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Move Approval V

(05-26-2018, 03:18 PM)Ebonywood Hellscythe Wrote:
(05-20-2018, 01:50 PM)Ebonywood Hellscythe Wrote: Making some small edits here. I increased the range, removed the debuff, and increased the general flame strength a bit. Changed the description for the defensive part (basically does the same thing - incinerates weak attacks, weakens stronger ones). Changes in bold.

Old: T2SU - Undying Pheonix (800) Requires: Physical, Debuff, Area Defense, Area Attack
Ebony focuses, channelling her mana for 5 seconds. Once she starts charging, she can't stop, move, or use any other moves, powers, or attacks. During this time, the air around Ebony begins to heat up painfully. After the charging period, dark purple flames violently erupt from her, setting her on fire for 1 round of combat. These reach out around 1ft from her body and will burn anyone who touches them. If someone remains in direct contact with the fire for longer than a second, the flames spread to them doing continued damage to the burning area for the following three seconds at half strength. Also, should anyone touch the fire on someone else for longer than a second, it spreads to them for three seconds (again, at half the potency as before). And so on. The fire could spread to the same person twice, should they touch their burning shoulder with their hand for a second, for example. Flames at one-eighth strength cannot set anything else on fire and are easy to pat out (so can be easily removed before the 3 seconds are up).

Anyone within 5ft of Ebony also slowly suffers due to the proximity to the heat, and while this move is active, Ebony can only move at half speed. While Ebony will never take damage due to her own flames, this move may leave her feeling dizzy. Also, combustible objects ignited by this can still burn her. Lastly, in addition to damaging near people and objects, the flames also incinerate and weaken projectile attacks (and partially nullify over ranged moves and spells), meaning weaker bullets will have a very reduced effect on her, and stronger ranged attacks will simply be weakened a little bit (based on Ebony's ATK against theirs). While active, Ebony cannot travel faster than half speed or use Immortal Flames. She cannot end this move prematurely but may choose to prolong it by spending an additional 2 SP per round. Using Undying Pheonix is very tiring, and it can take Ebony some time to recover after its use, so she can barely move or attack for 10 seconds afterwards, and once she gets over that she'll still be very tired.

The primary reason this move is so tiring and mana intensive is due to the duration, rather than the potency of its effects. The flames tend to do moderate damage while very close, and only lighter damage when further away (or when passed on). They won't melt steel or anything like that (unless Ebony receives a large increase to her ATK stat). But, naturally, if staying too close it will build up over time.
New: T2SU - Undying Pheonix (800) Requires: Physical, Area Defense, Area Attack
Ebony focuses, channelling her mana for 5 seconds. Once she starts charging, she can't stop, move, or use any other moves, powers, or attacks. During this time, the air around Ebony begins to heat up painfully. After the charging period, dark purple flames violently erupt from her, setting her on fire for 1 round of combat. These reach out up to 2ft from her body, but anyone within 10ft of Ebony also slowly suffers due to the proximity to the heat - although even outside this range, the fire still feels uncomfortably hot. While Ebony will never take damage due to her own flames, this move may leave her feeling dizzy. Combustible objects ignited by this may still burn her, if not completely destroyed first. Ebony usually has enough passive control over her fire to prevent it from igniting the floor beneath her, but it may still leave scorch marks.

In addition to damaging near people and objects, the flames also weaken or block attacks passing directly through them by incinerating them. This effect will be non-existent to a normal sword (unless it's very weak), and primarily affects ranged attacks. As a result, weaker bullets and projectiles will rarely reach Ebony's skin before being destroyed unless many are fired at roughly the same point (when some will break through). Meanwhile, stronger ranged attacks will simply be weakened a little bit. Anything that can reasonably be burnt or damaged by her magic (including energy attacks, and even water or something that isn't typically "flammable") will be. So, for example, if someone poured acid on Ebony while this move was active, even if it managed to stick to her skin, her fire would continue to work to damage it causing it to be destroyed before it would normally expire. The effectiveness of this "defensive" aspect is based on Ebony's ATK verses the strength (or durability) of the attacks passing through her flames.

While active, Ebony cannot travel faster than half speed or use Immortal Flames. She cannot end this move prematurely but may choose to prolong it by spending an additional 2 SP per round. Using Undying Pheonix is very tiring, and it can take Ebony some time to recover after its use, so she can barely move or attack for 10 seconds afterwards, and once she gets over that she'll still be very tired. The primary reason this move is so tiring and mana intensive is due to the duration, rather than the potency of its effects. Assuming someone's DEF is equal to her ATK, the flames tend to do moderate damage while very close, and only lighter damage when further away. They won't melt steel without prolonged contact or anything like that (unless Ebony receives a large increase to her ATK stat). But, naturally, if staying too close it will quickly build up over time.

Bumping this and upgrading Ebony's scythe (now costs 300 OM more), namely so she can do cool spinny shiz with it. It's basically a way to let her roll the scythe over the back of her hand or around her body more fluidly. Like what Maka and Soul can do in Soul Eater - sorta. If that parallel helps.

Ebonywood Hellscythe (900) Requires: Telekinesis, Physical Strength, Ranged Proficiency, Area Attack
Ebonywood Hellscythe's scythe is an ebonywood hellscythe. The pole is 5.2ft/1.6m long and made of dark black ebony. It's smooth to touch and feels slightly warm. Attached to the top is a curved silver blade that's 3inches/7.6cm tall where it joins the pole and about 1cm wide. The blade extends 3ft/0.9m from the staff (but is actually longer than that due to the curve) where it slowly gets narrower and shorter until it eventually reaches a fine point. While made of wood and silver, the scythe is incredibly durable and resilient, so even the narrower points of the blade will require very considerable stress to break. Small chips off the wood or metal repair near-instantly in a burst of harmless purple flame, so the blade will never dull - with one exception: Ebony's own scythe cannot cut her. It acts as if it's completely blunt when touching her skin. While using her scythe, Ebony's eyes glow red.

Carrying a scythe that's as tall as you everywhere can get very tiring. Even if it's super cool and Ebony is much stronger than her appearance would suggest. If the scythe is ever more than 5m/16ft from Ebony it disappears. When this happens, parts of the scythe fall off rapidly as small dark, glowing, purple flecks that dissolve into the air. If Ebony maintains a line of sight with her scythe then she can choose to prevent this effect. Also, Ebony can say a quick 2-second enchantment to cause the disappearing effect on purpose. To regain the scythe, Ebony has to stand still and focus. Over the first 3 seconds she chants and spreads out her hands, this causes the staff to form from glowing dark purple magic. Them she chants for 2 more seconds and spins the staff. When this happens one of the ends glows purple and the blade forms off it. This is not a draining process. If the scythe is used to attack with before fully forming, it will shatter and dissolve into the air.

Ebony usually attacks with her scythe spinning the sharp edge of the blade towards her opponent, or by using the ebony staff to attempt to pummel them. She needs to use both hands to use the scythe effectively. It may be held in one hand, but only attacking with one will make it much more unwieldy than it already is. When attacked with, the scythe blade leaves a trail of harmless deep purple flames. These dissipate quickly. Ebony may use her telekinesis on her own weapon, allowing her to roll it over the back of her hand or spin it around her body. Regardless of how it moves, part of the scythe staff always remains within a few inches of Ebony's body and must return close to her hands within about a second at most. She can twirl it no faster than she could usually swing it, but the lack of hands required allows her to maintain a higher swing speed for longer durations. This is more for swiftly repositioning her weapon than attacking or blocking with it, as when not held it's susceptible to being knocked out of her magical grip (based on her ATK and the strength of the push) and its attacks carry less force. This is no more tiring than swinging the weapon normally but does require more concentration. Taking damage won't cause her to drop it, but while using her scythe like this she's solely limited to focusing on normal combat manoeuvres (e.g. attacks, blocks, dodges).

Her scythe is not limited to melee attacks alone. She can also project her slashes through the air, causing a thin crescent-shaped wave to head in a straight line from her scythe blade, travelling at the speed of an arrow. To do this, she just has to swing her scythe as normal (i.e. not telekinetically) and focus on the attack. So she can move but she can't concentrate on any other moves at the same time. If anything hits the scythe while she's trying to use this attack, it fails, so this is much easier to do outside of melee range. The wave is just over 4ft long and crescent-shaped. Being hit by it feels the same as actually being hit by her scythe (so any modifications to her scythe blade, such as Soul Strike, will be compatible with this). Using this is more tiring than attacking with her scythe normally.
I also have some moves and two PUFs for an NPC. It does technically take me over the cap, but pls be merciful move gods (or take them a few at a time, etc.). Most should be fairly straightforward.

Cocytus (300) Requires: Physical Strength
When composed, Edelith solely uses her sword. She holds it with one hand, makes quick deft strikes, and moves her body the bare minimum amount, doing no more than shuffling where possible. The sword, Cocytus, is about 1.2m long (including the handle). The grip is made of a thick nigh-unbreakable wood which quickly shifts into dull dark magical ice further down the blade. The main edge of the weapon is sharp, while the back is blunt and the sides are smooth. Besides the handle, the majority of the sword is cold. Not cool enough to freeze anything, but wounds caused by it will often feel numb.
Mantle (300) Requires: Physical Strength
Edelith's primary weapon when things "go to shit", or when she really wants to fuck someone up. By channelling energy over 2 seconds, during which she cannot use Cocytus or sword arm but may otherwise act as she pleases, molten rock shoots out of her palm, covering her sword. This turns what was previously a light weapon into a solid 1.2m hot rocky bar with a big double-sided hammerhead at the end. The hammerhead extends about 15cm away from the staff both ways, and is just as thick, dealing strong concussive blows with its square face. It leaves small singes on any that touch it and more potent burns on those who remain in contact for longer periods. Every part of the hammer is hot, but Edelith can touch it safely. Even when she's fully capable of holding the heavy weapon in one hand, but will usually opt to use both. She prioritises strong sweeping blows - so what if they can dodge? She'll hit eventually. By winding up the hammer for about a second and hitting something, she can cause the hot rock to shatter, revealing Cocytus underneath in perfect condition.
Lithosphere (1200) Requires: Integration, Physical Strength, Area Attack
Edelith's body is naturally hot. Her blood feels much warmer than usual and looks almost like lava, and her skin is almost burning to touch. Due to this being a passive effect, it's fairly weak under normal conditions: touching her will only deliver a painful stick and burns will only be caused by prolonged physical contact. However, should someone draw her ire, she can channel all this heat into a specific area of her body - such as an arm, shoulder, or leg, drastically increasing the heat enough for it to do damage. The smaller the area, the more potent the heat is, but the area has to be palm-sized or larger, and leg sized or smaller to deal damage. This takes about a second of concentration to initiate and constant focus to maintain, preventing her from executing anything out of the realm of normal weapon attacks, blocks, and dodges. While active, she can split her focus to other activities this move allows at the cost of lowered combat ability, but nothing else. The heat doesn't extend past her skin meaning she will still need to touch someone to harm them, but anyone near to her will still feel the warmth. The heat is strong enough that it can be felt through both her clothes and any integrated materials at full strength. Taking damage won't cause her focus to drop, and once she chooses to end this, the heat will redistribute itself over the next second. She can't focus the heat again until after it's redistributed. Due to the heat continuously damaging those who touch it, if given enough time she can melt her way through most obstacles.

Furthermore, regardless of where Edelith is, she always has a supply of rock stored within her magic she can tap into and absorb, regardless of the situation. This comes with all the usual benefits and drawbacks of the integration power. But, to access it, Edelith has to stand still and concentrate completely, as well as expend a small amount of energy. This takes up to 5 seconds, depending on how much she absorbs. Taking damage will not interrupt this, however, but creating matter is a bit more difficult than utilising existing materials.

Lastly, should someone really draw her ire, Edelith can channel even more energy out from under her skin. This takes about 2 seconds of concentration to reach full force (Edelith can move, attack, and dodge as normal - just not focus on other techniques), and due to the effort required she can only maintain this for 15 seconds at most before she's left completely breathless. Wherever her heat previously resided, it is automatically redistributed throughout her body at such a temperature that anyone within 5ft of her will suffer. This does high damage up close - particularly to those touching her - and lower damage to those further away. While there aren't any actual flames, lava or magma might appear to bubble under the surface of any integrated rock, and she's surrounded with a heat haze. Edelith will typically pair the non-passive variants of this move with her integration and her powered-up forms, and often opt to use her hammer in unison. Edelith cannot be harmed by her own heat.

300 - Base/Passive (general hot skin), highly similar to Ebony's Immortal Flames move and Enel's lightning body. It does do damage, but only a small amount and only if someone touches her.
300 - Concentrate to focus the heat in an area.
300 - Unlimited rock supply for integration at the cost of more concentration and time to tap in to.
300 - Increasing the heat strength
Fissure (300) Requires: Ranged, Area Attack
After channelling energy for 8 seconds, during which she can take damage but cannot move or do any else, Edelith swings straight down with her hammer straight down into the ground. The force from the blow tends to push past all blocks, but successfully stopping it will prevent this attack. If the hammer hits the floor, it sends out a loud focused shockwave straight forwards towards her target. The wave is 3m wide and comes in two parts - both start at the same time but have different speeds:
>The first travels at 6km/s through the ground, reaches 100m, and tends to do no more than shake and stagger anyone standing on an affected surface, likely preventing them from evading the second wave (including trees or platforms above the shockwave). Rivers, steep trenches deeper than 3m, and other gaps will block this - but it can travel through any solid terrain (including both sand and indestructible things such as the Nexus floor), and follows the curve of the land while passing under walls and barriers.
>The second passes through the air just above the initial wave, reaching about 3m high, moving at the speed of sound in air (343m/s - about bullet speed). While it can reach the full 100m, and follows the general curves of the land, it can be blocked by strong physical obstacles, and weakened by partial obstructions (such as a tree only blocking part of its path), but tends to smash through most barriers unless there are multiple in its way. It's very powerful and hits all in its way with a crushing wave of force. This travels through those affected somewhat, and tends to feel like being hit by a truck or large hammer. Even more armoured opponents will be knocked off their feet by the blow. Often it will leave cracks and tears throughout any rigid landscape it passes over, with hot (non-damaging) steam rising from the fissures.
Those not in the direct path of the shockwave will still feel the vibrations under their feet, followed by a loud crack. Due to the straightforward and brutish method used to execute this attack, it doesn't tend to fatigue Edelith more than a normal hammer swing but does leave her out of breath for a few seconds afterwards.
(doesn't need ranged materialise since 5ft > 1.5m, and lava only spawns within 1.5m of Edelith due to the 3m diameter)
Cataclysm (300) Requires: Ranged, Area Attack
After channelling energy for 5 seconds, during which she can take damage but cannot move or do any else, Edelith thrusts her weapon (or just her fist) straight up into the sky and mentally thinks of her attack's destination. The instant she finishes the action, bubbling lava rockets out from the ground around her and shoots upwards at the speed of a bullet. The lava is hot, and the eruption has a diameter of 3m. The burst lasts for 1 second, and once in the air the lava arcs towards Edelith's target, following the path of a semi-circle (rather than a parabola). This causes it to hit her target from above (unless they're above her). The lava cannot travel any further than 100m, so can be targetted at anything within about 32m of Edelith (assuming they're level with her). While technically lava, it varies in strength based on Edelith's ATK, so will often be weaker (but something even stronger) than the real thing. The lava tends to spread and spray a couple of metres from the impact site, but cools down to solid rock within a few seconds at most. This attack doesn't have much of an energy cost, so if left alone Edelith will happily use it multiple times in a row before needing to take a breather. Edelith cannot be harmed by her own lava, and is forced to stand completely still while lava is being generated.
(10 base stats + 4 stat increase + 5 PU stats + 1 PU boost = 20 stats)
T1 PUF - Outer Core (1000) Requires: Integration
When the need calls or her fiery emotions fall out of control, Edelith can encase her entire body and weapon in a moving mass of hot steaming rock, with the notable glow of lava bubbling under the surface. This, despite being hot, won't do any damage unless paired with her Lithosphere move. Regardless, standing near to her is still incredibly uncomfortable. Edelith is forced to move much more slowly in exchange for the armour and power the magma shell provides. Her rocky shell is covered with cracks, allowing precision weapons to still have a shot at her - but even her skin underneath is incredibly hard. Furthermore, the constantly shifting nature of the rock can make it increasingly hard. Should someone succeed in breaking the rock with a blunt weapon or explosive, it will general reform within a few seconds at most. The molten armour tends to cushion blows, preventing Edelith from being pushed back or for a powerful strike to damage her through her provisional armour. In addition to empowered abilities, her sword - Cocytus - is also engulfed with rock and magma (see Mantle). Edelith will always try to combine this powered-up form with her integration power (by absorbing rock into her skin).

ATK: 7
DEF: 10
SPD: 0
TEC: 3
(10 base stats + 4 stat increase + 10 PU stats + 2 from PU boost = 26 stats)
T2 PUF - Inner Core (1500) Requires: Integration
Edelith taps into an increased reserve of power, causing even small flames to flicker out through the cracks of her rocky armour (these just feel hot, but do no damage unless paired with Lithosphere). Due to the anger burning through her veins, her movements are even rougher - but have much, much, more power behind them. Outside of those minor changes, Edelith's Inner Core is otherwise identical to Outer Core outside of stats.

ATK: 11
DEF: 13
SPD: 0
TEC: 2

Everything here looks good.
If you see me around and you got questions, just give a shout. I'm happy to assist.

Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade

Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities
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A Real Gun


This a real gun, specifically a Mark XIX Desert Eagle in .50 Action Express. It is not a magic dream gun, it is a real gun that shoots real bullets. Luci cannot magically make it disappear, she keeps that thang on her. It holds seven rounds, and Luci keeps a single extra clip in her backpack or bra. Luci can fire up to fourteen bullets in a single encounter (changing her clip once; it takes Luci less than a second to change clips). After that it will take her time to summon more ammo out of Omnillium, and she must be out of combat to do that. Although Luci has high SPD, she can only fire this large handgun once per second with any hope of accuracy. It has range of 100 feet.


• How powerful is it? Does it have a wide area of effect, or multiple projectiles? How big is the weapon? What size are the projectiles?
Luci has an ATK score of 1; unless that stat is boosted somehow this gun is not very effective against Primes.  The gun is 10.6 in long.The size of the projectile is 0.510-inch .
• *Is it instantaneous, or quick to use? Or is it slow?* (Almost instantaneous? A moment? Several seconds? Longer? Be specific.)
Luci has a very high SPD, and can draw and fire ths gun very quickly, in under a second. She can only fire the gun with any kind of accuracy once per second.
• Once activated, how fast does it travel? (Fast as a thrown ball or slower? Arrow? Bullet?)
The bullets travel nearly as fast as a real bullet.
• Is it difficult to aim? Must it be aimed at all?
The gun is unwieldy, but Luci has a high TEC score and handles it easilly.
• Can the user move around or do other things while using the move, or must they be stationary?
Luci can walk while she fires, but cannot be running or using Burst Movement or Superspeed while firing this weapon.
• Does the user have to keep their focus on the move, or is it 'fire and forget'?
Luci must keep one hand and her attention on her target to fire this gun.
• Does it have effects that linger after the user is no longer performing the move? If so, how long do they last?
No, unless you count deadness
• What does it look like? How is it performed? How does it feel to get hit with it?
It looks like a gun, and it doesn't feel great to get hit with it. Feels a lot like a gun, tbh.
• Is the move variable, or does it have a fixed method of use?
Just one method of use at the moment.
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Too hot to handle! -- 600 OM (Requires: Physical Strength, Area Attack)
Vivian's body always seems to hover just a little in the abnormally high range, but never enough to do much more than be rather warm to the touch. With a little effort and focus, though, he can consciously raise the amount of heat generated.
-- With just a second to focus, he can raise his body temperature to an extent where physical contact becomes extremely unpleasant and painful, adding extra punch to melee attacks as well as making touching him in turn inadvisable, as well as making the air within about six feet of him much warmer and more stifling, akin to a desert or arid volcanic region -- highly uncomfortable and a mild deterrent, but not truly damaging. His merest touch or melee strike is sufficient to cause most forms of wooden or cloth objects to begin to smoke or even combust with a few seconds of contact. The ground underfoot will typically begin to steam and smoke if he stays in one place with this variant, as well. This variant does features a constant minor drain on stamina while active, akin to always being on the move even when standing still, but nothing too severe.
-- The second variant involves Vivian amping up his body heat to an even greater degree, to the point where thee air around him starts to spark and shimmer. This takes three seconds of focus to prepare and activate, during which Vivian is required to remain still and focus on it. It makes even the lightest touch from Vivian scald and burn horrible, capable of making most regular metal objects glow red hot, rapidly begin to heat up and grow uncomfortable and then painful to hold. This aura of intense heat radiates out to several feet around Vivian, a little over double the range of the weaker variant (roughly a dozen feet); within this range the air is extremely hot, seeming almost on the verge of combusting, and inflicts damage akin to the extra heat of the weaker variant, and makes breathing and even moving difficult tasks for anyone else within the effected range. The ground underfoot will tend to smoke, burn and melt, leaving charred and glowing footprints in his wake. While active, it has a greater stamina drain than the weaker variant, and requires focus on it to maintain -- Vivian is limited solely to basic melee combat and cannot use Moves which require a charge time while this is active.

Shade Fist -- 600 OM (Requires: Physical Strength, Phasing, Debuff)
A simple maneuver, but a devilishly effective one. After two seconds of windup and preparation, Vivian just delivers a simple punch (or any melee strike, really), which releases a burst of fire and heat around the impact point for a little extra damage, but also causing the impact site to be horribly scalded and burned with a debilitatingly painful wound, as it bursts into flames. They only persist for about eight seconds, but they stubbornly resist all efforts to put them out in that time.

The alternative option, involves another two seconds of windup and preparation and the resulting strike phases right through his target, seemingly harmlessly...until a burst of fire explodes inside them, doing immense damage and inflicting the same burning effect, only now inside them and much more agonizingly painful as a result.

Either variant has a minor stamina drain, with the second one being noticeably higher. The pre-attack focusing period does require uninterrupted focus, and even a relatively minor attack can disrupt it. Once prepped, the charge can only be held for up to five seconds before being lost.

Heat Cloud -- 600 OM (Requires: Ranged, Ranged Materialize, Area Attack)
Vivian holds up one hand, index finger raised and a small spark of fire gathering at his fingertip. Over the next five seconds, during which he can move about to dodge attacks or otherwise act as normal, he gathers and prepares energy.

When prepared, he must come to a halt and take aim for a full second, selecting a target zone anywhere within fifty meters of himself. When he has picked his target, he points and snaps his fingers, resulting in the selected point glowing bright red for half a second, spitting out sparks and heat, before the air in a five-meter radius around his target location to erupt in a blazing cloud of fire and suffocating heat. The output of energy is sufficient to burn most wooden objects to ash and leave even rock glowing red hot and melted. The force of the explosion is also extremely potent, throwing targets within it away from the center a significant distance of up to a dozen meters from the center.

The alternative method is virtually identical to the first, right down to its charge time, manner of execution and size of effect. The only difference is that the explosion is much less forceful and features much more flame, setting everything in range ablaze and covering them with searingly painful flames. This burning effect lasts for about ten seconds, and the extreme pain not only makes concentrating on much of anything difficult, the swirling flames make it difficult to see clearly as well.

Either option has a significant stamina drain, reflecting the power and area of effect, though the simple point-and-click nature of the attack does somewhat mitigate the fatigue. Additionally, while he can move and act as normally while charging, taking even a moderate hit will disrupt his concentration and lose the spell.

Heat Haze -- 300 OM (Requires: Physical Strength, Debuff)
Vivian prepares and gathers energy for about two seconds, during which he has to remain still, which manifests as a shimmering haze of heat around him. When ready, he can hold the resulting charge for up to five seconds before it expires. In that time, he delivers a simple bit of physical contact -- it could be anything, from a punch, kick, headbutt, tackling someone, or just a light slap or touch -- to deliver the effects. When done, the target is surrounded in a shimmering 'dome' of heat-distorted air, which greatly obscures and obstructs sight, in addition to a sweltering heat which makes breathing more difficult, but imposes no great penalty. Anything beyond a few feet becomes hazy and indistinct, little more than blurred masses of color and vague shapes. These effects last for around ten seconds before fading.

Molten Kiss -- 300 OM (Requires: Physical Strength)
Vivian focuses for ten seconds, during which time he can move about and otherwise act as normal, and greatly increases and amps up the level of heat in his body, focusing it to a single limb -- typically his fists. When ready, the affected area will begin to glow a bright orange-red color, releasing hissing trails of vapor and steam as the moisture in the air vaporizes, and the air around it visibly shimmers and distorts from the heat.

While active, it serves onle one purpose: to disarm a foe. By latching onto and taking hold of a weapon in a foe's hand, the sheer heat output will make it rapidly heat up, growing uncomfortable, then painful, and then nigh-impossible to hold onto over several seconds if they cannot wrest it out of her grasp. If she can manage to make them let go, her continued grasp will cause it to completely melt to a pile of useless molten material and slag over the next several seconds.

This requires a noticeable stamina drain to activate, though once it is can be maintained for up to a minute with only minimal extra energy expenditure. While this is useful for disarming a foe, it does nothing to stop them from using other weapons or re-summoning the destroyed one. It is a highly taxing manuever, however, and though technically there is no limit to the amount of weapons or items which could be destroyed, once its length of effect runs out it cannot be used again in the same battle.

Fire Gun -- 300 OM (Requires: Ranged)
Vivian holds up the index and middle fingers of either or both of his hands, similar to a child making a finger gun, and over a second a small ball of fire about two inches in diameter forms at his fingertips. Once formed, he can use it much like an actual gun, firing small bolts of fire -- about an inch in diameter and three inches long, vaguely resembling a small comet. They can be fired quite rapidly, one 'bullet' of fire from each hand every half a second. Their effective range is up to 30 meters, before they fizzle out, and within that range they hit with a small burst and searing impact. Individually they inflict only minor damage, relying more on volume of fire to deal any serious harm. There is an almost negligible stamina drain for each shot, though given the rate at which they can be fired and the sheer amount often fired to pin down, harass, or actually damage foes, even that minor drain can add up. When done firing, Vivian blows out the flames at his fingertips like a candle, taking only half a second per hand.
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(05-26-2018, 10:20 PM)Luci Wrote: A Real Gun (300) (Requirements: Ranged Proficiency)

This a real gun, specifically a Mark XIX Desert Eagle in .50 Action Express. It is not a magic dream gun, it is a real gun that shoots real bullets. Luci cannot magically make it disappear, she keeps that thang on her. It holds seven rounds, and Luci keeps a single extra clip in her backpack or bra. Luci can fire up to fourteen bullets in a single encounter (changing her clip once; it takes Luci less than a second to change clips). After that it will take her time to summon more ammo out of Omnillium, and she must be out of combat to do that. Although Luci has high SPD, she can only fire this large handgun once per second with any hope of accuracy. It has range of 100 feet.

You missed out the proficiencies and cost. I've edited those in at the top for you, if you're cool with that, this is approved. (You don't need to include the bullet points, since all the info I'd ask for is in the move or implied by it - you have a gun that shoots bullets, those are a real-life object so don't need a fancy description, unlike if you were shooting magic bolts or something)
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(05-26-2018, 10:24 PM)The Future Warrior Wrote: I gots me a smattering of new moves and such for another NPC I'm working on. Splitting 'em up into batches because move approval limits, here's the first one.
Too hot to handle! -- 600 OM (Requires: Physical Strength, Area Attack)
Vivian's body always seems to hover just a little in the abnormally high range, but never enough to do much more than be rather warm to the touch. With a little effort and focus, though, he can consciously raise the amount of heat generated.
-- With just a second to focus, he can raise his body temperature to an extent where physical contact becomes extremely unpleasant and painful, adding extra punch to melee attacks as well as making touching him in turn inadvisable, as well as making the air within about six feet of him much warmer and more stifling, akin to a desert or arid volcanic region -- highly uncomfortable and a mild deterrent, but not truly damaging. His merest touch or melee strike is sufficient to cause most forms of wooden or cloth objects to begin to smoke or even combust with a few seconds of contact. The ground underfoot will typically begin to steam and smoke if he stays in one place with this variant, as well. This variant does features a constant minor drain on stamina while active, akin to always being on the move even when standing still, but nothing too severe.
-- The second variant involves Vivian amping up his body heat to an even greater degree, to the point where thee air around him starts to spark and shimmer. This takes three seconds of focus to prepare and activate, during which Vivian is required to remain still and focus on it. It makes even the lightest touch from Vivian scald and burn horrible, capable of making most regular metal objects glow red hot, rapidly begin to heat up and grow uncomfortable and then painful to hold. This aura of intense heat radiates out to several feet around Vivian, a little over double the range of the weaker variant (roughly a dozen feet); within this range the air is extremely hot, seeming almost on the verge of combusting, and inflicts damage akin to the extra heat of the weaker variant, and makes breathing and even moving difficult tasks for anyone else within the effected range. The ground underfoot will tend to smoke, burn and melt, leaving charred and glowing footprints in his wake. While active, it has a greater stamina drain than the weaker variant, and requires focus on it to maintain -- Vivian is limited solely to basic melee combat and cannot use Moves which require a charge time while this is active.

Shade Fist-- 600 OM (Requires: Physical Strength, Phasing, Debuff)
A simple maneuver, but a devilishly effective one. After two seconds of windup and preparation, Vivian just delivers a simple punch (or any melee strike, really), which releases a burst of fire and heat around the impact point for a little extra damage, but also causing the impact site to be horribly scalded and burned with a debilitatingly painful wound, as it bursts into flames. They only persist for about eight seconds, but they stubbornly resist all efforts to put them out in that time.

The alternative option, involves another two seconds of windup and preparation and the resulting strike phases right through her target, seemingly harmlessly...until a burst of fire explodes inside them, doing immense damage and inflicting the same burning effect, only now inside them and much more agonizingly painful as a result.

Either variant has a minor stamina drain, with the second one being noticeably higher. The pre-attack focusing period does require uninterrupted focus, and even a relatively minor attack can disrupt it. Once prepped, the charge can only be held for up to five seconds before being lost.

Heat Cloud -- 600 OM (Requires: Ranged, Ranged Materialize, Area Attack)
Vivian holds up one hand, index finger raised and a small spark of fire gathering at his fingertip. Over the next five seconds, during which he can move about to dodge attacks or otherwise act as normal, he gathers and prepares energy.

When prepared, he must come to a halt and take aim for a full second, selecting a target zone anywhere within fifty meters of himself. When he has picked his target, he points and snaps his fingers, resulting in the selected point glowing bright red for half a second, spitting out sparks and heat, before the air in a five-meter radius around his target location to erupt in a blazing cloud of fire and suffocating heat. The output of energy is sufficient to burn most wooden objects to ash and leave even rock glowing red hot and melted. The force of the explosion is also extremely potent, throwing targets within it away from the center a significant distance of up to a dozen meters from the center.

The alternative method is virtually identical to the first, right down to its charge time, manner of execution and size of effect. The only difference is that the explosion is much less forceful and features much more flame, setting everything in range ablaze and covering them with searingly painful flames. This burning effect lasts for about ten seconds, and the extreme pain not only makes concentrating on much of anything difficult, the swirling flames make it difficult to see clearly as well.

Either option has a significant stamina drain, reflecting the power and area of effect, though the simple point-and-click nature of the attack does somewhat mitigate the fatigue. Additionally, while he can move and act as normally while charging, taking even a moderate hit will disrupt his concentration and lose the spell.

Heat Haze -- 300 OM (Requires: Physical Strength, Debuff)
Vivian prepares and gathers energy for about two seconds, during which he has to remain still, which manifests as a shimmering haze of heat around him. When ready, he can hold the resulting charge for up to five seconds before it expires. In that time, he delivers a simple bit of physical contact -- it could be anything, from a punch, kick, headbutt, tackling someone, or just a light slap or touch -- to deliver the effects. When done, the target is surrounded in a shimmering 'dome' of heat-distorted air, which greatly obscures and obstructs sight, in addition to a sweltering heat which makes breathing more difficult, but imposes no great penalty. Anything beyond a few feet becomes hazy and indistinct, little more than blurred masses of color and vague shapes. These effects last for around ten seconds before fading.

Molten Kiss -- 300 OM (Requires: Physical Strength)
Vivian focuses for ten seconds, during which time he can move about and otherwise act as normal, and greatly increases and amps up the level of heat in his body, focusing it to a single limb -- typically his fists. When ready, the affected area will begin to glow a bright orange-red color, releasing hissing trails of vapor and steam as the moisture in the air vaporizes, and the air around it visibly shimmers and distorts from the heat.

While active, it serves onle one purpose: to disarm a foe. By latching onto and taking hold of a weapon in a foe's hand, the sheer heat output will make it rapidly heat up, growing uncomfortable, then painful, and then nigh-impossible to hold onto over several seconds if they cannot wrest it out of her grasp. If she can manage to make them let go, her continued grasp will cause it to completely melt to a pile of useless molten material and slag over the next several seconds.

This requires a noticeable stamina drain to activate, though once it is can be maintained for up to a minute with only minimal extra energy expenditure. While this is useful for disarming a foe, it does nothing to stop them from using other weapons or re-summoning the destroyed one. It is a highly taxing manuever, however, and though technically there is no limit to the amount of weapons or items which could be destroyed, once its length of effect runs out it cannot be used again in the same battle.

Too hot to handle!:
>The first variant is fine
>For the second, I'd rather you clarified on how much more tiring it is than the first. Either by giving a rough maximum duration before he'll be left out of breath or just saying it's "a lot" or "a bit" more tiring, etc.

Shade Fist: Approved.

Heat Cloud: Approved, but with debuff proficiency.

Heat Haze: Approved.

Molten Kiss: I'm not 100% sure about outright destroying a weapon. It's kinda hard to make a ruling on, since some people really won't care. But other's literally just have one melee weapon - or even have lots of other moves tied to it... which brings about another point. Some people even have super moves where they execute a fancy attack with one of their weapons. I'll ask about for some other opinions on this before I say yes/no (unless Omni/Alex already set a precedent for this that I'm not aware of).

Having "permanent" object weapons (i.e. those that can't be resummoned quick-ish without using omnilium normally) naturally repair over time (quicker than they could normally be resummoned) or something like that would alleviate my concerns. And adding in a comment that any broken weapons required for super moves are automatically recreated/repaired for them (but revert back to a broken state afterwards).

An alternative and more simplistic disarming method would just be making their weapon too hot to hold for X seconds - although I guess that wouldn't work for a weapon someone uses telekinetically.
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(05-26-2018, 11:33 PM)Dane Regan Wrote: Too hot to handle!:
>The first variant is fine
>For the second, I'd rather you clarified on how much more tiring it is than the first. Either by giving a rough maximum duration before he'll be left out of breath or just saying it's "a lot" or "a bit" more tiring, etc.

Shade Fist: Approved.

Heat Cloud: Approved, but with debuff proficiency.

Heat Haze: Approved.

Molten Kiss: I'm not 100% sure about outright destroying a weapon. It's kinda hard to make a ruling on, since some people really won't care. But other's literally just have one melee weapon - or even have lots of other moves tied to it... which brings about another point. Some people even have super moves where they execute a fancy attack with one of their weapons. I'll ask about for some other opinions on this before I say yes/no (unless Omni/Alex already set a precedent for this that I'm not aware of).

Having "permanent" object weapons (i.e. those that can't be resummoned quick-ish without using omnilium normally) naturally repair over time (quicker than they could normally be resummoned) or something like that would alleviate my concerns. And adding in a comment that any broken weapons required for super moves are automatically recreated/repaired for them (but revert back to a broken state afterwards).

An alternative and more simplistic disarming method would just be making their weapon too hot to hold for X seconds - although I guess that wouldn't work for a weapon someone uses telekinetically.

You right, you right. Here's some edits for those two, and part of the next batch:

Too hot to handle! -- 600 OM (Requires: Physical Strength, Area Attack)
Vivian's body always seems to hover just a little in the abnormally high range, but never enough to do much more than be rather warm to the touch. With a little effort and focus, though, he can consciously raise the amount of heat generated.
-- With just a second to focus, he can raise his body temperature to an extent where physical contact becomes extremely unpleasant and painful, adding extra punch to melee attacks as well as making touching him in turn inadvisable, as well as making the air within about six feet of him much warmer and more stifling, akin to a desert or arid volcanic region -- highly uncomfortable and a mild deterrent, but not truly damaging. His merest touch or melee strike is sufficient to cause most forms of wooden or cloth objects to begin to smoke or even combust with a few seconds of contact. The ground underfoot will typically begin to steam and smoke if he stays in one place with this variant, as well. This variant does features a constant minor drain on stamina while active, akin to always being on the move even when standing still, but nothing too severe.
-- The second variant involves Vivian amping up his body heat to an even greater degree, to the point where thee air around him starts to spark and shimmer. This takes three seconds of focus to prepare and activate, during which Vivian is required to remain still and focus on it. It makes even the lightest touch from Vivian scald and burn horrible, capable of making most regular metal objects glow red hot, rapidly begin to heat up and grow uncomfortable and then painful to hold. This aura of intense heat radiates out to several feet around Vivian, a little over double the range of the weaker variant (roughly a dozen feet); within this range the air is extremely hot, seeming almost on the verge of combusting, and inflicts damage akin to the extra heat of the weaker variant, and makes breathing and even moving difficult tasks for anyone else within the effected range. The ground underfoot will tend to smoke, burn and melt, leaving charred and glowing footprints in his wake. While active, it has a greater stamina drain than the weaker variant, equivalent to not only always being on the move but virtually sprinting while doing so, draining energy several times more quickly and limiting usage to around a minute before it sputters out on its own. It also requires focus on it to maintain -- Vivian is limited solely to basic melee combat and cannot use Moves which require a charge time while this is active.

Molten Kiss -- 300 OM (Requires: Physical Strength)
Vivian focuses for ten seconds, during which time he can move about and otherwise act as normal, and greatly increases and amps up the level of heat in his body, focusing it to a single limb -- typically his fists. When ready, the affected area will begin to glow a bright orange-red color, releasing hissing trails of vapor and steam as the moisture in the air vaporizes, and the air around it visibly shimmers and distorts from the heat.

While active, it serves onle one purpose: to disarm a foe. By latching onto and taking hold of a weapon in a foe's hand, the sheer heat output will make it rapidly heat up, growing uncomfortable, then painful, and then nigh-impossible to hold onto over several seconds if they cannot wrest it out of her grasp. If she can manage to make them let go, her continued grasp will cause it to completely melt to a pile of useless molten material and slag over the next several seconds. This is more effective on weapons which can be quickly resummoned, as the destructive effects are permanent. For those which are of a more permanent nature, the effects begin to wear off shortly after this ability runs its course; the item(s) will begin to cool and revert to their usual state over the course of the next 30 seconds, restored to full functionality -- though still incredibly hot to the touch -- by that point, and return to normal over the next several seconds. In regards to items which are required for the use of Super Moves, the huge expenditure of energy required allows an opponent to re-create the effected weapon nigh-instantly for the purposes of the move.

This requires a noticeable stamina drain to activate, though once it is can be maintained for up to a minute with only minimal extra energy expenditure. While this is useful for disarming a foe, it does nothing to stop them from using other weapons or re-summoning the destroyed one. It is a highly taxing manuever, however, and though technically there is no limit to the amount of weapons or items which could be destroyed, once its length of effect runs out it cannot be used again in the same battle.

Fire Gun -- 300 OM (Requires: Ranged)
Vivian holds up the index and middle fingers of either or both of his hands, similar to a child making a finger gun, and over a second a small ball of fire about two inches in diameter forms at his fingertips. Once formed, he can use it much like an actual gun, firing small bolts of fire -- about an inch in diameter and three inches long, vaguely resembling a small comet. They can be fired quite rapidly, one 'bullet' of fire from each hand every half a second. Their effective range is up to 30 meters, before they fizzle out, and within that range they hit with a small burst and searing impact. Individually they inflict only minor damage, relying more on volume of fire to deal any serious harm. There is an almost negligible stamina drain for each shot, though given the rate at which they can be fired and the sheer amount often fired to pin down, harass, or actually damage foes, even that minor drain can add up. When done firing, Vivian blows out the flames at his fingertips like a candle, taking only half a second per hand.

Tease -- 300 OM (Requires: Ranged, Debuff, Telepathy)
Vivian teases and taunts a given target for a few seconds, typically with playful, suggestive comments and jabs, and always ending with a wink and blowing a kiss. It requires eye contact for the duration, and is mostly intended to draw attention and focus and serve as a distraction, as the real punch of the attack comes in a telepathic assault designed to make the gesture far, far more appealing and distracting than it would ordinarily be, leaving the target flustered and embarrassed, lowering their effective fighting abilities. The effects normally last for around fifteen seconds, though targets with a sterner mind can resist it better, lowering the duration by one second for every point of TEC the target has. It is mildly draining to use, but as it is mostly a distraction tactic and relatively easy to avoid, it is mitigated somewhat.

Shadow on Fire -- 300 OM (Requires: Ranged, Ranged Materialize, Debuff)
A technique which requires some delicate aiming to be successful, but a highly effective one. Similar to preparing for Heat Cloud, Vivian spends eight seconds to gather and prepare energy, focusing it into a fingertip which sparks with a small flame. During this time he can freely move about to dodge and avoid attacks, but that's about it, and even a relatively minor attack will make him lose the gathering spell. When it is prepped, he takes aim and points at his target -- the shadow of one of his opponents. It requires him to focus and zero in, keeping his aim steady and finger leveled and pointed precisely at their shadow for two full seconds. If he can manage it...the target's shadow erupts in flames. Only in shadow form, and their actual body will bear no physical signs of the fire, but it will do damage all the same, ravaging them with terrible injuries and pain. The effects last for about five seconds, with the benefit of being absolutely impossible to extinguish until they burn out naturally.
[Image: Imperial.png] [Image: 17Champ.png]
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(05-27-2018, 12:04 AM)The Future Warrior Wrote: Too hot to handle! -- 600 OM (Requires: Physical Strength, Area Attack)
Vivian's body always seems to hover just a little in the abnormally high range, but never enough to do much more than be rather warm to the touch. With a little effort and focus, though, he can consciously raise the amount of heat generated.
-- With just a second to focus, he can raise his body temperature to an extent where physical contact becomes extremely unpleasant and painful, adding extra punch to melee attacks as well as making touching him in turn inadvisable, as well as making the air within about six feet of him much warmer and more stifling, akin to a desert or arid volcanic region -- highly uncomfortable and a mild deterrent, but not truly damaging. His merest touch or melee strike is sufficient to cause most forms of wooden or cloth objects to begin to smoke or even combust with a few seconds of contact. The ground underfoot will typically begin to steam and smoke if he stays in one place with this variant, as well. This variant does features a constant minor drain on stamina while active, akin to always being on the move even when standing still, but nothing too severe.
-- The second variant involves Vivian amping up his body heat to an even greater degree, to the point where thee air around him starts to spark and shimmer.  This takes three seconds of focus to prepare and activate, during which Vivian is required to remain still and focus on it. It makes even the lightest touch from Vivian scald and burn horrible, capable of making most regular metal objects glow red hot, rapidly begin to heat up and grow uncomfortable and then painful to hold. This aura of intense heat radiates out to several feet around Vivian, a little over double the range of the weaker variant (roughly a dozen feet); within this range the air is extremely hot, seeming almost on the verge of combusting, and inflicts damage akin to the extra heat of the weaker variant, and makes breathing and even moving difficult tasks for anyone else within the effected range. The ground underfoot will tend to smoke, burn and melt, leaving charred and glowing footprints in his wake. While active, it has a greater stamina drain than the weaker variant, equivalent to not only always being on the move but virtually sprinting while doing so, draining energy several times more quickly and limiting usage to around a minute before it sputters out on its own. It also requires focus on it to maintain -- Vivian is limited solely to basic melee combat and cannot use Moves which require a charge time while this is active.

Molten Kiss -- 300 OM (Requires: Physical Strength)
Vivian focuses for ten seconds, during which time he can move about and otherwise act as normal, and greatly increases and amps up the level of heat in his body, focusing it to a single limb -- typically his fists. When ready, the affected area will begin to glow a bright orange-red color, releasing hissing trails of vapor and steam as the moisture in the air vaporizes, and the air around it visibly shimmers and distorts from the heat.

While active, it serves onle one purpose: to disarm a foe. By latching onto and taking hold of a weapon in a foe's hand, the sheer heat output will make it rapidly heat up, growing uncomfortable, then painful, and then nigh-impossible to hold onto over several seconds if they cannot wrest it out of her grasp. If she can manage to make them let go, her continued grasp will cause it to completely melt to a pile of useless molten material and slag over the next several seconds. This is more effective on weapons which can be quickly resummoned, as the destructive effects are permanent. For those which are of a more permanent nature, the effects begin to wear off shortly after this ability runs its course; the item(s) will begin to cool and revert to their usual state over the course of the next 30 seconds, restored to full functionality -- though still incredibly hot to the touch -- by that point, and return to normal over the next several seconds. In regards to items which are required for the use of Super Moves, the huge expenditure of energy required allows an opponent to re-create the effected weapon nigh-instantly for the purposes of the move.

This requires a noticeable stamina drain to activate, though once it is can be maintained for up to a minute with only minimal extra energy expenditure. While this is useful for disarming a foe, it does nothing to stop them from using other weapons or re-summoning the destroyed one. It is a highly taxing manuever, however, and though technically there is no limit to the amount of weapons or items which could be destroyed, once its length of effect runs out it cannot be used again in the same battle.

Fire Gun -- 300 OM (Requires: Ranged)
Vivian holds up the index and middle fingers of either or both of his hands, similar to a child making a finger gun, and over a second a small ball of fire about two inches in diameter forms at his fingertips. Once formed, he can use it much like an actual gun, firing small bolts of fire -- about an inch in diameter and three inches long, vaguely resembling a small comet. They can be fired quite rapidly, one 'bullet' of fire from each hand every half a second. Their effective range is up to 30 meters, before they fizzle out, and within that range they hit with a small burst and searing impact. Individually they inflict only minor damage, relying more on volume of fire to deal any serious harm. There is an almost negligible stamina drain for each shot, though given the rate at which they can be fired and the sheer amount often fired to pin down, harass, or actually damage foes, even that minor drain can add up. When done firing, Vivian blows out the flames at his fingertips like a candle, taking only half a second per hand.

Tease -- 300 OM (Requires: Ranged, Debuff, Telepathy)
Vivian teases and taunts a given target for a few seconds, typically with playful, suggestive comments and jabs, and always ending with a wink and blowing a kiss. It requires eye contact for the duration, and is mostly intended to draw attention and focus and serve as a distraction, as the real punch of the attack comes in a telepathic assault designed to make the gesture far, far more appealing and distracting than it would ordinarily be, leaving the target flustered and embarrassed, lowering their effective fighting abilities. The effects normally last for around fifteen seconds, though targets with a sterner mind can resist it better, lowering the duration by one second for every point of TEC the target has. It is mildly draining to use, but as it is mostly a distraction tactic and relatively easy to avoid, it is mitigated somewhat.

Shadow on Fire -- 300 OM (Requires: Ranged, Ranged Materialize, Debuff)
A technique which requires some delicate aiming to be successful, but a highly effective one. Similar to preparing for Heat Cloud, Vivian spends eight seconds to gather and prepare energy, focusing it into a fingertip which sparks with a small flame. During this time he can freely move about to dodge and avoid attacks, but that's about it, and even a relatively minor attack will make him lose the gathering spell. When it is prepped, he takes aim and points at his target -- the shadow of one of his opponents. It requires him to focus and zero in, keeping his aim steady and finger leveled and pointed precisely at their shadow for two full seconds. If he can manage it...the target's shadow erupts in flames. Only in shadow form, and their actual body will bear no physical signs of the fire, but it will do damage all the same, ravaging them with terrible injuries and pain. The effects last for about five seconds, with the benefit of being absolutely impossible to extinguish until they burn out naturally.

Too hot to handle!: Approved.

Molten Kiss: Looks good. Approved. Balance-wise, I reckon you could probably have this with a lower charge time - maybe 5 seconds - due to the difficulties from executing it (I mean, you've still gotta touch and hold their weapon).

Fire Gun: How fast are the fire bolts? Bullet speed?

Tease: Approved.

Shadow on Fire: Approved.
Reply

(05-27-2018, 12:18 AM)Dane Regan Wrote: Molten Kiss: Looks good. Approved. Balance-wise, I reckon you could probably have this with a lower charge time - maybe 5 seconds - due to the difficulties from executing it (I mean, you've still gotta touch and hold their weapon).

Fire Gun: How fast are the fire bolts? Bullet speed?

Ah, hmm. Yeah, think I will do that. Drop the charge time to about six seconds or so. Thanks much, friend. More incoming:

Fire Gun -- 300 OM (Requires: Ranged)
Vivian holds up the index and middle fingers of either or both of his hands, similar to a child making a finger gun, and over a second a small ball of fire about two inches in diameter forms at his fingertips. Once formed, he can use it much like an actual gun, firing small bolts of fire -- about an inch in diameter and three inches long, vaguely resembling a small comet. They can be fired quite rapidly, one 'bullet' of fire from each hand every half a second. Their effective range is up to 30 meters before they fizzle out, within that range they hit with a small burst and searing impact, and they pack a similar speed to bullets from the handguns they imitate. Individually they inflict only minor damage, relying more on volume of fire to deal any serious harm. There is an almost negligible stamina drain for each shot, though given the rate at which they can be fired and the sheer amount often fired to pin down, harass, or actually damage foes, even that minor drain can add up. When done firing, Vivian blows out the flames at his fingertips like a candle, taking only half a second per hand.

Suffocate -- 300 OM (Requires: Area Defense)
Vivian focuses and builds up energy over five seconds, during which period he can move to try and dodge attacks as normal but not much else, before letting it loose in an aura around him. It takes the form of concentrated heat, which shimmers and gusts around him in sharp, focused gusts swirling masses, reaching out to about six feet away. The affected area becomes a virtual desert, the moisture and air near completely choked out and strangled with the intense heat. It forms an effective shield, forcing foes to keep their distance lest they begin to suffocate or dehydrate from the heat and lack of air. Its primary function is to distort and destroy proejctile attacks, with weaker ones being crushed, burned or fizzled out by the drastic, oppressive environment, and stronger ones being partially melted, blunted or blown off course of a direct impact to lessen their impact and damage. It's intended to mitigate damage rather than stop it outright. The effects last for about fifteen seconds, and carry a moderate stamina drain along with them.

Eruption -- 300 OM (Requires: Ranged, Ranged Materialize, Area Attack)
Vivian crouches down, resting his hand against the ground. Over the next three seconds, he focuses and gathers energy, before releasing it in the form of a huge pillar of intense flames, ten feet in diameter, centered on any point within thirty meters. It packs a significant punch, capable of throwing anything caught within it dozens of feet into the air. Aside from its damage it doesn't do much else. The stamina drain is fairly minor for the nature of the attack, given how much absolute focus and concentration goes into it; Vivian is completely open and vulnerable while preparing it, and even a fairly minor hit will ruin his concentration.

Firefly -- 300 OM (Requires: Ranged, Area Attack)
Vivian holds out his hands, fingers spread, and slowly forms a small ball of fire at the tip of each one. It takes about two seconds per finger to form them, and while he can move about freely while preparing this attack, taking even a minor hit will disrupt the delicate focus needed. Once he had reading all ten fingers, he can begin the actual attack: letting the gathered fire break apart and fly off to hover around him, forming a three-meter radius cloud of glimmering motes of shining green flame, similar in appearance to fireflies. Once they have been formed, these sparks will follow him and maintain their relative position, lasting for up to a minute. Anyone aside from Vivian who comes into contact with them will trigger an explosion roughly two feet in diameter, and while each individual one deals only moderate damage, the likelihood of triggering just one is almost nonexistent. Vivian himself is uneffected by these explosions, though he also cannot set the fireflies off himself. This attack actually has a surprisingly high stamina drain, and requires intense focus to properly prepare and execute it.

Burn with me! -- 300 OM (Requires: Physical Strength, Area Attack)
A simple technique which involves Vivian either grabbing hold of his target, such as with a grapple or simply a crushing hug -- or similarly being grabbed by his opponent, or otherwise in similarly close proximity. When in such a position, he simply flares a massive amount of heat and seemingly immolates himself, his entire body being covered in flames. While this does no damage to him, whoever he's sharing a special moment with won't be so lucky, as the flames blaze and flare up around him in a two meter radius, four meter tall conflagration which tends to melt and burn through the ground while active. It takes three seconds to activate, and the massive blaze lasts for another three seconds. All it requires is time to gather the energy, and minimal focus, so he can't really be interrupted even with damage, but the stamina drain is appropriately high for the power of the attack.
[Image: Imperial.png] [Image: 17Champ.png]
Reply

(05-27-2018, 12:53 AM)The Future Warrior Wrote: Ah, hmm. Yeah, think I will do that. Drop the charge time to about six seconds or so. Thanks much, friend. More incoming:

Fire Gun -- 300 OM (Requires: Ranged)
Vivian holds up the index and middle fingers of either or both of his hands, similar to a child making a finger gun, and over a second a small ball of fire about two inches in diameter forms at his fingertips. Once formed, he can use it much like an actual gun, firing small bolts of fire -- about an inch in diameter and three inches long, vaguely resembling a small comet. They can be fired quite rapidly, one 'bullet' of fire from each hand every half a second. Their effective range is up to 30 meters before they fizzle out, within that range they hit with a small burst and searing impact, and they pack a similar speed to bullets from the handguns they imitate. Individually they inflict only minor damage, relying more on volume of fire to deal any serious harm. There is an almost negligible stamina drain for each shot, though given the rate at which they can be fired and the sheer amount often fired to pin down, harass, or actually damage foes, even that minor drain can add up. When done firing, Vivian blows out the flames at his fingertips like a candle, taking only half a second per hand.

Suffocate -- 300 OM (Requires: Area Defense)
Vivian focuses and builds up energy over five seconds, during which period he can move to try and dodge attacks as normal but not much else, before letting it loose in an aura around him. It takes the form of concentrated heat, which shimmers and gusts around him in sharp, focused gusts swirling masses, reaching out to about six feet away. The affected area becomes a virtual desert, the moisture and air near completely choked out and strangled with the intense heat. It forms an effective shield, forcing foes to keep their distance lest they begin to suffocate or dehydrate from the heat and lack of air. Its primary function is to distort and destroy proejctile attacks, with weaker ones being crushed, burned or fizzled out by the drastic, oppressive environment, and stronger ones being partially melted, blunted or blown off course of a direct impact to lessen their impact and damage. It's intended to mitigate damage rather than stop it outright. The effects last for about fifteen seconds, and carry a moderate stamina drain along with them.

Eruption -- 300 OM (Requires: Ranged, Ranged Materialize, Area Attack)
Vivian crouches down, resting his hand against the ground. Over the next three seconds, he focuses and gathers energy, before releasing it in the form of a huge pillar of intense flames, ten feet in diameter, centered on any point within thirty meters. It packs a significant punch, capable of throwing anything caught within it dozens of feet into the air. Aside from its damage it doesn't do much else. The stamina drain is fairly minor for the nature of the attack, given how much absolute focus and concentration goes into it; Vivian is completely open and vulnerable while preparing it, and even a fairly minor hit will ruin his concentration.

Firefly -- 300 OM (Requires: Ranged, Area Attack)
Vivian holds out his hands, fingers spread, and slowly forms a small ball of fire at the tip of each one. It takes about two seconds per finger to form them, and while he can move about freely while preparing this attack, taking even a minor hit will disrupt the delicate focus needed. Once he had reading all ten fingers, he can begin the actual attack: letting the gathered fire break apart and fly off to hover around him, forming a three-meter radius cloud of glimmering motes of shining green flame, similar in appearance to fireflies. Once they have been formed, these sparks will follow him and maintain their relative position, lasting for up to a minute. Anyone aside from Vivian who comes into contact with them will trigger an explosion roughly two feet in diameter, and while each individual one deals only moderate damage, the likelihood of triggering just one is almost nonexistent. Vivian himself is uneffected by these explosions, though he also cannot set the fireflies off himself. This attack actually has a surprisingly high stamina drain, and requires intense focus to properly prepare and execute it.

Burn with me! -- 300 OM (Requires: Physical Strength, Area Attack)
A simple technique which involves Vivian either grabbing hold of his target, such as with a grapple or simply a crushing hug -- or similarly being grabbed by his opponent, or otherwise in similarly close proximity. When in such a position, he simply flares a massive amount of heat and seemingly immolates himself, his entire body being covered in flames. While this does no damage to him, whoever he's sharing a special moment with won't be so lucky, as the flames blaze and flare up around him in a two meter radius, four meter tall conflagration which tends to melt and burn through the ground while active. It takes three seconds to activate, and the massive blaze lasts for another three seconds. All it requires is time to gather the energy, and minimal focus, so he can't really be interrupted even with damage, but the stamina drain is appropriately high for the power of the attack.

Fire Gun: Approved.

Suffocate: Does this impact other people close to you? Like burning them, or just making it hard for them to act effectively in the heat? Since I know it's intended just as a shield, but it's worded like it probably would hurt people as well. If so, you'll need area attack and/or maybe debuff as well (depending on what it does), and a little description/clarification that it harms people as well. Or, just say it's only uncomfortable for people there (but not outright debilitating) and it just damages projectiles.

Eruption: Approved.

Firefly: Approved.

Burn with me!: Approved
Reply

Cyberdeck (0 OM)
Communication Device + Dataverse Mobile Device
A omni tool of hard plastics, light metals, and small bits of electricity forms on her arm after half a second of concentration. It is a high powered computer including mouse and keyboard, a cell phone, and storage for sorts of digital things all in one. All Decker's have a Cyberdeck, its their hacking tool, their life, their obsession. - It is also completely fodder at this point, and gives her no advantage in a fight except the previous stated devices. Though it is difficult to make/take calls while someone is beating you half to death...

Cyberdeck Scanner(0 OM)
It takes half a second for a mute blue-colored visor to materialize over Ash's eyes, creating a quick menu that reacts to her thoughts and wishes. This is used to scan her opponent and/or battlefield(insight), predict outcomes(foresight), and is a quick interface for calling and manipulating her apps(Communications Device and Vita Compass), and various other things like saving scanned pages or taking pictures. She is intimately familiar with the scanner and can use it in and outside of combat, but it gives her no additional advantage than the powers already do. - In short, its just flavor for Ash's use of the above powers. (Which she already is equipped with.)
[Image: tumblr_maolcpnQS61qakj1do1_500.gif]

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

Erik Vrell: Ash has a 'love' fourth dimensional shape//As in its wide and unfathomable for us mere mortals

Centurion/Venom: Look, Lassie, you and your overrated succubus are gonna get stomped so hard Ash's morality is gonna mirror back again.
Reply

(05-27-2018, 09:51 AM)Ash Wrote: Cyberdeck (0 OM)
Communication Device + Dataverse Mobile Device
A omni tool of hard plastics, light metals, and small bits of electricity forms on her arm after half a second of concentration. It is a high powered computer including mouse and keyboard, a cell phone, and storage for sorts of digital things all in one. All Decker's have a Cyberdeck, its their hacking tool, their life, their obsession. - It is also completely fodder at this point, and gives her no advantage in a fight except the previous stated devices. Though it is difficult to make/take calls while someone is beating you half to death...

Cyberdeck Scanner(0 OM)
It takes half a second for a mute blue-colored visor to materialize over Ash's eyes, creating a quick menu that reacts to her thoughts and wishes. This is used to scan her opponent and/or battlefield(insight), predict outcomes(foresight), and is a quick interface for calling and manipulating her apps(Communications Device and Vita Compass), and various other things like saving scanned pages or taking pictures. She is intimately familiar with the scanner and can use it in and outside of combat, but it gives her no additional advantage than the powers already do. - In short, its just flavor for Ash's use of the above powers. (Which she already is equipped with.)

Approved.
Reply

(05-27-2018, 07:42 AM)Dane Regan Wrote: Suffocate: Does this impact other people close to you? Like burning them, or just making it hard for them to act effectively in the heat? Since I know it's intended just as a shield, but it's worded like it probably would hurt people as well. If so, you'll need area attack and/or maybe debuff as well (depending on what it does), and a little description/clarification that it harms people as well. Or, just say it's only uncomfortable for people there (but not outright debilitating) and it just damages projectiles.

Ah, yeah. Can see how the wording could give that impression. Tweaks and changes in bold.

Suffocate -- 300 OM (Requires: Area Defense)
Vivian focuses and builds up energy over five seconds, during which period he can move to try and dodge attacks as normal but not much else, before letting it loose in an aura around him. It takes the form of concentrated heat, which shimmers and gusts around him in sharp, focused gusts swirling masses, reaching out to about six feet away. The affected area becomes a virtual desert, the moisture and air near completely choked out and strangled with the intense heat. It forms an effective shield, forcing foes to keep their distance lest they begin to suffocate or dehydrate from the heat and lack of air -- this does no actual harm, as primes are a hardy lot in that sense, but does make it more than a little uncomfortable. Its primary function is to distort and destroy proejctile attacks, with weaker ones being crushed, burned or fizzled out by the drastic, oppressive environment, and stronger ones being partially melted, blunted or blown off course of a direct impact to lessen their impact and damage. It's intended to mitigate damage rather than stop it outright. The effects last for about fifteen seconds, and carry a moderate stamina drain along with them.

Aaaaand last batch:

Wildflowers -- 300 OM (Requires: Ranged, Area Attack, Telepathy)
Vivian sweeps his hand out in front of him, releasing a shower of sparks which hit the ground in a five meter wide and three meter deep arc in front of him. Over the next ten seconds, the sparks will take root and blossom into blazing, glowing patches of flowers formed of flame, flickering and dancing in all shades of color.

Once fully formed, they begin to exhibit a hypnotic sway and seem unnaturally alluring, drawing and tempting foes in to liteally stop and smell the flowers. Aside from being a solid distraction, anyone who does actually get within about a meter of the patch of flowers will find them suddenly lashing out with whips and tendrils of fire, burning and grabbing them to yank them right into the middle of the flower patch -- whereupon it detonates after five seconds, whether it managed to pull them in or not. The resulting blast is extremely potent, spreading out to a twelve meter radius in total and turning the effected area into a blasted, firey wasteland.

The attack is actually very draining to use, and difficult to use effectively, requiring constant focus to maintain and allow the firey flowers to grow properly. Once they have grown, they can be maintained for up to 30 seconds before starting to burn out and die off. Vivian is free to move and act mostly normally during that duration, but can't do much more than use regular attacks. He can take a minor hit or two without breaking his focus, but a strong enough hit will disrupt it and ruin the spell.

Mirror Flame -- 300 OM (Requires: Area Defense, Ranged, Area Attack)
Typically used as a quick snap-counter against sudden projectiles, Vivian releases a swirling wall of flame in front of him, wih a 3-meter diameter, taking only half a second to do so. The wall of fire is only a few inches thick, and completely opaque, blocking sight. It will absorb and completely melt down and destroy most normal projectiles, before spitting out globs and bolts of flame back at the original attacker in retaliation, mimicking the overall size and form of the destroyed projectiles. The shield only lasts for about two seconds when formed, making it only suited to a quick defense, and does no damage on its own, only the return fire effect does any such damage. The stamina drain for creating it is minimal, though absorbing and returning fire from blocked attacks carries a signifcant drain, with more numerous or powerful ones draining energy proportionate to the attack in question. It has virtually no effect on melee attacks or super moves.

Burn -- T1 Power Up -- 1000 OM
Vivian ramps up the level of heat he puts off, and focuses it to burn brighter, hotter, faster. It surrounds him with a burning halo of embers and smoke, even making his eyes seem to shimmer faintly gold, and increases his combat potential quite noticeably.
ATK: +2
DEF: +0
SPD: +2
TEC: +1

Overheat -- T2 Power Up -- 1500 OM
Vivian dramatically increases the rate heat and power of the flames he commands, ramping the effects up to such an intensity that embers and sparks dance constantly around him, and his hair is constantly lifted and blown around like he's standing in the middle of a blazing inferno's chaotic wind patterns, shot through with strands of flame and streaming smoke in his wake.
ATK +5
DEF: +0
SPD: +2
TEC: +3

Veil -- T1 Super Defense, 600 OM (Requires: Phasing)
Vivian simply burns a great deal of energy to temporarily power up his phasing ability, making him completely invulnerable to all damage, up to and including the power of a T1 Super Attack. It takes only half a second to completely transition to this super-phased state, which lasts for up to 30 seconds or until it has absorbed the requisite punishment.

Outta Sight -- T2 Super Defense, 800 OM (Requires: Phasing)
Vivian again increases the speed and power of his phasing ability, just dropping right into his own shadow and out of sight below the ground. This lets him escape from nearly anything, up to even the devastation of a T2 Super Attack, and he can remain in his hiding place until the attack he chose to dodge has run its course, at which point he simply pops back out of the ground where he was beforehand.
[Image: Imperial.png] [Image: 17Champ.png]
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(05-27-2018, 02:09 PM)The Future Warrior Wrote: Suffocate -- 300 OM (Requires: Area Defense)
Vivian focuses and builds up energy over five seconds, during which period he can move to try and dodge attacks as normal but not much else, before letting it loose in an aura around him. It takes the form of concentrated heat, which shimmers and gusts around him in sharp, focused gusts swirling masses, reaching out to about six feet away. The affected area becomes a virtual desert, the moisture and air near completely choked out and strangled with the intense heat. It forms an effective shield, forcing foes to keep their distance lest they begin to suffocate or dehydrate from the heat and lack of air -- this does no actual harm, as primes are a hardy lot in that sense, but does make it more than a little uncomfortable. Its primary function is to distort and destroy proejctile attacks, with weaker ones being crushed, burned or fizzled out by the drastic, oppressive environment, and stronger ones being partially melted, blunted or blown off course of a direct impact to lessen their impact and damage. It's intended to mitigate damage rather than stop it outright. The effects last for about fifteen seconds, and carry a moderate stamina drain along with them.

Aaaaand last batch:

Wildflowers -- 300 OM (Requires: Ranged, Area Attack, Telepathy)
Vivian sweeps his hand out in front of him, releasing a shower of sparks which hit the ground in a five meter wide and three meter deep arc in front of him. Over the next ten seconds, the sparks will take root and blossom into blazing, glowing patches of flowers formed of flame, flickering and dancing in all shades of color.

Once fully formed, they begin to exhibit a hypnotic sway and seem unnaturally alluring, drawing and tempting foes in to liteally stop and smell the flowers. Aside from being a solid distraction, anyone who does actually get within about a meter of the patch of flowers will find them suddenly lashing out with whips and tendrils of fire, burning and grabbing them to yank them right into the middle of the flower patch -- whereupon it detonates after five seconds, whether it managed to pull them in or not. The resulting blast is extremely potent, spreading out to a twelve meter radius in total and turning the effected area into a blasted, firey wasteland.

The attack is actually very draining to use, and difficult to use effectively, requiring constant focus to maintain and allow the firey flowers to grow properly. Once they have grown, they can be maintained for up to 30 seconds before starting to burn out and die off. Vivian is free to move and act mostly normally during that duration, but can't do much more than use regular attacks. He can take a minor hit or two without breaking his focus, but a strong enough hit will disrupt it and ruin the spell.

Mirror Flame -- 300 OM (Requires: Area Defense, Ranged, Area Attack)
Typically used as a quick snap-counter against sudden projectiles, Vivian releases a swirling wall of flame in front of him, wih a 3-meter diameter, taking only half a second to do so. The wall of fire is only a few inches thick, and completely opaque, blocking sight. It will absorb and completely melt down and destroy most normal projectiles, before spitting out globs and bolts of flame back at the original attacker in retaliation, mimicking the overall size and form of the destroyed projectiles. The shield only lasts for about two seconds when formed, making it only suited to a quick defense, and does no damage on its own, only the return fire effect does any such damage. The stamina drain for creating it is minimal, though absorbing and returning fire from blocked attacks carries a signifcant drain, with more numerous or powerful ones draining energy proportionate to the attack in question. It has virtually no effect on melee attacks or super moves.

Burn -- T1 Power Up -- 1000 OM
Vivian ramps up the level of heat he puts off, and focuses it to burn brighter, hotter, faster. It surrounds him with a burning halo of embers and smoke, even making his eyes seem to shimmer faintly gold, and increases his combat potential quite noticeably.
ATK: +2
DEF: +0
SPD: +2
TEC: +1

Overheat -- T2 Power Up -- 1500 OM
Vivian dramatically increases the rate heat and power of the flames he commands, ramping the effects up to such an intensity that embers and sparks dance constantly around him, and his hair is constantly lifted and blown around like he's standing in the middle of a blazing inferno's chaotic wind patterns, shot through with strands of flame and streaming smoke in his wake.
ATK +5
DEF: +0
SPD: +2
TEC: +3

Veil -- T1 Super Defense, 600 OM (Requires: Phasing)
Vivian simply burns a great deal of energy to temporarily power up his phasing ability, making him completely invulnerable to all damage, up to and including the power of a T1 Super Attack. It takes only half a second to completely transition to this super-phased state, which lasts for up to 30 seconds or until it has absorbed the requisite punishment.

Outta Sight -- T2 Super Defense, 800 OM (Requires: Phasing)
Vivian again increases the speed and power of his phasing ability, just dropping right into his own shadow and out of sight below the ground. This lets him escape from nearly anything, up to even the devastation of a T2 Super Attack, and he can remain in his hiding place until the attack he chose to dodge has run its course, at which point he simply pops back out of the ground where he was beforehand.

Suffocate: Approved.

Wildflowers: Seems interesting. Approved.

Mirror Flame:
"before spitting out globs and bolts of flame back at the original attacker in retaliation"
>You established that the fire is opaque. But, ignoring that, does Vivian have to aim these? If so, how? (Won't some attacks come from behind her, and how can she even see where to aim through the fire? Or are they just fired in the direction the attack came from? Or are they automatically aimed (which would need homing)?
>Also, how fast do the bolts of fire travel?

Burn: Approved.

Overheat: Approved.

Veil: Approved.

Outta Sight: Approved.
Reply

(05-27-2018, 02:24 PM)Dane Regan Wrote: Mirror Flame:
"before spitting out globs and bolts of flame back at the original attacker in retaliation"
>You established that the fire is opaque. But, ignoring that, does Vivian have to aim these? If so, how? (Won't some attacks come from behind her, and how can she even see where to aim through the fire? Or are they just fired in the direction the attack came from? Or are they automatically aimed (which would need homing)?
>Also, how fast do the bolts of fire travel?

Ah, derpty doo me. Right, here we go.

Mirror Flame -- 300 OM (Requires: Area Defense, Ranged, Area Attack)
Typically used as a quick snap-counter against sudden projectiles, Vivian releases a swirling wall of flame in front of him, with a 3-meter diameter, taking only half a second to do so. The wall of fire is only a few inches thick, and completely opaque, blocking sight. The wall of fire only works against attacks coming from the direction Vivian was facing at the time of creating it, but in that direction it will absorb and completely melt down and destroy most normal projectiles, before spitting out globs and bolts of flame back in the direction the attack originally came from at about the speed of a bullet in retaliation, mimicking the overall size and form of the destroyed projectiles. The shield only lasts for about two seconds when formed, making it only suited to a quick defense, and does no damage on its own, only the return fire effect does any such damage. The stamina drain for creating it is minimal, though absorbing and returning fire from blocked attacks carries a significant drain, with more numerous or powerful ones draining energy proportionate to the attack in question. It has virtually no effect on melee attacks or super moves.
[Image: Imperial.png] [Image: 17Champ.png]
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(05-27-2018, 07:04 PM)The Future Warrior Wrote: Mirror Flame -- 300 OM (Requires: Area Defense, Ranged, Area Attack)
Typically used as a quick snap-counter against sudden projectiles, Vivian releases a swirling wall of flame in front of him, with a 3-meter diameter, taking only half a second to do so. The wall of fire is only a few inches thick, and completely opaque, blocking sight. The wall of fire only works against attacks coming from the direction Vivian was facing at the time of creating it, but in that direction it will absorb and completely melt down and destroy most normal projectiles, before spitting out globs and bolts of flame back in the direction the attack originally came from at about the speed of a bullet in retaliation, mimicking the overall size and form of the destroyed projectiles. The shield only lasts for about two seconds when formed, making it only suited to a quick defense, and does no damage on its own, only the return fire effect does any such damage. The stamina drain for creating it is minimal, though absorbing and returning fire from blocked attacks carries a significant drain, with more numerous or powerful ones draining energy proportionate to the attack in question. It has virtually no effect on melee attacks or super moves.

Approved.
Reply

Tier 1 Super Defense: Ha! You suck! (600 OM)
[Image: Miss.jpg]
Wait... did... did you seriously just miss me? 
How the fuck did you miss me!?




In response to a Tier 1 Super Attack, Jack pulls out his ultimate defensive ability... and does nothing. His opponent is just so awful at this, they somehow miss him entirely, despite there being every reason they should have hit. More powerful Super Attacks (of Tier 2 or higher) seem to be unaffected by this spat of bad-luck.

Updated with better wording, a picture, and the T1 requirement.
[Image: tumblr_m82zo9pfJl1ryzhu5o1_r1_500.gif]
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(05-27-2018, 08:18 PM)Handsome Jack Wrote: Tier 1 Super Defense: Ha! You suck! (600 OM)
Wait... did... did you seriously just miss me? 
How the fuck did you miss me!?




In response to a Tier 1 Super Attack, Jack pulls out his ultimate defensive ability... and does nothing. His opponent is just so awful at this, they somehow miss him entirely, despite there being every reason they should have hit. More powerful Super Attacks (of Tier 2 or higher) seem to be unaffected by this spat of bad-luck.

Updated with better wording, a picture, and the T1 requirement.

Approved.
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Chemical Insanity Teir 1 Power Up 1000 OM
When the fight gets sticky and it begins to look like the battle is not going in Harley's favor, she begins to feel the effects of her mental disease. Harley's increase of power is a result of abuse and the chemical bath she experienced from the Joker.  It begins when Quinzell starts hearing the Joker laughing, then snickering, and taunting. Eventually, Harley will begin to uncontrollably laugh or scream which signifies that she is having a mental breakdown and is now much stronger and faster than before. 

ATK: 3 + 3
DEF: 1 + 0
SPD: 3 + 1
TECH: 3 + 1

"You Missed Me" Teir 1 Defense 1 SP 600 OM
Quinzell is a master clown illusionist and is known for her out of the box disguises. When Harley wants to gain the upper hand on her opponents she will replace herself with a wooden puppet. For instance, if Harley want's to make it appear like she had taken damage, she would instead jump out of the way and leave a wooden puppet that looks like her in its place. This technique is only able to trick and dodge teir one super attacks completly.

Unleash The Hounds Teir 1 Super Attack 600 OM
Harley Quinn unleashes her pet spotted hyenas Bud and Lou to attack her opponents for 5 - 10 seconds. Bud and Lou deal damage through their claws and fangs.  Unleash the Hounds is a single forced assault and are non-threatening after unless unleashed again (SP).
[Image: hoang-vu-re-edit.gif]
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(05-28-2018, 07:49 PM)Harley Quinn Wrote: Chemical Insanity Teir 1 Power Up 1000 OM
When the fight gets sticky and it begins to look like the battle is not going in Harley's favor, she begins to feel the effects of her mental disease. Harley's increase of power is a result of abuse and the chemical bath she experienced from the Joker.  It begins when Quinzell starts hearing the Joker laughing, then snickering, and taunting. Eventually, Harley will begin to uncontrollably laugh or scream which signifies that she is having a mental breakdown and is now much stronger and faster than before. 

ATK: 3 + 3
DEF: 1 + 0
SPD: 3 + 1
TECH: 3 + 1

"You Missed Me" Teir 1 Defense 1 SP 600 OM
Quinzell is a master clown illusionist and is known for her out of the box disguises. When Harley wants to gain the upper hand on her opponents she will replace herself with a wooden puppet. For instance, if Harley want's to make it appear like she had taken damage, she would instead jump out of the way and leave a wooden puppet that looks like her in its place. This technique is only able to trick and dodge teir one super attacks completly.

Unleash The Hounds Teir 1 Super Attack 600 OM
Harley Quinn unleashes her pet spotted hyenas Bud and Lou to attack her opponents for 5 - 10 seconds. Bud and Lou deal damage through their claws and fangs.  Unleash the Hounds is a single forced assault and are non-threatening after unless unleashed again (SP).

Chemical Insanity: Sorry, you can't put more than half your stat points into the same stat. So the most this powerup could add to a single stat is 2 (half of 5 is 2.5, rounded down is 2). So you could change it to 2/1/1/1 or 2/0/1/2. But 3/0/1/1 is not viable for a T1 PU.

You Missed Me: Approved

Unleash The Hounds: This will need ranged proficiency, but is otherwise approved.
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Lanor: (1500 OM) [Requires Physical Strength, Healing, Buff]
Is a 4’7”ft long, 5 inch width, double edged broad sword that has a stainless steel look to it with a brown handle and cross-guard, being balanced in speed and weight. After a five second channel time the blade can be toggled too close small wounds of any living things it slices, leaving non painful glowing gashes that mend small cuts on the body and vanish after contact with the blade has ended. For large wounds he would need to deliver one strong slash or stab after a three second wind-up, which makes the wound stop bleeding, closing it and ensuring it doesn't again unless another wound is made along the same location. This doesn't heal the wounds sustained but more so mitigates bleeding out from them and minor pain as well. After another five second channel it may return to a normal blade, the blade cannot damage or harm any organic targets while charged and it behaves normally to metal contact.

Touching the face of his sword while staying still he can hold it there for over five seconds before pulling it away and touching someone, leaving a glowing paw print on them after two seconds of contact, which can be done while in motion. The mark effectively turns pain into rapture as any damage they are suffering is still present, but the feeling of discomfort is reduced to being very minor to just being numb to it for the duration. The mark lasts for around a minute and can be applied and maintained so long as it’s himself, or an ally that stays with in thirty meters of him. He can hold the power for up to ten seconds before it needs to be administered or else he loses it entirely and suffers some energy loss. After applying it once he needs to wait more than a minute to apply it again on someone once the duration is over.

If he chooses he may also aim to stab someone with his blade and or keep it inside of them for up to five seconds, for which he can move but if he dose the sword must stay in contact with the target and in his hands. The weapon would soon pull out any foreign agents inside of the body, that includes poisons, viruses, and parasites then either destroy or cure the illness as a mark is left in its place. The mark lessons the effect of the same poison for up to thirty seconds, but is dependant on the users TEC Vs his DEF as higher TEC just negates the mark, while more DEF means the poison doesn’t cause much harm or effect the afflicted if reapplied by the same move. This requires some energy on his own part to do, minor but repeated uses can lead to being fatigued and has a thirty second cool down before it can be reapplied after the mark vanishes.
Ricter CasengerPurchases LogATK: 1 • DEF: 7 • SPD: 3 • TEC: 3
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