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Entrant Approval Thread - Printable Version +- Omni Archive (https://omni.zulenka.com) +-- Forum: The Omniverse (https://omni.zulenka.com/forumdisplay.php?fid=4) +--- Forum: The Dante Verse (https://omni.zulenka.com/forumdisplay.php?fid=37) +---- Forum: Dante's Abyss Junkyard (https://omni.zulenka.com/forumdisplay.php?fid=40) +---- Thread: Entrant Approval Thread (/showthread.php?tid=4532) |
Entrant Approval Thread - Karl Jak - 05-28-2016 Are you entering with someone other than your PC Prime? Please read the Rules threads on the topic and post up your information here. I'll either give you a thumbs up or ask you to change/clarity somethings before you start writing in-character. RE: Entrant Approval Thread - Kenpachi Zaraki - 05-29-2016 Looking to get the pupper approved to get up in this mess. Copied from the NPC thread (I can add stuff if needed): [spoiler] Quote:Name: Nanaki[/spoiler] RE: Entrant Approval Thread - Karl Jak - 05-29-2016 Looks good to me. Feel free to write and enter when you please. RE: Entrant Approval Thread - Gildarts - 06-04-2016 Joining with Christa my PC prime under Gildarts' acc. The first link is her approved PC sheet, the second link is a long over due updated one with more features to her prime-y ness. http://omniverse-rpg.com/showthread.php?tid=5161&pid=71089#pid71089 http://omniverse-rpg.com/showthread.php?tid=5159&pid=72425#pid72425 RE: Entrant Approval Thread - Zack Fair - 06-04-2016 Planning to bring Abner. Seeing as he's been somewhat active and moving around a bit, is it cool if I bring him up to level 2 or 3? RE: Entrant Approval Thread - Karl Jak - 06-05-2016 Yea, you can full him up to level 2 or 3 if you want to. You can drop his new profile here and I'll edit it over after making sure it's up-to-snuff. RE: Entrant Approval Thread - Karl Jak - 06-05-2016 (06-04-2016, 06:55 PM)Gildarts Wrote: Joining with Christa my PC prime under Gildarts' acc. The first link is her approved PC sheet, the second link is a long over due updated one with more features to her prime-y ness. I'll get to those updates this week, but you can feel free to post when you please. RE: Entrant Approval Thread - Gildarts - 06-05-2016 (06-05-2016, 09:11 AM)Karl Jak Wrote:(06-04-2016, 06:55 PM)Gildarts Wrote: Joining with Christa my PC prime under Gildarts' acc. The first link is her approved PC sheet, the second link is a long over due updated one with more features to her prime-y ness. I trust you. Thanks for the approval :tiphat:
RE: Entrant Approval Thread - Amaterasu - 06-09-2016 I know this is on hyper-late notice, so if I can't get approved in time I would fully understand! I would like to join with a new secondary, described below, made for the Dante Verse. To avoid additional move approvals and the like, I only use two moves which have already been approved for one of my characters, namely the Ember Celica and Quake Slam (approval of these moves can be found here), with no alterations made to it outside of the name and fluff (marked in bold in the move description). What this secondary would use is called her "Phoenix Blasters" and "Quake Slam". Note: As hand-waived summoning is disabled the ammo count for the Phoenix Blasters will be limited. Fiara would be carrying a fair amount with her, ~8-10 spare mags with 12 shells each, plus the "volatile shells" (SP points) for her Quake Slam super move. [spoiler]Name: Fiara Source: Okami (same game Amaterasu is from), but is an OC. Character History: Fiara is the daughter of the Celestial Brush God Moegami, the phoenix. While normally phoenixes only lay one egg from which they themselves are reborn, this cycle was somehow broken by Fiara as she "hatched" without her parent dying. Moegami still remains sealed somewhere in a constellation on the Endless Dunes's sky, whilst Fiara searches for Amaterasu to get her to free her parent - which is also how she happened across Dante's Abyss, in TWNN. Personality: Fiara has not inherited any bit of the calm, collected and serene behavior of her parent - quite the opposite, she's an upbeat, borderline hyperactive personality that can swing from angry to sad and back in a moment. She's got a difficult time keeping her head clear once she gets going, which can be emotionally or in combat - she doesn't fight particularly skilled or with much style and technique, instead charging in like a berserker and beating all opposition out of the way - that is, unless they're friends. She deeply cares about those people that have found a way to her heart, even if they turn out as traitors, and a familiar face standing in her way will more often than not get her to stop her onslaughts, be it in combat or in a verbal debate. Not that she may not say something she regrets later to a friend - but she won't punch them in the face. Given enough time without external stimulation she can regain her level head and actually tackle a situation with her brain rather than her fists. She is well aware of this and is happy for people around her to hold her back before she does something against better judgement. Also, she heavily dislikes tradition and "non-modernness", which she loves to shove in her parent's face by dressing like modern individuals in the Endless Dunes and wielding gun-like weapons rather than traditional ones such as a bow and arrow or a sword. Appearance: ![]() Stats: ATK - 3 DEF - 3 SPD - 3 TEC - 1 Moves (Total 1200) Phoenix Blasters: (Requires Physical Strength, Ranged Proficiency) (600 OM)
A self-built mixture of her innate phoenix magic and modern technology, Fiara fashioned these for herself during her journey. They allow for efficient melee and ranged combat.
Description The Phoenix Blasters appear as metal bracelets on Fiara’s hands by default, but when activated they cover Fiara's hands and forearms, acting as arm guards. The gauntlets have a golden color and the shells inside are red and orange. They are made out of metal, thus they offer basic protection against attacks. When active, they are also surrounded by blazing flames, resembling fiery wings, which grow bigger or smaller depending on the "heat" of battle from Fiara's point of view - being excited, angry or desperate will cause them to grow bigger. However they don't emit any heat, nor burn anyone even if touching that person for extended periods of time, nor blind or otherwise impede them in any way. The lack of heat is so noticeable that one can tell the flames as being harmless very easily. (it's a purely cosmetic effect) Ammunition and Reloading Each gauntlet has a magazine belt with 12 shells in it. They have mechanisms similar to a pump-action shotgun that allow Fiara to eject empty shells after firing them. She must do so before being able to reload. Because the mag holders are magnetic, Fiara can reload them by tossing fresh belts into the air and allowing them to fall onto the magazine, as reloading by hand would be very difficult with the gauntlets being on her wrists and arms. Reloading takes about 3 seconds. The Phoenix Blasters can be loaded with different types of dust shells which have different effects. She currently has Slug Shells (Default). Attacking Notes: Fiara is able to control if she wants a shell to trigger upon punching a foe, for security purposes (if her hand is in the way, for instance) or if for whatever reason she wishes to deal less or no damage with her punches - or save her ammunition. However, she must meet the following conditions to be able to fire her shots: -She must have her hand(s) balled into (a) fist(s). -She must throw a connecting punch with her fist. Backhand smacks, slaps, elbow hits etc. do not work. -There must be at least one shell in the magazine for the hand she is using, obviously. Punches with empty mags or without a shell fired for any other reason (the conditions not being met, or Fiara deciding to not fire a shell) fall under normal Physical Strength: they’re not moves, and are strictly weaker (same speed of execution, deals much less damage and no special effects) than punches with a shell - even hitting someone with the metallic part doesn't do more damage than Fiara's fist due to Omniverse physics. For obvious reasons, Fiara cannot use ranged attacks with empty mags. Slug Shells These shells are used by default. They create red kinetic energy pulses which explode in a flash of light when impacting, knocking enemies back. While the pulses themselves function like bullets in that they can be blocked, deflected etc. they do not have the piercing capability of bullets. Slug Shells are used for Slug Punch and Rifle Punch. Slug Punch (Melee) A basic punch enhanced by a Slug Shell. The pulse leaves the barrel and explodes nearly immediately, creating the illusion of Fiara’s fist exploding, and knocks the opponent back. Heavier opponents get knocked back less far. The explosion only affects the original target, it does not cause splash damage. Rifle Punch (Ranged) A ranged attack where Fiara punches the air, firing a distance shot at her opponent. This uses the Slug Shell. The pulse is around the size of a tennis ball and flies at an arrow’s speed. While it explodes and causes knockback like a Slug Punch, the effectiveness at a range is inferior due to the pulse losing energy as it travels. Super Attack - T1: Quake Slam (600) (Requires Physical Strength, Area Attack Proficiency, Master Acrobat, Super Jumping - Basic or higher. Costs 1 SP) Fiara loads a shell with volatile dust into her Phoenix Blasters, then she leaps into the air, flipping herself to face downwards, and comes back down to slam her fist into the ground with enormous force. The shell in the Phoenix Blasters is then fired, causing a large explosion around Fiara and sending a wave motion outwards from the point of impact which sends her opponents flying and causes great destruction in her immediate surroundings. The Wave motion reaches up to 7 meters from the point of impact, gradually losing strength the further it goes. Purchased Powers/Proficiencies: (total 3300) Physical Strength 1000 Ranged Proficiency 1000 Area Attack Proficiency 600 Master Acrobat 400 Super Jumping - Basic 300 1200 for moves 3300 for Powers & Proficiencies 4500/5000 spent![/spoiler] RE: Entrant Approval Thread - Karl Jak - 06-09-2016 You're good. RE: Entrant Approval Thread - Amaterasu - 06-09-2016 Awesomeness, thank you! RE: Entrant Approval Thread - Zack Fair - 06-10-2016 Alrighty. Here's the new and improved Abner, in the tags. Added two supers (+ area shield proficiency), one basic move (combat knife), and one power (stealth). Spent OM jumped from 4900 to 8400. If that's too much, I can trim some stuff down. NPC Name: Abner White Source: OC [spoiler] Role: Secondary to Prime conversion, per the Secondary Saga. Appearance: Abner wears green BDU pants, black boots, and a grey t-shirt. He wears a black bulletproof vest as well, but only because it was issued to him and happens to have extra pockets for storage. He frequently complains about how hot the damn thing is. He also wears a ballcap with a woodland camouflage pattern. His face is scruffy and unshaven, and if he's not smoking a cigarette he's likely chewing tobacco dip. He speaks with an accent associated with the rural American southeast. One would be able to correctly guess upon looking at him that he is in his late 30s, most noticeably his black hair is showing bits of grey in it. History: Abner had been an Imperial stormtrooper for a long time, as well as a soldier in his world before arriving in the Omniverse. He served on many missions and was well known as one of the Empire's best "normal" stormtroopers, in that he had no extra powers and is not a Prime. That said, he slowed down considerably the past few years. He wanted to take a break from being a front-line soldier, but he didn't have many other marketable skills. He's seen and done many things, and now he's become somewhat tired of it all. He worked as a stormtrooper in the Nexus for the past several years, having to deal with both new Primes as well as soldiers from Camelot. He was sent to the Nexus to help recruit Primes to the Imperial side after it was decided that he might not be the best at patrolling in Coruscant. This didn't work too well, as he was much more interested in simply surviving than actually recruiting Primes, unlike some of the more eager, younger troopers. He was then reassigned to the special operations section, with the hope that a proper use could be found for his unique skills. His first assignment was to investigate the rumors that there was a way to find Omni directly. Abner set out to the Tangled Green, where he found himself united with other like-minded souls from various walks of life. Alongside them he trekked through a temple and set up a small community in the swamps while they investigated the possible location of the portal to the Void. Eventually it was discovered that they had to travel through the Swamp of Sadness. Abner journeyed through as well, his doubts with the Empire culminating in a terrifying experience. He made it through, but promised to no longer toil through his job, but instead actively try to make the world better. He was one of the survivors who met Omni, and though he was disappointed in the god's attitude and reasoning, he still accepted the offer to become a Prime. Abner has now returned to the Omniverse he knows so well with powers he never imagined would be his. Level: 3 Stats: (+1 Stat Upgrade - 1000 OM) ATK: 3 DEF: 1 SPD: 2 TEC: 5 Proficiencies: Physical Strength (1000), Ranged Proficiency (1000), Area Shield (400) Powers: Suppression (1000), Stealth (1200) Moves: Sig Sauer P226 - Requires Ranged Proficiency (300) A fairly standard, black pistol that Abner keeps in a thigh holster on his right side. It takes him less than a second to draw it from the holster, as he has trained and practiced extensively with it. The pistol holds fifteen rounds in the magazine, plus one that he always keeps in the chamber. When empty, if he has a fresh mag on his person (he carries two on his belt and two on his vest for a total of four spares), it takes him about a second and a half to reload the weapon. Abner can accurately shoot up to 25 yards in a hurry and on the move, and around 50 with a little more aim and concentration. It fires .40 S&W rounds, allowing him to be accurate and have solid stopping power at the same time. It is semi-automatic, so it will fire just as fast as he can pull the trigger. E-11 Blaster Rifle - Requires Ranged Proficiency (300) A black energy rifle assigned to Abner by the Empire. The weapons shoots red laser beams instead of ballistic projectiles. It is shorter than an average assault rifle, for ease of movement, and can be fired one handed, though with significantly less accuracy. It has an effective range of about 320 yards, and Abner's model is semi-automatic, allowing his to fire as fast as he can pull the trigger. It is customized to have a rechargeable energy core, which means he theoretically never has to reload it, however if he continues to fire, it will need to cool down for ten seconds after the thirtieth shot. It is actually less powerful than his other weapons, but far more accurate. Abner carries the gun on a three point sling across his chest, so that he can shoulder it quickly, but also simply let it drop when he needs a different weapon. Remington 870 - Requires Ranged Proficiency (300) A standard, black twelve gauge shotgun. Abner typically keeps this slung over his back, which takes him about two seconds to get it into his hands and ready to fire. The shotgun has four shells of buckshot in the tube and an empty chamber while he's traveling, plus an additional six rounds stored on the side of the gun for quick access. Between every shot he must pump slide to load a new shell into the chamber. Though he can pump almost instantly after firing, loading the additional shells on the side into the barrel directly can take as much as a second to load and fire, slowing down his last shots considerably. The maximum range of the weapon is around 35 yards. Though up close it has devastating stopping power, the further away he gets, the less damage it does due to less pellets actually hitting the target. Combat Knife - Requires Physical Strength (300) A solid, heavy steel combat knife that Abner wears on the left shoulder strap of his bulletproof vest. It has a blade length of 7 inches, and an overall length of 12 when including the grip. It is a durable weapon, though it sees more utility use than combat use. The weapon hangs with the handle towards the ground, so he can draw it in a fluid downward motion with a great deal of speed. Though it is a remarkably sturdy weapon, Abner sacrifices power for speed and handling ability with this weapon. Energy Launcher – Requires Ranged Proficiency (600 – Tier 1 Offensive Super) An attachment on the bottom of his E-11 assault rifle that functions as a high tech grenade launcher. The energy launcher operates independently of the rifle; it is just simply attached directly underneath the barrel. Abner presses a button on the right side of the attachment, and it releases a powerful burst of concentrated energy that can have devastating effects on its target. The energy launcher has significantly less range than the rifle it is on, capable of going only 100 yards. It does not do any form of explosion on impact, it simply dissipates once it connects with its target, leaving the damage done localized. It also takes special energy packs. which limits its use considerably. Deployable Shield – Requires Area Shield (600 – Tier 1 Defensive Super) Abner carries several small and thin metallic projectors on his belt. Unfolded, they are only a few inches tall but five feet wide. Folded up, they take up only a few inches of space on his belt, so they are effectively out of the way. When Abner needs to, he throws one of these energy projectors to the ground, and it unfolds in the air. Upon landing on the ground, a translucent, blue tinted energy shield emerges from it. It measures five feet by five feet, and is capable of stopping powerful attacks, but will shatter if it takes too much damage. The deployable energy shields cannot be recharged or reloaded. Once they are deployed they immediately begin to drain their short battery supply, and Abner carries a small amount on him. Total OM Spent: 8400 [/spoiler] RE: Entrant Approval Thread - Karl Jak - 06-11-2016 You kids love guns. You're good. |