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Official Move Approval IV
Super Nova- (300 OM)- Ranged Proficiency, Area Attack Proficiency.

This gun is possibly Jak’s most powerful gun. It fires a mini-nuclear missile with enough of a blast that it creates a giant orange mushroom cloud, about 10 feet in diameter and 7 feet high. It takes about a good minute and a half to load and charge it. The shot travels in a straight line and does an upward lift before it hits its target or target(s), flying about as fast as a bullet. When it strikes, the target or nearby target(s) are damaged by the attack, usually with burns and light organ trauma resulting from the blast. The attack pretty much whites-out the area for five seconds, possibly leaving the target or targets stunned and unable to attack depending on the extent of their injuries. This can hit from a long distance, a maximum of twenty feet away, but the distance doesn’t affect the outcome.

Jak can use this while moving, but his ability to use other attacks is greatly hindered by the gun’s weight, so he can’t use any other moves. Because it takes a whole minute and a half of concentration to prepare the missile, he must remain on the move or risk having the missile preparation interrupted.
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)

(06-11-2017, 03:21 PM)Warren Zimmer Wrote: Bumping This.

Multi-Weapon Construct Apparatus MK I: (1500 OM, Physical Strength, Ranged Proficiency.)

This device was one that didn't exist, back in Warren's world. Created using data on Hard Light Technology, this is capable of making a few preset constructs that have been programmed into it. The constructs it makes are limited to hand held things, and currently, only a few defaults have been installed as capabilities of the device. This also has his communicator and mobile data verse device integrated into it. Unlike his devices, this is one that Warren has built for himself. These moves can be used while he is moving, and if he has a hand free they can be used with other moves so long as the move doesn't conflict.

The first construct is an elegant purple and black Calvary sword that has golden trim. This sword can be used for melee combat and is a simple construct with no special properties, and is an ordinary sword. This takes two seconds to summon. This is a foot and a half long.

The second construct granted by the Multi-Weapon Construct Apparatus is a set of hooked swords. These can be used defensively to parry attacks that are directed by crossing them together. They can also be used to travel along zip lines, but their primary use is to cut an enemy down to size. Despite being constructs they are ordinary blades with no special properties. This takes five seconds to summon both. These are about two and a half feet long.

The third form of the Multi-Weapon Construct Apparatus's construct is an assault rifle with 30 shots. Each shot is the size of a tennis ball. The rifle takes him seven seconds to summon and appears to be your standard purple/black/silver assault rifle, albeit transparent. This is the standard weight, length and height of an assault rifle as well as weight. This takes him seven seconds to summon. It has a clip of about 30 shots. Two shots can be fired per second. Takes three seconds to reload ten shots. Alternately by dismissing this and thus being unable to use it for about eight seconds it can be completely reloaded.

The fourth of the constructs is a circular shield, but with wicked blades on the edges of the shield. This can be used offensively by being hurled at an enemy to cut them up or by being used as a 'chainsaw' when a button inside it is pushed to cut down multiple enemies with the blades on the shield. The downside is that the shield is like a boomerang, and so the move could come back to bite him once he pushes the button, and throws it. The shield has the dimensions of a circular disc shield, like that used by Captain America, with 6 inch 'blades' sticking out of the outer part of the disc shield.

The shield is about 2.5 feet in diameter. There is another tactic that could be employed with the shield, pushing the button without throwing it when one is surrounded by multiple opponents.

Approved

The Price of this will be 1800

First construct - 300
Second Construct - 300
Third Construct - 300
Fourth Construct - 900 (Melee Use, Ranged use and that chainsaw thing it's got going on)
Aww, bummer about the Longnail's Mark of Pride... how about this one?

Nail Arts: Quick Slash
"And remember this my student, that no matter how quick your sword is, you must correctly judge the time to strike or you will be too exhausted once the opening presents itself."
- Unknown Nailmaster

Cost: 300 OM
Requirements: Physical Strength Proficiency, The Pure Nail, Burst Movement
In battle, he who swings first is most often he who swings last. Taking this wisdom into account and applying the principles of Burst Movement to sword swings is no easy task, least of all because of how draining it is. Little Ghost has accomplished this, allowing him to cut, stab, swing, thrust, and hack with his Nail at speeds much higher than he normally should (in essence he applies a similar boost like Burst Movement to his attack speed). This can be combined with other Nail Arts and weapon techniques in order to increase the speed at which they are executed once their charge/preparation time is complete. One could use this for unarmed strikes as well.

This technique will very rapidly tire those who use it in quick succession and it requires a second of letting the muscles reset for the next attempt. Should the user utilize the Burst Movement power for movement before the muscles have properly reset for another Quick Slash, the full body expenditure delays the recovery after the Quick Slash by yet another second.
"So you'd pursue the deeper truth? It isn't one the weak could bear."


"Prove yourself ready to face it. I'll not hold back. My needle is lethal and I'd feel no sadness in a weakling's demise."


"Show me you can accept this Kingdom's past and claim responsibility for its future."

Struggle
-300 OM (debuff, ranged)

Gildarts releases a burst of energy from his palm and sparkling light dazzles his opponent hitting them square in the eyes. It flashes from his hand and when the opponent is caught looking at it he is stunned and blind for fifteen seconds. The magic fills the scene and expands, hitting the enemy most close to the Prime’s hand. Gildarts doesn’t need to be stationary to cast this move, but he does need to charge it for two seconds to conjure the magic with innate focus.

The move burns the opponent’s eyes for a moment and makes them lose their eyesight in the color of either black or white depending on the writer’s variables and opinions. It does no lasting damage other than stealing their eyesight away temporarily like a flash-grenade. They should be looking in Gildarts’ general direction for the move to land.
[Image: -Gildarts-fairy-tail-35651033-300-180.gif]
"I have never met a strong person with an easy past." -Atticus
And another one!

Mantis Claw Token
A token carved from bone, depicting a mantis' claw. Allows the wearer to use their own claws, spurs, or other such things to cling to walls and leap off them.
Made devilishly sharp, could they have other purposes?

Cost: 300 OM
Requirements: Physical Strength Proficiency, Super Jumping
An item that grants its wearer the metaphysical strength of the Mantis Tribe, causing their claws, talons, or other such digits (even fingers and toes) to grow sharper and stronger. While the primary purposes of this is to allow you to cling to walls, possibly even climbing them at light cost of stamina, their new sharpness, hardness, and toughness allows for a secondary purpose as a weapon, though limited in strength it may be.

When Little Ghost wears this he grows small spurs on his forearms and lower legs, and the small claws at his toes and fingers grow slightly in size with additional sharpness and toughness.


Or two?

Nail Arts: Great Strike
The signature Nail Art of Nailmaster Sheo. Unleashes a huge strike directly in front of you.
[spoiler][Image: latest?cb=20170412121711][/spoiler]Cost: 300 OM
Requirements: Physical Strength Proficiency
By holding their weapon and charging for about two seconds, the user of this Nail Art can unleash a great strike. Whether this strike is a slash, a stab, or a blunt blow does not matter, Soul resonates through your weapon to lend it greater reach and power. For this attack your reach becomes three meters, and should it hit it will strike with three times the power of a normal hit. The visual indicator is a pale glow surrounding Little Ghost as he charges the attack, an aura of pale white once it is fully charged, and then a trail of white incandescence as the attack is used, marking its reach and signalling it's power to all!
"So you'd pursue the deeper truth? It isn't one the weak could bear."


"Prove yourself ready to face it. I'll not hold back. My needle is lethal and I'd feel no sadness in a weakling's demise."


"Show me you can accept this Kingdom's past and claim responsibility for its future."
I'd like to get this approved before Dante's Abyss starts proper, if possible. I'm unsure if the cost and function for this is acceptable.

Nevan - 1500 OM (Requires Physical Strength, Ranged Proficiency, Area Attack, Homing)
  A Devil Arm imbued with the power of heavenly electricity. Dante can summon/dismiss this weapon at will with a couple seconds of concentration, but cannot effectively use it in tandem with any other Devil Arm. Though most Devil Arms take the form of a traditional sort of weapon, Nevan instead assumes the form of an electric guitar, standing at 3 feet long. Strung with strands of lightning, the tunes produced by this electric instrument are capable of summoning radical power when played in certain ways.
  The guitar abilities can all be used as quickly as Dante can played them, and in rapid succession of each other, but as long as Dante plays we will gradually drain his own stamina. Playing for a whole minute will tire him out too much to keep going, for instance. While Dante uses Nevan in any of these ways, he cannot run, jump, dash, or use any other weapons, requiring a still body and use of both hands.
  The guitar abilities are as follows:
  • A simple strum of the guitar generates a single electric bat the size of Dante's chest. It instantly flies at the speed of a bird from the head of the instrument towards a target Dante designates, like a homing projectile. The bat will explode in a thunderous burst if it is damaged, impacts a target or obstacle, or reaches its maximum range of 20 meters.
  • A pluck of the electric strings shoots a short-range burst of lightning, directed from either the head or the neck of Nevan. The bolt is practically instantaneous in its speed, but only reaches out to 5 meters. Additionally, it is unpredictable in its movement, so it will not often hit exactly on the mark Dante points at- if he's aiming for the chest, the bolt might instead hit an arm, leg, head, or even something else entirely.
  • Playing a riff on Nevan will begin to generate multiple electric bats, like those from a strum. So long as he plays, Dante can charge up one electric bet per second, up to a maximum of 5. These bats will orbit around Dante as the riff plays, acting as an impromptu barrier against attacks- bats destroyed from attacks will be regenerated if Dante keeps playing the riff. As soon as Dante releases the riff, all currently existing bats home in on a single target, identically to a strum maneuver.
  • Dante can grind on the strings to generate harsh reverb, which unleashes a pulse of electricity in a 5-meter spherical area. The attack deals less effective damage than a regular bolt, but produces a shockwave that can force away enemies with weaker defenses.
  Finally, separate from any of the guitar's features, there is a hidden function in the instrument. Dante can instantly fold the fin of the guitar into a four-pronged scythe, allowing for lightning-charged melee slashes. While in its scythe form, Dante is not limited in his movement, but Nevan cannot perform any of its guitar abilities.
@ Little Ghost:
[spoiler]
(06-12-2017, 02:54 AM)Little Ghost Wrote: Aww, bummer about the Longnail's Mark of Pride... how about this one?

Nail Arts: Quick Slash
"And remember this my student, that no matter how quick your sword is, you must correctly judge the time to strike or you will be too exhausted once the opening presents itself."
- Unknown Nailmaster

Cost: 300 OM
Requirements: Physical Strength Proficiency, The Pure Nail, Burst Movement
In battle, he who swings first is most often he who swings last. Taking this wisdom into account and applying the principles of Burst Movement to sword swings is no easy task, least of all because of how draining it is. Little Ghost has accomplished this, allowing him to cut, stab, swing, thrust, and hack with his Nail at speeds much higher than he normally should (in essence he applies a similar boost like Burst Movement to his attack speed). This can be combined with other Nail Arts and weapon techniques in order to increase the speed at which they are executed once their charge/preparation time is complete. One could use this for unarmed strikes as well.

This technique will very rapidly tire those who use it in quick succession and it requires a second of letting the muscles reset for the next attempt. Should the user utilize the Burst Movement power for movement before the muscles have properly reset for another Quick Slash, the full body expenditure delays the recovery after the Quick Slash by yet another second.

Approved.

(06-12-2017, 06:17 AM)Little Ghost Wrote: And another one!

Mantis Claw Token
A token carved from bone, depicting a mantis' claw. Allows the wearer to use their own claws, spurs, or other such things to cling to walls and leap off them.
Made devilishly sharp, could they have other purposes?

Cost: 300 OM
Requirements: Physical Strength Proficiency, Super Jumping
An item that grants its wearer the metaphysical strength of the Mantis Tribe, causing their claws, talons, or other such digits (even fingers and toes) to grow sharper and stronger. While the primary purposes of this is to allow you to cling to walls, possibly even climbing them at light cost of stamina, their new sharpness, hardness, and toughness allows for a secondary purpose as a weapon, though limited in strength it may be.

When Little Ghost wears this he grows small spurs on his forearms and lower legs, and the small claws at his toes and fingers grow slightly in size with additional sharpness and toughness.

The climbing and weapon functions make the price 600 OM, as both may prove to be an advantage in combat. Approved at 600 OM.

Quote:Or two?

Nail Arts: Great Strike
The signature Nail Art of Nailmaster Sheo. Unleashes a huge strike directly in front of you.
[Image: latest?cb=20170412121711]Cost: 300 OM
Requirements: Physical Strength Proficiency
By holding their weapon and charging for about two seconds, the user of this Nail Art can unleash a great strike. Whether this strike is a slash, a stab, or a blunt blow does not matter, Soul resonates through your weapon to lend it greater reach and power. For this attack your reach becomes three meters, and should it hit it will strike with three times the power of a normal hit. The visual indicator is a pale glow surrounding Little Ghost as he charges the attack, an aura of pale white once it is fully charged, and then a trail of white incandescence as the attack is used, marking its reach and signalling it's power to all!

Is there a drawback, such as fatigue?[/spoiler]

@ Gildarts (bless you):
[spoiler]
(06-12-2017, 04:37 AM)Gildarts Wrote:
Struggle
-300 OM (debuff, ranged)

Gildarts releases a burst of energy from his palm and sparkling light dazzles his opponent hitting them square in the eyes. It flashes from his hand and when the opponent is caught looking at it he is stunned and blind for fifteen seconds. The magic fills the scene and expands, hitting the enemy most close to the Prime’s hand. Gildarts doesn’t need to be stationary to cast this move, but he does need to charge it for two seconds to conjure the magic with innate focus.

The move burns the opponent’s eyes for a moment and makes them lose their eyesight in the color of either black or white depending on the writer’s variables and opinions. It does no lasting damage other than stealing their eyesight away temporarily like a flash-grenade. They should be looking in Gildarts’ general direction for the move to land.

Fifteen seconds is a liiiiiittle long for a two second charge time. Either extend the charge time or reduce the period of reduced eyesight, please!
[/spoiler]

@ Dante:
[spoiler]
(06-12-2017, 06:10 PM)Dante Wrote: I'd like to get this approved before Dante's Abyss starts proper, if possible. I'm unsure if the cost and function for this is acceptable.

Nevan - 1500 OM (Requires Physical Strength, Ranged Proficiency, Area Attack, Homing)
  A Devil Arm imbued with the power of heavenly electricity. Dante can summon/dismiss this weapon at will with a couple seconds of concentration, but cannot effectively use it in tandem with any other Devil Arm. Though most Devil Arms take the form of a traditional sort of weapon, Nevan instead assumes the form of an electric guitar, standing at 3 feet long. Strung with strands of lightning, the tunes produced by this electric instrument are capable of summoning radical power when played in certain ways.
  The guitar abilities can all be used as quickly as Dante can played them, and in rapid succession of each other, but as long as Dante plays we will gradually drain his own stamina. Playing for a whole minute will tire him out too much to keep going, for instance. While Dante uses Nevan in any of these ways, he cannot run, jump, dash, or use any other weapons, requiring a still body and use of both hands.
  The guitar abilities are as follows:
  • A simple strum of the guitar generates a single electric bat the size of Dante's chest. It instantly flies at the speed of a bird from the head of the instrument towards a target Dante designates, like a homing projectile. The bat will explode in a thunderous burst if it is damaged, impacts a target or obstacle, or reaches its maximum range of 20 meters.
  • A pluck of the electric strings shoots a short-range burst of lightning, directed from either the head or the neck of Nevan. The bolt is practically instantaneous in its speed, but only reaches out to 5 meters. Additionally, it is unpredictable in its movement, so it will not often hit exactly on the mark Dante points at- if he's aiming for the chest, the bolt might instead hit an arm, leg, head, or even something else entirely.
  • Playing a riff on Nevan will begin to generate multiple electric bats, like those from a strum. So long as he plays, Dante can charge up one electric bet per second, up to a maximum of 5. These bats will orbit around Dante as the riff plays, acting as an impromptu barrier against attacks- bats destroyed from attacks will be regenerated if Dante keeps playing the riff. As soon as Dante releases the riff, all currently existing bats home in on a single target, identically to a strum maneuver.
  • Dante can grind on the strings to generate harsh reverb, which unleashes a pulse of electricity in a 5-meter spherical area. The attack deals less effective damage than a regular bolt, but produces a shockwave that can force away enemies with weaker defenses.

  Finally, separate from any of the guitar's features, there is a hidden function in the instrument. Dante can instantly fold the fin of the guitar into a four-pronged scythe, allowing for lightning-charged melee slashes. While in its scythe form, Dante is not limited in his movement, but Nevan cannot perform any of its guitar abilities.

Uhm, excuse you, this is a super rad move. 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.
@ Dust:
[spoiler]
(06-11-2017, 12:49 PM)Dust Wrote: Hoping to get some feedback and approval before DA's event. *sweats*

Over-Powering Kiss - 600 OM
Requires: Physical Strength,  Burst Movement - And the permission of the writer, but not necessarily the character's.

Dust cannot complete his payment without some force, using his strength and sometimes his speed to trap his target by tackling and/or pinning them down, to initiate a kiss lasting between 3 and 30 seconds with the person. This leaves him vulnerable for the duration of the kiss to any outside force - including any ability the targeted creature can use while pinned and under someone - but effectively binds the person under his body. The person under him gains full cover from attacks made by anyone else in the area, as Dust purposely makes himself a shield to the target he is kissing. After the duration of the kiss, if he survives, he can use any combination of his other moves as long as it equals out in seconds. (For example: Pup's Bite and Pup's Claw both use a 3 second kiss, and require at least a 6 second kiss to use both once; 9 seconds will let him use one 3 times, or a combination of the two moves three times.)

Added bonus: He's not that bad of a looker.

I'm a little concerned. Explain why this is 600 OM, please?[/spoiler]

@ Chakravartin Wu Kong:
[spoiler]
(05-21-2017, 07:37 PM)Chakravartin Wu Kong Wrote: Palace Taihou
600 OM
Requires Area Attack proficiency, Ranged proficiency

Chakravartin concentrates to gathers chi into a glowing grey and gold sphere, starting out at its least effective at beach-ball size, or smaller. The chi sphere is a bomb, able to physically handled by Chakravartin alone, as contact with any other living thing will trigger the explosion. To Chakravartin, the bomb weighs approximately a pound regardless of size, and so can be thrown fairly easily. 

The chi takes about a second to gather at first, and form the initial 20 inch diameter. If he throws it at this point, the explosion will be small, only about three feet in diameter, and not very destructive, doing concussive damage only. 

However, after initially summoning it, the sphere will contract. About every ten seconds it shrinks to half the size it had before, and will double its destructiveness. At a five inch diameter, (twenty seconds of charging)  it is about as effective as a regular grenade, resulting in an explosion with a ten foot casualty radius.

At about forty seconds of charging, the one-inch explosive will become unstable, and will explode with a twenty-foot radius violently, even if nothing has triggered it. 

The sphere will continue to charge for as long as Chakravartin is in contact, and if contact is broken with it, it cannot be charged further. He cannot create more than one sphere at a time. It moves as fast as Chakravartin can throw it, and with the same level of accuracy. 

The spheres trigger and explode under the following conditions:
  • Something hits it with a high amount of force (Ex. a bullet, a punch from someone with physical strength proficiency or high attack, a spear jab, etc.), however the threshold for piercing it is about the same as piercing something with a thin metal coat. Getting smacked with a blunt force instrument will not trigger it.
  • Something hits it at a very high temperature (Fire, a different explosion, laser beams, etc.)
  • It comes into contact with something possessing enough chi (Most animals, large trees, most people, etc. Robots and undead, unless they utilize 'life energy' of some kind, would not trigger this. Insignificant living things will also not trigger this, i.e. hitting a fly in the air, or having it roll in the grass will not cause it to explode).
  • More than forty seconds have passed, and Chakravartin is still charging it, at which point it will explode in his hand.

[Image: xMx7saI.png]

The explosion itself is a bright flash of gold and orange light, expanding away in a second from the sphere's center. The light may be enough to surprise at short-range, but it is not blinding. There isn't much heat generated by the explosion, simply concussive force. 

The main weaknesses of the technique lie with both its User, and with its trigger conditions. 

Chakravartin doesn't have very high technique, only able to throw the bomb with the skill and aim of an amateur, and will often miss. He must also concentrate when initially forming it, giving any enemy a chance to distract him before he can summon it. The attack is easily deflected with armor, or a blunt force instrument. If Chakravartin is not paying attention while charging his ability, it may also reach its instability point and explode before he has the chance to throw it a safe distance from himself. It is also nearly impossible to sneak up on someone with it, as the first moment of the attack's formation, it creates a large glowing orb larger than his head in his hand.

It is ineffective against anything that doesn't count as 'alive' or is sufficiently armored, as only skin contact will make it explode. Shooting it out of the air with almost any weapon will also detonate it early, and its size and speed are easily dodge-able by most. The radius of the explosion is half a foot per second of charging.

Another weakness is his amount of Chi (SP), which fuels the explosive. Currently, he only has so much Chi, only able to use the Palace Taihou once safely in a row without proper rest and refueling in between.

Super moves can't be variable like this. If you want it to have different "tiers" of power like you're suggesting, you would have to buy T1, T2, and T3 super versions of this move.

Either change this to a regular move, or remove all but one of the charged versions of the move.

If it's a regular move, you'll need to add on 300 OM for each extra variation there is in charge times.[/spoiler]

@ Jak Mar:
[spoiler]
(06-11-2017, 07:26 PM)Jak Mar Wrote: Super Nova- (300 OM)- Ranged Proficiency, Area Attack Proficiency.

This gun is possibly Jak’s most powerful gun. It fires a mini-nuclear missile with enough of a blast that it creates a giant orange mushroom cloud, about 10 feet in diameter and 7 feet high. It takes about a good minute and a half to load and charge it. The shot travels in a straight line and does an upward lift before it hits its target or target(s), flying about as fast as a bullet. When it strikes, the target or nearby target(s) are damaged by the attack, usually with burns and light organ trauma resulting from the blast. The attack pretty much whites-out the area for five seconds, possibly leaving the target or targets stunned and unable to attack depending on the extent of their injuries. This can hit from a long distance, a maximum of twenty feet away, but the distance doesn’t affect the outcome.

Jak can use this while moving, but his ability to use other attacks is greatly hindered by the gun’s weight, so he can’t use any other moves. Because it takes a whole minute and a half of concentration to prepare the missile, he must remain on the move or risk having the missile preparation interrupted.

I think this looks okay. 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.
@Jade

Is 600 too much?

I thought since I was tackling and pinning someone down with it it counted as two purposes and that would warrant a higher price.
[Image: k7o36mrvhfvz.gif]
"Centurion: I'll leave you to your work then Dust. Thanks for chatting!
Me: no problem. stay awesome!
Centurion: It's more of a passive ability"

Palace Taihou
900 OM
Requires Area Attack proficiency, Ranged proficiency

Chakravartin concentrates to gathers chi into a glowing grey and gold sphere, starting out at its least effective at beach-ball size, or smaller. The chi sphere is a bomb, able to physically handled by Chakravartin alone, as contact with any other living thing will trigger the explosion. To Chakravartin, the bomb weighs approximately a pound regardless of size, and so can be thrown fairly easily. 

Variation One: Intial Burst
The chi takes about a second to gather at first, and form the initial 20 inch diameter. If he throws it at this point, the explosion will be small, only about three feet in diameter, and not very destructive, doing concussive damage only. 

However, after initially summoning it, the sphere will contract. About every ten seconds it shrinks to half the size it had before, and will double its destructiveness. 

Variation Two: Grenade

At a five inch diameter, (twenty seconds of charging)  it is about as effective as a regular grenade, resulting in an explosion with a ten foot casualty radius.

Variation Three: Unstable Force

At about forty seconds of charging, the one-inch explosive will become unstable, and will explode with a twenty-foot radius violently, even if nothing has triggered it. 

The sphere will continue to charge for as long as Chakravartin is in contact, and if contact is broken with it, it cannot be charged further. He cannot create more than one sphere at a time. It moves as fast as Chakravartin can throw it, and with the same level of accuracy. 

The spheres trigger and explode under the following conditions:
  • Something hits it with a high amount of force (Ex. a bullet, a punch from someone with physical strength proficiency or high attack, a spear jab, etc.), however the threshold for piercing it is about the same as piercing something with a thin metal coat. Getting smacked with a blunt force instrument will not trigger it.
  • Something hits it at a very high temperature (Fire, a different explosion, laser beams, etc.)
  • It comes into contact with something possessing enough chi (Most animals, large trees, most people, etc. Robots and undead, unless they utilize 'life energy' of some kind, would not trigger this. Insignificant living things will also not trigger this, i.e. hitting a fly in the air, or having it roll in the grass will not cause it to explode).
  • More than forty seconds have passed, and Chakravartin is still charging it, at which point it will explode in his hand.

The explosion itself is a bright flash of gold and orange light, expanding away in a second from the sphere's center. The light may be enough to surprise at short-range, but it is not blinding. There isn't much heat generated by the explosion, simply concussive force. 

The main weaknesses of the technique lie with both its User, and with its trigger conditions. 

Chakravartin doesn't have very high technique, only able to throw the bomb with the skill and aim of an amateur, and will often miss. He must also concentrate when initially forming it, giving any enemy a chance to distract him before he can summon it. The attack is easily deflected with armor, or a blunt force instrument. If Chakravartin is not paying attention while charging his ability, it may also reach its instability point and explode before he has the chance to throw it a safe distance from himself. It is also nearly impossible to sneak up on someone with it, as the first moment of the attack's formation, it creates a large glowing orb larger than his head in his hand.

It is ineffective against anything that doesn't count as 'alive' or is sufficiently armored, as only skin contact will make it explode. Shooting it out of the air with almost any weapon will also detonate it early, and its size and speed are easily dodge-able by most. The radius of the explosion is half a foot per second of charging.
Quote:Super moves can't be variable like this. If you want it to have different "tiers" of power like you're suggesting, you would have to buy T1, T2, and T3 super versions of this move.

Either change this to a regular move, or remove all but one of the charged versions of the move.

If it's a regular move, you'll need to add on 300 OM for each extra variation there is in charge times.

I'm changing it to a regular move, with three variations: Initial Charge, Grenade, and Unstable
A 900 OM price is appropriate for that, right?
Also, thank you for getting to it so quickly. This could save me in DA.
[Image: Green+Lantern+%2321+Larfleeze.jpg]
jade Wrote:@ Gildarts (bless you):
[spoiler]
(06-12-2017, 04:37 AM)Gildarts Wrote:
Struggle
-300 OM (debuff, ranged)

Gildarts releases a burst of energy from his palm and sparkling light dazzles his opponent hitting them square in the eyes. It flashes from his hand and when the opponent is caught looking at it he is stunned and blind for fifteen seconds. The magic fills the scene and expands, hitting the enemy most close to the Prime’s hand. Gildarts doesn’t need to be stationary to cast this move, but he does need to charge it for two seconds to conjure the magic with innate focus.

The move burns the opponent’s eyes for a moment and makes them lose their eyesight in the color of either black or white depending on the writer’s variables and opinions. It does no lasting damage other than stealing their eyesight away temporarily like a flash-grenade. They should be looking in Gildarts’ general direction for the move to land.

Fifteen seconds is a liiiiiittle long for a two second charge time. Either extend the charge time or reduce the period of reduced eyesight, please!
[/spoiler]

Okayy! Also sorry for all the extra work. It is da crunch time not just for me but for you too! >.<

Is ten seconds okay?
[Image: -Gildarts-fairy-tail-35651033-300-180.gif]
"I have never met a strong person with an easy past." -Atticus
@ Dust: Nah, pinning someone down requires the tackling part, pretty much, so it's not 600 OM. But I'd appreciate it if you would explain... what this move does, aside from the fodder part of macking on someone? It seems almost like it amps up his other moves?

@ Chakravartin Wu Kong: Yeah, that seems good! Well done and thanks for making those edits. Palace Taihou is approved at 900 OM!
[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.
@Jade & Everyone

Edits Made!

Mantis Claw Token
A token carved from bone, depicting a mantis' claw. Allows the wearer to use their own claws, spurs, or other such things to cling to walls and leap off them.
Made devilishly sharp, could they have other purposes?

Cost: 600 OM
Requirements: Physical Strength Proficiency, Super Jumping
An item that grants its wearer the metaphysical strength of the Mantis Tribe, causing their claws, talons, or other such digits (even fingers and toes) to grow sharper and stronger. While the primary purposes of this is to allow you to cling to walls, possibly even climbing them at light cost of stamina, their new sharpness, hardness, and toughness allows for a secondary purpose as a weapon, though limited in strength it may be.

When Little Ghost wears this he grows small spurs on his forearms and lower legs, and the small claws at his toes and fingers grow slightly in size with additional sharpness and toughness.


Nail Arts: Great Strike
The signature Nail Art of Nailmaster Sheo. Unleashes a huge strike directly in front of you.
[spoiler][Image: latest?cb=20170412121711][/spoiler]Cost: 300 OM
Requirements: Physical Strength Proficiency
By holding their weapon and charging for about two seconds, the user of this Nail Art can unleash a great strike. Whether this strike is a slash, a stab, or a blunt blow does not matter, Soul resonates through your weapon to lend it greater reach and power in return for moderate fatigue, or great fatigue upon multiple uses in quick succession. For this attack your reach becomes three meters, and should it hit it will strike with three times the power of a normal hit. The visual indicator is a pale glow surrounding Little Ghost as he charges the attack, an aura of pale white once it is fully charged, and then a trail of white incandescence as the attack is used, marking its reach and signalling it's power to all!
"So you'd pursue the deeper truth? It isn't one the weak could bear."


"Prove yourself ready to face it. I'll not hold back. My needle is lethal and I'd feel no sadness in a weakling's demise."


"Show me you can accept this Kingdom's past and claim responsibility for its future."
@Jade, xD Macking.

No, no. My character comes from the Darker than Black universe. He has to pay a cost of some act to be able to use his ability, his payment is kissing someone for a determined amount of time; its mostly flavor and a bit of a penalty as he has to always be up close to someone. I guess I could just RP him throwing himself on someone, and not need a move for it if this all seems unnecessarily.

But the idea was that I am holding them down in preparation for whatever comes next. That could be me attacking them directly with my attacks moves, or I thought it could also use it to shield someone while I'm taking payment to unleash the beast on whoever is attacking them/us.
[Image: k7o36mrvhfvz.gif]
"Centurion: I'll leave you to your work then Dust. Thanks for chatting!
Me: no problem. stay awesome!
Centurion: It's more of a passive ability"

@ Dust:
[spoiler]
(06-12-2017, 11:37 PM)Dust Wrote: @Jade, xD Macking.

No, no. My character comes from the Darker than Black universe. He has to pay a cost of some act to be able to use his ability, his payment is kissing someone for a determined amount of time; its mostly flavor and a bit of a penalty as he has to always be up close to someone. I guess I could just RP him throwing himself on someone, and not need a move for it if this all seems unnecessarily.

But the idea was that I am holding them down in preparation for whatever comes next. That could be me attacking them directly with my attacks moves, or I thought it could also use it to shield someone while I'm taking payment to unleash the beast on whoever is attacking them/us.

Oh, well, in that case.... since he's acting as a human shield/gaining energy for an attack... it IS 600 OM! Approved at 600![/spoiler]

@ Little Ghost:
[spoiler]
Quote:@Jade & Everyone

Edits Made!

Mantis Claw Token
A token carved from bone, depicting a mantis' claw. Allows the wearer to use their own claws, spurs, or other such things to cling to walls and leap off them.
Made devilishly sharp, could they have other purposes?
Cost: 600 OM
Requirements: Physical Strength Proficiency, Super Jumping
An item that grants its wearer the metaphysical strength of the Mantis Tribe, causing their claws, talons, or other such digits (even fingers and toes) to grow sharper and stronger. While the primary purposes of this is to allow you to cling to walls, possibly even climbing them at light cost of stamina, their new sharpness, hardness, and toughness allows for a secondary purpose as a weapon, though limited in strength it may be.

When Little Ghost wears this he grows small spurs on his forearms and lower legs, and the small claws at his toes and fingers grow slightly in size with additional sharpness and toughness.


Nail Arts: Great Strike
The signature Nail Art of Nailmaster Sheo. Unleashes a huge strike directly in front of you.
Cost: 300 OM
Requirements: Physical Strength Proficiency
By holding their weapon and charging for about two seconds, the user of this Nail Art can unleash a great strike. Whether this strike is a slash, a stab, or a blunt blow does not matter, Soul resonates through your weapon to lend it greater reach and power in return for moderate fatigue, or great fatigue upon multiple uses in quick succession. For this attack your reach becomes three meters, and should it hit it will strike with three times the power of a normal hit. The visual indicator is a pale glow surrounding Little Ghost as he charges the attack, an aura of pale white once it is fully charged, and then a trail of white incandescence as the attack is used, marking its reach and signalling it's power to all!

Both are 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.
(06-11-2017, 12:32 PM)Strazio Rockwell Wrote: Changed a few things and added the speed of the projectile. Changes are in bold.

Demetri's Rifle - Requires Ranged Proficiency

[spoiler] [Image: vintorezzzz_by_abiator-d8eyj0l.png]
The VSS Vintorez, also known as a "thread cutter" serves as a silenced rifle used in delicate operations that require both stopping power and finesse. A weapon that was used to great effect by its former owner, an Russian ex-special operative known as Demetri. Unfortunately its current wielder comes from a universe that has yet to even discover gunpowder. Strazio is incapable of firing the weapon normally and instead opts to charge it using his own energy. He can spend up to ten second pouring energy into the weapon, during which time he is unable to attack and must remain touching the rifle. The weapon remains charged for roughly five minutes before the energy dissipates. For every second he spends charging the rifle he can fire a single shot. Each shot fires a single needlepoint lance of white energy up to 150 feet. The lance travels relatively fast out of the barrel, but its speed quickly diminishes over distance. Someone a few feet away would be hard-pressed to dodge it without precognition while someone at max range would be hard-pressed to not dodge it. Due to the destructive nature of Strazio's magick he can only fire ten shots per battle before the rifle becomes too damaged to be used and must be repaired outside of combat. While Strazio usually carries the rifle slung over his shoulder he can break it down into raw omnilium and store it inside his body, if it is stored he can summon it after a few seconds of concentration. [/spoiler]

For the projectile speed - How fast does it start at and what does it drop down to?
Muffle (300): Stealth, Suppression

Basic Summary of effects: Dane uses his magic to suppress all sound within 0.5m/1.6ft of himself. This has no visible effect. So, in essence, the spell allows the caster to walk or run silently. A twig stepped on will not make a sound, however, it will still snap. If a pot is knocked over and falls within 0.5m of Dane, it will not make a sound. But if it falls outside this radius and shatters, it will. Should Dane try to yell, no one would hear it. 

Using: To use, Dane has to stand still and concentrate for 5 seconds. Once active, it will remain active as long as Dane concentrates on it. This can be used in conjunction with the stealth power to become both invisible and produce no sounds (although in a desert, for example, tracks will still be visible).

Ending: If Dane takes damage, the effect instantly ends and Dane suffers mental feedback preventing all moves for 3 seconds (it's hard to focus on anything with a headache) but can still attempt to block and dodge out the way of attacks. It will also be ended by any very loud sound (on the level of a flashbang or grenade), which causes a mental feedback that can potentially damage Dane. Otherwise, Dane can end this at will, although should he take damage or be near a loud noise within 1 second of doing so, he will still suffer the appropriate feedback effect.

Drawbacks: Moves and attacks cannot be used while muffle is active due to the concentration required. That includes generic swings of a sword and punches, as well as the charging of attacks. Movement powers still work (e.g. super jumping/flight, burst speed, etc.). Summoning does not work. The move is no more exhausting than walking is to the average person, so in the short term Dane will not tire, but if kept up for more than a few hours before a fight (for example) without at least half an hour of rest prior, Dane would start the fight fairly tired. Dane can hear everything at half volume while muffle is active.

Counters: Primes with both enhanced senses a TEC higher than Dane's will be able to hear the sounds a lot quieter than without muffle. As someone's TEC increases above Dane's the sound becomes more audible to them until their TEC becomes double Dane's where they'll be able to completely ignore muffle and hear Dane as normal.

Other Notes: The restriction on moves being used does not apply to Dane's cantrips (as long as he doesn't choose to extend the duration and thus have to concentrate on them. Can be used as a way to avoid the caster making a sound when using them. Namely SparksPing, and Minor Illusion which all could be used as a form of distraction.

((I'll remove the "other notes" bit if I need to to get the move approved, i.e. prohibit cantrip usage))


Convenient Cantrip info dump:

All of these cantrips have the following key distinguishable features:
  • Can be cast quickly (i.e. in the time it takes to clap or click your fingers). Some motion is required and always has to be a noise producing gesture. Such as a stomp, or jingling a bell.
  • They won't directly hurt anyone. Not even the slightest tingle.
  • Any lingering effects disappear after five minutes unless concentration is maintained (which can be done indefinitely while conscious). Only one cantrip can be concentrated on at once and moves cannot be used in parallel to this (so usually it's easier just to recast every five minutes).
  • The use of multiple cantrips can overlap if focus isn't required.
  • Cannot be used while taking damage.
The Cantrips:
Minor Illusion
[spoiler]Makes a small stationary object the size of a fist appear within 10ft/3m of the caster. Such as a mouse, or a pouch of coins. This object can be manually moved by the caster with physical contact. Anyone else that touches it will find that their hands go through it and realise it's fake. Anyone that inspects it carefully or critically for more than a few seconds will also realise it's fake. Once someone knows the object is an illusion, they can see through it.[/spoiler]
Sparks
[spoiler]You have the power of a small special effects team in the palm of your hands. The caster can make small sparks or flames of any colour appear within 10ft/3m of themselves. The do not produce any heat or damage anything. The sparks disappear in the air shortly after crackling. The flames disappear within 5 seconds, or when patted out. The duration can't be extended, but the spell can be recast.[/spoiler]
Lights
[spoiler]A small (when looked directly at, appears as a minuscule speck; when not focused on, it appears to have a diameter of about an inch or a few cm) glowing orb appears stuck to an object within 10ft/3m gestured at and provides a dim layer of light in a 20ft/6m sphere centred around itself. When covered by an opaque object it disappears (including hands, even if there are small gaps). The light cannot blind anyone, even if cast on their face. Why? Magic. [/spoiler]
Ping
[spoiler]The caster focuses on a point on a wall or solid surface and makes a sound (e.g. by clapping, clicking fingers, stomping, or jingling a bell). The sound then bounces off that point in a straight line until it hits another solid object, before doing the same. Each time it bounces, the sound is emitted again, but slightly quieter than the time before. This continues for five bounces, and each bounce must be within 32ft/10m of each other (otherwise the spell ends). Essentially, the caster can click their fingers, and the sound will appear to echo from point to point across a room or corridor. The spell does echo off people and armour, but if the surface is not reasonably flat and hard, the spell ends (so would bounce off plate armour, but probably not chain mail, arms, or a normal t-shirt).[/spoiler]
Spice
[spoiler]Are you bored of tasteless meals? If so, this spell is for you. Can be cast on a food or drink within 10ft/3m to give it the taste of having a small amount of flavouring added, such as a pinch of sugar, salt, spice, or even a fruity taste added. The additives aren't actually real and have no appearance, so added salt won't be spottable by physically inspecting the meal. Also, past taste, the spell has no effect on the body. So a diabetic could use it to sweeten food without risking high sugar levels.[/spoiler]
Copy
[spoiler]Can copy the contents of one book into a blank book of the same size or larger, or just a selection of pages as long as the equivalent amount of blank paper is available. This takes 1 minute per 20k words, so about 1 A5 page can be done in about a second. A simple diagram the size of an A5 page takes about a second to replicate. A more detailed photo or painting of the same size can take about half a minute. As a rule of thumb, most books can be completely copied within 5 to 10 minutes. This requires constant focus. Both the original book and empty book need to be open in front of the caster (within 3ft/1m) when the spell is cast. Each book will automatically flip pages as required. To an outsider, it looks like the letters are being drawn on the page quickly by an invisible pen or pencil.[/spoiler]
“Surprise, Motherfucker.”- 300 OM- Physical proficiency, area attack proficiency, Debuff

A double dose of dangerous in Jak’s arsonal, a precursor artifact that looks harmless at first but attaches itself to the opponent as it opens up and explodes on contact of the opponent’s body. How it effects said person depends on their TEC and SPD. If opponent is quick enough to get it off their bodies, it still leaves injury.

Tier 2 Powerup- Armor of Mar- Made from Precursor metal, the strongest metal in Jak’s world

Bracers

Greves

Shoulder Plate

Breastplate
.-
Attack- +3
Defense-+3
Speed- +4
Tech- NA
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)

(06-12-2017, 11:47 PM)Daniel Wrote:
(06-11-2017, 12:32 PM)Strazio Rockwell Wrote: Changed a few things and added the speed of the projectile. Changes are in bold.

Demetri's Rifle - Requires Ranged Proficiency

[spoiler] [Image: vintorezzzz_by_abiator-d8eyj0l.png]
The VSS Vintorez, also known as a "thread cutter" serves as a silenced rifle used in delicate operations that require both stopping power and finesse. A weapon that was used to great effect by its former owner, an Russian ex-special operative known as Demetri. Unfortunately its current wielder comes from a universe that has yet to even discover gunpowder. Strazio is incapable of firing the weapon normally and instead opts to charge it using his own energy. He can spend up to ten second pouring energy into the weapon, during which time he is unable to attack and must remain touching the rifle. The weapon remains charged for roughly five minutes before the energy dissipates. For every second he spends charging the rifle he can fire a single shot. Each shot fires a single needlepoint lance of white energy up to 150 feet. The lance travels relatively fast out of the barrel, but its speed quickly diminishes over distance. Out of the barrel it travels around 80 mph, but drops to around 25 halfway and 15 near max range. Someone a few feet away would be hard-pressed to dodge it without precognition while someone at max range would be hard-pressed to not dodge it. Due to the destructive nature of Strazio's magick he can only fire ten shots per battle before the rifle becomes too damaged to be used and must be repaired outside of combat. While Strazio usually carries the rifle slung over his shoulder he can break it down into raw omnilium and store it inside his body, if it is stored he can summon it after a few seconds of concentration. [/spoiler]

For the projectile speed - How fast does it start at and what does it drop down to?
[Image: StrazSig.png]

[Image: DarkshireBadge.png][Image: DarkshireDefenseBadge.png][Image: SecondarySaga.png][Image: HerosGraveyardBadge.png]
@Strazio - Approved


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