected to a smaller degree would be fine. While I’m fine with the small energy cost to pull the pieces back, I’d say you’ll need to have some kind of duration or mention of continual energy drain or mental concentration to keep the pieces of Chakra attached. You should also make mention of how large these pieces are and whether they can be removed or damaged.
[Image: Green+Lantern+%2321+Larfleeze.jpg]
@jade!

[spoiler]I answered your questions in bold, and I’ll add them into the description as well. Thank you for your patience with me.
 
Wall 300, (requires ranged and area attack prof) (or 600 because of the charge?)
 
An enemy is coming at Gildarts with everything he has, sword or energy blast, Gildarts is going to be hit, unless he deploys a significant blast of gravity magic straight at his foe. Gravity magic is clear, and hardly detectable just by sight unless there are objects around to get obliterated or moved but it can be sensed or seen as a slightly warped film, almost like saran wrap.  
 
Gildarts deploys this move from his hands, nothing particularly special about the cast, just an aloof spin of magic at the flick of his wrist. The longer the charge, the larger the perimeter and longer the shield/barrier will go. For three seconds Gildarts plants his feet down and conjures the energy, next, he launches it, as his foe is nearly on top of him. His foe, and the trees, branches, and rock are launched back with the vehement force of gravity. The “wall” pushing them takes them about ten feet away, and rips apart the trees that had surrounded him. The trees cascade into other trees when the barrier loses momentum and energy, his foe may have taken some damage from the powerful ‘shove’ as well as the domino fall of the trees and/or/ rocks on top of him. Splinters are still suspended in the air, and Gildarts is breathing in the scent of his destruction.
 
Charge time starts at 3 seconds and is variable, the more charge, the larger the “wall” and how far back it moves the objects in front of it away from him. Originally I wasn’t going to have it hurt /destroy plant life but gravity doesn’t discriminate and I believe that it would be cheating on some level if I let the trees live (poor trees). Anyway it is a more powerful attack so I will have a use limit of only two times per battle.
 
jade Wrote:If the charge is variable, it is 600 OM.
Quote: 
Must this move be aimed at all? What's the range? Can Gildarts move around while casting this or must he remain stationary? Can it strike multiple targets? Can it be avoided, or is it a "guaranteed hit"? Note that guaranteed hits are a lot weaker.
 
The charge is variable!! And it is not a guaranteed hit. He must remain stationary. The max range is fifty yards. The move must only be aimed in the general direction of the enemy, as it is wider than most narrow humanoid targets.
 
Black Lightning 300 (ranged proficiency, homing proficiency which I will buy)
 
Gravity is a realm of laws that should not be broken, however, when they are broken, by mage or otherwise, there is an after effect or consequence. Something that must come to equalize and normalize the equation that did not have the regular “cause and effect” such as what goes up must come down. So it doesn’t come down, not in this realm or universe anyway. Something must be there in its place, an energy, and object, a mass.
 
Gildarts has learned this the hard way, his magic is devastating and reaps it more than he’d like to consciously admit. As an effect, Gildarts can pull negative magic from the existence of positive, charge it, and fire it as a weapon. This particular move is very powerful and takes a good amount of energy, it can be used once per battle. Gildarts ‘charges’ as a means of collecting the highly dangerous energy, it creates a spiderweb of dark static in his hand and an immense trail commences after his opponent, similar to a heat seeking bullet, but it will not rest until it collides with the enemy’s energy. For example, it will go through trees and obstacles, but must land on a part of the enemy that has life, or has been given life by them (a loophole to get around this move would be for Gil’s enemy to fire an energy blast of some sort.)
 
jade Wrote:Must Gildarts remain stationary when casting this move? How long is the charge time? Does it require a lot of concentration or cause Gildarts fatigue(it should, this seriously needs a drawback)? Does it ever diminish, if the target manages to evade it for long enough? If not, does it diminish if Gildarts' focus is broken?
 
Yes he must remain stationary while casting the move, and he also must remain in place while he focuses on it weaving around. The charge time is five seconds, it does require a lot of concentration and it also causes him fatigue. It would diminish if the target evaded it for two minutes straight. If Gildarts focus was broken it would remain active, but it will cut the time it ‘lasts’ in half.
 
Vortex as it has a debuff, (debuff, ranged prof, area attack)* T-2 Super move, would the Debuff claus make it double in price, at 1600?
 
Vortex, as you know, curving space and time takes massive amounts of energy, honestly, it shouldn’t be possible and yet, magic and willpower make it possible. Every effect of Gildarts’ magic has to do with warping space and matter, the effects are usually a brunt of energy, cast or sucked from Gildarts and his immense magical power. He creates this move by releasing leasing all of that burdenous weight he has stored, with gravity there is a pull and push effect that has to do with balance and weighing, in this case, the vortex uses both to suck an enemy towards this debilitating active vacuum for thirty seconds in battle, they’re more or less grappling with whether or not the vortex’s pull will win, and if they do not focus on escaping the vortex, it could swallow them whole, which merely grinds them into the middle and through the reconstruction of gravity. They suffer mostly surface damage when they go through, which would apply pressure to them on all sides, likely with force enough to crush human bone and harm other objects that go in, such as electronics that need a basic construction for mechanics to function.
 
When the enemy resists the gravity’s pull (or has an equal or Higher TEC), he is freed and does not get sucked up.
jade Wrote:This sounds pretty powerful! I'd try to make it a super.


 
I think I’ll make it a super, lol, you’ve convinced me, should I add anything to make it function better?
 
Atlas 300, (debuff, ranged, homing?)
 
Gildarts targets an enemy who is within fifty yards and casts a spell, unleashing an immense weight of gravity magic on the foe. If the spell hits, the enemy may fall to their knees or completely flat on the ground as they find themselves resisting the dense amount of invisible force. Those who are strong enough to resist this attack must put all their focus on standing up again, are able release the spell from on them.
 
A downside is while this is deployed, Gildarts is unable to cast another spell. The charge time for this move is three seconds. Let me know if it needs anything more!
 
jade Wrote:How long do the effects last on an opponent? Must Gildarts remain stationary while it is deployed, as well? Can the move be avoided, or is a "guaranteed hit"?

 
The effect lasts up to forty-five seconds, if they have a higher TEC than Gildarts their ‘down time’ will be cut in half. Gildarts must remain stationary while casting the move, once it is has landed or missed he can remain moving without risking compromising the spell. The move can be avoided, (dodged, or completely blocked by a prime with equal or higher TEC as he does) it is not a guaranteed hit.

[/spoiler]
[Image: -Gildarts-fairy-tail-35651033-300-180.gif]
"I have never met a strong person with an easy past." -Atticus
Chakra
[spoiler]
(05-27-2017, 05:30 AM)Chakravartin Wu Kong Wrote: Spinning Death Palace Hand (600 OM) Area Attack, Area Defense, Hive Mind, Disassemble

After using Palace Hands
Quote:Palace Hands (300 OM) Area Attack, Area Defense, Hive Mind, Disassemble

Simple Description
Chakravartin creates up to four free-floating hands made of a golden liquid metal. They orbit around five feet around him, and he can control them. He mainly uses them to catch attacks meant for his main body, or to attack at greater range than his own fists let him, or grab things from farther away. The hands can emerge from any point on his body, and it takes about five seconds to create one at a time, thirty seconds to create all four at once. 

Landing an attack with one does the same amount of damage as from a punch from his real fist. The hands are semi-liquid, so if they are attacked enough to destroy them, they will lose cohesion and splash to the ground. If Chakravartin comes within five feet of them, the substance is absorbed back into his own body, and he will be able to recreate the hand within an hour. 

If the hand is completely destroyed (incinerated, moved somewhere he will never reach it, corrupted by poison, etc.), he will have to wait forty eight hours to recreate that hand if he eats well, up to a week if he doesn't have good access to food.
Chakravartin grips a sword with a Palace Hand, and then has it begin spinning.

The Spinning Death Palace Hand is able to make a complete rotation about six times a second, and is a simple upgrade to Palace Hands by making use of a weapon. It extends the range of his attacking and defending by utilizing the length of the blade. Getting struck by the blade as it spins is only as damaging as if he were swinging the sword with his regular hand, and his grip on the sword is only as great as his regular physical grip would be, meaning the attack can be parried or defended against in the same ways a character would deflect an ordinary sword swing. 

Chakravartin makes use of incidental weapons; stealing weapons from enemies that he meets, and using them until they break. Should he not have a disposable stolen sword, he will carry two omnilium-made swords. The blades are just over three feet in length, and at their widest, near the hilt, is two inches. They weigh about five pounds each, and aren't especially durable, made of regular metal.


As the diameter of this attack is quite large, he will not use more than two Spinning Death Palace Hands at the same time, despite having four Palace Hands, as if he tried to use a third, the blades would interlock when they spun, and he would end up either injuring himself, or at the very least harming the weapons. He tends to keep the two on opposite ends of himself, either at his right and left, or in front of and behind him. 

He is able to move while using the attack the same way he would when using regular Palace Hands.

You’ll need to resize the blades for this, since a 3 foot blade would extend out of your 5-foot limit you have without Remote Control Proficiency. They’d have to hover 2.5 feet away from your body and be just shy of 2.5 feet long, otherwise you’re cutting yourself in the process.

Other questions:
Can he use this while moving or must he stand still?
Does it require concentration? Would being hit by something of significant force cause the attack to stop? Can he use other moves?
How draining is this on his stamina?

(05-28-2017, 07:47 PM)Chakravartin Wu Kong Wrote: Palace Splash (300 OM) Area Attack, Debuff, Disassemble, Hive Mind

Chakravartin intentionally releases the cohesion of his body, letting the golden liquid metal that makes up his form fall freely, scattering and falling where it may. He will then appear as either a single amorphous glob of liquid gold, or multiple globs.

He can reform his body, or parts of his body, within three seconds, assuming at least 80% of his biomass is within the same five-foot radius. He is also capable of moving while in liquid form, able to take full mental control of any of his own biomass within a five-foot radius of the largest clump of it. He is capable of touch, smell, and hearing while in this form, but must form eyes if he wishes to see, something that would create an obvious weak point. When reforming only part of his body, leaving the rest liquid, if that reformed part takes damage it will carried over the next time he reforms completely. 

He can move about as fast as he can run normally while in the liquid form, but is unable to meaningfully attack anything in this form as it has so little cohesion even a high-speed tackle will not have much effect. While in this form he is more or less immune to cutting or blunt attacks, but can still be harmed by acidic substances or very extreme temperatures. If he wishes to attack, he must at least partially reform part of his body.

However, in this form he is still a viable threat, if he is able to make contact with an opponent, he may climb over them, restraining their body by creating a living web around their limbs. While fully restraining someone, he is unable to otherwise damage them, as he is spread too thin to even partially reform a hand. If the thing he is trying to restrain has a higher ATK than his own, they will be able to break out with a few seconds of struggling, or if more than twice Chakravartin's own ATK, able to break out nigh-instantly. If the opponent has lower ATK, it would take more than a minute of struggling, or a power like Master Acrobat to escape quickly. 

Even after escaping, they will have tiny pieces of Chakravartin on them, which he is capable of pulling on, allowing him to trip up or redirect the movements of an opponent up to three times- as every time he pulls on the pieces still on them, he is drawing back some of the pieces. In order to do this, he must get within five feet of his opponent. 

He is unable to use any of his other moves in this form. While using this move isn't particularly draining, if he is forced to change forms more than three times without rest he will get increasingly nauseous from losing and regaining his sight over and over, to the point where if he has to go back and forth more than ten times in five minutes he will be intensely dizzy fir two to three minutes afterwards.

The first 4 paragraphs are pretty much what you get with Disassemble and Hive Mind combo and don’t require a move. The only caveat I’d add there is that while the ATK comparison holds water, unless the ATK difference is substantial (like 5 to 0, etc.) you shouldn’t expect to hold someone immobile for over a minute. While it would take longer to escape with a lower ATK stat, it also comes down to how tiring such a maneuver would be. That said, you can expect this to be as tiring as holding a person down ordinarily would. Additionally, changing forms is noted as being ‘fairly draining to do repeatedly’ in the Disassemble rules, so that would be your stamina drain baseline. A few times back to back would likely wipe you out quickly.

For the second bit, you’ll have to leave some kind of stat comparison in here, since being able to stagger and trip anyone without exception is kinda unreasonable. Something like you mentioned in the other part of the move with those of lower ATK being more susceptible and those above effected to a smaller degree would be fine. While I’m fine with the small energy cost to pull the pieces back, I’d say you’ll need to have some kind of duration or mention of continual energy drain or mental concentration to keep the pieces of Chakra attached. You should also make mention of how large these pieces are and whether they can be removed or damaged.
[/spoiler]

Odin
[spoiler]
(05-28-2017, 08:25 AM)Odin Wrote: These are for my NPC, Freya when she gets approved.

Sword – 300 – Physical Proficiency
A sword crafted from dwarven steel hangs from a loop in Freya's belt. The nine-inch grip is wrapped in dark leather and leads to a guard depicting a naked male on one side and a naked female on the other. The blade itself is four feet long and sharp on both sides. At the base, it is two inches wide and evenly narrows to one inch wide about two inches to the end. It then quickly comes to a point in those last few inches. The fuller is lined with runes. It is an evenly balanced sword meant to be used one-handed.
 
Shield - 300 – Area Defense, Flight
Freya holds her hand out and creates a shield 10 feet in diameter that is centered on her hand. The shield is made of invisible force, is about as strong as a stone wall, and stops energy or matter from moving through it in either direction. Once summoned, which takes about a second, the shield cannot be moved. If her hand moves more than about an inch in any direction, the shield falls, otherwise, it lasts as long as it isn’t destroyed. Because only the one hand needs to remain stationary, her other hand can perform other tasks and her feet can move about a little. If summoned under her, it provides a platform that she and others can stand on.
 
Face of the Valkyrie – 600 – Utility Super Move Tier 1 – Debuff Proficiency
The target must be within 10 feet of her and maintain eye contact for at least 1 second. The target sees Freya’s face turn into their face in the throes of death. Then the image flies at them at the speed of a bullet. If it makes contact with them, they suffer the death curse for the next 5 minutes. Everything suddenly becomes deadlier. Ice cracks beneath their feet, dropping them into freezing water. The branches they are swinging from break leaving them falling to their death. A sword stabbed through their chest pierces their heart instead of missing the vitals. If running from a monster in a horror movie, they would slip and fall. Fate conspires to end their life. If they survive those five minutes, however, they are immune to the power forever. (Either killing or banishing a prime counts as killing them and means they are not immune in the future.)

Sword: Approved.

Shield: How thick is this shield? How draining is this on her stamina? Can more than one exist at a time? Can this be summoned while moving?

Face of the Valkyrie: This isn’t going to fly outside of maybe a personal story with your own NPCs and such. Inflicting straight-up death or something that leads indirectly to death isn’t something we’d allow unless it was pre-arranged between all players involved and whomever is judging it. Also, 5 minutes is much too long a duration for really any effect in a fight, even as a Super, since battles are sometimes shorter than 5 minutes. Something like a Debuff that causes their TEC stat to drop over a shorter duration and cause effects like slipping and falling would maybe pass if balanced correctly, but most of this is a no-go.
[/spoiler]

Luci
[spoiler]
(05-28-2017, 01:32 PM)Luci Wrote: Paint a Face- 300 OM- Shapeshifting, Buff Proficiency

Luci spends a full minute coating a single person head to toe with paint from her magic spraycan. After the fumes settle, that character appears to have shapeshifted into another person. These effects are identical to those produce by the Shapshifting power, except that this individual CANNOT shift into any other form while this move is active. This move lasts a number of hours equal to Luci's TEC score (currently 3), or until the subject chooses to dismiss it.

This is a thematic move, it is not intended to provide any bonus in combat.

If this is never usable in combat I’d say you could have this as a 0 OM fodder move. Doesn’t seem a lot different than buying a convincing wig and shades at a store, to be honest.
[/spoiler]

Nezha
[spoiler]
(05-28-2017, 03:34 PM)Nezha Wrote: Hold-Out Armatures: Repeating Enforcer-45 (RE-45)
"Some say the best way to resolve a conflict is to never stick around. Bring this and you can be sure that anyone will think twice and thrice before chasing yah' skinny ass."
- unknown Black Market Armsdealer

Cost: 300 OM
Requires: Ranged Attack Proficiency
The RE-45 autopistol is one out of a family of weapons designed to replicate solitary aspects of the infamous Lawgiver, chosen firearm of Judge Dredd. The RE-45's chosen aspect is the rapid fire mode, being a perfectly capable bullet-hose, at 800 rpm, in return for sacrificing accuracy and damage at longer ranges.

As a close range pistol it deals extra damage at out to two meters in range, the high rate of fire making the pistol act almost as a shotgun. The rapidfire configuration takes its toll past 20 meters, the combination of accuracy and force being halved at 40 meters, halved again at 60 meters, only to piddle down to nothing past 80 meters.

The gun is technically modular in design and could thus support a variety of upgrades, alterations, and ammo types, but with its current set-up there is real effort involved in keeping anything over a four-round spray on target, to say nothing in the effort required to focus the omnillium in the magazine to refill once the 20 contained bullets have been expended. Which happens often when keeping the trigger pressed empties the magazine in 1.5 seconds. The effort to refill the standard .45 cal ammunition is equivalent to three rapid roundhouse kicks performed in sequence and it takes a few seconds, while the effort of trying to keep a "spray" on target is that of a single straight punch, doubling in effort for each four rounds fired beyond the initial quartet.

You say this functions similar to a shotgun; does that mean it has a spread?
[/spoiler]

Aang
[spoiler]
(05-28-2017, 06:41 PM)Aang Wrote: Stone Glove (300)
Requires: Ranged Proficiency, Remote Control.
Chakravartin's Palace Hands inspired the revival of this technique. Stone Glove was an Earthbending technique developed by Avatar Kyoshi herself, and was heavily employed by the Dai Li.

The Stone Glove is, as its name suggests, a glove made of stone. It involves numerous small stones perfectly shaped to form a solid glove appearance. The individual pebbles make the glove very dexterous while remaining heavy and perfect for attacking. However, the Stone Gloves are still individual pebbles, and as such can be broken apart by a strong enough force.

Aang can wield these effortlessly at five feet. At a distance up to thirty feet, he is capable of wielding them with minimal effort to strike at foes, or manipulate objects. The gloves are also capable of grappling a limb or weapon to make it difficult for the opponent to act functionally. This is not a debuff, considering Aang actively manipulates the grappling glove.

A Stone Glove pushed beyond one hundred feet moves sluggishly at best, and is incapable of striking or grappling.

Aang has taken time to shape these gloves, and only keeps one pair on his person due to their weight. It takes five minutes per glove, however if the damage to the "shattered" glove is not to severe, it can be reassembled fairly swiftly (usually about five seconds.) He is only capable of moving one Stone Glove per hand, and doing so reduces his ability to Airbend. If one Stone Glove is being manipulated, the attack rate of Pummeling Gale is halved. If both are in active use, the charge rate is halved again.

Note: I was considering 600 because it can grapple AND strike, but then thinking about it, he is actively manipulating the gauntlets. They are literally acting as his hands would at a range, and his hands can normally grab things. So essentially this seems like 300 for the range alone.

Do these require concentration to maintain? Could a strong blow break his concentration and cause the gloves to lose grip or crumble or something? How draining is this on his stamina?
[/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

@Omni Thanks for the advice! I've edited both moves. I bough the Remote Control proficiency, so that should take care of the swords reaching out of range, right?
[Image: Green+Lantern+%2321+Larfleeze.jpg]
(05-29-2017, 03:00 PM)Mark Wrote:
(05-28-2017, 08:25 AM)Odin Wrote: These are for my NPC, Freya when she gets approved.

Sword – 300 – Physical Proficiency
A sword crafted from dwarven steel hangs from a loop in Freya's belt. The nine-inch grip is wrapped in dark leather and leads to a guard depicting a naked male on one side and a naked female on the other. The blade itself is four feet long and sharp on both sides. At the base, it is two inches wide and evenly narrows to one inch wide about two inches to the end. It then quickly comes to a point in those last few inches. The fuller is lined with runes. It is an evenly balanced sword meant to be used one-handed.
 
Shield - 300 – Area Defense, Flight
Freya holds her hand out and creates a shield 10 feet in diameter that is centered on her hand. The shield is made of invisible force, is about as strong as a stone wall, and stops energy or matter from moving through it in either direction. Once summoned, which takes about a second, the shield cannot be moved. If her hand moves more than about an inch in any direction, the shield falls, otherwise, it lasts as long as it isn’t destroyed. Because only the one hand needs to remain stationary, her other hand can perform other tasks and her feet can move about a little. If summoned under her, it provides a platform that she and others can stand on.
 
Face of the Valkyrie – 600 – Utility Super Move Tier 1 – Debuff Proficiency
The target must be within 10 feet of her and maintain eye contact for at least 1 second. The target sees Freya’s face turn into their face in the throes of death. Then the image flies at them at the speed of a bullet. If it makes contact with them, they suffer the death curse for the next 5 minutes. Everything suddenly becomes deadlier. Ice cracks beneath their feet, dropping them into freezing water. The branches they are swinging from break leaving them falling to their death. A sword stabbed through their chest pierces their heart instead of missing the vitals. If running from a monster in a horror movie, they would slip and fall. Fate conspires to end their life. If they survive those five minutes, however, they are immune to the power forever. (Either killing or banishing a prime counts as killing them and means they are not immune in the future.)

Sword: Approved.

Shield: How thick is this shield? How draining is this on her stamina? Can more than one exist at a time? Can this be summoned while moving?

Face of the Valkyrie: This isn’t going to fly outside of maybe a personal story with your own NPCs and such. Inflicting straight-up death or something that leads indirectly to death isn’t something we’d allow unless it was pre-arranged between all players involved and whomever is judging it. Also, 5 minutes is much too long a duration for really any effect in a fight, even as a Super, since battles are sometimes shorter than 5 minutes. Something like a Debuff that causes their TEC stat to drop over a shorter duration and cause effects like slipping and falling would maybe pass if balanced correctly, but most of this is a no-go.

Shield - 300 – Area Defense, Flight
Freya holds her hand out and creates a shield 10 feet in diameter that is centered on her hand. The shield is made of invisible force about as strong as a stone wall, is three inches thick, and stops energy or matter from moving through it in either direction. Once summoned, which takes about a second, the shield cannot be moved. The shield can be summoned while she is moving, but if her hand moves more than about an inch in any direction (in space, not relative to her body), the shield falls, otherwise, it lasts as long as it isn’t destroyed. Because only the one hand needs to remain stationary, her other hand can perform other tasks and her feet can move about a little. If summoned under her, it provides a platform that she and others can stand on. No more than one shield can be summoned at a time. She can use the shield for about 30 seconds per battle, whether it is used continuously or in short bursts.



Face of the Valkyrie – 600 – Utility Super Move Tier 1 – Debuff Proficiency
The target must be within 10 feet of her and maintain eye contact for at least 1 second. The target sees Freya’s face turn into their face in the throes of death. Then the image flies at them at the speed of a bullet. If it makes contact with them, they suffer the death curse for one round. The effect is to lower their defense, therefore, make any wounds they suffer more serious than they would normally be.

Sidenote: I never meant for this to automatically kill anyone, the idea was just that anything that could go wrong for them would. I think it is simpler, and hopefully, more balanced now. Thanks!
Chakra: Yup, that's totally fine if you have Remote Control. Both of those moves and the redo of your original move are approved. Make sure that you note the update to your original move in your purchase log with a link to this post.

Odin: Shield is approved. Valkyrie is also good, but I'm going to leave the final approval to Omni since, with this being a Super Move, I'm fairly sure you're allowed an actual numerical stat debuff and with there not being a lot of precedent, I don't want to give you an unfair number. Apologies, and I appreciate your patience!
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



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