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Move Approval V
@Grenade: I guess I bring that up mostly to bring up how he could potentially jsut throw all 8 grenades at once and really freeze the f*ck out of someone. Maybe I'm nitpicking? Just say that you can only use one a time, approved.

@Ammo: This was approved, by the way. Forgot to mention.
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Trying again...

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Move: DONG (300) – Requires: Debuff, Telekinesis
After concentrating for 4 seconds, Dongja conjures the character for movement in mid-air. He points at a target, and a bolt of light shoots out. It travels at the speed of an arrow for 5 meters. If it lands, the target cannot stop moving for 10 seconds. Dongja cannot control the direction of movement. For the purposes of this Move, movement is defined as a change in position; you can't just blink a lot and pretend that that is moving. You also must be moving at a speed equal to or faster than your relative speed of a light jog. Dongja does not need to focus while using the Move, but it can be interrupted with a hard enough smack against Dongja. It can also be interrupted if the target moves more than 7 meters away from Dongja. This spell is fairly difficult and hard on the mind. As such, repeated use will tire him out after 3 times.
[Image: 665000_mcninja_by_cavenglok-dch0qt5.jpg]
Odd hours. Call for appointment.
(11-26-2017, 06:44 PM)Ok Dongja Wrote: Trying again...

[Image: 1329954330_s]
Move: DONG (300) – Requires: Debuff, Telekinesis
After concentrating for 4 seconds, Dongja conjures the character for movement in mid-air. He points at a target, and a bolt of light shoots out. It travels at the speed of an arrow for 5 meters. If it lands, the target cannot stop moving for 10 seconds. Dongja cannot control the direction of movement. For the purposes of this Move, movement is defined as a change in position; you can't just blink a lot and pretend that that is moving. You also must be moving at a speed equal to or faster than your relative speed of a light jog. Dongja does not need to focus while using the Move, but it can be interrupted with a hard enough smack against Dongja. It can also be interrupted if the target moves more than 7 meters away from Dongja. This spell is fairly difficult and hard on the mind. As such, repeated use will tire him out after 3 times.

Approved!
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
First Aid Spray, Tier 2 Super Utility (Requirements: Healing, Ranged Proficiency, Buff Proficiency) - 800 OM, 2 SP

[Image: latest?cb=20160306195656]

The First Aid Spray is a silver aerosol can with a light green label that reads "Cinatiropa - First Aid - Life Safe"; it is a possible product of Umbrella that can repair moderate to serious injuries. When using this move, Ada must decide on a single ally to gift with its effects and be within 10 feet of that ally. At this point, she can either toss the spray to them (shouting something like "here, catch!" and taking careful aim) or move in until she is at point-blank distance to administer it herself. Once Ada or this ally presses the button on top of the can, the pressurized contents are released into the air and envelop the patient in a fine transparent mist, forcing the patient (and Ada, if applicable,) to stand still for 10 seconds. At the expense of 2 SP on Ada's part, 6 damage points are healed. This process may be interrupted or slowed, respectively, by super or regular attacks, so in order for it to work Ada and her ally must either be separated/hidden from their opponents or behind a shield.
[Image: 18yM1ww.gif]
She's a Killer Queen!
Gunpowder, gelatine, dynamite with a laser beam,
Guaranteed to blow your mind!
-   "Killer Queen", Queen
(11-24-2017, 12:26 AM)The Humble Sage Wrote:
(11-23-2017, 07:43 AM)Mark Wrote: Devour the Voice of the World: This looks fine to me, but I'm curious: does the silence effect do anything or is it just fodder? I ask because some people use silencing as a sort of defense/counterspell, so I just want to make sure it doesn't grant any other benefit.

Avatar of an Ink-Stained Soul: Sounds awesome. Approved.

Dueling Cane: Approved at 600.

Hoisted Sails: This would require Telekinesis rather than Remote Control since you're grabbing someone rather than manifesting something to manipulate. Does this have a cast time or is it active as soon as he chooses to wave his hand? Can he use other moves while doing this? What's the range on this? By default you'd have Telekinesis range to play with, but you'd then need to mention how it's less effective far away. If it was a smaller range you could probably get away with not having falloff, since it's so costly to use.
I had been intending it to be used as fodder, I could see there being some tactical use in a group conflict, but nothing mechanically about the move itself. It wouldn't prevent any attacks or spells from happening, just their sound would be trapped in the book instead. Would that constitute the extra 800 OM for its utility?

You make a valid point about the Telekinesis. Since I am just basically pushing them off the ground, I hadn't thought I needed to go the whole distance and buy the power but it is moving a prime. I don't know whether I want to give the Sage fullblown telekinesis as part of his portfolio, so I'll have to think about this one some more. Thanks for your insights though.

Nah, you're fine with the price listed for Voice of the World since it doesn't do anything extra. *insert official approval here*

For Hoisted Sails, you could style it like a burst of wind that knocks them up if you want. It's not so much the knocking them into the air that's the problem, it's the lifting and holding mentioned in the move.

(11-26-2017, 08:34 PM)Ada Wong Wrote: First Aid Spray, Tier 2 Super Utility (Requirements: Healing, Ranged Proficiency, Buff Proficiency)  - 800 OM, 2 SP

[Image: latest?cb=20160306195656]

The First Aid Spray is a silver aerosol can with a light green label that reads "Cinatiropa - First Aid - Life Safe"; it is a possible product of Umbrella that can repair moderate to serious injuries. When using this move, Ada must decide on a single ally to gift with its effects and be within 10 feet of that ally. At this point, she can either toss the spray to them (shouting something like "here, catch!" and taking careful aim) or move in until she is at point-blank distance to administer it herself. Once Ada or this ally presses the button on top of the can, the pressurized contents are released into the air and envelop the patient in a fine transparent mist, forcing the patient (and Ada, if applicable,) to stand still for 10 seconds. At the expense of 2 SP on Ada's part, 6 damage points are healed. This process may be interrupted or slowed, respectively, by super or regular attacks, so in order for it to work Ada and her ally must either be separated/hidden from their opponents or behind a shield.

[Image: leon_s__kennedy___resident_evil__damnati...5g11pz.gif]


(approved)
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

"Heater"  Rifle (300 OM, Ranged Proficiency.): 

[Image: sniper-rifle-r.jpg]

A rifle variant of the Heaters that was developed and improved upon by Matthew. Unlike the regular heaters, this will not become useless after an amount of uses but has another weakness. Namely, that the power supply of the blaster is limited to 10 shots, before it can be reloaded. The main thing is that the sniper rifle has a range of 500 yards. In short, the Heater Rifle is made for long range tactics. However, at closer range, the rifle could not hit the targets. This was modeled after one of the rifles used by Deadshot but has been modified by Matthew to fit his needs. Reloading the power supply takes him about 10 seconds. The shots are weak in power, but travel exceptionally fast as a result of being reduced in power compared to typical blasters. This doesn't require any concentration to summon, or use and can be used while moving, or with other moves, provided he can use those moves hands-free. If he cannot, the moves cannot be used with this.
(11-28-2017, 05:30 PM)Matthew Mcginnis Wrote: "Heater"  Rifle (300 OM, Ranged Proficiency.): 

[Image: sniper-rifle-r.jpg]

A rifle variant of the Heaters that was developed and improved upon by Matthew. Unlike the regular heaters, this will not become useless after an amount of uses but has another weakness. Namely, that the power supply of the blaster is limited to 10 shots, before it can be reloaded. The main thing is that the sniper rifle has a range of 500 yards. In short, the Heater Rifle is made for long range tactics. However, at closer range, the rifle could not hit the targets. This was modeled after one of the rifles used by Deadshot but has been modified by Matthew to fit his needs. Reloading the power supply takes him about 10 seconds. The shots are weak in power, but travel exceptionally fast as a result of being reduced in power compared to typical blasters. This doesn't require any concentration to summon, or use and can be used while moving, or with other moves, provided he can use those moves hands-free. If he cannot, the moves cannot be used with this.

Approved! (Oh wait this is Jade btw.)
[Image: 18yM1ww.gif]
She's a Killer Queen!
Gunpowder, gelatine, dynamite with a laser beam,
Guaranteed to blow your mind!
-   "Killer Queen", Queen
Tier 1 Power up - Sororitas Power Armour (1000)

Evangeline is momentarily shrouded in golden light. When it subsides she is shrouded in black power Armour draped with red and gold fabirc. [spoiler]What happens between might be played off as a Magical Girl Transformation for lulz[/spoiler]

[Image: bPtOMSx.png]

ATK:+2
DEF:+2
SPD:+1
(11-28-2017, 10:05 PM)Sister Evangeline Wrote: Tier 1 Power up - Sororitas Power Armour (1000)

Evangeline is momentarily shrouded in golden light. When it subsides she is shrouded in black power Armour draped with red and gold fabirc. [spoiler]What happens between might be played off as a Magical Girl Transformation for lulz[/spoiler]

[Image: bPtOMSx.png]

ATK:+2
DEF:+2
SPD:+1

Approved.
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E.C. Staff: (600 OM, Physical Strength, Ranged Proficiency) 

The EC-Staff is a staff that is made out of a gray and white metal, with green crystals that act as lenses to focus the various beams of energy fired out of the circuitry inside of the staff. The EC-Staff's default beam looks like an oversized fist about the size of that of a gorilla, and heads at an opponent at the speeds of 70 MPH. The ranged attack of the move takes him about 10 seconds for him to successfully charge up and activate. 

The melee option of the move is tied into the fist, as well. For you see, he can simply have the fist smack into an opponent that is closer to him rather than shoot it off like a missile at his opponents. In addition, the EC-Staff does have a 10 inch blade on it, that he can choose to use, to cut his opponents, instead of resorting to blasting them. This doesn't require much concentration, and can be used with other moves, or while moving. This staff is a weapon Matthew made based off of what he knew of a Green Lantern Ring. As he didn't know very much, it's not quite as good as a Lantern's. It has a range of 75 feet,  and is moderately exhausting. Cannot be used with moves not made for it. Requires both hands.

Adding the following move to the ones awaiting approval. 

Nanotech Armament (1200)
(Physical Strength, Ranged Proficiency)
A nanotech weapon capable of switching between three modes: a short sword; a plasma-firing blaster pistol; and a regular, bullet-loaded pistol. All variations of this weapon are suited to one-handed use and so can be used in conjunction with other weapons. Switching modes costs a small amount of energy and requires him to focus for 9 seconds, during which time he cannot attack, yet can still move about as normal. When shifting between forms, the weapon will appear to liquefy as the nanomachines rearrange themselves.

This  12 -inch-long rapier is made of a lightweight steel alloy and as such is very easy to swing around, however it's blows are less effective as a result of the lack of weight behind them. This sword requires him about five seconds to unsheathe when he has gotten it in it's hand. The sword's power may be low  but such is due to the fact the sword is made for speedy attacks on his opponents, rather than taking them out in a single strike. 

[Image: pappenheimer-rapier-sword.jpg]

The first in a long line of self-sustained energy pistols created by Czerka. This particular model served as a test dummy which led to the mass produced version. The Mk2. Czerka Arms, seeing an opportunity to make money, offered these pistols on the black market to any buyer after they had obtained all relevant data from them. The Mk1 was the first snub-nosed concealable pistol that was powered by a self-sustaining fusion battery core. Maintenance and core replacement were as easy as removing a few screws and sliding the battery out and putting a new battery in. What stopped Czerka Arms from putting this weapon to mass production was that even though it was highly accurate, it only held four shots before the weapon needed to rebuild its energy charge. One shot could be fired every three seconds with the weapon needing a full twelve seconds to fully charge itself. Four yellow status lights on the grip notified the user of how many shots it had. Making up for the lack of capable shots was the weapons power. It packed a considerable harder punch than pistols in the same class and had better stopping power and penetration. Features that were eventually adjusted and improved upon with the Mk2. Even today the Mk1 still hits harder than most pistols in its class. One of these was acquired by Matthew and combined to form the nanotech armament for himself. 

The regular gun is a Mark XIX .44 calibre Desert Eagle with a six-inch barrel and a clip size of eight rounds. It deals significantly more damage than the blaster variant, however in addition to requiring 6 seconds to reload between clips, it also has a very powerful recoil, so firing frequently will quickly tire Matthew. 

This also comes with a Batarang gun similar to the Desert Eagle in terms of ammunition, and clip size. It also has a powerful recoil, so he can't overuse it.
(11-30-2017, 10:51 PM)Matthew Mcginnis Wrote: E.C. Staff: (600 OM, Physical Strength, Ranged Proficiency) 

The EC-Staff is a staff that is made out of a gray and white metal, with green crystals that act as lenses to focus the various beams of energy fired out of the circuitry inside of the staff. The EC-Staff's default beam looks like an oversized fist about the size of that of a gorilla, and heads at an opponent at the speeds of 70 MPH. The ranged attack of the move takes him about 10 seconds for him to successfully charge up and activate. 

The melee option of the move is tied into the fist, as well. For you see, he can simply have the fist smack into an opponent that is closer to him rather than shoot it off like a missile at his opponents. In addition, the EC-Staff does have a 10 inch blade on it, that he can choose to use, to cut his opponents, instead of resorting to blasting them. This doesn't require much concentration, and can be used with other moves, or while moving. This staff is a weapon Matthew made based off of what he knew of a Green Lantern Ring. As he didn't know very much, it's not quite as good as a Lantern's. It has a range of 75 feet,  and is moderately exhausting. Cannot be used with moves not made for it. Requires both hands.

How long is this staff? When the fist is created, where is it, exactly? I can't tell if it's just attached to the end of the staff or floating in the air around Matt. If Matt is able to control the fist as it floats in the air, that would require the Telekinesis power.

Can it be manually controlled by Matt at range, like an appendage made out of an element? If yes, you'll need the Remote Control Proficiency. OR Can it home in on an opponent without needing to be aimed? If yes, you'll need the Homing Proficiency.

Also, the blade, default laser beam attack, and the fist attack all together would make this move 900 OM.

Quote:Nanotech Armament (1200)
(Physical Strength, Ranged Proficiency)
A nanotech weapon capable of switching between three modes: a short sword; a plasma-firing blaster pistol; and a regular, bullet-loaded pistol. All variations of this weapon are suited to one-handed use and so can be used in conjunction with other weapons. Switching modes costs a small amount of energy and requires him to focus for 9 seconds, during which time he cannot attack, yet can still move about as normal. When shifting between forms, the weapon will appear to liquefy as the nanomachines rearrange themselves.

This  12 -inch-long rapier is made of a lightweight steel alloy and as such is very easy to swing around, however it's blows are less effective as a result of the lack of weight behind them. This sword requires him about five seconds to unsheathe when he has gotten it in it's hand. The sword's power may be low  but such is due to the fact the sword is made for speedy attacks on his opponents, rather than taking them out in a single strike. 

[Image: pappenheimer-rapier-sword.jpg]

The first in a long line of self-sustained energy pistols created by Czerka. This particular model served as a test dummy which led to the mass produced version. The Mk2. Czerka Arms, seeing an opportunity to make money, offered these pistols on the black market to any buyer after they had obtained all relevant data from them. The Mk1 was the first snub-nosed concealable pistol that was powered by a self-sustaining fusion battery core. Maintenance and core replacement were as easy as removing a few screws and sliding the battery out and putting a new battery in. What stopped Czerka Arms from putting this weapon to mass production was that even though it was highly accurate, it only held four shots before the weapon needed to rebuild its energy charge. One shot could be fired every three seconds with the weapon needing a full twelve seconds to fully charge itself. Four yellow status lights on the grip notified the user of how many shots it had. Making up for the lack of capable shots was the weapons power. It packed a considerable harder punch than pistols in the same class and had better stopping power and penetration. Features that were eventually adjusted and improved upon with the Mk2. Even today the Mk1 still hits harder than most pistols in its class. One of these was acquired by Matthew and combined to form the nanotech armament for himself. 

The regular gun is a Mark XIX .44 calibre Desert Eagle with a six-inch barrel and a clip size of eight rounds. It deals significantly more damage than the blaster variant, however in addition to requiring 6 seconds to reload between clips, it also has a very powerful recoil, so firing frequently will quickly tire Matthew. 

This also comes with a Batarang gun similar to the Desert Eagle in terms of ammunition, and clip size. It also has a powerful recoil, so he can't overuse it.

For the Batarang gun - if it's just like the Desert Eagle mode, why do you have it listed? There has to be some difference, so maybe try including the same type of information you covered for the Desert Eagle in there.
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E.C. Staff: (1200 OM, Physical Strength, Ranged Proficiency) 

The EC-Staff is a staff that is made out of a gray and white metal, with green crystals that act as lenses to focus the various beams of energy fired out of the circuitry inside of the staff. The EC-Staff's default beam looks like an oversized fist about the size of that of a gorilla, and heads at an opponent at the speeds of 70 MPH. The ranged attack of the move takes him about 10 seconds for him to successfully charge up and activate. 

The melee option of the move is tied into the fist, as well. For you see, he can simply have the fist smack into an opponent that is closer to him rather than shoot it off like a missile at his opponents. In addition, the EC-Staff does have a 10 inch blade on it, that he can choose to use, to cut his opponents, instead of resorting to blasting them. This doesn't require much concentration, and can be used with other moves, or while moving. This staff is a weapon Matthew made based off of what he knew of a Green Lantern Ring. As he didn't know very much, it's not quite as good as a Lantern's. It has a range of 75 feet,  and is moderately exhausting. Cannot be used with moves not made for it. Requires both hands.

The staff's fist floats in the air about three feet away from the staff,  before being able to be either controlled by Matthew directly with Telekinesis, or to be directed at an opponent with homing, without the need for him to directly control it. 

The staff is about 21 inches long. 

*Taking the other move back to the drawing board, Jade.
Purchasing Tier 1 Assist- 1000 OM - Doombot 

A personal Doombot unit Dr. Doom has taken as his personal bodyguard, imposter, and aid in combat. Unlike the other Doombots, this unit is specialized to personally resemble Doom and it is even taken as far as that the unit speaks and thinks like Doom.

Atk: 1
Def: 2
Spd: 1
Tec: 1
[Image: maxresdefault-600x375.jpg]
Adding these moves in. 

Flavor Move -  Firestorm Matrix:  The Fire Storm Matrix from the DC Universe. It is the source of the moves below. 




Transmute Grappling Hook 300 OM (requires Ranged Proficiency)
Using this power, Matthew can create a strong grappling hook out of nearby materials (including materials that may be on his person that are not part of him). This requires him to first clap his hands, then touch them to the material in question. The transmutation takes about one second and requires Matthew to stand still. The grappling hook can then be used to latch onto objects or opponents. This is possible because Matthew has found a way to simulate the Firestorm Matrix inside of his body, allowing him this ability. 

Transmute Wall 300 OM (requires Ranged Proficiency, Ranged Materialize Proficiency)
Matthew raises a weak wall from the ground, be it cement or sand. This requires Matt to first clap his hands, then touch them to a connected surface. It takes about one second and requires Matthew to stand still. It's only a hasty maneuver, so it's not going to stand up to much, but it's great at taking the bite out of an attack. This is possible because Matthew has found a way to simulate the Firestorm Matrix. 


Transmute Passage 300 OM (requires Ranged Proficiency, Ranged Materialize Proficiency)
By planting his feet, clapping his hands and then touching them to a connected surface, Matthew can creates holes in walls or tunnels through the ground. A versatile move with a lot of practical applications. This may take only a moment, or much longer as a continuous transmutation.
(12-03-2017, 02:52 PM)Matthew Mcginnis Wrote: E.C. Staff: (1200 OM, Physical Strength, Ranged Proficiency) 

The EC-Staff is a staff that is made out of a gray and white metal, with green crystals that act as lenses to focus the various beams of energy fired out of the circuitry inside of the staff. The EC-Staff's default beam looks like an oversized fist about the size of that of a gorilla, and heads at an opponent at the speeds of 70 MPH. The ranged attack of the move takes him about 10 seconds for him to successfully charge up and activate. 

The melee option of the move is tied into the fist, as well. For you see, he can simply have the fist smack into an opponent that is closer to him rather than shoot it off like a missile at his opponents. In addition, the EC-Staff does have a 10 inch blade on it, that he can choose to use, to cut his opponents, instead of resorting to blasting them. This doesn't require much concentration, and can be used with other moves, or while moving. This staff is a weapon Matthew made based off of what he knew of a Green Lantern Ring. As he didn't know very much, it's not quite as good as a Lantern's. It has a range of 75 feet,  and is moderately exhausting. Cannot be used with moves not made for it. Requires both hands.

The staff's fist floats in the air about three feet away from the staff,  before being able to be either controlled by Matthew directly with Telekinesis, or to be directed at an opponent with homing, without the need for him to directly control it. 

The staff is about 21 inches long. 

*Taking the other move back to the drawing board, Jade.

Approved!

(12-03-2017, 08:37 PM)Dr. Doom Wrote: Purchasing Tier 1 Assist- 1000 OM - Doombot 

A personal Doombot unit Dr. Doom has taken as his personal bodyguard, imposter, and aid in combat. Unlike the other Doombots, this unit is specialized to personally resemble Doom and it is even taken as far as that the unit speaks and thinks like Doom.

Atk: 1
Def: 2
Spd: 1
Tec: 1

Approved!
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Westside Express
Tier One Super Utility Moves- 600 OM (Prerequisites- Buff Proficiency, Superspeed, Phasing)


Luci paints a train, called the Westside Express.

This takes approximately five minutes of uninterrupted painting. If Luci is interrupted while painting the train, the move fails.

This move can only be performed on some form of train tracks, monorail, subway line, or other place intended for trains.

The Westside Express is a single compartment, and is based off a New York City Subway train. This compartment is approximately 12 feet tall, 10 feet wide, 67 feet long, and it’s total capacity is 90 occupants.

While Luci is performing this move, she cannot use any other Moves, and must focus on driving the Westside Express.

The Westside Express will fade into nothingness after about an hour, unless Luci ends the Move earlier.

The Westside Express has a top speed of 100 MPH.

If the Westside Express would collide with another train, it will simply Phase through the other train. The occupants of the Westside Express would also Phase, becoming intangible and transparent, until the Westside Express moves through the other train.

Except in the event of a collision, the Westside Express is about as sturdy as a real world subway car. If it takes severe damage the Move may end early.

This move costs 1 SP.
President of the Westside Knife Ear Warriors

[Image: V4Dvvfy.gif]

Westside: Join or Die



(12-05-2017, 02:29 PM)Luci Wrote: Westside Express
Tier One Super Utility Moves- 600 OM (Prerequisites- Buff Proficiency, Superspeed, Phasing)


Luci paints a train, called the Westside Express.

This takes approximately five minutes of uninterrupted painting. If Luci is interrupted while painting the train, the move fails.

This move can only be performed on some form of train tracks, monorail, subway line, or other place intended for trains.

The Westside Express is a single compartment, and is based off a New York City Subway train. This compartment is approximately 12 feet tall, 10 feet wide, 67 feet long, and it’s total capacity is 90 occupants.

While Luci is performing this move, she cannot use any other Moves, and must focus on driving the Westside Express.

The Westside Express will fade into nothingness after about an hour, unless Luci ends the Move earlier.

The Westside Express has a top speed of 100 MPH.

If the Westside Express would collide with another train, it will simply Phase through the other train. The occupants of the Westside Express would also Phase, becoming intangible and transparent, until the Westside Express moves through the other train.

Except in the event of a collision, the Westside Express is about as sturdy as a real world subway car. If it takes severe damage the Move may end early.

This move costs 1 SP.

This isn't a move and I don't really see a reason for it to be, so it's denied. You're still welcome to attempt to do stuff with a train, but remember that the max speed for vehicles is 80 MPH and that only a few verses have anything resembling train tracks.
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Quote:Transmute Grappling Hook 300 OM (requires Ranged Proficiency)
Using this power, Matthew can create a strong grappling hook out of nearby materials (including materials that may be on his person that are not part of him). This requires him to first clap his hands, then touch them to the material in question. The transmutation takes about one second and requires Matthew to stand still. The grappling hook can then be used to latch onto objects or opponents. This is possible because Matthew has found a way to simulate the Firestorm Matrix inside of his body, allowing him this ability. 

Transmute Wall 300 OM (requires Ranged Proficiency, Ranged Materialize Proficiency)
Matthew raises a weak wall from the ground, be it cement or sand. This requires Matt to first clap his hands, then touch them to a connected surface. It takes about one second and requires Matthew to stand still. It's only a hasty maneuver, so it's not going to stand up to much, but it's great at taking the bite out of an attack. This is possible because Matthew has found a way to simulate the Firestorm Matrix. 


Transmute Passage 300 OM (requires Ranged Proficiency, Ranged Materialize Proficiency)
By planting his feet, clapping his hands and then touching them to a connected surface, Matthew can creates holes in walls or tunnels through the ground. A versatile move with a lot of practical applications. This may take only a moment, or much longer as a continuous transmutation.
72 hours ago, I posted these.
(12-06-2017, 07:15 PM)Matthew Mcginnis Wrote: Transmute Grappling Hook 300 OM (requires Ranged Proficiency)
Using this power, Matthew can create a strong grappling hook out of nearby materials (including materials that may be on his person that are not part of him). This requires him to first clap his hands, then touch them to the material in question. The transmutation takes about one second and requires Matthew to stand still. The grappling hook can then be used to latch onto objects or opponents. This is possible because Matthew has found a way to simulate the Firestorm Matrix inside of his body, allowing him this ability. 

Can the grappling hook's line be cut? How far can it reach?

Quote:Transmute Wall 300 OM (requires Ranged Proficiency, Ranged Materialize Proficiency)
Matthew raises a weak wall from the ground, be it cement or sand. This requires Matt to first clap his hands, then touch them to a connected surface. It takes about one second and requires Matthew to stand still. It's only a hasty maneuver, so it's not going to stand up to much, but it's great at taking the bite out of an attack. This is possible because Matthew has found a way to simulate the Firestorm Matrix. 

WAIT. How big is the barrier?

Quote:Transmute Passage 300 OM (requires Ranged Proficiency, Ranged Materialize Proficiency)
By planting his feet, clapping his hands and then touching them to a connected surface, Matthew can creates holes in walls or tunnels through the ground. A versatile move with a lot of practical applications. This may take only a moment, or much longer as a continuous transmutation.

This needs a drawback, like fatigue or something!
[Image: hnc9xy5]
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
I'd like to get permission to add an RP Fodder bit to this move:
[spoiler]
Quote:Self-Controlled
If Hijiri is ever affected by a move which would cause him to act in a way he would not want (e.g. run away), he may choose to take two seconds to attempt to calm his thoughts. Doing so will hopefully allow him to retain control of his own mind, negating the effect which that move would have had on him. Using this requires his complete focus, so he cannot move at all whilst doing so.
The amount of effort this move requires is based on his and his opponent's TEC Stats, so whilst it won't usually be too difficult to negate the moves of those with TEC beneath his, fighting off the influence of someone with TEC equal to or slightly greater than his own will be harder, and will often leave a slight, lingering compulsion to act however they had attempted to force him to. If their TEC is at least twice Hijiri's, their power will be too great for him to counter, and this move will fail.
[/spoiler]
Which says:
[spoiler]
Quote:RP Fodder Note: This move can also be used to suppress unwanted emotions or thoughts which are not the result of actual moves (e.g. I may write him as taking a couple seconds to calm down after someone says/does something which would normally anger him).
[/spoiler]
That's how I've been writing it as working so far anyway... but I just want to have it mentioned clearly on the roster so that other people can tell what's going on.


Also, I'd like to submit this for approval:
Quote:Desert Eagle Mark XIX (300)
(Ranged Proficiency)
[Spoiler][Image: 02b38895634d768f1355c11da5f37e09.jpg][/spoiler]
This Mark XIX .50 AE calibre Desert Eagle is a gas-operated semi-automatic pistol with a 6" barrel (total length: 10.75"), a gold finish and a clip size of 7 rounds. This gun is much more powerful than most firearms would be in the hands of someone with Hijiri's ATK, however in addition to requiring a couple seconds to reload between clips, it also has a very powerful recoil, so firing frequently will quickly tire him and will even start to strain his muscles after the first few shots. Also, the recoil will throw off his aim whenever it is fired, making it more difficult to land further shots for each consecutive shot fired without pause.

I know I don't have ranged yet... I'll buy it once the move is approved.
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