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Move Creation Workshop

T2 Super Utility: Will O' Wisp - 800 OM
Ranged Materialize, Area of Attack, Ranged Attack, Homing
Golfball sized bluish-black flames materialize in a 20-meter radius dome-shape around Asmodai, leaving only about a meter between him and the first wave of orbs. The orbs space out randomly throughout this space and number in the hundreds. Each orb's impact on the person that touches it - while painful as it is real fire - is fairly weak. The minefield created by these things make it near impossible to approach the center without touching the flames and becoming hurt. Especially when the wisps will move towards the unfortunate who are navigating the field.

 
Quote: Sasuke:

 Will O' Wisp: If you want this to be a Utility Super Move and not an Attack Super Move, then damage is a no go. I get the feeling you want this to be a lingering deterrent, not a one time attack, so you'll need to remove the damage aspect.
 You could have each wisp stun/daze your opponent for a second upon contact instead, but you'd need Debuff, due to the scope of the stun potential.
 Hundreds is too many for a Tier 2 however. How's twenty to thirty sound?  



@Anyone who wants to help; I'll tone the number down, but could this become a Super Defense? Sasuke was correct in the fact that I want it to be more of a deterrent, and so Defense makes the most sense.

Optionally, I can make it a 600 OM regular move that requires concentration and lasts for x-minutes. Thoughts?



Quote:Smokebomb (300) (requires ranged, area attack, debuff)
Marisa carries around ten black canaster shaped smoke bombs. to activate one, the pin needs to be pulled before getting dropped onto the ground which takes about three seconds on average to pull one out. Marisa doesn't need to pull the pin immediately and can wait to do so or even put it away if she so desires. There is enough smoke for ten seconds and the area is roughly twenty feet in diameter (as it's a gas it will spread out to fit into the area given. The smoke makes it almost impossible to see through the smoke without the help of enhanced senses or what not.
This looks good, I'd approve it if I could here.

Quote:Rocket launcher (900) (requires homing, ranged, area attack)
Marisa carries around a black boxy rocket launcher with four rocket pods. It takes five seconds to rest the launcher on her shoulder and flip down the lid to be even able to fire it. To reload it takes 10 seconds to reload all four pods with a single rocket. Damage wise each rocket deals moderate damage (enough to blow a hole in a brick wall with fair ease) The rocket launcher has two modes Normal and Homing. Normal is where she can press the trigger and a single rocket comes out in a straight line for 50 feet before exploding (either by hitting something or running out of fuel and hitting the ground.) It takes 2 seconds before she can fire a new rocket. This is affected by quick movements giving a loss of accuracy.

Homing allows her to decide how many rockets she wants to fire upon up to four targets. She may split up the rockets however she wishes (example being shooting three rockets at one target) it takes 5 seconds of constant knowledge of there position for the rocket launcher to lock onto there signature (via enhanced senses, peripheral vision, etc.) then she fires the rockets at the target/targets. Each rocket has 50 feet of fuel and follows the target, while unable to make sharp turns they still turn pretty well. less affected by movement than the normal mode.
You can take this to move approval as well, the only question I have is: How long does it usually take the rocket to reach its target/travel 50 feet?
[Image: source.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"
Reply

Lovely! Ms. Hanako of the toilet. (tier 2 super offensive) (800) (requires physical strength, teleportation, probably others)
Marisa will get up close to a single opponent before picking them up and tossing them in the air using her broom stunning them if they hit the target. Once they are in the air she will start to spin rapidly like a top for about five seconds before they get sent into the distance about 50 feet, before they land a bathroom stall will appear near there landing area and ghostly blue hands will come out and drag the unwitting target into the stall to drown them for a few seconds and which Marisa will appear near the stall to slam it shut. The target will then appear right near Marisa drenched in filthy toilet water, with marks on there body at the very least.

As an fodder thing, people can potentially see a young Japanese school girl that is pale, with short black hair, wearing a white button up shirt and a red skirt as the thing that drowns them.
                                            [Image: tenor.gif?itemid=10243242]
"While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
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WARNING!!! Alot of these are Old Moves for Ret from Chubbs.... I prob brought these here long ago, and might even have some already. But I'm trying to dicern which ones are DOABLE...and which arent, as well as what might need to be edited and tweaked. Also OPen to new move ideas and stuf from these....





2. Phosphorus Bomb- This is a rather unique attack created by Retane after deserting planet Namek for his first time. Finding hisrace pitiful as they seemed to care for for the living then adventure, Retane created attack souly for the purpose of the destruction of oxygen, there for also the destruction of life. Though, he never coiuld fully perfect it. The attack itsself is encased in a simple orb of ki and is unleashed only after the ki-seal is broken by contact or detonation. Once the seal is broken and the real attack is unleashed the oxygen within the attacks grasp is burned on contact. The down fall is using the attack to much can really take it's toll on Retane, and a simple blast could destroy the Phosphorus Bomb causing nothing more then smoke in the air.

3. Hell's Leash- Retane throws out his arms and long black coils form from his palms, three coils per hand. The long 'chains' are whipped around like weapons, lashing his opponents. The black coils attack at a long melee distance, but strike with the force of energy attacks. If a direct hit is successful, and the target is close enough, the coils can temporarily wrap around a section of the opponent and hold it (ie- an arm, so it can't block, etc.), making areas of the body vulnerable to attack from the other coils.

4. Windstorm- Retane places one arm across his chest and the other in front of him. He rolls them over each other in a 360 roll and creates what seems like wind whilring around his forearms. This attack can be either shot, at the foe, which the winds are razor sharp(Like Pikkons Hyper tornado), or used to propel other attacks from the arms into faster speeds.

5. Unknown- After much training Retane can create KI attacks that appear out of thin air anywhere he chooses around the area he is in. This is a great move to send a move such as Demise and other such moves at his opponent without them suspecting a thing.

6. Gray Assault- The mercenary cups his hands out in front of him and a small gray mass forms, taking shape of skull between his fingers. As the blast is released the namek can allow the blast to vary in size by expanding it to consume a large area, or concentrate on a acute spot.

7. Judgement(Curse of the Reaper)- Retane is now the God of Death. Retane has learned ‘Judgment’. As the official Death Dealer of the planet his Ki Sense extends into the afterlife now to keep tabs on the signatures of those he has killed or even encountered. As an added bonus to this, Retane can see and communicate with the lost wondering souls that rest in the material world.

8. When Darkness Falls- The mercenary has control of a darkside that allows him to simply create darkness from shades of night to pure pitch black. As well he can createsolid black duoble mirrored walls that can allow one to se inard of outward... but it all depends on the Reaper.

9. Soul Reaper- The Reaper taps into the other dimension and calls forth a densien in the form of a scythe. The blade is known to take a solid or transparent form, able to seemingly go through the foe, sending spasms and chills throughout his foe with every strike.
Soul Reaper- The Reaper taps into the other dimension and calls forth a densien in the form of a scythe. If one is struck by the blade, it shall go straight through, attacking the enemy, not physically, but eating at the soul and energy.


10. Web Seal- The mercenary slams a fist into the ground, creating a web like outline along the ground. Those caught within the spread of the outline are stuck until they overpower the entrapment or the energywithin weakens. If Retane is within the web as well, he can exert energy through the grounded web and cause the foe to mimic his very actions.

11. Rigamortis- The reaper's hand emits a crimson aura as he beckons forth the power of the dead. He can release a crimson orb, or touch the foe physically with the hand, and the appendage touched by the red energy stiffens until it can no longer move. The time it takes for the effects to weaken depends on the concentration of energy and the power of the foe.

12. Shadow Strike: Retane can send shadow appearances of himself at an enemy. Each clone performs one move, be it a simple punch to a complicated blast. After completeing their movement, they disperse into thin air. If the replica is struck, though, it puffs in a cloud of smoke.

13. Feind Shackles- Spawning from Hells Leash, the mercenary has developed another duo-fensive maneuver. Using either the chains or the palms of his hands(glowing similar to creation of Hells Leash), the warrior can create shackles about his target on contact. Though temporary, these bands can last through a fight and then some,pending the situation. Retane uses Hells Leash to latch onto the shackles and bind them together. Though the chains linking the bands are weaker then the actual cuff, they can be a nuisance until you bust free.

14. Mirrored Strings- When the namekian flesh, touches another, he can sometimes detach very thin strings upon his foe. With these strings, the mercenary can transfer the pain he feels from his foe, back into his foe.

15. Crucifixtion- The warrior produces a curved bow made of ki, along with arrows. His sights invision a cross behind his foe and four swift shots are fired at the foe so that he finds him self stuck to a cross that he cannot see, and as the doe is stuck the assassin looses a fifth arrow hitting their skull, sending them back in pain.(Note arrows are made of Ki)

16. Acid- Disgaceful, yet tactful. The warrior spits in the face of his foe, thus causing loss of direction and senses temporarily.

17. Hologram- Simplistic enough, the namekian can use a little bit of his chakra to emit holograms.

18. Solidify- Adding a bit more energy to the holograms, make them solid. Though a simple hit that is a bit stronger then a meager human can destroy one.

19. Hemorage- The renegade taps into his mind and unleahes the berserker mode of himeself. He feels no pain or any damage. The only issue is he knows only one objective, and knows not when to flee.

20. Sonic flare- The warrior's fists emit a clear aura and when they strike a foe, it emits a sonic flare through the body.

21. Hurricane- Wind expells from the warrior, slowing down the attacker as he comes towards him.

22. Trapped- Ever heard of the controled scatter shot? Well, Trapped skips the loosing of the orbs and allows them to instantly apear around their foe, encumbering them from escape as they enclose on the target, perhaps unleashing a devasating explosion upon the victim.
-----------

Judgement(Curse of the Reaper):

Retane is now the God of Death. Retane has learned ‘Judgment’. As the official Death Dealer of the planet his Ki Sense extends into the afterlife now to keep tabs on the signatures of those he has killed or even encountered. Yema will even defer slightly to the Reaper now on where to send souls Retane has killed. As an added bonus to this, Retane can see and communicate with the lost wondering souls that rest in the material world.


Toxin- As the assassins aura burns, he releases a toxin that slowly eats away at his victims energy, tiring them and making them fatigue.

Silencer- Retane puts a finger to his lips and with a simple "Shhhh", the target that it's aimed towards becomes deaf.

City of Shadows- Retane is able to turn the area into a replica of Trion, the city that was made into a ghost town by the mercenary on Namek. (Kinda like how Babidi could change the places and shit.) But in the town are the lost souls killed by Retane. The roam about seeking vengance on anyone that comes their way, only they are simpletons and could hurt you if they tried.

Fear- A simple black blast from the mouth, being hit with the blast causes the target to become paranoid and fearfull of all around him temporarily, depending on the concetration of the attack.

Black Fang- Through a simple bite, Retane releases a toxin that makes the victim forget what has happened a few hours before and after the insertion of his fangs.

Feind Mastery: After years of training and mastering the art of his dark techniques, Retane learns how to inflict even more pain. His aura turns a pitch black and when he uses a dark attack it becomes a little more powerful without draining more of his Ki. (This move was denied before by Burter, but he said that after I got SNS he would think about it)

Shadow strike: Retane can send shadow appearances of himself at an enemy. Each clone performs one move, be it a simple punch to a complicated blast. After completeing their movement, they disperse into thin air. If the replica is struck, though, it puffs in a cloud of smoke.

Assassins Tunnel- The warrior summons forth a dimensional doorway. As he enters the dimension he finds himself in a paralell word of his own. Time is frozen is place, as he moves through to his target location and exits the realm. The Down fall is, the longer a livng being stays within the dimension, the more fatigue he gets. (This move is unable to be used when staff deems neccsary... such as DA)

Backfire- Seeing that he could not always use hidden techniques, the warrior created a simplistic shot that could implement a backfire on his foes attack by using pressure. The defensive manuver differs in backfire, pending the concentration and strength of the foe....It is suppose to send an unusually small fast orb towards the foe's attack near the time of release.... PPending the pressure of the defence and power of the attack, there will be a backfire that hurts the foe from his own attack.

Trapped- Ever heard of the controled scatter shot? Well, Trapped skips the loosing of the orbs and allows them to instantly apear around their foe, encumbering them from escape as they enclose on the target, perhaps unleashing a devasating explos\on upon the victim.

Viserate- Retane stares at his foe and his eyes glow red. An aura of crimson color, surrounds the target and his body is attacked from the energy. The assault is haulted when Retane looks away, or the foe breaks loose.- Approved by Barodock

Soul of Retane- Retane creates Lone, a wolf mixed of his soul and his energy. This wolf is mentally attached to the namekian. and can silently move unseen or unheard at most times. He is retane's extra eyes and ears, sometimes even a distraction or bait for a trap.

CatoPlasm Cannon- Retane powers up to at leases his first teir and dumps a severe amount of energy, ranging from his base Ki to all of his maxxed energy into a single arm. The arm becomes tremendously heavy and tends to weight the namekian down. When ready, the merc just aims his arm and unleashes a wicked blast at his foe.

Viento Tourtuga- Using the manipulation of the wind yet again, the merceatry combines his energy with it to control the wind and air that surrounds him. The wind begins to rapidly spin about him, using him as an axis, and as it increases, so does the defense. The wind becomes able to repel assualts, physically or energy charged.(Note, this isn't taking account for those that unleash super blasts or are way stronger then him.

Arsenal- A green orb appears in the warriors hand. As he tosses it towards the foe, the small but powerful blast can either home in on a foe, shread into many different orbs, or turn into a powerful wave. (Tooken from Broly's movie) -Preapproved by Bardock

Claw of the Beast- Retane uses his very life force to emit a feindish wave of energy to assualt his foes. Continuos use of the attack, can hill him.

Mystic Flash- The emerald raises his hand forming a multi collored orb, and losses it towards its foe, allowuing it to expand turning saw like. With the blade of energy surrounding the orb, it cuts through energy defences and incoming attacks and allows the main orb to strike its goal without a complication. The attack can take it's toll upon the user pending on how often he uses or how much power is putinto the blast.
--
Controlled Scatter Shot- (Requires Homing Prof) The uprade to Scatter Shot. As Retane gets stronger, it only takes slightly a few more seconds to charge up this attack. With it charged, Retane fires a set amount of slightly more powerful blasts up to a span of thirty seconds.. They are set to home on a target but can miss. Some hit, but some miss. Those that miss actually surround the target, in an orbital fashion, and Retane can clench a single fist after his barrage, and those orbs that missed converge on the target.

Feral Outreach- The Emerald Feind is able to instantly summon bigger claws as light green energy. They are an extension and can extend out up to six feet from Retane's own hands. The claw hands can expand out to be the size to snatch a body about his own size. They are made of energy but the claws mimic is actual hands. Knocking the claw away, means swinging his entire arm. The Outreach, can use the same abilities as Retane, as they are just an extension of his arms. Draining wise, it doesn't really hurt him at the moment, unless he uses them over ten seconds at a time.

Trapped- The Initial Pinnacle of Old School Retane. The Emerald Warrior can form a huge amount of energy orbs almost instantly out of thin air within a few seconds It surrounds a single opponent, and with a blink of his eye, the energy collapses onto the target, dealing severe damage.

Feral Wind- Retane takes a few moments and calls forth the wind. It begins to swirl around the Namekian's forearms. The wind is razor sharp and bends to his will and can even be manipulated to act as gloves when he strikes a person physically. They also can be sent one or both at a time, towards a target in a drilled formation. If it hits, it does damage and may cut the target. It's not to strong but can potentially hurt those that are weak. This was once a trademark of Legacy... He can summon them only in pairs, and it takes a few minutes to resummon the winds.



----------------

Bow and Arrow- This is mostly for Inirtias. The Elf has an arched bow, with unlimited arrows in his arch. While most are noraml arrows, Inirtias can loose 'glowing arrows' which are his symbolism of Retane's enery attack.

Sabers- Mostly used for Arith, possibly a slight shortened version for Inirtias. Arith weilds two Sabers upon his back, which he uses to fight with.

Tonfas of the Abyss- Retane summons two tonafa's as thick as his arms. The length of them covers his entire arm and extends six inches from the handle. They are grey and head is in the shape of a wolf. The sides are rough and in the design of a wolf's fur all the way up to the shoulder, which resemebles a tail.(In works)
[Image: hchh.png]

I refuse to lose this battle,
Let whatever come my way.
I am stronger then my rival,
No, I will not fall today...
Reply

(03-12-2019, 10:41 PM)Retane Wrote: WARNING!!! Alot of these are Old Moves for Ret from Chubbs.... I prob brought these  here long ago, and might even have some already. But I'm trying to dicern which ones are DOABLE...and which arent, as well as what might need to be edited and tweaked. Also OPen to  new move ideas and stuf from these....





2. Phosphorus Bomb- This is a rather unique attack created by Retane after deserting planet Namek for his first time. Finding hisrace pitiful as they seemed to care for for the living then adventure, Retane created attack souly for the purpose of the destruction of oxygen, there for also the destruction of life. Though, he never coiuld fully perfect it. The attack itsself is encased in a simple orb of ki and is unleashed only after the ki-seal is broken by contact or detonation. Once the seal is broken and the real attack is unleashed the oxygen within the attacks grasp is burned on contact. The down fall is using the attack to much can really take it's toll on Retane, and a simple blast could destroy the Phosphorus Bomb causing nothing more then smoke in the air.

3. Hell's Leash- Retane throws out his arms and long black coils form from his palms, three coils per hand. The long 'chains' are whipped around like weapons, lashing his opponents. The black coils attack at a long melee distance, but strike with the force of energy attacks. If a direct hit is successful, and the target is close enough, the coils can temporarily wrap around a section of the opponent and hold it (ie- an arm, so it can't block, etc.), making areas of the body vulnerable to attack from the other coils.

4. Windstorm- Retane places one arm across his chest and the other in front of him. He rolls them over each other in a 360 roll and creates what seems like wind whilring around his forearms. This attack can be either shot, at the foe, which the winds are razor sharp(Like Pikkons Hyper tornado), or used to propel other attacks from the arms into faster speeds.

5. Unknown- After much training Retane can create KI attacks that appear out of thin air anywhere he chooses around the area he is in. This is a great move to send a move such as Demise and other such moves at his opponent without them suspecting a thing.

6. Gray Assault- The mercenary cups his hands out in front of him and a small gray mass forms, taking shape of skull between his fingers. As the blast is released the namek can allow the blast to vary in size by expanding it to consume a large area, or concentrate on a acute spot.

7. Judgement(Curse of the Reaper)- Retane is now the God of Death. Retane has learned ‘Judgment’. As the official Death Dealer of the planet his Ki Sense extends into the afterlife now to keep tabs on the signatures of those he has killed or even encountered. As an added bonus to this, Retane can see and communicate with the lost wondering souls that rest in the material world.

8. When Darkness Falls- The mercenary has control of a darkside that allows him to simply create darkness from shades of night to pure pitch black. As well he can createsolid black duoble mirrored walls that can allow one to se inard of outward... but it all depends on the Reaper.

9. Soul Reaper- The Reaper taps into the other dimension and calls forth a densien in the form of a scythe. The blade is known to take a solid or transparent form, able to seemingly go through the foe, sending spasms and chills throughout his foe with every strike.
Soul Reaper- The Reaper taps into the other dimension and calls forth a densien in the form of a scythe. If one is struck by the blade, it shall go straight through, attacking the enemy, not physically, but eating at the soul and energy.


10. Web Seal- The mercenary slams a fist into the ground, creating a web like outline along the ground. Those caught within the spread of the outline are stuck until they overpower the entrapment or the energywithin weakens. If Retane is within the web as well, he can exert energy through the grounded web and cause the foe to mimic his very actions.

11. Rigamortis- The reaper's hand emits a crimson aura as he beckons forth the power of the dead. He can release a crimson orb, or touch the foe physically with the hand, and the appendage touched by the red energy stiffens until it can no longer move. The time it takes for the effects to weaken depends on the concentration of energy and the power of the foe.

12. Shadow Strike: Retane can send shadow appearances of himself at an enemy. Each clone performs one move, be it a simple punch to a complicated blast. After completeing their movement, they disperse into thin air. If the replica is struck, though, it puffs in a cloud of smoke.

13. Feind Shackles- Spawning from Hells Leash, the mercenary has developed another duo-fensive maneuver. Using either the chains or the palms of his hands(glowing similar to creation of Hells Leash), the warrior can create shackles about his target on contact. Though temporary, these bands can last through a fight and then some,pending the situation. Retane uses Hells Leash to latch onto the shackles and bind them together. Though the chains linking the bands are weaker then the actual cuff, they can be a nuisance until you bust free.

14. Mirrored Strings- When the namekian flesh, touches another, he can sometimes detach very thin strings upon his foe. With these strings, the mercenary can transfer the pain he feels from his foe, back into his foe.

15. Crucifixtion- The warrior produces a curved bow made of ki, along with arrows. His sights invision a cross behind his foe and four swift shots are fired at the foe so that he finds him self stuck to a cross that he cannot see, and as the doe is stuck the assassin looses a fifth arrow hitting their skull, sending them back in pain.(Note arrows are made of Ki)

16. Acid- Disgaceful, yet tactful. The warrior spits in the face of his foe, thus causing loss of direction and senses temporarily.

17. Hologram- Simplistic enough, the namekian can use a little bit of his chakra to emit holograms.

18. Solidify- Adding a bit more energy to the holograms, make them solid. Though a simple hit that is a bit stronger then a meager human can destroy one.

19. Hemorage- The renegade taps into his mind and unleahes the berserker mode of himeself. He feels no pain or any damage. The only issue is he knows only one objective, and knows not when to flee.

20. Sonic flare- The warrior's fists emit a clear aura and when they strike a foe, it emits a sonic flare through the body.

21. Hurricane- Wind expells from the warrior, slowing down the attacker as he comes towards him.

22. Trapped- Ever heard of the controled scatter shot? Well, Trapped skips the loosing of the orbs and allows them to instantly apear around their foe, encumbering them from escape as they enclose on the target, perhaps unleashing a devasating explosion upon the victim.
-----------

Judgement(Curse of the Reaper):

Retane is now the God of Death. Retane has learned ‘Judgment’. As the official Death Dealer of the planet his Ki Sense extends into the afterlife now to keep tabs on the signatures of those he has killed or even encountered. Yema will even defer slightly to the Reaper now on where to send souls Retane has killed. As an added bonus to this, Retane can see and communicate with the lost wondering souls that rest in the material world.


Toxin- As the assassins aura burns, he releases a toxin that slowly eats away at his victims energy, tiring them and making them fatigue.

   Silencer- Retane puts a finger to his lips and with a simple "Shhhh", the target that it's aimed towards becomes deaf.

   City of Shadows- Retane is able to turn the area into a replica of Trion, the city that was made into a ghost town by the mercenary on Namek. (Kinda like how Babidi could change the places and shit.) But in the town are the lost souls killed by Retane. The roam about seeking vengance on anyone that comes their way, only they are simpletons and could hurt you if they tried.

   Fear- A simple black blast from the mouth, being hit with the blast causes the target to become paranoid and fearfull of all around him temporarily, depending on the concetration of the attack.

   Black Fang- Through a simple bite, Retane releases a toxin that makes the victim forget what has happened a few hours before and after the insertion of his fangs.

   Feind Mastery: After years of training and mastering the art of his dark techniques, Retane learns how to inflict even more pain. His aura turns a pitch black and when he uses a dark attack it becomes a little more powerful without draining more of his Ki. (This move was denied before by Burter, but he said that after I got SNS he would think about it)

   Shadow strike: Retane can send shadow appearances of himself at an enemy. Each clone performs one move, be it a simple punch to a complicated blast. After completeing their movement, they disperse into thin air. If the replica is struck, though, it puffs in a cloud of smoke.

Assassins Tunnel- The warrior summons forth a dimensional doorway. As he enters the dimension he finds himself in a paralell word of his own. Time is frozen is place, as he moves through to his target location and exits the realm. The Down fall is, the longer a livng being stays within the dimension, the more fatigue he gets. (This move is unable to be used when staff deems neccsary... such as DA)

Backfire- Seeing that he could not always use hidden techniques, the warrior created a simplistic shot that could implement a backfire on his foes attack by using pressure. The defensive manuver differs in backfire, pending the concentration and strength of the foe....It is suppose to send an unusually small fast orb towards the foe's attack near the time of release.... PPending the pressure of the defence and power of the attack, there will be a backfire that hurts the foe from his own attack.

Trapped- Ever heard of the controled scatter shot? Well, Trapped skips the loosing of the orbs and allows them to instantly apear around their foe, encumbering them from escape as they enclose on the target, perhaps unleashing a devasating explos\on upon the victim.

Viserate- Retane stares at his foe and his eyes glow red. An aura of crimson color, surrounds the target and his body is attacked from the energy. The assault is haulted when Retane looks away, or the foe breaks loose.- Approved by Barodock

Soul of Retane- Retane creates Lone, a wolf mixed of his soul and his energy. This wolf is mentally attached to the namekian. and can silently move unseen or unheard at most times. He is retane's extra eyes and ears, sometimes even a distraction or bait for a trap.

CatoPlasm Cannon- Retane powers up to at leases his first teir and dumps a severe amount of energy, ranging from his base Ki to all of his maxxed energy into a single arm. The arm becomes tremendously heavy and tends to weight the namekian down. When ready, the merc just aims his arm and unleashes a wicked blast at his foe.

Viento Tourtuga- Using the manipulation of the wind yet again, the merceatry combines his energy with it to control the wind and air that surrounds him. The wind begins to rapidly spin about him, using him as an axis, and as it increases, so does the defense. The wind becomes able to repel assualts, physically or energy charged.(Note, this isn't taking account for those that unleash super blasts or are way stronger then him.

Arsenal- A green orb appears in the warriors hand. As he tosses it towards the foe, the small but powerful blast can either home in on a foe, shread into many different orbs, or turn into a powerful wave. (Tooken from Broly's movie) -Preapproved by Bardock

Claw of the Beast- Retane uses his very life force to emit a feindish wave of energy to assualt his foes. Continuos use of the attack, can hill him.

Mystic Flash- The emerald raises his hand forming a multi collored orb, and losses it towards its foe, allowuing it to expand turning saw like. With the blade of energy surrounding the orb, it cuts through energy defences and incoming attacks and allows the main orb to strike its goal without a complication. The attack can take it's toll upon the user pending on how often he uses or how much power is putinto the blast.
--
Controlled Scatter Shot- (Requires Homing Prof) The uprade to Scatter Shot. As Retane gets stronger, it only takes slightly a few more seconds to charge up this attack. With it charged, Retane fires a set amount of slightly more powerful blasts up to a span of thirty seconds.. They are set to home on a target but can miss. Some hit, but some miss. Those that miss actually surround the target, in an orbital fashion, and Retane can clench a single fist after his barrage, and those orbs that missed converge on the target.

Feral Outreach- The Emerald Feind is able to instantly summon bigger claws as light green energy. They are an extension and can extend out up to six feet from Retane's own hands. The claw hands can expand out to be the size to snatch a body about his own size. They are made of energy but the claws mimic is actual hands. Knocking the claw away, means swinging his entire arm. The Outreach, can use the same abilities as Retane, as they are just an extension of his arms. Draining wise, it doesn't really hurt him at the moment, unless he uses them over ten seconds at a time.

Trapped- The Initial Pinnacle of Old School Retane. The Emerald Warrior can form a huge amount of energy orbs almost instantly out of thin air within a few seconds It surrounds a single opponent, and with a blink of his eye, the energy collapses onto the target, dealing severe damage.

Feral Wind- Retane takes a few moments and calls forth the wind. It begins to swirl around the Namekian's forearms. The wind is razor sharp and bends to his will and can even be manipulated to act as gloves when he  strikes a person physically. They also can be sent one or both at a time, towards a target in a drilled formation. If it hits, it does damage and may cut the target. It's not to strong but can potentially hurt those that are weak.  This was  once a trademark of Legacy... He can summon them only in pairs, and  it takes a few minutes to resummon the winds.



----------------

Bow and Arrow- This is mostly for Inirtias. The Elf has an arched  bow, with unlimited arrows in his arch. While most are  noraml arrows, Inirtias can loose 'glowing arrows' which are his symbolism of Retane's enery attack.

Sabers- Mostly used for Arith, possibly a slight shortened version for Inirtias. Arith weilds two Sabers  upon his back, which he uses to fight with.

Tonfas of the Abyss- Retane summons two tonafa's as thick as his arms. The length of them covers his entire arm and extends six inches from the handle. They are grey and head is in the shape of a wolf.  The sides are rough and in the  design of a wolf's fur all the way up to the  shoulder, which resemebles a tail.(In works)
I'll take a look at this once I get a decent amount of time too look at this
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"While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
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I'm planning on making upgrades for a couple of my moves. Do these look alright? (Changes are in bold)


Entropy Slash (600) (Uses Physical Strength) (Uses Debuff Proficiency)

Holding down on a button on his entropy sword's hilt causes its entropy generator to charge up the blade with entropy energy. What is entropy energy? It is a translucent substance that floats in the air like a gas cloud. The energy is absorbed by all matter that touches it, causing the matter to rapidly heat up. Enough entropy energy can heat matter up so much that it'll disintegrate at the atomic level, leaving only stardust behind. However, it's difficult to quantify how much entropy energy is needed for this, especially since it depends on many factors including the material's thickness and its volume. However, its effect on opponents is always consistent.

For this move, Peter charges the blade for 3 seconds, then slashes his opponent. All the entropy energy exits the blade and travels into the point where the blade made contact, heating it up. If the opponent's flesh is cut, it feels like a red-hot poker is pressing on the wound, and the pain stuns the opponent for 1 second. For this to work, the sword must hit the body directly (if it hits armor, the heat on the armor isn't painful) and it must be charged for at least 3 seconds. If Peter charges the sword for 6 seconds, the damage the entropy energy does is magnified. It will feel like molten metal was shoved into the wound, and flesh up to half a centimeter away from the wound will disintegrate into stardust only a moment after the wound is made. This additional effect doesn't increase the opponent's stun-time. Entropy energy starts leaking off the blade after 5 seconds of charge, so Peter must be careful with this variant of the move, otherwise he could accidentally fling entropy energy into someone's face. Also, Peter risks breaking the entropy generator if he uses it constantly, and this move will destroy the sword if its time-freeze effect is removed. One more thing: The entropy slash also does increased damage to environmental objects (such as doors, crates, walls, etc), allowing Peter to slash straight through wood and weaker metals; and breaking through stronger metals can take 5-30 hits depending on the metal and how thick it is (Note that this only applies to environmental objects. The entropy slash doesn't do as much damage to armor and weapons. Blame Omniphysics.)

Sidenote: The pain from the entropy slash fades away quicker if the character has regeneration.


Entropy Protect (600) (Uses Area Defense Proficiency)

The blade can only hold a 5-second charge of entropy energy. Charging for more than 5 seconds causes the excess energy to leak off the blade. As this occurs, Peter can spin the sword to create a circle of entropy energy in front of him. The circle has a 4-foot diameter. If you touch it, it makes you feel like you're touching scalding water, but the pain isn't enough to stun you and it does almost no damage. While the move isn't really a good offensive tool, it's good at warding away opponents. Peter must be constantly charging entropy energy and spinning his sword to maintain the cloud, or it will almost immediately fade away. The sword's entropy generator will break if he does this for more than 30 seconds. Peter can also spin his sword extra-vigorously to form a thicker entropy circle that destroys projectiles with an ATK less than or equal to Peter's DEF, and causes visible burns to those who touch it. However, this is so tiring that Peter can only maintain this for five seconds, and he won't be able to properly perform Entropy Protect until he's able to take a breather for a few seconds.
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Some possible moves for Daisy later on.

Mini Mushroom (300 OM, Requires Buff, Shrinking, Stealth): Daisy pulls out a Mini Mushroom from her bag and ingests it, causing her to shrink down to about 3 inches tall, giving her the ability to hide a lot more easily with her smaller size. This newfound smaller size and stealth lasts for about 10 seconds, and while it requires Daisy to wait 3 seconds before she can create another one, with her using quite a bit of stamina in making it. While she does need to focus on making the Mini Mushroom, she does not need to focus for when she is under the effects of the Mini Mushroom itself. Lastly, while Daisy may shrink through the Mini Mushroom, none of the items and weapons that she owns will shrink with her, though she can still pull out various support items while small, such as a Mega Mushroom or any of her Mushroom Extracts.

Blossom Ball (900 OM, Requires Ranged, Area Attack): Daisy holds back her baseball bat and charges up energy into it, before swinging it at full force, causing a ball of energy around 3 feet in diameter to fly out to hit the opponent, leaving a trail of petals. In order for Daisy to be capable of using this move, she must be stationary, though not necessarily on the ground in order to use this move. The minimum time it can take for Daisy to charge her bat would have to be a second, though she has the option to charge up her energy for up to 30 seconds at maximum, the results of which would be very powerful and energy consuming. Once fired, the Blossom Ball will travel as fast as a arrow, and will continue moving until it hits a object, or until it moves beyond it's 50 foot range, at which point it falls to the ground and turns into a harmless puff of petals.

When using it while she is enlarged by the Mega Mushroom however, the properties of the Blossom Ball change into a different form. When used while in her Mega Form, rather than firing a giant blast, the blast instead causes the Blossom Ball to turn into a huge flurry of 1000 tiny Blossom Balls that travel as fast as bullets and will end up bombarding a 30 foot area within a 50 meter range of Daisy, lasting 3 seconds and dealing minimal damage for each of the 1000 Blossom Balls, which will add up over a quick amount of time for those who end up in the area of the attack. This variation of the Blossom Ball takes around 3 seconds to charge and requires major focus and quite a large amount of stamina to create, leaving Daisy fatigued and gasping for air a bit after a single swing, while also immediately reverting Daisy back to her regular size afterwards.

Tier 1 Super Defense - Mushroom Extract #2: Rock Mushroom (600): Daisy pulls out a soda can from her bag labeled with a Rock Mushroom, before drinking it and growing a rocky layer of skin around herself. This rocky layer of skin takes around a second to form after ingesting the drink, and upon the rocky skin forming, it greatly increases Daisy's durability, while also allowing her to shrug off any T1 Super Attacks.

Shaking Swing (300, Requires Physical, Debuff): Daisy spins around her baseball bat before raising it above her head and swinging it downward onto her opponent, preferably onto their head. This attack takes 2 seconds to prepare and requires a bit of focus and stamina to use, but once Daisy lands this powerful blow, it could cause the opponent to stagger from the blow, causing them to slow down and lose focus as they recover from the blow over a period of three seconds.

Rose Ball (600, Requires Ranged, Remote Control, Debuff): Daisy holds back her baseball bat and charges up energy into it, before swinging it at full force, causing a ball of a crackling pink energy around 3 feet in diameter to fly out to hit the opponent, leaving a trail of rose petals. Unlike her regular Blossom Ball however, Daisy can control the direction of the Rose Ball within a 50 foot range as long as she can keep her focus onto the ball, as if the ball either goes out of range or if Daisy loses her focus, the ball will harmlessly turn into a rose and fall to the floor. The Rose Ball takes about a single second to form and requires a bit of stamina to create, and the ball will travel as fast as a arrow until it either hits the opponent, falls out of range, or until Daisy loses focus. Once the Rose Ball hits, Daisy can either have the ball hit as normal to deal a strong energy blow to the opponent all at once, or she can have the Rose Ball turn into many Rose Thorns, which will stick into the opponent and slowly deal it's damage over time over a period of 5 seconds, while also making them lose a bit of focus over the period.

Dandelion Ball (600, Requires Ranged, Area, Debuff) Daisy holds back her baseball bat and charges up energy into it, before swinging it at full force, causing a ball of soothing white energy around 3 feet in diameter to fly out to hit the opponent, leaving a trail of dandelion seeds. This specific ball, once it hits a opponent, explodes into a cloud of dandelion seeds, which varies in size depending on how long she has been charging the Dandelion Ball, with the minimum being a 10 foot area at 1 second, and the maximum being a 35 foot area from charging for 10 seconds. Regardless of the area, the dandelion seeds last for 5 seconds, and will cause anyone who lands within the area to feel drowsy, slowly sapping their stamina the longer that they stand within the area. Creating and firing the Dandelion Ball requires quite a bit of focus and stamina from Daisy, and upon being fired, the Dandelion Ball will move as fast as a arrow until it either hits a opponent or flies outside of it's 50 foot range, after which it will immediately explode.
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And two more for Sunshine.

Highwind (300 ,Requires Ranged, Buff, Flight): Professor Sunshine creates a small updraft from her hands, before reaching a ally and allowing them to fly up into the air. Professor Sunshine must be on the ground and stationary in order to use this move, and while it only requires a single second to charge, Professor Sunshine requires every single bit of focus she can have, and her stamina is constantly drained bit by bit for as long as she maintains her Highwind. In addition, while the move does indeed grant flight to a ally, the flight can only last within a 100 foot range, and Professor Sunshine must be able to see her ally to bestow flight to them, as well as a free hand.

Wind Chill (600, Requires Ranged Materialize, Debuff): With just a single wave of her hand, Professor Sunshine can cause a small pocket of air around a opponent to suddenly freeze around them. This move requires 2 seconds to charge, as well as quite a bit of stamina, but once used, the area around a opponent that Professor Sunshine can see will suddenly begin experiencing the effects of a wind chill, freezing any non-heated liquids while also causing a opponent to tense up, lasting over a period of 5 seconds, slowing their movements, and leaving them less capable of quickly blocking off attacks. This wind chill normally can last for 3 seconds, but Professor Sunshine can also hold the Wind Chill onto a opponent for longer, as long as she can maintain focus and sacrifice bits of stamina the longer she can use it. However, if she holds it for over 10 seconds, her own body will begin experiencing the effects of Wind Chill, causing her to slow down as well.
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Psycho's Nanosuit-[Image: 1388858535_crysis-psih_.jpg]

Psycho's Nanosuit contains nanites that go through his bloodstream to increase in four modes: (Inside he has a mini supercomputer inside of his Nanosuit)

Visor AI Processor (Fluff)
The Nanosuit features an onboard supercomputer which allows it to remotely interface with and hack most electronic devices either military and civilian, even alien. Its transceiver can also be programmed to interfere and disrupt Ceph communications.- (Fluff) Psycho's Nanosuit contains a Supercomputer that feeds him details about various locations. As it learns more about the Omniverse, it will show more details on Psycho's visor.

Alt Form: Maximum Armor- 2000 OM
Armor mode diverts the energy supply of the Nanosuit into absorbing the kinetic energy of incoming projectiles and other damaging forces, such as hazardous levels of heat, radiation and energy blasts, effectively making the user temporarily invulnerable to true physiological damage and thus withstanding impacts which would normally be lethal. While the Nanosuit is in a constant regenerative-state, Armor mode enables quicker tissue regeneration than other modes.

Attack: 2
Def: 4
Spd: 2
Tech: 2
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Hornet:  (300, Ranged Prof, ???)

Hornets are flying opponents that have two modes of attack. The first mode takes three seconds, the second takes five. The first is a beam of energy that is about 1 inch wide and thick. This travels at the speed of an arrow. The second is a blast of acid that can eat away at someone, damaging them over time. It also burns a lot.
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Quick note on proficiencies... If it can move on its own. Remote control proficiency.
Will require ranged materialization to make and debuff for the acid. Those are givens

Look up Sarah kerrigan for help with other moves like this. Her roster has a few good examples
In battle it is important to keep a sharp blade

But it is by far more important to keep a sharp mind.
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(05-10-2019, 02:44 PM)Lucas Kellan Wrote: Psycho's Nanosuit-[Image: 1388858535_crysis-psih_.jpg]

Psycho's Nanosuit contains nanites that go through his bloodstream to increase in four modes: (Inside he has a mini supercomputer inside of his Nanosuit)

Visor AI Processor (Fluff)
The Nanosuit features an onboard supercomputer which allows it to remotely interface with and hack most electronic devices either military and civilian, even alien. Its transceiver can also be programmed to interfere and disrupt Ceph communications.- (Fluff) Psycho's Nanosuit contains a Supercomputer that feeds him details about various locations. As it learns more about the Omniverse, it will show more details on Psycho's visor.

Alt Form: Maximum Armor- 2000 OM
Armor mode diverts the energy supply of the Nanosuit into absorbing the kinetic energy of incoming projectiles and other damaging forces, such as hazardous levels of heat, radiation and energy blasts, effectively making the user temporarily invulnerable to true physiological damage and thus withstanding impacts which would normally be lethal. While the Nanosuit is in a constant regenerative-state, Armor mode enables quicker tissue regeneration than other modes.

Attack: 2
Def: 4
Spd: 2
Tech: 2
Image is borked for me but the alt form seems to work stats wise. I can't approve this obviously but everything works from what I can see.
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"While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
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For the visor, I suggest looking up Ash's datajack on her roster. It will provide a good bit of helpful info. In addition, insight would be a perfect ability to pair with it. Still fluff, but more potent
In battle it is important to keep a sharp blade

But it is by far more important to keep a sharp mind.
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(04-07-2019, 06:47 PM)Daisy Wrote: Some possible moves for Daisy later on.

Mini Mushroom (300 OM, Requires Buff, Shrinking, Stealth): Daisy pulls out a Mini Mushroom from her bag and ingests it, causing her to shrink down to about 3 inches tall, giving her the ability to hide a lot more easily with her smaller size. This newfound smaller size and stealth lasts for about 10 seconds, and while it requires Daisy to wait 3 seconds before she can create another one, with her using quite a bit of stamina in making it. While she does need to focus on making the Mini Mushroom, she does not need to focus for when she is under the effects of the Mini Mushroom itself. Lastly, while Daisy may shrink through the Mini Mushroom, none of the items and weapons that she owns will shrink with her, though she can still pull out various support items while small, such as a Mega Mushroom or any of her Mushroom Extracts.

Blossom Ball (900 OM, Requires Ranged, Area Attack): Daisy holds back her baseball bat and charges up energy into it, before swinging it at full force, causing a ball of energy around 3 feet in diameter to fly out to hit the opponent, leaving a trail of petals. In order for Daisy to be capable of using this move, she must be stationary, though not necessarily on the ground in order to use this move. The minimum time it can take for Daisy to charge her bat would have to be a second, though she has the option to charge up her energy for up to 30 seconds at maximum, the results of which would be very powerful and energy consuming. Once fired, the Blossom Ball will travel as fast as a arrow, and will continue moving until it hits a object, or until it moves beyond it's 50 foot range, at which point it falls to the ground and turns into a harmless puff of petals.

When using it while she is enlarged by the Mega Mushroom however, the properties of the Blossom Ball change into a different form. When used while in her Mega Form, rather than firing a giant blast, the blast instead causes the Blossom Ball to turn into a huge flurry of 1000 tiny Blossom Balls that travel as fast as bullets and will end up bombarding a 30 foot area within a 50 meter range of Daisy, lasting 3 seconds and dealing minimal damage for each of the 1000 Blossom Balls, which will add up over a quick amount of time for those who end up in the area of the attack. This variation of the Blossom Ball takes around 3 seconds to charge and requires major focus and quite a large amount of stamina to create, leaving Daisy fatigued and gasping for air a bit after a single swing, while also immediately reverting Daisy back to her regular size afterwards.

Tier 1 Super Defense - Mushroom Extract #2: Rock Mushroom (600): Daisy pulls out a soda can from her bag labeled with a Rock Mushroom, before drinking it and growing a rocky layer of skin around herself. This rocky layer of skin takes around a second to form after ingesting the drink, and upon the rocky skin forming, it greatly increases Daisy's durability, while also allowing her to shrug off any T1 Super Attacks.

Shaking Swing (300, Requires Physical, Debuff): Daisy spins around her baseball bat before raising it above her head and swinging it downward onto her opponent, preferably onto their head. This attack takes 2 seconds to prepare and requires a bit of focus and stamina to use, but once Daisy lands this powerful blow, it could cause the opponent to stagger from the blow, causing them to slow down and lose focus as they recover from the blow over a period of three seconds.

Rose Ball (600, Requires Ranged, Remote Control, Debuff): Daisy holds back her baseball bat and charges up energy into it, before swinging it at full force, causing a ball of a crackling pink energy around 3 feet in diameter to fly out to hit the opponent, leaving a trail of rose petals. Unlike her regular Blossom Ball however, Daisy can control the direction of the Rose Ball within a 50 foot range as long as she can keep her focus onto the ball, as if the ball either goes out of range or if Daisy loses her focus, the ball will harmlessly turn into a rose and fall to the floor. The Rose Ball takes about a single second to form and requires a bit of stamina to create, and the ball will travel as fast as a arrow until it either hits the opponent, falls out of range, or until Daisy loses focus. Once the Rose Ball hits, Daisy can either have the ball hit as normal to deal a strong energy blow to the opponent all at once, or she can have the Rose Ball turn into many Rose Thorns, which will stick into the opponent and slowly deal it's damage over time over a period of 5 seconds, while also making them lose a bit of focus over the period.

Dandelion Ball (600, Requires Ranged, Area, Debuff) Daisy holds back her baseball bat and charges up energy into it, before swinging it at full force, causing a ball of soothing white energy around 3 feet in diameter to fly out to hit the opponent, leaving a trail of dandelion seeds. This specific ball, once it hits a opponent, explodes into a cloud of dandelion seeds, which varies in size depending on how long she has been charging the Dandelion Ball, with the minimum being a 10 foot area at 1 second, and the maximum being a 35 foot area from charging for 10 seconds. Regardless of the area, the dandelion seeds last for 5 seconds, and will cause anyone who lands within the area to feel drowsy, slowly sapping their stamina the longer that they stand within the area. Creating and firing the Dandelion Ball requires quite a bit of focus and stamina from Daisy, and upon being fired, the Dandelion Ball will move as fast as a arrow until it either hits a opponent or flies outside of it's 50 foot range, after which it will immediately explode.
Mini Mushroom: seems fine all things considered though ten seconds is in my opinion a short amount of time for what you may want to do while tiny.

Blossom ball: I'm going to have to say cut back on the 1000 blossom balls. I was going to make a move similar to what you were making and it wasn't allowed. I would suggest making it at most 20. (And with the decrease in numbers you can increase the damage output) Note if you want the 1000 blossom balls make it into a super offensive. Also why is it 900 OM?

Rock Mushroom: The only thing I have to say about this is that it will not increase your def in any way shape or form.

Shaking strike: The only thing I have to say for this as well is the fact you need a rough estimate on how much damage it does generally. (i'd say it deals moderate damage.

Rose ball: From my perspective this move looks good and is ready to move onwards.

Dandelion ball: Same thing as rose ball except I have a question about all the bat based moves. Do these moves require the bat specifically or can any stick or melee weapon work for this in a pinch?

*Stamps the moves with "bring them back once your done fixing them and i'll look at them" before moving onto the next set of moves*
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"While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
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(04-07-2019, 07:32 PM)Professor Sunshine Wrote: And two more for Sunshine.

Highwind (300 ,Requires Ranged, Buff, Flight): Professor Sunshine creates a small updraft from her hands, before reaching a ally and allowing them to fly up into the air. Professor Sunshine must be on the ground and stationary in order to use this move, and while it only requires a single second to charge, Professor Sunshine requires every single bit of focus she can have, and her stamina is constantly drained bit by bit for as long as she maintains her Highwind. In addition, while the move does indeed grant flight to a ally, the flight can only last within a 100 foot range, and Professor Sunshine must be able to see her ally to bestow flight to them, as well as a free hand.

Wind Chill (600, Requires Ranged Materialize, Debuff): With just a single wave of her hand, Professor Sunshine can cause a small pocket of air around a opponent to suddenly freeze around them. This move requires 2 seconds to charge, as well as quite a bit of stamina, but once used, the area around a opponent that Professor Sunshine can see will suddenly begin experiencing the effects of a wind chill, freezing any non-heated liquids while also causing a opponent to tense up, lasting over a period of 5 seconds, slowing their movements, and leaving them less capable of quickly blocking off attacks. This wind chill normally can last for 3 seconds, but Professor Sunshine can also hold the Wind Chill onto a opponent for longer, as long as she can maintain focus and sacrifice bits of stamina the longer she can use it. However, if she holds it for over 10 seconds, her own body will begin experiencing the effects of Wind Chill, causing her to slow down as well.

Highwind: There isn't much here I can say that needs to be worked on. Besides the fact the person flying should sunshine lose focus start to fall and they have a chance to hit the ground.

Wind Chill: Same with Wind Chill. It looks good from my point of view though I'd like to get someone to agree these two are ready to head to the approval since i'm not totally sure about them.
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(02-13-2019, 06:29 PM)Marisa Kirisame Wrote: Lovely! Ms. Hanako of the toilet. (tier 2 super offensive) (800) (requires physical strength, teleportation, probably others)
Marisa will get up close to a single opponent before picking them up and tossing them in the air using her broom stunning them if they hit the target. Once they are in the air she will start to spin rapidly like a top for about five seconds before they get sent into the distance about 50 feet, before they land a bathroom stall will appear near there landing area and ghostly blue hands will come out and drag the unwitting target into the stall to drown them for a few seconds and which Marisa will appear near the stall to slam it shut. The target will then appear right near Marisa drenched in filthy toilet water, with marks on there body at the very least.

As an fodder thing, people can potentially see a young Japanese school girl that is pale, with short black hair, wearing a white button up shirt and a red skirt as the thing that drowns them.

bump
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Grazing (600) (tier 1 super defense)
Marisa seeing the attack shows off her dodging ability by moving to the side just close enough to feel the air as it rushes past. This doesn't work all the time though as some attacks are too unpredictable or fast for her to dodge (aka tier 2 supers or above)

Also need this looked at.
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"While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
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Can you help me fix up the Hornet, please?
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(05-10-2019, 08:13 PM)Xanatos S. Wrote: Hornet:  (300, Ranged Prof, ???)

Hornets are flying opponents that have two modes of attack. The first mode takes three seconds, the second takes five. The first is a beam of energy that is about 1 inch wide and thick. This travels at the speed of an arrow. The second is a blast of acid that can eat away at someone, damaging them over time. It also burns a lot.

First off 600 om for the two modes. Second off split up each mode into its own thing. Lastly is this supposed to be an assist or is it a simple summon. how I would do it would be this if it's a simple summon.

Hornet: (600) (Requires ranged proficiency, debuff, Area attack)
Hornets are summoned creatures/robots that have two modes of attack. Each hornet takes 5 seconds to call up and it takes a couple of blows to destroy one and it takes a moderate amount of energy and concentration. The first mode fires a beam of energy that is 1 inch wide and thick and goes about 50 feet, it moves at the typical speed of an arrow and deals moderate damage. The second mode causes the hornet to spit out a blob of acid. It takes 5 seconds to prepare the acid and it moves at a rate of a fairly quickly thrown object. It also has a range of 25 feet roughly with a area of affect of 10 feet. When it hits something begins to burn away at something dealing minor damage for ten seconds before the acid loses it's acidic properties.
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"While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
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Hey-ho. Just shooting this here for checking cause I have absolutely zero idea how to balance a sniper rifle. :P
(And yes, I've decided to just straight up pluck the sniper girl from the game. No judge pls.)

CheyTac Intervention Sniper Rifle (600)
M200's namesake, and her personal weapon of choice. It is a bolt-action sniper rifle designed for the high-precision .408 CheyTac, normally fed by a seven-round magazine — of which M200 usually brings three with her — that takes a few seconds to reload each. Each shot deals moderate damage and sports a maximum effective range of 2000 meters (doable with careful calculation, aiming, and a pinch of luck). Weighs 15 kilos / 33 pounds.

Modes of Operation
Normal
For normal operation, the sniper rifle must first be set up in a good position which may take some looking for. When prepared though, it is very precise. It takes some focus, but M200 spends an average of about six seconds zeroing on a target, which is a good bet for any engagement within 800 meters.

Hit-and-Run
Shooting while on the move. Not really desirable for any kind of accuracy, yet better than staying still and getting shot. It takes at least three seconds to fire (to reload and do the bare minimum of aiming), but expect an effective range of 60 meters at best.
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Same damage. Same downsides. With a bit of rewording you could easily have this be a 300 om move. I do hope you bring a side arm along, though. This isn't going to be reliable as a full combat weapon, especially one on one.
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