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Aang to Aaron Mallory
#1
Name: Aaron Mallory
Aaron welsh name meaning carnage or slaughter
Mallory meaning Unfortunate
 
Source: Original
 
Physical Description: Later
 
Stats:
ATK: 1
DEF: 1
SPD: 3
TEC: 5
 
Proficiencies: [1000]
Ranged – 1000
 
Powers: [4900]
Enhanced Senses – 1400
Telepathy – 1500
Suppression – 1000
Stealth – 1000
 
 
Moves: [600]
Book of Sirens: Cutting Words - 300
A weak but debilitating move, Aaron literally slings an insult backed by telepathic influence. The targeted foe’s mind (if capable of hearing) is battered by the telepathic influence. This Move pits Aaron’s TEC against his opponents in a battle of wills. If the foe’s TEC is lower than Aaron’s by two points or more, the Cutting Words deals Psychic Damage. This is treated as real damage and can be lethal.
 
This particular move is as easy to use as talking, and is one of Aaron’s favored techniques to use against the mentally unprepared. When all else fails, talk them to death. The range varies depending on the level of noise and the amount of obstructions between Aaron and his target. As a rule of thumb, if Aaron can sense them, and they can hear him, they are in range.
 
Book of Mischief: Will-o’-the-wisp - 300
While Stealthed, Aaron can project temporary, illusionary shadows that step from his body and move in a chosen direction. Due to Aaron’s suppression, only those with TEC higher than his can tell at first sight that the Wisps are false images.
 
These wisps do not fight. They move at top speed in the direction they were given, interacting with the world (climbing, swimming, jumping) as if they were physical beings. They have only enough physical presence to influence the environment appropriately, but fade if they take any amount of damage. The distractions can run up to five hundred feet, or until they meet an obstruction they cannot pass, before dissipating.
 
It takes roughly five seconds per TEC point lower than Aaron’s of clear visual (accumulatively) to tell that a single Wisp is false. It takes Aaron one second per ten feet (minimum five seconds, maximum fifty) to gather to Psyche to create the projection, but no time to manifest and direct it.
 
I confirm that I have read and agreed to the Rules of Conduct.
[img=0x0]http://omniverse-rpg.com/attachment.php?aid=39[/img]
#2
You will need to mention when in your character's history they were brought to the Omniverse.
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New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
#3
History: Aaron is a half-blood Somnite. Since his Awakening to a Full-Born Somnite at the age of thirteen, Aaron has taken to learning from his Grandfather how to further the gift he has been given. Many Somnites learn only to control what little power they innately poses, but Aaron was one of the few that accepted the pains of Somnite growth. His grandfather bequiethed to him the Somnium Archive, a number of books describing varies faucets of power.

By the age of sixteen, he knew how to walk through even the most crowded halls of highschool and be truly invisible to all. He could pass this ability to others in close proximity. He befriended the bullied, shielding during breaks and at lunch. He became popular among the non-popular group, an almost ironic status. By senior year, well over half the school held him in a high regard. Their thoughts fueled him. He fed off their praise. The schoolyard bullies that tried to drag him down could not overwhelm this wall of positive psychic energy he had built up. He did not even need his invisibility to get him by.

He considered going to college after a year abroad. Because of his growing psychic talents, he no longer needed to worry about surviving. He could sustain himself physically by walking through a crowd. Aaron was even learning to control the emotional instability that comes with it through techniques taught in the Book of Empathy. To the world, he became just another ordinary Somnite. Only a few friends and his family knew the well developed power he was packing in that skull of his.

The last thing he remembers is his trip to Europe, just after his nineteenth birthday. He fell asleep on the plane on the way back, but awoke to an eerie faceless man. Omni...
[img=0x0]http://omniverse-rpg.com/attachment.php?aid=39[/img]
#4
Neither of your moves seem to have any sort of drawbacks?
#5
Will o' the Wisp has a large charge time. Each of the Wisps only runs in a single direction as a distraction and dissipates in a single hit. It is non offensive, does NOT stop things from passing through it (Primes can walk through it, so bullets/beams/etc are not bothered by firing through a Wisp.

Cutting Words is a very low-powered move that effectively weaponizes his voice. The downside is "as long as he can be heard." Distance is not the only factor. Plugged ears, deaf, loud environment (even a heavy rain or wind,) and other such obstructions can muffle the voice. On the other side, if he is gagged or muted, he can't use Cutting Words either.

What downsides would you suggest?

Edit: Reread the Wisp move, add in "After its use, Aaron must recollect his mind. He cannot use Will-o'-the-Wisp for double the charge up time."
[img=0x0]http://omniverse-rpg.com/attachment.php?aid=39[/img]
#6
From the moves page: "Drawbacks of a move might be: its low power, its difficulty to hit with, the long time it takes to charge, the limited number of times it can be used, the fatigue or harm it inflicts on the user, or otherwise." Just a few ideas. If you want to brainstorm a move generally, I'd suggest the move workshop or creative corner; joining and move approvals are for getting stuff done, no offense (but you aren't a noob anymore).

Can you also accommodate an addition here:

"It takes roughly five seconds per TEC point lower than Aaron’s of clear visual (accumulatively) to tell that a single Wisp is false. It takes Aaron one second per ten feet (minimum five seconds, maximum fifty) that the shadow moves (?) to gather to Psyche to create the projection, but no time to manifest and direct it."

I think that's what you're trying to say there, it's just not necessarily clear to someone reading it without going back through and guessing, so please include (or edit).
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
#7
Name: Ziyadah
Source: Original (Loosely D&D Derived)
 
Physical Description: Later

History: 
Ziyadah, often shortened to Zi, was born to a Smith's family in the inner ring of Yorheim. The cabal of Wizards and Artificers made Yorheim a pentacle of arcane technology. The constant need for metal components kept his blacksmith Father happily working.

In Yorheim, there are five castes of people. The Royal family, the Nobles, the Knights, the Magesmiths, the mundane Smiths, the Artisans, and the Peasants. One step above Peasants meant that his family enjoyed living closer to Castle Yormain, where guards were more frequent and attentive to crime. The downside is that Artisans are the lowest caste in the inner ring, and children were often inlisted as servants to earn extra coin to the family.

By the age of ten, Zi was contracted by a Wizard Magesmith named Roland. Zi's day to day life became running errands for an impatient old man that often ended with verbal admonishment for tardiness. The pay was decent, though most of it went to new shoes, with as much running as Zi was forced to do.

By the age of twelve, Zi had given up purchasing shoes. His feet had toughened through the years of running enough to deal with the hard stone and various obstructions he might step on. Roland was tough on him still, but not without reward. Zi steadily became more useful in more intricate aspects of the Magesmith's life. In between fetching thing from his father's shop, Zi was allowed to participate (if only slightly) in some of the arcane rituals that powered Yorheim's technology.

At the age of fifteen, he underwent the Bloodletting. The ritual involves taking a few ounces of blood testing it for magic. This is done by an Elder Artificer, who infuses the blood with a minor Homunculus. If there is no magic in the blood, the vessel does not move. If there is, the Homunculus awakens and moves to the owner of the blood's side.

Zi's blood caused the homunculus to awaken. He had magic in his blood. Not only did it awaken, but in moments, the vessel bursts into arcane flames. The minor Homunculus was incapable of containing the untapped potential of Zi's magic.

In a few short months, Zi was enrolled into a secondary school for Wizards, set on a special track for Artificers. For brief span, he failed every class. Almost all at once, he began to excell at every aspect of magic. Five months into his education, he dropped out. The classes had become boring, and he already learned enough to entertain himself.

He returned to his job working for Mage Roland. A newfound speed had tasks done faster than the old man could give them. Zi became an active part of rituals, by allowing his master to tap into his arcane blood. Every now and then, Mage Roland would give Zi bonus pay in the form of advanced lessons.

By the age of eighteen, his skills were on par with some of the elders of the Cabal. Granted, he was not nearly at the level of Archmage Siiras, but there was a growing rumor that the young man would one day rise to the title. The idea of a simple Artisan-caste running the Cabal was either inspiring and heinous, depending on who was asked.

Shortly after his eighteenth birthday, he was summoned by the King himself. King Meloth had heard much of Zi's use of magic, and the various spells he had particularly mastered. Often through the young man's lighthearted pranks. Great speed, stealth and immunity to scrying; these thing were of great interest in particular.

Zi was given the offer to swear upon a bload oath to serve the king. In return, he and his parents would be elivated to noble status. How could Zi refuse the opportunity to better the lives of hi hard working parents?

After the arcane binding ritual, Zi was bound to the king. His job? Whatever the king needed.

Infiltrate a village held hostage by a bandit gang... Hidden and undetectable, even if the bandits had a mage among their numbers.

Take a message to the next kingdom - normally several months of travel, shortened to weeks for the swift Zi.

The climax of Zi's life came when he was ordered to assassinate an enemy king. It was well known that King Redglaive was as violent as his name suggests, living only for war. His people were poor and tired and slaughtered at the will of their lord. Begrudgingly, Zi accepted, unable to refuse.

The job was easy. Redglaive's constant warfare meant his mages died before they can live long enough to gain any sort of mastery. Their advanced numbers meant nothing when Zi stood undetected by Redglaive's side, poisoning his drink in between each sip.

After the death, King Meloth's takeover was swift. Meloth was much gentler and his love for development was easier on the ears than Redglaive's love for war.

He assigned the youngest of his two children to the throne, upon the arranged marriage to a worthy, blood-bound Nobleborne: Zi. Bound by powerful arcane forces to serve the king, and one of the most powerful young Mages, Meloth openly preached his desire of a powerful mage grandson, and a second capital of arcane technology.

Meloth's daughter, Faylinn, accepted to appease her father. Zi accepted because he had to. Faylinn was beautiful, her intelligence ruined her personality. Her magic was strict and borish, her sense of fun was null, and she was open about her disgust with marrying Zi from the gate, a if he had the plague.

The day before his wedding and coronation, however, he awakes to find himself not in the keep, but face to face with an unknown being, in a universe he was unfamiliar with. The blood bond to the kind king was gone, and so was his obligation to marry his stuck-up, spoiled daughter.
 
Stats:
ATK: 1
DEF: 1
SPD: 3
TEC: 5
 
Proficiencies: [1000]
Physical – 1000

 
Powers: [4000]
Suppression – 1000
Stealth – 1200
Super Speed - 1000
Burst Movement  - 800

 
Moves: 
Ivy Serpent Whip [600]
Requires: Physical Proficiency, Remote Control
This Bullwhip variation is crafted from Naga-skin, with creeping ivy designs imprinted along the length of the whip. This fifteen foot weapon has two primary uses; to attack, or to manipulate.

As any bullwhip, it can snap a target, leaving small cuts on the average human target. The damage is quite minor, and the speed is not as great as other weapons, considering the wielder must withdraw it and ready another snap. What the whip excels at is, of course, its reach. The weapon's fifteen foot reach easily surpasses even most common polearms. His fastest attack speed is aproximately one strike every two seconds, accounting for the time to draw back the whip from a previous strike, readying the whip, and release.

Another nifty trait the whip is capable of is manipulation at range. With a skillful flick of the wrist, Zi can grab an ankle to trip a foe, or lash onto a branch to stop himself from falling to an untimely demise, far below. It effectively becomes an extension of Zi's natural reach, though some tasks are still to complicated for even the enchanted whip.

Perhaps one of the bigger downsides is the whip's ineffectiveness at a range closer than approximately five feet. There is not enough room to uncoil the long whip and achieve a proper snap.

Enhanced Spring-Kick: [300]
A particularly wicked kick, the Spring-Kick involves Zi grabbing his ankle and tensing his leg. From the releasing of the ankle to the point of impact, his foot is moving at top speed. Zi takes particular care to aim for soft spots, such as below the ribs, the neck, back of the knees, et cetera.

Spring-Kick is particularly taxing on the legs and can lead to leg fatigue if used repeatedly. After use, Zi has to wait at least five seconds before using it again, or suffer muscle damage.

Transformations: [1000]
T1 Power-Up: Arcane Blood Surge - 1000
Zi taps into the raw Arcane energy in his blood to enhance his physical abilities beyond their normal capacity. In this state, his blood vessels become prominent across the surface of his skin and give off a faint red glow.
ATK: 2 (3)
DEF: 2 (3)
SPD: 1 (4)
TEC: 0 (5)

I confirm that I have read and agreed to the Rules of Conduct.
[img=0x0]http://omniverse-rpg.com/attachment.php?aid=39[/img]
#8
Anything that can attack at a range beyond 12 feet requires the Ranged Proficiency.

Also you probably don't need anything more than Physical strength to do a kick like that? It just looks like a kick with some theatrics?
#9
Lower the 15 foot reach to 12 and nix the kick for the time being.
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#10
It's been five days since I've addressed the issues, and I don't know who is working on this thread anymore, so apologies for this bump, just in case this was forgotten.
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#11
Sorry, dude. I'll get on it right now!
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New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
#12
Your new OM balance should be 7,117.05 OM!

Name: Ziyadah
Spent OM: 6600
Proficiencies (1000); Physical Strength (1000)
Powers (4000/8000); Burst Movement (800), Super Speed (1000), Stealth (1200), Suppression (1000)
Moves (600); Ivy Serpent Whip (600)
Super Moves (0);
Transformations (1000); T1 Power-Up: Arcane Blood Surge (1000)
Assists (0);
Items (0);
Artefacts: None
Consumed OM (0); (for consumed items or OM permanently lost from respecs, etc)
Bases (0);
Unlocks (0);
Base stats:
ATK: 1
DEF: 1
SPD: 3
TEC: 5
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.


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