eternitymods: (Default)
Melodies Of Eternity Moderators ([personal profile] eternitymods) wrote in [community profile] eternityooc2018-08-27 10:45 am

Melodies Approval

This is where existing characters can submit their Melodies for mod approval, and the Limit Break section will become available on the application page for the next round. If you need help coming up with one, see the Melody development workshop on the meme community.

Please see the Melodies page for an overview of the function and fill out the form below.

princeandscholar: (Default)

[personal profile] princeandscholar 2018-09-12 10:42 pm (UTC)(link)
Player: Worlds
Character Name: Orcelito Noctircus
Limit Break Name: Stella Maris
Limit Break Description: A two-turn Melody that affects surrounding enemies:

First turn: As Orcelito’s health moves into critical, a light appears overhead. It increases in brightness to form a star, casting a brilliant, cold light over the battle. In that light, details are stark, and one can discern weak points on enemies and details in the terrain.

✶ The intense light acts as a simplified Libra spell in that it reveals weaknesses in enemies and raises the chance for landing a critical hit. (Only for these two rounds and only for Orcelito.)

✶ Inflicts the Blind status effect to surrounding enemies. (Reduced effect on enemies who navigate by senses other than sight or are guarding at the time.)

✶ Both these effects aide in escape, however, this Melody does not ensure a successful escape from battle, only raises the chance of one. (Again, only for these two rounds.)

Second turn: The star reaches peak brightness and explodes.

✶ The burst deals minor light-elemental damage to surrounding enemies at lv. 1 and will steadily climb in power as the Melody levels. At lv. 4, the damage is moderate.

-
If I had to give numbers/limits, I’d say the overall area of effect ranges 10-20ft radius depending on the terrain (how far the light can reach), and the critical up/escape up starts at around 20% and steadily rises to 80% at final level.
whirluendo_of_puns: ([Uendo] i am very cute)

[personal profile] whirluendo_of_puns 2018-09-14 01:19 pm (UTC)(link)
Player: Huudel

Character Name: Uendo Toneido

Limit Break Name: Kobanashi

Limit Break Description: Uendo conjures a pile of cushions to sit on out of nowhere and tells a pun to the enemy party. This has four possible outcomes:

Outcome 1: The pun landed! The enemy is amused (Charmed) or unable to stop laughing (Paralyzed).
Outcome 2: Alas, the joke missed its mark. The enemy is angered and will only target Uendo.
Outcome 3: The enemy is struck speechless. Whether this is from disgust or admiration, they're inflicted with Silence.
Outcome 4: The despair is just too much and the enemy leaves the battle. If the enemy is immune to being removed from battle, they will instead lose a turn as they try to recover.

The duration of the effect increases with each level, from 1 to 4 turns. The outcome is random (outcomes 1-3 have 30% chance each, outcome 4 has 10% chance) or, in case of modded battles, up to moderator's discretion.
einspine: (Default)

[personal profile] einspine 2018-09-17 05:44 pm (UTC)(link)
Player: Mega

Character Name: [AU] Papyrus

Limit Break Name:
SPECIAL ATTACK!!!
Limit Break Description: Papyrus creates a deadly field of rapidly advancing bones and Gaster Blasters to harry his foes, dealing severe nonelemental magic damage to each enemy each round. While maintaining this Melody, Papyrus is immune to damage as enemies are pushed back by giant bones and all attacks are blocked by giant bones, but he cannot perform any other action. Papyrus can maintain SPECIAL ATTACK!!! for up to 2 rounds before being incapacitated for 2 rounds after from the effort.

Level 2: Papyrus can maintain the melody for an additional round. In addition, due to more complex patterns and more blasters, he can target a single enemy for another severe nonelemental magic damage hit.

Level 3: Gains an additional around, Papyrus can distribute his extra hits however he wants, piling them all up on one enemy, distributing them, or any combination thereof.

Level 4: One final round, and Papyrus is no longer incapacitated.


Please let me know if this needs to be nerfed in any capacity. I'm a little unsure if the invulnerability's too much- can definitely axe that if you feel it's necessary. Alternatively, if you feel the level 4 is too much, I can change it so he's only incapacitated for a single turn instead of none at all.

Power balance is tricky!
Edited 2018-09-17 17:44 (UTC)
einspine: (Default)

[personal profile] einspine 2018-09-23 08:12 am (UTC)(link)
Let's just go with removing the invulnerability for simplicity's sake- do you think the two-turn incapacitation for level 1 - 3 should still remain? I'll go with whatever you feel is best.
musicinmysoul: (Default)

[personal profile] musicinmysoul 2018-11-14 08:03 pm (UTC)(link)
Player:
Riki
Character Name:
Matilda Vande
Limit Break Name:
The Parting Word
Limit Break Description:
Matilda unleashes her true form as a large void/black dragon for three turns. Her enhanced physical abilities allow her to fight with teeth, claws and her tail. Though she has wings, they cannot be used for flying at level one. She has access to a breath weapon, able to choose between a non-elemental acid breath or a fire/holy stellar flare breath weapon, both hitting targets in a 30 ft cone. Regardless of which one used, breath weapons can be used per transformation.

Level 2: She gains immunity to ice damage and her physical attacks have ice element added to them.

Level 3: Her wings can be used for proper flight, but can only carry one other person with her. She has a chance of gaining a second use of her breath weapon, but this will be determined by RNG and only after the first use.

Level 4: Upon transformation, Matilda triggers an Aura of Madness that targets all enemies in the battle. Enemies unable to resist the effects of the void are confused for the duration of the transformation. Those who resist the aura cannot be affected by it again.
Edited 2018-11-15 15:30 (UTC)
musicinmysoul: (Default)

[personal profile] musicinmysoul 2018-11-16 10:38 pm (UTC)(link)
Perfectly acceptable! Can its range increase a bit per level until capping at 30 or will it jump to 30 at level 4?

(no subject)

[personal profile] musicinmysoul - 2018-11-17 22:03 (UTC) - Expand
mythmaker: (💜102)

this is really hard

[personal profile] mythmaker 2018-11-14 09:06 pm (UTC)(link)
Player: Rune
Character Name: Azusa Miura
Limit Break Name: Love Organized Boost Music
Limit Break Description: The spotlights go up! Mic check, one, two! Ready, fight! Azusa is ready to sing a hit song. Allies, be ready! And enemies, watch out! Each song has a 33% of happening and will be rolled in the Discord Server.

Hit Song #1: 9:02 PM
"Goodnight...I'm alone again."
One of her earliest hits, this song has a chance of inflicting sleep or charm on all enemies who hear it. Who can blame them? Unfortunately, Azusa’s allies might fall asleep, too! Percentage to affect enemies increases with rank. Percentage to affect allies decreases with rank. Against enemies who are immune to both status effects, Azusa’s singing channels dark magical damage to enemies instead. Damage increases with rank.

Hit Song #2: We're Forever... Right?
"Right? We'll surely shine. Right? No matter where or how far we go."
This song she sang at a reunion concert with all of her friends tells a story about everything being only the beginning. When her allies hear this, they'll want to stretch their wings and give it their all! Every ally will receive a moderate heal and the regen effect. One ally will be her duet partner and will gain a small boost to strength and defenses. The strength of her heals and buffs increases with rank. At max rank, her duet partner's next attack's potency is also boosted.

Hit Song #3: Vault That Borderline!
"Not yet! Over there—There's still a wall. Even so, I'm fine. I'll just vault it!"
The most deadly of Azusa’s songs. The spotlights are set to shine on her, and...where is she? And where did the enemies go? With this skill, Azusa has a chance to banish enemies weaker than her from the battle and wander back in like nothing happened. In the event no enemies are weaker, allies may wander off with Azusa and find themselves falling on top of the enemies OR enemies may find themselves falling back onto the battlefield for heavy physical damage instead. Damage increases with rank.
Edited 2018-11-14 21:15 (UTC)
angealwings: (Wings)

Very, very late

[personal profile] angealwings 2018-12-03 04:38 pm (UTC)(link)
Player: Kiki
Character Name: Angeal Hewley
Limit Break Name: To Take Flight
Limit Break Description: Angeal briefly regains his wings. (Two white wings, one large and one small, on the right side.) Initially, he can take flight himself, with enough speed to get away from a difficult situation if there is an exit/open area to fly into. With higher levels, he can carry one, and then two people, and eventually the beating of the wings can cause enough of an air draft that he can push normal-weight humanoids and persons/beasts of similar or lesser weight back.

On all levels, in a fight the wings are there for a fixed duration of three turns.
angealwings: (Default)

[personal profile] angealwings 2018-12-04 09:00 am (UTC)(link)
Thank you!
wind_in_my_ears: (Default)

[personal profile] wind_in_my_ears 2019-01-16 07:18 pm (UTC)(link)
Player: Rosque
Character Name: Klonoa
Limit Break Name: Cameos
Limit Break Description: Klonoa tears open the fabric of the universe and all his friends from other worlds show up to help, granting the entire party a Haste effect for a number of turns equal to the level of the melody as his friends assist all his allies before disappearing when the melody ends.
Edited 2019-01-16 19:18 (UTC)
wind_in_my_ears: (Default)

[personal profile] wind_in_my_ears 2019-01-20 06:47 am (UTC)(link)
I was kind of keeping it ambiguous (somehow I'm not sure sephiroth wants to be seen with small fish child), but the gist is that everyone goes twice. Whether that's said Klonoa friends attacking with them and copying their movesets or using something similar, or if they're just giving them moral support a-la Inspiring Cheer, or even if they're just going lone wolf and attacking without paying them any attention, I was going to leave up to the players.

Everyone gets to make two actions, with the reason for why being kind of up to player preference.
Edited 2019-01-20 06:49 (UTC)

(no subject)

[personal profile] wind_in_my_ears - 2019-01-26 04:25 (UTC) - Expand
wheretheresawill: (Default)

[personal profile] wheretheresawill 2019-02-28 10:29 pm (UTC)(link)
Player: Cygna

Character Name: Terra

Limit Break Name: Sacrifice

Limit Break Description: Terra's Keyblade Ends of the Earth appears in his hand and he unleashes a powerful dark shockwave against all enemies. Additionally, a pulse of bright light heals all allies in range except for Terra himself. Terra is unable to leave Critical HP until his next turn. At higher levels, more damage is done/healed, but Terra's HP value is "stuck" for more turns.
shinra_dog: (Default)

[personal profile] shinra_dog 2019-03-14 01:32 am (UTC)(link)
Player: Magellan

Character Name: Reno

Limit Break Name: Thantopsis

Limit Break Description: Reno has made a contract with a death god. Across worlds, they can be revived at a price. Reno can use his Melody to auto-revive from a death at 50%, but he trades being able to use 1000xp skills for two turns.

At higher levels, he regains more health but loses more abilities in exchange (750xp, 500xp) for two turns.
failtsuninari: (Default)

[personal profile] failtsuninari 2019-09-09 01:04 am (UTC)(link)
Player: Miki

Character Name: Kenichi Nakagawa

Limit Break Name: Inari's Thousand Rice Fields (Inari no Senmaida)

Limit Break Description: A bundle of rice appears in Kenichi's hand and he waves it, scattering the rice grains onto the field. The grains rapidly grow into mature plants ready for harvest. With another wave from Kenichi, the field fires its rice at all enemies for medium nonelemental magic damage for 2 turns. Damage output and turns increase with level.
Lvl 1: Medium Damage, 2 Turns
Lvl 2: Medium Damage , 3 Turns
Lvl 3: Medium Damage, 4 Turns
Lvl 4: Heavy Damage, 5 Turns

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