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Move Approval V

@Sasuke: Yes, you can throw a rock as fast as a bullet. But Vash didn't specify a speed so it's assumed his rock goes as fast as a rock. You can't throw a rock at bullet speed without specifying that in your move (and having a rock travel quickly would reduce its damage unless other drawbacks were added, potentially meaning stronger attacks would find it easier to knock it aside). Without foresight, trying to block an attack before it happens won't be as successful.
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(04-29-2018, 12:29 PM)Dane Regan Wrote:
(04-29-2018, 11:56 AM)Yu Kanda Wrote: Trying again

Illusion: Chains of justice (Debuff, ranged and homing prof)300 OM - two blue energy coated metal chains appear from below ground. Both of which focus the same single target and fly towards it in an attempt to chain the target. Once successful they pin the target to the ground. When a target is pinned down the chains will disappear 5 seconds after succeeding their goal. A target with high strength may be able to break the chains. They have a reach of 30 meter and fly at a speed equal to Kanda’s current spd stat. The chains will not damage the target, merely incapacitate them. The strength of the chains is equal to Kanda’s current strength. In order to cast this move Kanda has to prepare enough energy to summon the chain, this will take 5 seconds. During this time he is able to evade yet not attack. After which Kanda’s fatigue takes a hit, he will still be able to attack though if too many attacks were to follow up he will hit his limit.

illusion: Deathwind (300 om)(ranged and remote control): when double illusion sword is active Kanda spins his energy sword. He is then able to throw it and guide it through the air by the energy link between his original sword Mugen and the energy sword (this energy is harmful to others). The maximal reach of the energy link is 15 meters. As long as the blade is in the air it keeps spinning. This move is more difficult to control as opposed to normal dual wielding. The damage it causes is equal to the normal sword damage it would do if it was normally wielded. The sword’ flying speed is equal to that of Kanda. The katana remains the same length, 73cm is the size of the blade. It spins at 120 RPM.



Changes: decrease the radius.

T1 super utility move Illusion, sphere of justice (area attack, debuff, ranged):A dark blue sphere of translucent slow energy centered on Kanda. Has a 15m radius and lasts for 1 round. During this round, enemies within this sphere feel as though their movements are being hindered by some viscous liquid, with the effect being stronger closer to Kanda and nearly unnoticeable at the edges of the sphere. The closer one gets to Kanda the more sluggish their movements feel and become. Can't be blocked, but can be avoided by leaving the area of influence. The sphere emerges from Kanda and moves along with him. Kanda can maintain this effect by continuing to spend SP on a round to round basis. This sphere does not affect primes Kanda considers allies, the innocence energy recognises this.

Illusion: Chains of justice: Since you added a fatigue cost, I'd give it to you for 3 seconds. So this would be approved:
Quote:Illusion: Chains of justice (Debuff, ranged and homing prof)300 OM - two blue energy coated metal chains appear from below ground. Both of which focus the same single target and fly towards it in an attempt to chain the target. Once successful they pin the target to the ground. When a target is pinned down the chains will disappear 5 seconds after succeeding their goal. A target with high strength may be able to break the chains. They have a reach of 30 meter and fly at a speed equal to Kanda’s current spd stat. The chains will not damage the target, merely incapacitate them. The strength of the chains is equal to Kanda’s current strength. In order to cast this move Kanda has to prepare enough energy to summon the chain, this will take 3 seconds. During this time he is able to evade yet not attack. After which Kanda’s fatigue takes a hit, he will still be able to attack though if too many attacks were to follow up he will hit his limit.

illusion: Deathwind: Approved. Sorry, I should have said you could use my last post as an approval if you made that change.

Illusion, sphere of justice: 1 round is still too long for something of that strength - especially for a T1 super utility, unless I'm overestimating how slowed people are. Maybe as a T2. Either way, I'll leave it for a higher up for now.

After 2.5 weeks i wanted to bump this before it got forgotten.
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(05-09-2018, 12:25 PM)Hecate Rothchild Wrote: Spear of the bloodsoaked queen (900 OM) Physical / ranged prof /debuff.

Hecate takes 5 seconds to summon forth her spear at a small cost of her stamina.

(physical description) A 7 foot (2.13m) long spear resembling a pike and a battle standard. (spear with a flag attached to inspire troops) The head of this spear tapers from 3 inches at its widest point down to a fine point over the course of its 8 inches, the spear tip itself has a serpentine shape. The tip is made of steel, and has a crimson coloration.

The flag on the spear is 6 feet long when unwrapped, the shape is a swallowtail banner. It is a white flag with its insignia, a Woman wearing a crown sitting upon a throne. In crimson red matching that of freshly spilt blood. On the two corners the insignia of the witch corps. A twin headed snake wrapping around flame is visible. This insignia is made of gold thread.

The handle of the spear is wooden, made of a wood called bloodwood. There are small iron embellishments every 12 inches in the form of small flanges to prevent the hands from slipping up or down the shaft.

This weapon while designed to look elegant, is a potent tool in the hands of Hecate, who is able to use the weapon as a melee or casting weapon. This weapon inflicts 3 inch wide wide wounds that are difficult to treat as well as cutting wounds should the spear be swung. The maximum thrusting speed of the weapon is one thrust or swing per second. These attacks are similarly draining to that of a sword swing.

The spear is also capable of acting as a casting weapon capable of sending sharp spikes of red ice at a target up to 80 feet away. These spikes of ice are 12 inches (30.48cm) in length and travel at 120 feet per second (36.57meters per second) These shards are razor sharp and can punch through armor without breaking.The spikes melt over time taking thirty seconds to melt fully. Alternatively Hecate can lower her guard for .75 of a second to snap her fingers to detonate the shards causing them to inflict multiple small injuries around the initial wound. Doing so is slightly draining to Hecate (similar to a 25m Sprint) and can only be used a few times over the course of a fight.
To initiate the spears ranged ability the spear is thrust or swing in similar fashion to how it would be used in melee combat.

In addition to it's combat capabilities as a ranged and melee weapon, Hecate can plant the butt of the spear into the ground and unwrap the flag, doing so causes her opponents to cower at her literal lust for blood and will retreat back to put distance between her and them lowering their attack for 20 seconds.

Doing this requires hecate to commit to a loud battlecry that is mentally and physically draining (similar to a 100m dash)

The spear can be broken and will require time and energy to resummon it, discarded spear parts or whole spears are persistent

Here are the functions you have described:

- Melee use (300)
- Casting variant #1 - spikes of ice (300)
- Casting variant #2 - exploding spikes of ice (300)
- Debuff/intimidation function (300)

This makes the total cost 1200 OM! Also, I've bolded the phrase "and can punch through armor without breaking", because you don't actually know whether this move will be all that effective against your opponent until you've considered their DEF stat. So, maybe add the line "dependent upon her opponent's DEF," please.
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(05-09-2018, 02:04 PM)Yu Kanda Wrote:
(04-29-2018, 12:29 PM)Dane Regan Wrote:
(04-29-2018, 11:56 AM)Yu Kanda Wrote: Trying again

Illusion: Chains of justice (Debuff, ranged and homing prof)300 OM - two blue energy coated metal chains appear from below ground. Both of which focus the same single target and fly towards it in an attempt to chain the target. Once successful they pin the target to the ground. When a target is pinned down the chains will disappear 5 seconds after succeeding their goal. A target with high strength may be able to break the chains. They have a reach of 30 meter and fly at a speed equal to Kanda’s current spd stat. The chains will not damage the target, merely incapacitate them. The strength of the chains is equal to Kanda’s current strength. In order to cast this move Kanda has to prepare enough energy to summon the chain, this will take 5 seconds. During this time he is able to evade yet not attack. After which Kanda’s fatigue takes a hit, he will still be able to attack though if too many attacks were to follow up he will hit his limit.

illusion: Deathwind (300 om)(ranged and remote control): when double illusion sword is active Kanda spins his energy sword. He is then able to throw it and guide it through the air by the energy link between his original sword Mugen and the energy sword (this energy is harmful to others). The maximal reach of the energy link is 15 meters. As long as the blade is in the air it keeps spinning. This move is more difficult to control as opposed to normal dual wielding. The damage it causes is equal to the normal sword damage it would do if it was normally wielded. The sword’ flying speed is equal to that of Kanda. The katana remains the same length, 73cm is the size of the blade. It spins at 120 RPM.



Changes: decrease the radius.

T1 super utility move Illusion, sphere of justice (area attack, debuff, ranged):A dark blue sphere of translucent slow energy centered on Kanda. Has a 15m radius and lasts for 1 round. During this round, enemies within this sphere feel as though their movements are being hindered by some viscous liquid, with the effect being stronger closer to Kanda and nearly unnoticeable at the edges of the sphere. The closer one gets to Kanda the more sluggish their movements feel and become. Can't be blocked, but can be avoided by leaving the area of influence. The sphere emerges from Kanda and moves along with him. Kanda can maintain this effect by continuing to spend SP on a round to round basis. This sphere does not affect primes Kanda considers allies, the innocence energy recognises this.
     

Illusion: Chains of justice: Since you added a fatigue cost, I'd give it to you for 3 seconds. So this would be approved:
Quote:Illusion: Chains of justice (Debuff, ranged and homing prof)300 OM - two blue energy coated metal chains appear from below ground. Both of which focus the same single target and fly towards it in an attempt to chain the target. Once successful they pin the target to the ground. When a target is pinned down the chains will disappear 5 seconds after succeeding their goal. A target with high strength may be able to break the chains. They have a reach of 30 meter and fly at a speed equal to Kanda’s current spd stat. The chains will not damage the target, merely incapacitate them. The strength of the chains is equal to Kanda’s current strength. In order to cast this move Kanda has to prepare enough energy to summon the chain, this will take 3 seconds. During this time he is able to evade yet not attack. After which Kanda’s fatigue takes a hit, he will still be able to attack though if too many attacks were to follow up he will hit his limit.

illusion: Deathwind: Approved. Sorry, I should have said you could use my last post as an approval if you made that change.

Illusion, sphere of justice: 1 round is still too long for something of that strength - especially for a T1 super utility, unless I'm overestimating how slowed people are. Maybe as a T2. Either way, I'll leave it for a higher up for now.

After 2.5 weeks i wanted to bump this before it got forgotten.

Sphere of Justice: The duration of 1 round is fine, you just need to make some adjustments. For one, the effects of a Super Utility may of course be blocked by a Super Defense of an equal or higher tier- this isn't really negotiable. To make it more fitting for a T1 Super, you could also say that the strength of this effect is diminished depending on how many targets are trapped within range of the move's influence. For example:

Quote:Demonic Blight – Tier 1 Super Utility – 600 OM (requires Debuff Proficiency, Ranged, Area Attack)
Gul'dan takes a moment before calling up a neon-green meteor from the skies above, which crashes and burns to the ground, exploding and inflicting a Blight on those who its energy touches. If cast against a single target, it reduces DEF by up to 2 for a single round - this is split between multiple targets if applicable. It may be blocked by a Tier 1 or higher Super Defense, and it cannot reduce DEF below 0.
Omni's Note: Debuff Super Utilities use the same numbers as Buff Super Utilities: 1 SP may grant either -2 stats for one round (split between multiple opponents if applicable), or -4 stats for one post. All Super Utilities that Debuff a foe should be able to be blocked by a same-tier Super Defense. Even a lower tier Super Defense should mitigate the debuff to some degree, like damage can be mitigated for Super Attacks by even lower-tier Super Defenses.

If you decide to have this move actually reduce the SPD stat of your opponents, consider the stipulations set forth by Omni in the above quote!
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
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Bumping a super upgrade and a few NPC moves
Yeah, the NPC moves are super iffy... >.>

(04-25-2018, 08:32 PM)Clownpiece Wrote: Repossession (Physical Strength, Debuff) (300):
A much nicer word than ‘stealing.’ Sometimes something other than bling or cash catches Jo’on’s eye. Perhaps it’s a fancy weapon or an expensive device. Whatever it is, Jo’on wants it. So she takes it. After charging all of her godly aura for 8 seconds (a charge that requires all of her concentration, but can move around during), she unleashes a devastating, golden-wrapped punch right towards her enemy, with the intention of knocking them out of their senses for just a few seconds. If she successfully hits, her enemy is stunned for just long enough that she can take that shiny thing that caught her eye without having to fight over it. She can only take one thing, and it can’t be an artefact or consumable. Only item/weapon moves - things that she could feasibly take off their person - can be repossessed. Once she has it, she simply... stashes it away, somewhere. She can’t use it herself so that’s all she can really do. If it’s small enough that she can shove it into her purse, that’s where it goes. Or maybe she squirrels it away in her godly aura for retrieval later. Either way, it’s gone. Very gone. Her ability to make people lose their assets makes it so that things that would allow someone to wrest control of it back from Jo’on (such as dissolving the weapon, resummoning it, grabbing it with telekinesis, etc.) just... don’t work. For all intents and purposes, she owns it now. However, they can still make a new one much, much faster than if they had to form a completely new one out of Omnilium. 15 seconds of concentration is all it takes to get a replacement, but Jo’on still keeps the one she “repossessed.” Of course, they could also just hit her really hard and knock it out of her aura, if that's where she stored it (following the rules of her Pestilence God's Aura, all it takes is a hit strong enough to knock her off her feet). Or just beat her and force her to give it back. The combined wear of both charging up that powerful, stunning punch and repossessing the item so that it’s irretrievable means that she can’t use this move more than once in a fight. It’s just too draining.
Of course, should she win a fight, she could just take the things anyway (and could even take things that she couldn't feasibly mug them for), but that's not nearly as fun. She enjoys being hated by people, so taking something of theirs mid-battle is right up her alley. 

T2 Super Utility: Possession Stripping "Slave Robber" (Physical, Debuff, Fusion, Symbiosis) (800):
Having decided that she's had enough of people getting along and being allies, Jo'on decides to steal herself an ally of her own. Using the tricks she learned from the Perfect Possession incident, she simply hurls herself at a fusion and rips one of the participating members right out of it, before forcefully fusing with them. They must have fusion for this work, so she can't steal the partner of someone with Symbiosis, she can only steal the one with Fusion and Symbiosis. Being as this is Perfect Possession, the person she steals acts entirely to her will for one post, preventing them from fighting the fusion from the inside. This move can be blocked by Super Defenses of the same level or higher, and Jo'on also must pay the fusion cost for it, making it cost 1 extra SP. Additionally, she cannot use her foe's SP/HP (in the case of lifeburn) to power any moves or abilities, nor can she use any consumables or artefacts. She also takes all the damage the fusion takes, her slave taking no damage during this time.
Though it's not strictly 'stealing' herself a partner, she can also use this move to forcefully fuse with someone after she's defeated them in battle. Which she usually does to make them spend all their (IC) money on extravagant things. That she then takes.

(05-04-2018, 07:41 PM)Clownpiece Wrote: Upping "Driven Mad" From T1 to T2 by strengthening the effects and increasing the duration a bit. Also slightly changing the name.

T2 Super Utility: Pandemonium "Driven Mad" (Debuff, Ranged, Area Attack, Telepathy) (800): 
Clownpiece pours a pure, lunatic power into her torch, sweeping it out in front of her and sparking incredible impulsion, aggression, and irritation in all enemies within 20 meters who can see the light. For the 45 seconds their lunacy lasts for, those affected are filled with an overwhelming desire to simply attack, and begin to actively disregard the safety of themselves and their allies. Those afflicted have no qualms knocking aside their allies, getting in the way of attacks (either enemy or ally), and are completely willing to overexert and hurt themselves in their quest to simply attack. Can be blocked by Super Defenses of the same Tier or higher.

Old version:
T1 Super Utility: Driven Mad (Debuff, Ranged, Area Attack) (600): 
Clownpiece pours her power into her torch for five seconds, before sweeping it out in front of her, strengthening its madness-inducing light and sparking extreme impulsion and aggression in any enemies within 20 meters who see it. For the thirty seconds their lunacy lasts for, those affected no longer care about their own safety, or that of their allies, instead overcome with a single-minded determination to attack. They become very likely to accidentally harm themselves with their own attacks, as well as trip over or otherwise get in the way of their allies. Can be blocked by super defenses.
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(05-09-2018, 10:46 AM)Dane Regan Wrote:
(05-09-2018, 07:36 AM)Vash Wrote: Projectile Deflection -300 OM (Ranged Attack Proficiency)
Vash, using his sharp senses and wit, can predict where many projectiles will end up. By throwing rocks or other hard objects in his vicinity Vash can deflect individual physical projectiles such as bullets, arrows, bolts, or other forms of small ballistic munitions one at a time. This will only work if Vash can see the source of the projectile (unless it moves at an exorbitantly slow pace), it isn't excessively large, and his TEC is equal to or exceeds the ATK of the weapon being used.

After extensive discussion in the Move Approval thread about the move we're going to allow it. However there are some stipulations. We need you to make sure you mention that Vash focuses on the person who is shooting at him and throws the rock at an intercepting velocity. You can even use those words. If you want the move to cover a 360 degree arc (behind you) you'll need at least the basic version of Enhanced Senses (the power). As far as slower projectiles, you can add an addendum that he doesn't need to focus as much on slower ones. You also don't need the TEC or ATK comparison, but just make sure that it mentions that the moves effectiveness is based on TEC. 

Make sense?
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Just confirming these are approved.
Ceiling Turret (300 OM, Ranged Proficiency, Ranged Materialize, Remote Control):

One of the moves that is actually a defense system that was put in Castle Zimmer by Warren. By pulling out a remote, and waiting 5 seconds, a cannon can come down from the ceiling and lock onto a single opponent. This shoots a beam of energy that travels at the speed of an arrow. The beam of energy is admittedly low powered, and is a mechanism that Warren has yet to make portable. Requires Warren's full concentration, so he cannot move, or attack or dodge when this is in use. Alternatively by pushing a button on his NFL-R. he can cause the Ceiling Turrets to appear anywhere but still needs to spend the 5 seconds to create then. While the beams may be weak they can keep firing as much as Warren wants them to. They shoot about two beams per seconds.

Wall Missiles (300 OM, Ranged Proficiency, Area Attack, Ranged Materialize, Remote Control):

One of the defense systems installed in Castle Zimmer. This can either be automatically activated should someone intrude in Castle Zimmer without permission from Warren Zimmer, or activated should he be in the castle and encounter the intruder. Like the Ceiling Turrets these travel at the speed of an arrow each, but about 15 missiles are fired at a time from the wall turrets. While they may do a low amount of damage individually, the damage the missiles are truly capable of is fairly high if all of them hit their target. Each causes a targeted explosion with a 1ft radius. Takes about 7 seconds to activate. Requires Warren's full concentration, so he cannot move, or attack or dodge when this is in use.

This can also be used outside Warren's base, by pushing a button on a remote. Once he pushes a button on the remote and goes through the usual 7 second activation process, the turrets that shoot the wall missiles will appear and open fire performing their usual on an opponent. To fire more missiles, Warren needs to reactivate the turrets (which takes 7 seconds and is the same as activating them the first time).



Base Cameras (Fodder Move - I think):

Basically allows Warren to spy on his base when he is not in it, and record everything for his viewing later, including if someone snatches an Artefact or anything along those lines because it's a pain for him to have to deal with later.

These are for an NPC Prime I am writing up.
Wazikashi (300, Physical Strength):

A Wazikashi that has a 25 inch long blade, and red and black leather wrappings on the hilt. No special properties, just a basic sword that is wielded by Jason for his own use.

Combat Knife (300, Physical Strength):

A combat knife that has a 12 inch blade, with a rubber grip. This knife has seen Jason through many battles, and is his favorite knife. It can clash with lightsabers, and similar weapons rather easily.
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(05-09-2018, 07:18 PM)Warren Zimmer Wrote:
Just confirming these are approved.
Ceiling Turret (300 OM, Ranged Proficiency, Ranged Materialize, Remote Control):

One of the moves that is actually a defense system that was put in Castle Zimmer by Warren. By pulling out a remote, and waiting 5 seconds, a cannon can come down from the ceiling and lock onto a single opponent. This shoots a beam of energy that travels at the speed of an arrow. The beam of energy is admittedly low powered, and is a mechanism that Warren has yet to make portable. Requires Warren's full concentration, so he cannot move, or attack or dodge when this is in use. Alternatively by pushing a button on his NFL-R. he can cause the Ceiling Turrets to appear anywhere but still needs to spend the 5 seconds to create then. While the beams may be weak they can keep firing as much as Warren wants them to. They shoot about two beams per seconds.

Wall Missiles (300 OM, Ranged Proficiency, Area Attack, Ranged Materialize, Remote Control):

One of the defense systems installed in Castle Zimmer. This can either be automatically activated should someone intrude in Castle Zimmer without permission from Warren Zimmer, or activated should he be in the castle and encounter the intruder. Like the Ceiling Turrets these travel at the speed of an arrow each, but about 15 missiles are fired at a time from the wall turrets. While they may do a low amount of damage individually, the damage the missiles are truly capable of is fairly high if all of them hit their target. Each causes a targeted explosion with a 1ft radius. Takes about 7 seconds to activate. Requires Warren's full concentration, so he cannot move, or attack or dodge when this is in use.

This can also be used outside Warren's base, by pushing a button on a remote. Once he pushes a button on the remote and goes through the usual 7 second activation process, the turrets that shoot the wall missiles will appear and open fire performing their usual on an opponent. To fire more missiles, Warren needs to reactivate the turrets (which takes 7 seconds and is the same as activating them the first time).



Base Cameras (Fodder Move - I think):

Basically allows Warren to spy on his base when he is not in it, and record everything for his viewing later, including if someone snatches an Artefact or anything along those lines because it's a pain for him to have to deal with later.

These are for an NPC Prime I am writing up.
Wazikashi (300, Physical Strength):

A Wazikashi that has a 25 inch long blade, and red and black leather wrappings on the hilt. No special properties, just a basic sword that is wielded by Jason for his own use.

Combat Knife (300, Physical Strength):

A combat knife that has a 12 inch blade, with a rubber grip. This knife has seen Jason through many battles, and is his favorite knife. It can clash with lightsabers, and similar weapons rather easily.

All these are approved.



@CP (and everyone else that has been waiting on super utilities and other shiz for a while): I'll try to get you sorted within the next few days if I can.
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(05-09-2018, 12:50 PM)Dane Regan Wrote:
(05-09-2018, 12:37 PM)Belle Wrote:
(05-09-2018, 10:46 AM)Dane Regan Wrote: In - I'm confused, isn't this just a flavour version of suppression+stealth? Why are you making a move for it?

It isn't so much for stealthing Hisoka, it stealths the Nen attack itself.

To take an example from the source material, he points at you during a conversation, and using In, can launch a stealthed Bungee Gum to attach to you, with you none the wiser until the trap is sprung.

Oooh. Whoops. Part of that's my fault, but maybe adding a brief concise explanation of what it does inside the move might be a good idea. Or maybe I'm just stupid.

Anyway, what drawbacks are there? Because at the moment it lets you stealth any of your attacks for free. I'd be fine with you stealthing a weapon with no notable drawbacks while out of someone's sight (since that's how stealth normally works), but since you can do it when they're looking at you, I think you'll need a drawback.

Hmm, I think the balancing factor in the show is that using In is sort of like using Zetsu, suppressing part of your aura at the same time, making you either more vulnerable to damage or less able to inflict it. Though saying that is probably too vague? Should I reduce a stat by -1 while it's active or somethin'?
Uh oh. Those boys got me all tingly...
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I must calm it.

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Spear of the bloodsoaked queen (1200 OM) Physical / ranged prof /debuff.

Hecate takes 5 seconds to summon forth her spear at a small cost of her stamina.

(physical description) A 7 foot (2.13m) long spear resembling a pike and a battle standard. (spear with a flag attached to inspire troops) The head of this spear tapers from 3 inches at its widest point down to a fine point over the course of its 8 inches, the spear tip itself has a serpentine shape. The tip is made of steel, and has a crimson coloration.

The flag on the spear is 6 feet long when unwrapped, the shape is a swallowtail banner. It is a white flag with its insignia, a Woman wearing a crown sitting upon a throne. In crimson red matching that of freshly spilt blood. On the two corners the insignia of the witch corps. A twin headed snake wrapping around flame is visible. This insignia is made of gold thread.

The handle of the spear is wooden, made of a wood called bloodwood. There are small iron embellishments every 12 inches in the form of small flanges to prevent the hands from slipping up or down the shaft.

This weapon while designed to look elegant, is a potent tool in the hands of Hecate, who is able to use the weapon as a melee or casting weapon. This weapon inflicts 3 inch wide wide wounds that are difficult to treat as well as cutting wounds should the spear be swung. The maximum thrusting speed of the weapon is one thrust or swing per second. These attacks are similarly draining to that of a sword swing.

The spear is also capable of acting as a casting weapon capable of sending sharp spikes of red ice at a target up to 80 feet away. These spikes of ice are 12 inches (30.48cm) in length and travel at 120 feet per second (36.57meters per second) These shards are razor sharp and can punch through armor without breaking depending upon her opponent's DEF. The spikes melt over time taking thirty seconds to melt fully. Alternatively Hecate can lower her guard for .75 of a second to snap her fingers to detonate the shards causing them to inflict multiple small injuries around the initial wound. Doing so is slightly draining to Hecate (similar to a 25m Sprint) and can only be used a few times over the course of a fight.
To initiate the spears ranged ability the spear is thrust or swing in similar fashion to how it would be used in melee combat.

In addition to it's combat capabilities as a ranged and melee weapon, Hecate can plant the butt of the spear into the ground and unwrap the flag, doing so causes her opponents to cower at her literal lust for blood and will retreat back to put distance between her and them lowering their attack for 20 seconds.

Doing this requires hecate to commit to a loud battlecry that is mentally and physically draining (similar to a 100m dash)

The spear can be broken and will require time and energy to resummon it, discarded spear parts or whole spears are persistent



fixxed
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(05-09-2018, 07:53 PM)Belle Wrote: Hmm, I think the balancing factor in the show is that using In is sort of like using Zetsu, suppressing part of your aura at the same time, making you either more vulnerable to damage or less able to inflict it. Though saying that is probably too vague? Should I reduce a stat by -1 while it's active or somethin'?

A fatigue cost would be fine. Spend some energy to make an invisible object while someone is watching you. I guess you could have a self-debuff, but I'd probably expect it to linger for a little bit afterwards.

(05-09-2018, 08:56 PM)Hecate Rothchild Wrote: Spear of the bloodsoaked queen (1200 OM) Physical / ranged prof /debuff.
Hecate takes 5 seconds to summon forth her spear at a small cost of her stamina.

(physical description) A 7 foot (2.13m) long spear resembling a pike and a battle standard. (spear with a flag attached to inspire troops) The head of this spear tapers from 3 inches at its widest point down to a fine point over the course of its 8 inches, the spear tip itself has a serpentine shape. The tip is made of steel, and has a crimson coloration.

The flag on the spear is 6 feet long when unwrapped, the shape is a swallowtail banner. It is a white flag with its insignia, a Woman wearing a crown sitting upon a throne. In crimson red matching that of freshly spilt blood. On the two corners the insignia of the witch corps. A twin headed snake wrapping around flame is visible. This insignia is made of gold thread.

The handle of the spear is wooden, made of a wood called bloodwood. There are small iron embellishments every 12 inches in the form of small flanges to prevent the hands from slipping up or down the shaft.

This weapon while designed to look elegant, is a potent tool in the hands of Hecate, who is able to use the weapon as a melee or casting weapon. This weapon inflicts 3 inch wide wide wounds that are difficult to treat as well as cutting wounds should the spear be swung. The maximum thrusting speed of the weapon is one thrust or swing per second. These attacks are similarly draining to that of a sword swing.

The spear is also capable of acting as a casting weapon capable of sending sharp spikes of red ice at a target up to 80 feet away. These spikes of ice are 12 inches (30.48cm) in length and travel at 120 feet per second (36.57meters per second) These shards are razor sharp and can punch through armor without breaking depending upon her opponent's DEF. The spikes melt over time taking thirty seconds to melt fully. Alternatively Hecate can lower her guard for .75 of a second to snap her fingers to detonate the shards causing them to inflict multiple small injuries around the initial wound. Doing so is slightly draining to Hecate (similar to a 25m Sprint) and can only be used a few times over the course of a fight.
To initiate the spears ranged ability the spear is thrust or swing in similar fashion to how it would be used in melee combat.

In addition to it's combat capabilities as a ranged and melee weapon, Hecate can plant the butt of the spear into the ground and unwrap the flag, doing so causes her opponents to cower at her literal lust for blood and will retreat back to put distance between her and them lowering their attack for 20 seconds.

Doing this requires hecate to commit to a loud battlecry that is mentally and physically draining (similar to a 100m dash)

The spear can be broken and will require time and energy to resummon it, discarded spear parts or whole spears are persistent.

I think you're overcomplicating this a bit. It's a spear. That's all you really need to say. You don't need to add stuff like, "can be stabbed once per X seconds" or anything. That's dependant on your SPD (and maybe a bit on ATK if the weapon is heavy) and roughly implied by the weapon type. So you can cut out the part about swinging and stabbing speed. Also, slight nitpick to this line: "This weapon can inflict 3 inch wide wounds that are difficult to treat as well as cutting wounds should the spear be swung."

"doing so causes her opponents to cower at her literal lust for blood and will retreat back to put distance between her and them lowering their attack for 20 seconds"
This would have a success rate based on TEC - so either higher TEC targets will suffer a less potent version of the debuff or won't suffer the debuff for as long. You can generalise it, you don't need to add in specific numbers or anything. And, presumably, people would stop lowing their attacks against you if you started hitting them again. Also, who's affected by the debuff? Anyone who sees you during the 20 seconds? Anyone with hearing range of the battlecry? Anyone who sees you take the flag off?
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NFL Laser - 300 OM, Ranged Proficiency. 


[Image: latest?cb=20090516003557]

 
The NFL-Laser takes about five seconds for Warren to generate it. It can fire ten lasers, each moving at the speed of a bulletbefore needing to be rechargedRecharging the gun takes him about 5 seconds, and will grant another 10 shots. The range is 75 feet from him in any direction. The gun can be used while moving, and only needs one of his hands to do. Creating and charging the gun is moderately taxing on his stamina, akin to a light work out. Due to the low rate of Fire, about one shot every 3 seconds by this pistol, it can do high amounts of damage to anyone, or any object that it hits.

The NFL-Laser was modified after a Blaster Pistol by Warren Zimmer, but has his own tweaks. The beam of energy it fires is colored purple, about a cenitmetre thick, and dissipates as soon as it hits something.
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(05-10-2018, 08:59 AM)Warren Zimmer Wrote: NFL Laser - 300 OM, Ranged Proficiency. 


[Image: latest?cb=20090516003557]

 
The NFL-Laser takes about five seconds for Warren to generate it. It can fire ten lasers, each moving at the speed of a bulletbefore needing to be rechargedRecharging the gun takes him about 5 seconds, and will grant another 10 shots. The range is 75 feet from him in any direction. The gun can be used while moving, and only needs one of his hands to do. Creating and charging the gun is moderately taxing on his stamina, akin to a light work out. Due to the low rate of Fire, about one shot every 3 seconds by this pistol, it can do high amounts of damage to anyone, or any object that it hits.

The NFL-Laser was modified after a Blaster Pistol by Warren Zimmer, but has his own tweaks. The beam of energy it fires is colored purple, about a cenitmetre thick, and dissipates as soon as it hits something.

Approved.
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(05-09-2018, 02:40 PM)Clownpiece Wrote: Bumping a super upgrade and a few NPC moves
Yeah, the NPC moves are super iffy... >.>
(04-25-2018, 08:32 PM)Clownpiece Wrote: Repossession (Physical Strength, Debuff) (300):
A much nicer word than ‘stealing.’ Sometimes something other than bling or cash catches Jo’on’s eye. Perhaps it’s a fancy weapon or an expensive device. Whatever it is, Jo’on wants it. So she takes it. After charging all of her godly aura for 8 seconds (a charge that requires all of her concentration, but can move around during), she unleashes a devastating, golden-wrapped punch right towards her enemy, with the intention of knocking them out of their senses for just a few seconds. If she successfully hits, her enemy is stunned for just long enough that she can take that shiny thing that caught her eye without having to fight over it. She can only take one thing, and it can’t be an artefact or consumable. Only item/weapon moves - things that she could feasibly take off their person - can be repossessed. Once she has it, she simply... stashes it away, somewhere. She can’t use it herself so that’s all she can really do. If it’s small enough that she can shove it into her purse, that’s where it goes. Or maybe she squirrels it away in her godly aura for retrieval later. Either way, it’s gone. Very gone. Her ability to make people lose their assets makes it so that things that would allow someone to wrest control of it back from Jo’on (such as dissolving the weapon, resummoning it, grabbing it with telekinesis, etc.) just... don’t work. For all intents and purposes, she owns it now. However, they can still make a new one much, much faster than if they had to form a completely new one out of Omnilium. 15 seconds of concentration is all it takes to get a replacement, but Jo’on still keeps the one she “repossessed.” Of course, they could also just hit her really hard and knock it out of her aura, if that's where she stored it (following the rules of her Pestilence God's Aura, all it takes is a hit strong enough to knock her off her feet). Or just beat her and force her to give it back. The combined wear of both charging up that powerful, stunning punch and repossessing the item so that it’s irretrievable means that she can’t use this move more than once in a fight. It’s just too draining.
Of course, should she win a fight, she could just take the things anyway (and could even take things that she couldn't feasibly mug them for), but that's not nearly as fun. She enjoys being hated by people, so taking something of theirs mid-battle is right up her alley. 

T2 Super Utility: Possession Stripping "Slave Robber" (Physical, Debuff, Fusion, Symbiosis) (800):
Having decided that she's had enough of people getting along and being allies, Jo'on decides to steal herself an ally of her own. Using the tricks she learned from the Perfect Possession incident, she simply hurls herself at a fusion and rips one of the participating members right out of it, before forcefully fusing with them. They must have fusion for this work, so she can't steal the partner of someone with Symbiosis, she can only steal the one with Fusion and Symbiosis. Being as this is Perfect Possession, the person she steals acts entirely to her will for one post, preventing them from fighting the fusion from the inside. This move can be blocked by Super Defenses of the same level or higher, and Jo'on also must pay the fusion cost for it, making it cost 1 extra SP. Additionally, she cannot use her foe's SP/HP (in the case of lifeburn) to power any moves or abilities, nor can she use any consumables or artefacts. She also takes all the damage the fusion takes, her slave taking no damage during this time.
Though it's not strictly 'stealing' herself a partner, she can also use this move to forcefully fuse with someone after she's defeated them in battle. Which she usually does to make them spend all their (IC) money on extravagant things. That she then takes.

Repossession: This is approved. 

Possession Stripping "Slave Robber": I'm going to deny this. Breaking it down, this move is equivalent to removing an opponent from the fight for one post, break up a fusion, gaining a T2 powerup (for one post), and potentially getting some other free moves and powers.

Reasonably, I'd price each of those things at:
>Removing an opponent for one post (~1sp).
>Breaking a fusion (~1sp?).
>Getting a T2 powerup for one post (and the other stuff) (~2sp).

I'm not going to say something like this is impossible. But, if it were, I'd rule it as a T3 super move (and you'd still need to pay 1 more SP for the fusion so it'd cost 4sp).

That said, if you want a T1 super move where you fuse with someone you've already defeated (and take on all SP and damage costs for the fusion), that might be possible (Jeff had something like that ages back).



(04-27-2018, 08:36 PM)Handsome Jack Wrote: Tier 1 Super Utility: Acid Pain
[Image: Relic.png]
After years of dedicated research, Jack has discovered the means to create Eridium Relics of his own design. Acid Pain is one such Relic. When activated, it bestows an Acid element to all of Jack's basic weaponry (standard Moves which deal damage). This Acid element provides no benefit when used against an opponent's actual body, but munitions with an Acid coating deal approximately twice as much damage to the environment and to protection barriers (standard "shield" type Moves, but not Super Defenses or Utilities). It takes roughly one second to activate the Relic and it lasts for a short duration (approximately 1 round), though Jack can maintain the effect by continuing to power the Relic (spend SP).

Approved.

(05-02-2018, 02:32 AM)Cell Wrote: Taiyoken (Solar Flare) (Tier 1 Super Utility) (Area Attack, Debuff) (600)
Cell spreads his fingers and raises his hands to either side of his face. After three seconds, Cell yells the attack's name (Taiyoken!) and a blaring white light engulfs the area around him for 100 metres, where Cell is the centre point (ie. 50 metres in all directions from Cell's position). Anyone in the vicinity is blinded by the light, causing moderate eye discomfort. This attack even works for those who might close their eyes if they know what's coming, but it can be blocked for an individual if they use a Super Defence. The blinding effects last for twenty seconds.

Approved.
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Spear of the bloodsoaked queen (900 OM) Physical / ranged prof /debuff/ AOE prof.

Hecate takes 5 seconds to summon forth her spear at a small cost of her stamina.

(physical description) A 7 foot (2.13m) long spear resembling a pike and a battle standard. (spear with a flag attached to inspire troops) The head of this spear tapers from 3 inches at its widest point down to a fine point over the course of its 8 inches, the spear tip itself has a serpentine shape. The tip is made of steel, and has a crimson coloration.

The flag on the spear is 6 feet long when unwrapped, the shape is a swallowtail banner. It is a white flag with its insignia, a Woman wearing a crown sitting upon a throne. In crimson red matching that of freshly spilt blood. On the two corners the insignia of the witch corps, A twin headed snake wrapping around flame is visible. This insignia is made of gold thread.

The handle of the spear is wooden, made of a wood called bloodwood. There are small iron embellishments every 12 inches in the form of small flanges to prevent the hands from slipping up or down the shaft.

This weapon while designed to look elegant, is a potent tool in the hands of Hecate, who is able to use the weapon as a melee or casting weapon. This weapon can inflict up to 3 inch wide wide wounds that are difficult to treat as well as cutting wounds should the spear be swung. These attacks are similarly draining to that of a sword swing.

The spear is also capable of acting as a casting weapon capable of sending sharp spikes of red ice at a target up to 80 feet away. These spikes of ice are 12 inches (30.48cm) in length and travel at 120 feet per second (36.57meters per second) These shards are razor sharp and can punch through armor without breaking. The spikes melt over time taking thirty seconds to melt fully. Alternatively Hecate can lower her guard for .75 of a second to snap her fingers to detonate the shards causing them to inflict multiple small injuries around the initial wound. Doing so is slightly draining to Hecate (similar to a 25m Sprint) and can only be used a few times over the course of a fight.
To initiate the spears ranged ability the spear is thrust or swing in similar fashion to how it would be used in melee combat.

In addition to it's combat capabilities as a ranged and melee weapon, Hecate can plant the butt of the spear into the ground and unwrap the flag. The sight combined with the battlecry causes those who oppose her to cower at her literal lust for blood and will retreat back to put distance between her and them lowering their attack for 20 seconds or until attacked again by Hecate. The effectiveness of the fear is lessened for those who have higher TEC than Hecate’s ATT

Doing this requires hecate to commit to a loud battlecry that lasts for 5 seconds and is mentally and physically draining (similar to a 100m dash)



better?
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In - In (隱, Conceal) - is an advanced form of Zetsu used to render one's aura imperceptible, effectively concealing it. Unlike Zetsu, however, In does not stop the user's aura flow; instead, it hides it, making it difficult to perceive with any of the five senses. This is even true for those possessing Enhanced Senses - although in this case the effectiveness of In diminishes the closer an observer is to Hisoka's Technique stat. When an Enhanced Senses user matches or exceeds Hisoka's Technique, a nen object concealed by In becomes visible.

Because of its abilities, this technique is used for launching sneak attacks or laying traps, as it can conceal Nen constructs generated with Emission, Transmutation, or Conjuration abilities. In Hisoka's case, he typically uses In to conceal his Bungee Gum, attaching it to an unaware opponent. Despite its usefulness, however, In is not without cost: the focus required to cloak and use a Nen ability at the same time is more physically and mentally draining than it would be to simply use the ability on its own.

Special: In can be countered completely by Gyo, or any similar move that boosts the effect of Enhanced Senses, regardless of Tech disparity. (Requires: Stealth, Suppression) (Cost: 300 OM)

Shu - Shu (周, Enfold) is an advanced application of Ten. Shu allows a user of Nen to enshroud an object with their aura, allowing them to use that object as an extension of their own body. For example, one could use Shu to extend their Ten around a weapon, which would strengthen and protect it. Hisoka uses this technique primarily to sheathe his playing cards in his Nen, turning them into deadly weapons (see Weapon: Playing Cards), but it can also be used to create improvised weapons from the environment if the need arises, without having to worry about their inherent durability. This technique allows one to, for example, block a standard sword attack with a plastic spoon, or send weaker fighters flying with a strike from a stick.

Weapons improvised in this way, while usually stronger than the common weapons and tools employed across the world, are also usually weaker than those that have been specially reinforced or trained with. For example, he could use a Shu-reinforced item to block a random Stormtrooper's stun baton, but would be at an inherent disadvantage against a Prime or Secondary that had bought Stun Baton as a move. (Cost: 600, because despite the potential improvised weapons being weaker, it is still quite flexible.)
Uh oh. Those boys got me all tingly...
[Image: ezgif-1-a370e630e1.gif]
I must calm it.

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@Hecate:
>Shouldn't this still be 1200 OM? Why did you decrease that?
>Effectiveness of fear would be based on your TEC. TEC increases the potency of debilitating effects. In some cases where you're physically stunning someone or holding them still or freezing/slowing them you can use your ATK (or ATK + TEC). But I don't see a reason why this move would use ATK instead of TEC.
>"lowering their attack for 20 seconds" This is too vague. You can have people become sluggish through fear or something like that, stopping them from hitting as hard. Or have them unable to land solid hits because they're more focused on trying to flee/not get hit. But you can't just "lower attack" with a normal move without saying how much you're lowing someone's attack, or giving a practical description.
>Telepathy is needed to force someone to become scared (or influence their mind in any other way). You can, however, push the effects of fear onto someone (like make their muscles tremble or their body become sluggish), with just debuff prof. They just don't actually have to be "scared" unless you have telepathy.

@Belle:
In:
>Sorry for missing this out before, but I think this would cost 300 OM per ability you want to combo it with (the first one is free).
>I'd allow you to include all "object"-type weapon moves that you hold under the same bracket. So any swords or axes you summon or draw. Or a gun (but not its bullets). Or a fork you grab using Shu. So if you're just doing this for "objects" (and not for shooting fireballs), then I guess this would still be 300. But using it for your throwing cards as well would probably be another 300 OM.

Shu:
>How long does this take to reinforce something with Shu? 
>This would cost 300 OM per type of object you want to be able to use.
>For example, I'd class all "small-ish" objects as the same type. So: spoons, forks, knives, small sticks. Anything "dagger size".
>"Medium-ish" objects would be another type, like larger sticks, table legs, maybe even chairs. Anything "sword size".
>Longer lance/spear like things would be another type.
>This would cost an additional 300 OM to throw those objects for ranged attacks.
>This would need area defence if you want to use any object (like a table) that's larger than 3ft in diameter - and would probably need another 600 OM for shield-like objects (600 instead of 300 due to the variable size).
>Basically, just try to classify the types of stuff you want to use yourself, or give me a short list and I'll get you sorted.
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(05-09-2018, 06:13 PM)Trixie Wrote:
(05-09-2018, 10:46 AM)Dane Regan Wrote:
(05-09-2018, 07:36 AM)Vash Wrote: Projectile Deflection -300 OM (Ranged Attack Proficiency)
Vash, using his sharp senses and wit, can predict where many projectiles will end up. By throwing rocks or other hard objects in his vicinity Vash can deflect individual physical projectiles such as bullets, arrows, bolts, or other forms of small ballistic munitions one at a time. This will only work if Vash can see the source of the projectile (unless it moves at an exorbitantly slow pace), it isn't excessively large, and his TEC is equal to or exceeds the ATK of the weapon being used.

After extensive discussion in the Move Approval thread about the move we're going to allow it. However there are some stipulations. We need you to make sure you mention that Vash focuses on the person who is shooting at him and throws the rock at an intercepting velocity. You can even use those words. If you want the move to cover a 360 degree arc (behind you) you'll need at least the basic version of Enhanced Senses (the power). As far as slower projectiles, you can add an addendum that he doesn't need to focus as much on slower ones. You also don't need the TEC or ATK comparison, but just make sure that it mentions that the moves effectiveness is based on TEC. 

Make sense?

yep! I had forgotten to add a stipulation on focus and that gnawed at me all day
[Image: giphy.gif]
I'm always open to someone hopping in for any kind of interaction! it keeps things interesting and helps me write as I do so far better when there are set circumstances to avoid getting indecisive.
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here's the corrected version
Projectile Deflection -300 OM (Ranged Attack Proficiency)
Vash, using his sharp senses and wit, can predict where many projectiles will end up. By throwing rocks or other hard objects in his vicinity Vash can deflect individual physical projectiles such as bullets, arrows, bolts, or other forms of small ballistic munitions one at a time. This will only work if Vash can see the source of the projectile and focuses on performing this action (unless it moves at an exorbitantly slow pace), it isn't excessively large, his TEC determines how effective and the amount of focus required to perform this.
[Image: giphy.gif]
I'm always open to someone hopping in for any kind of interaction! it keeps things interesting and helps me write as I do so far better when there are set circumstances to avoid getting indecisive.
Reply

(05-10-2018, 04:02 PM)Vash Wrote: Projectile Deflection -300 OM (Ranged Attack Proficiency)
Vash, using his sharp senses and wit, can predict where many projectiles will end up. By throwing rocks or other hard objects in his vicinity Vash can deflect individual physical projectiles such as bullets, arrows, bolts, or other forms of small ballistic munitions one at a time. This will only work if Vash can see the source of the projectile and focuses on performing this action (unless it moves at an exorbitantly slow pace), it isn't excessively large, his TEC determines how effective and the amount of focus required to perform this.

I think you're still missing a couple of things, but these small changes should fix that:

Quote:Projectile Deflection -300 OM (Ranged Attack Proficiency)
Vash, using his sharp senses and wit, can predict where many projectiles will end up. By throwing rocks or other hard objects in his vicinity at an intecepting velocity, Vash can deflect individual projectiles such as bullets, arrows, bolts, or other forms of small ballistic munitions one at a time, including small spells or laser bolts. This will only work if Vash can see the source of the projectile and is focusing on the shooter the moment they fire (unless the projectile moves at an exorbitantly slow pace). His TEC determines effectiveness and the amount of focus required to perform this, with faster projectiles being harder to deflect. Throwing rocks quickly enough to deflect bullets and other fast projectiles can put a strain on his arm, especially if done repetitively.
Added:
>"at an intercepting velocity" to make it clear that he can throw rocks fast enough to block the bullets
>"is focusing on the shooter the moment they fire" so he can react effectively
>"Throwing rocks quickly enough to deflect bullets can put a strain on his arm" to make it clear he can't become immune to bullets and keep doing this indefinitely
>"with faster projectiles being harder to deflect" obviously, the converse is also true

I also removed the reference to a projectile needing to be "physical". Since I don't see why this wouldn't block a small laser bolt (as long as it's not travelling at light speed or something).

If you're cool with that, you can link and use the quoted version of the move I wrote above. If not, go ahead and rephrase stuff you don't like, then repost it again.
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