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  Whirda Windstrom
Posted by: PepsiWhirda - 08-30-2013, 01:47 AM - Forum: Roster - Replies (2)

Name: Whirda Windstrom
Level: 5
Spent OM: 20,900

Base stats:

ATK: 2
DEF: 2 (+1 Tarrasque Scale Buckler)
SPD: 5 (+1 Purchased SPD)
TEC: 4 (+1 Purchased TEC)


Powers: (7,100)

Master Acrobat (400)

Healing (3,000)

Basic Teleport (1,500)

Stealth (1,200)

Suppression (1,000)


Proficiencies: (4,000)

Physical Strength (1,000)

Debuff Proficiency (1,000)

Ranged Proficiency (1,000)

Area Attack Proficiency (600)

Area Defense Proficiency (400)


Moves: (4,200)

Weapons

Umbral Dagger of Ahn'Thrix (300) (Physical Strength, Area Defense Proficiency): Whirda received the dagger of Ahn'Thrix after slaying the shade in The Pale Moors.  The dagger is roughly twelve inches long, carved from obsidian, and honed to a razor's edge.  With a thought, Whirda can command the dagger to leak a trail of opaque ash which hovers in the air, strategically obscuring vision.  Otherwise, this functions as a normal dagger.

Shadechill Dagger (300) (Physical Strength, Debuff Proficiency): This dagger is roughly twelve inches long and honed to a razor's edge, suitable for dealing quick light cuts.  The dagger is also coated in a diluted Shadechill Toxin. When dealing piercing or slashing damage, Whirda's target is afflicted with Shadechill for 5 seconds.  The toxin functions as a minor paralytic, causing opponents to experience a chilled sensation and blurred vision, slightly reducing their reaction time and dexterity.

Pre-Shade

Gust (300): Whirda conjures a quick burst of wind capable of hurling her or an enemy in the direction of her choice.  This move may only be applied to enemies as a touch attack.

Cyclonic Prison (300): Whirda captures the target in a cyclone of buffeting winds.  This move deals no damage directly, but is capable of picking up nearby debris and battering the target with it.  This move may only be applied to enemies as a touch attack.

Contagion

Improved Umbral Serpents (600): After one second of concentration, during which Whirda can move normally but cannot attack or use other moves, Whirda summons a pair of shadow serpents which wrap around her wrists. The serpents can be used to deflect incoming projectiles or grapple with enemies in melee range.  While in umbral form, Whirda creates six serpents instead.  The additional serpents will find a place coiled around her torso or on her shoulders.  They do not gain any additional strength or capability.

Umbral Clone - Distraction (600): After two seconds of concentration, during which Whirda can move normally but cannot attack or use other moves, Whirda summons a shadow clone identical to her in every way.  The clone will attempt to draw the attention of her enemies using a combination of taunts and kiting.  Sustaining a strong, solid blow to any limb causes the limb to shred into wisps of shadow. Sustaining a strong, solid blow to the head or torso causes the entire clone to shred into wisps of shadow.  The distraction clone can perform attacks but cannot deal damage.  Its blows will bounce harmlessly off of the target.  While in umbral form, Whirda creates three clones at once instead.  These clones all function as they normally would.

Umbral Clone - Detonation (600) (Ranged Proficiency, Debuff Proficiency, Area Attack Proficiency): After three seconds of concentration, during which Whirda can move normally but cannot attack or use other moves, any active shadow clones created by Whirda detonate, dealing high damage in a small radius of roughly ten square feet.  The resulting shock waves from the force of the explosion either push or fling affected enemies back depending on their size.  The detonation deals damage as blunt trauma, but does not possess the force necessary to create open wounds or cripple/kill affected enemies.  Enemies damaged by the detonation will feel similarly to someone who has been beaten with a club.  While in umbral form, Whirda's clones detonate into dozens of shadow serpents.  At the cost of drastically reduced concussive force, the shadow serpents will swarm all targets within a range of ten square feet, binding their arms and legs and attempting to pin them helplessly to the ground.  The shadow serpents maintain all drawbacks of the original move, and will last the same amount of time.

Umbral Clone - Swap (300) (Teleport): After one second of concentration (equivalent of a teleport at 5 SPD), Whirda swaps places with any one of her shadow clones within the range of her shadow step (same as first rank of Teleport, but will scale if I purchase higher ranks of Teleport).  The clone will continue to function as it normally would once reaching its new location.  The swap occurs seamlessly enough that any but the most perceptive of primes and secondaries would not notice.

Umbral Knives (600) (Ranged Proficiency): After a brief moment of concentration, Whirda summons three throwing knives. Although made of shadow, the knives function as normal metal, dealing similar piercing or slashing damage depending on the nature of the throw.  While in umbral form, Whirda creates and unleashes a steady stream of knives which lasts until she cancels the spell.  While casting Umbral Knives, the knives will travel along the trajectory of her outstretched hand, originating at a point just beyond her palm.  If sustained for more than ten seconds (roughly two dozen knives), Whirda will begin to experience exhaustion, reducing the accuracy of the knives and the damage they can deal (would bounce harmlessly off of sturdy targets and deal only shallow cuts to flimsy ones).

Umbral Tether (300) (Teleport, Debuff Proficiency): Concentrating for three seconds, during which time she can move normally but cannot use other moves or powers, Whirda creates a tether between her and a single target.  Whirda must touch her opponent at the end of the concentration period to establish the tether, and the tether will then remain active for fifteen seconds even if Whirda and her opponent move away from each other.  While the tether is active, when Whirda teleports, her target travels with her to the destination.  If the target is unsuspecting and does not have the Teleport power, they will experience disorientation and dizziness for about one second while they reorient themselves.  If the target has moved further from the destination point than the range Whirda charged her teleport for, they will be teleported toward the destination point a distance equal to that range.  A single teleport breaks the tether, and only one tether can be created per round. 


Super Moves: (2,200)

Umbral Maelstrom (Tier One Utility Super Move, 600) (Area Defense Proficiency): After about five seconds of concentration, Whirda creates a maelstrom of powerful wind and concealing shreds of shadow (roughly twenty by twenty by twenty feet). Nearby enemies are dragged into the maelstrom and pulled toward its center. Enemies cannot see outside the maelstrom due to the concealing shadow, and will remain inside buffeted by the strong winds for about one minute or until they find another way to escape. Enemies will not sustain any significant damage from the maelstrom itself, but Whirda can choose to enter the maelstrom herself where she will exhibit more stability and control than the typical enemy.  Items and debris pulled into the maelstrom become extremely dangerous projectiles, capable of bludgeoning or skewering distracted foes.

Umbral Cocoon (Tier Two Defensive Super Move, 800) (Area Defense Proficiency): Whirda draws on the thrumming leylines of umbral magic surrounding her, weaving an impenetrable cocoon of utter darkness.  Whirda can expand the cocoon to approximately three square yards, allowing her to protect adjacent allies as well. The cocoon lasts 30 seconds and is capable of blocking any moves or a Tier Two Super Move.

Shadechill (Tier 2 Super Utility) (Ranged Proficiency, Debuff Proficiency) (800 OM)
Whirda breathes a gout of Shadechill, enveloping a single opponent within 30 meters in an aura of darkness and cold.  The aura remains surrounding a struck opponent even if they try to move away. Enemies caught in the breath experience freezing temperatures and blurred vision, reducing their TEC by 4 for a full round.  This move can be blocked by a Tier Two Super Defense.


Transformations: (1,000)

Umbral Form [ATK: +2, DEF: +2, TEC: +1]


Artefacts:

Tarrasque Scale Buckler [+1 DEF]


Unlocks: (3,000)

+1 SPD (1,000)
+1 TEC (2,000)

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  Request
Posted by: Proto Man - 08-30-2013, 01:32 AM - Forum: The Creative Corner - Replies (4)

I want to request a like, signature (and avatar?) for my character, the Proto Manz.

I attached some images that might work?

It just needs to have the tagline 'Hope Rides Alone' on it. The name is optional.

I appreciate the help from my far more graphically talented associates <3

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  Videos
Posted by: Omni - 08-29-2013, 10:30 PM - Forum: The Whateververse, Man - Replies (81)

Sure, it doesn't have the novelty of Smooth McGroove, but ... these guys are my new go-to for delicious videogame covers.

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  Comics
Posted by: Omni - 08-29-2013, 09:37 PM - Forum: The Whateververse, Man - Replies (3)

As a Smash Bros fan, this made me laugh harder than it should have:

<!-- m --><a class="postlink" href="http://i.imgur.com/gxb5Qs7.jpg">http://i.imgur.com/gxb5Qs7.jpg</a><!-- m -->

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  Android Eighteen
Posted by: Eighteen - 08-29-2013, 04:00 PM - Forum: Joining - Replies (1)

Character name:
Juuhachigou, aka Android Eighteen

Character source:
Dragonball Z

Character history:
It hadn’t been the most ideal of childhoods. One would say that, given the circumstances, she never really had one. Eighteen lost her life and her name in one fell swoop, rendering her an anomaly to herself and those left behind.

In a distant universe, on a distant planet called Earth, Eighteen lived a carefree life with a twin brother, in what you would call a nuclear family. There were a number of qualities about the twins that made them not only attractive, but strong. This may very well have been why they were abducted by Dr. Gero to become his prized creations, among many, as an android.

Eighteen awoke from the deepest sleep she’d ever know. With no memories, and alone, she searched for answers and found more than she expected. She found not only several Dragon Ball’s, but a life-long friend in a flamboyantly courageous Saiya-Jin named Raditzu.

With the help of Raditzu, and many other friends, she traversed the planet and many others, discovering in herself a power she never knew she had. There was more to her life than the past that made her who she was. Despite the ups and downs, the deaths and the victories, Eighteen never let go of the fact that she was still human.

Shortly after saving the world with her companion and lover, Raditzu, the two set off to accomplish that which they had dreamed of for years. The Super Saiya-Jin Waffle House & Taco Emporium was opened in Central City. After several years of wars, fights, Dragon Balls, love, and anger, the android found happiness. She left the world in other hands, and resigned to simpler life.

Only, things could never be so simple. In the end, tragedy befell the android, opening up a whole new can of worms…

Stats:
ATK: 3
DEF: 3
SPD: 2
TEC: 2

Starting Proficiencies:
Physical Strength – 1000 OM
For all the characters who like to channel their power through physical strength. Whether you like to punch, kick, grapple, use swords, throw huge objects, or any combination of the above – this is the power you’re looking for. The degree of their physical strength is dependent upon your ATK stat, but even if your character is just a ‘weekend warrior’ they’ll find this power incredibly handy.
Ranged Proficiency - 1000 OM
Allows you to purchase moves which can attack from range. For example guns, bows and long-range beam attacks.

Starting Powers:
Jumping [Master] – +300 OM (800 OM total)
Allows you to jump up to 60 metres high.
Life Detect – 800 OM
Life Detect allows you to detect the life energy of all sentient beings in your current verse, even robots and other mechanical beings. By that nature, it can also detect when they are being snuffed out. Unlike Enhanced Senses, this does not tell you exact details such as that person’s stance or other details like the surrounding terrain, but it can tell you what direction a person is in.

Starting Moves:
Ki Blast – Eighteen is able to muster her power together and create a sphere in her palms to launch at enemies. Generally this is used for quick burst attacks during combat. This is considered a low-level move that could be improved upon [think basic ki attacks in DBZ].

Since it sounds similar to a starting weapon/move I’d assume it would cost 300.

Writing example:
“That’s way too much syrup, Raditzu.”

“Says you,” the Saiya-Jin replied, and then promptly squeezed the bottle of syrup with all of his godly might. It poured down like a waterfall of gooey richness and slathered the dozen or so waffles piled high on his plate. Gold pooled along the rim of the plate threatening to spill over.

“Look, now it’s going to get onto the table.” The girl clicked her tongue and folded her arms against her chest. Irritation glowed in her big blue eyes, and both brows connected in a furrow as she stared at the plate.

“Relax, babe, I’ve got this.”

Raditzu expertly shoveled the waffles into his mouth with the speed and precision that only a world-saver could possess; every morsel was devoured. It was as if the juggernaut was at battle, and all the while, his companion watched with an arch of her brow. By the time the last waffle patty was consumed, she was slowly uncrossing her arms.

“See?” he said, beaming. After all, he liked nothing more than to be right.

Eighteen stood from across the table in their modestly build restaurant. Business was doing well, so well that they were living a pretty good life. It had been his idea, a silly idea, but one that the android decided had to happen.

She took the two steps between them, closing the distance, making the long haired male raise his brows in confusion. “What now?” he complained.

With a finger tip, the android dragged a line down his chin, made a disapproving face, and then immediately cracked a sly smile. “You always miss a spot.” She dipped her finger into her mouth to clean it of syrup, and then grabbed the bigger fighter by the sides of his face.

Needless to say, most of the patrons had seen this before. The pair not only ran the place, but it was their home. They were well-liked by the city, after all, they had saved the damn place more than enough times. Although Eighteen was around a lot more than her male counterpart, when they were together, they were all but attached at the hip.

“There’s more where that came from,” he drawled once she removed her mouth from his.

“Later, I have errands. If you leave this planet one more time while I’m gone I’m going to strangle you. Yes, I’ll collect the Dragon Ball’s to bring you back, but only to strangle you again,” she replied sweetly.

“Yes, ma’am.” Raditzu gave a salute with his hand, mockingly, and flagged down one of the waitresses to pile on more waffles. He was far from done eating.

Eighteen gave the fool of a saiya-jin a kiss on the top of his head. “I love you, you oaf,” she said under her breath, and walked away from the table.

Things had always felt a little childish with him. It was always going to be like that. Raditzu made up for his shortcomings in, well, making her laugh. If there were ever a time the girl felt the world was a horrible, dirty, miserable place, he was always there to remind her of the time they managed to kill someone with a deck of cards and a teddy bear.

She didn’t think that walking away from him that day that, she would end up further away from him than ever before. After years of fighting the good fight, Eighteen met her end…and when she expected to find herself on Snake’s Way, or even worse, HFIL, she became aware, this time, of just how fucked she was.

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  Getting the word out
Posted by: Omni - 08-29-2013, 01:43 AM - Forum: The Whateververse, Man - Replies (8)

So, having more folks to RP with is good, I'm sure we all agree on that. To that end, I'm going to be getting the word out in as many ways as possible. So if any of you have friends who you think might enjoy the site, toss a link their way!

Additionally, as many of you will have seen there's now an official page for the Omniverse on facebook. <!-- m --><a class="postlink" href="https://www.facebook.com/omniverserpg">https://www.facebook.com/omniverserpg</a><!-- m --> Give me a like if you want to give me a hand! Additionally I've linked the site on reddit here <!-- m --><a class="postlink" href="http://www.reddit.com/r/roleplaying/">http://www.reddit.com/r/roleplaying/</a><!-- m --> so any upvotes would be appreciated. Finally if you're on any places like RPG-Directory, if you could link the site in your signature that would help me out a great deal! You can see our advert there here: <!-- m --><a class="postlink" href="http://rpg-directory.com/threads/the-omniverse.60869/">http://rpg-directory.com/threads/the-omniverse.60869/</a><!-- m --> Feel free to copy and paste bits, or the whole thing (I think the cut down version in my signature there is actually better). Obviously, follow the rules of the forum and don't just sign up to advertise.

I'll be continuing to affiliate with other sites and look for other ways to advertise. I've already signed up to google analytics so I can get an idea of what's useful and what's not. If you've got any ideas for how to help out the site, let me know! Obviously please don't be obnoxious and start spamming our link on forums or other places where it's considered spam. Otherwise, thanks in advance to everyone for helping to get this place off the ground. :mrgreen:

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  Whirda Windstrom Log
Posted by: Ganondorf - 08-28-2013, 11:35 PM - Forum: Purchases and Deductions Log - Replies (22)

Purchases and deductions for Whirda go here.

Current post count: (your current post count, viewable on your profile)
Current Earned OM: (your current Earned OM, viewable next to your posts)
Current Spent OM: (total, viewable on your roster)
Buying: (whatever it is you want to buy). Cost: (the cost) OM.
New Spent OM: (your total Spent OM after the purchase)

All moves must be approved here before purchase.

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  Proto Man
Posted by: Proto Man - 08-28-2013, 09:50 PM - Forum: Roster - Replies (4)

Name: Proto Man

Spent OM: 75100

Powers: (15600/16000) Master Super Jumping (800), Flight (1000) Master Acrobat (400), Survival (2000), Insight (1600), Suppression (1000), Advanced Regeneration (1800), Master Enhanced Senses (2000), Advanced Fusion (1200), Mimic (2800), Symbiosis (1000)
Proficiencies: (5200) Physical Strength (1000), Ranged Proficiency (1000), Area Attack (600), Area Shield (400), Debuff Proficiency (1000), Homing Proficiency (600), Remote Control Proficiency (600)
Moves: (6600) Proto Buster (Standard, Charged, Assault, Rapid Charge, Shotgun, Laser, and Homing Modes - 2100), Proto Sword (300), Proto Shield (300), Atomic Fire (300), Leaf Shield (300), Search Snake (300), Fire (Storm) n' Ice (Slasher) (600), Rolling Cutter (300), Ea (600), Ferromagnetic Manipulation (900), Rocket Punch (300), Sword of Heroes (300)

Super Moves (5400): Finish Buster (Tier 1 Super Attack - 600), Mega Bomb (Tier 2 Super Attack - 800), Thunder Blast (Tier 1 Super Attack - 600), Desperation Shield (Tier 1 Super Defense - 600), Desperation Shield (Tier 2 Super Defense - 800), Shield of the Hero (Tier 3 Super Defense - 1000), Ultra Hyper Finish Buster Deluxe (Tier 3 Super Attack - 1000)
Transformations (8500): System Upgrade (Tier 1 Power Up - 1000), Overclock (Tier 2 Power Up - 1500), Rush Adapter (Tier 2 Powered Up Form - 1500), Champion of Heroes (Alternate Form - 2000), The Prodigal Son (Tier 3 Powered Up Form - 2500)
Assists (4000): Rush (Tier 1 - 1000 / Tier 2 - 1500), Guts Man (Tier 2 - 1500)

Items: Vita Compass, Mobile Dataverse Link, Communicator, Banishment Circle (x3), Tarrasque Carapace Piece, Emblem of Darkshire, Isolation Verse, Starman, Tears of Nippur (x1 - +3 SP), Senzu Bean, Soldier Pill, Warp Whistle
Artefact: Shard of the Warlock
Bases: Coruscant, Tier Six (Recall + Dataverse Uplink)
Unlocks (22000): Stat Upgrade III (7000), Tier 2 Powers Cap (5000), Power Up Boost I (10000)

Consumed OM: 7800 = Base (3000), Items (4800)
Used: Banishment Circle (1)

Base Stats (Tier 1) [Tier 2]
ATK: 6 (8) [11]
DEF: 2 (4) [3]
SPD: 3 (3) [4]
TEC: 2 (3) [5]

Champion of Heroes (Alternate Form)
ATK: 3 (5) [8]
DEF: 5 (7) [6]
SPD: 3 (3) [4]
TEC: 2 (3) [5]

Rush Adapter Stats (Tier 2)
ATK: 8
DEF: 5
SPD: 5
TEC: 4

The Prodigal Son (Tier 3)
ATK: 18
DEF: 6
SPD: 6
TEC: 7

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  Proto Man Log
Posted by: Ganondorf - 08-28-2013, 09:47 PM - Forum: Purchases and Deductions Log - Replies (57)

Purchases and deductions for Proto Man go here.

Current post count: (your current post count, viewable on your profile)
Current Earned OM: (your current Earned OM, viewable next to your posts)
Current Spent OM: (total, viewable on your roster)
Buying: (whatever it is you want to buy). Cost: (the cost) OM.
New Spent OM: (your total Spent OM after the purchase)

All moves must be approved here before purchase.

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  Rejoin - Proto Man
Posted by: Proto Man - 08-28-2013, 08:51 PM - Forum: Joining - Replies (4)

Character Name:
Proto Man

Character source:
Mega Man 3

Character history:

I'll probably be taking a pretty custom approach to the Mega Man universe that draws from my love of the band the Megas. The gist will be the same though: Dr. Light and Dr. Wily worked together, they made Proto Man, he was defective. His power core is unstable and corrupted his programming, giving him sentience/free will. He wandered the planet. Wily went bonkers a few years later, the events of Mega Man 1-3 happened. Proto Man returns, aligns with Wily for his own reasons, meets his brother (like in the game), and then he betrays Wily (because Wily is a dick). The world is less colorful and there is not black/white dichotomy between Wily and Light like the games illustrate. It's jaded and shit. Like Batman.

Stats:
ATK: 5
DEF: 1
SPD: 2
TEC: 2

Starting Proficiencies:
Physical Strength (1000 OM), Ranged Proficiency (1000 OM)

Starting Powers:

Basic Super Jumping (300 OM)
Master Acrobat (400 OM)

Starting Moves:

Proto Buster - Proto Man's signature weapon is a hand/arm cannon. It fires bolts/pellets/spheres of energy at roughly the speed of a pistol. Proto Man can charge the attack for at least five seconds to release a larger blast that deals more explosive damage when it connects with its target. Proto Man can move around when he charges, but he cannot fire normal blasts for the duration of his charge.

Proto Sword - It's an energy sword that extends from the Proto Buster, taking the place of one of Proto Man's hands.

Once I get those moves priced, I'll spend any remaining OM, if dat's cool, brosephina.

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