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Move Approval V
Oni’s Breath (Ranged, Area Attack) (300): 
[spoiler]It’s said that the demons of hell drink so much that their breath itself is capable of igniting with the smallest spark, and this is certainly a weapon that evokes that image. Oni’s Breath is a 12-gauge pump-action shotgun custom-made by/for Clownpiece, painted in a star-spangled pattern just as ostentatious as her own outfit. Rather than the usual slug or buckshot that comes with most shotguns, this weapon takes after a round known as the “Dragon’s Breath,” and instead of cartridges, is powered by Clownpiece’s own magic. With a pull of the trigger, a brilliant display of pyrotechnics erupts from the barrel of the gun, with fire, brimstone, and a beautiful barrage of miniature, magical stars shining in reds, whites, and blues slamming forward roughly 60 meters in an instant, in a dazzling blast about 1 meter wide. As with most things she can't carry, Clownpiece is capable of magicking this weapon away and back, disappearing and reappearing it about as fast as if she was stowing it away/retrieving it from a bag. Should she lose it for whatever reason, she's capable of making it reappear in her hands with a similar amount of concentration.
The strength of Oni’s Breath doesn’t lie in piercing bullets, but rather in the heat of the fiery blast that it unleashes. The hellfire spat out by this weapon burns far hotter than any ordinary flamethrower, and though it only lasts for a moment, it’s usually more than enough to set whatever it hits on fire, even with just one shot (though as it’s powered by Clownpiece’s magic, it has functionally infinite shots). Strangely enough, despite not using actual ammo, she still has to pump it between shots, which takes about 1 second. The recoil on this weapon is also immense, far more than what Clownpiece’s small body can handle. She must be properly braced to shoot it, else she’ll hurt herself with the recoil, and even then the sheer strength of it throws her back a meter or so. Given that she can fly, that doesn’t hinder her too much, but it does make it difficult to shoot it as fast as is theoretically possible. Trying to contain such awesome power also wears on her a bit, and relying too heavily on the gun strains her arms/shoulder and makes her sore.
Gun Reference: https://i.imgur.com/jq0kM4c.jpg
Shot Reference: https://i.imgur.com/sRzv5z2.jpg[/spoiler]

T1 Super Utility: Reality Break (Lampad's Torch, Stealth, Suppression, Telepathy) (600):
[spoiler]It's all in your head. Clownpiece unleashes the full potential of her delusion-inducing torch and shrouds herself in an aura of reality-altering imperceptions. For 1 round, she becomes permanently stealthed in her own special way, becoming perceivable only as a figment of everyone's delusions. People will see her flitting about, attacking, and doing everything that she normally does, but they will only see her as a vivid hallucination. That's not an enemy, that's my mind playing tricks on me. While they still know that Clownpiece herself is flying about, and will still search for and try to attack her, their minds can't make the connection that the 'hallucination' is her.
Unlike her normal stealth, however, this one cannot be broken. Attacks don't cause the stealth to flicker (though she can still use her torch moves as normal, and even if she lands a hit, her enemies' minds just can't make the connection that the 'hallucination' caused it), and even being hit won't break it. Enemies who see her attacked will see the attack pass right through her as though she wasn't even there. Though that's all a hallucination, she's hit as normal, they just perceive it wrong. Essentially, once all the delusional flair is stripped away, this move is just a perma-stealth, and follows all the normal rules of one. Once the move ends, the unbreakable stealth bit is removed and she's left in normal stealth.[/spoiler]
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
(04-14-2018, 12:22 PM)The Vision Wrote:
(04-13-2018, 11:03 PM)Morene Fellon Wrote: "Exhalter" Light Machine Gun - 300 OM (requires Ranged Proficiency)
Though Morene had no interest in her homeland's military services, her mother had seen a fair share of wartime atrocities before her daughter's running off to Creedmoor. Typically of the child, Morene Fellon quickly grasped an earlier variant of this rifle that her mother had hidden beneath her bed whilst home alone. Seeing as Morene was already old enough to operate a vehicle, the girl spent quite a bit of time on the range with this rather oversized weapon, 45 inches in length from stock to barrel. 

Taking it to the coasts of Augard and later into Creedmoor, this weapon was a slightly modified Union-issued light machine gun, nothing too special. Of course, if you discredit the fact that the gun's rounds spit out explosive torque rounds at a firing rate of 10 rounds per second; though Omniphysics dampens the internally-explosive effects of the rounds themselves, the bullets do high amounts of damage as long as most of the bullets hit their target, standard for a step-above an average Prime's assault rifle in the Omniverse. However, the spiraling projectile helps tremendously in hitting weakpoints from a measly maximum range of 50 meters, differing it from a standard assault rifle of it's size.Of course, considering the gun itself only holds 50 rounds, Morene exhausts these bullets quite quickly if you ever find her spraying down a narrow corridor with no regards to aim; though roughly 25 pounds with modifications, the prominent stock slapped onto the already bulky firearm helps tremendously with accuracy if fired in short bursts, not to mention Morene's enhanced strength and Cerantium power-armor assistance. 

When it's rounds are depleted, Morene takes about 5 seconds to reload, giving opponents ample time to charge at the woman if they dare wish to encounter her at melee range after managing to survive the onslaught of spiraling bullets coming their way. 

How much damage does the gun do? (Mind you it can't be too much... 725 rpm is realistic for real-life but it's a lot for the OV.

Changes underlined, thank you!
(04-14-2018, 03:44 PM)Morene Fellon Wrote:
(04-14-2018, 12:22 PM)The Vision Wrote:
(04-13-2018, 11:03 PM)Morene Fellon Wrote: "Exhalter" Light Machine Gun - 300 OM (requires Ranged Proficiency)
Though Morene had no interest in her homeland's military services, her mother had seen a fair share of wartime atrocities before her daughter's running off to Creedmoor. Typically of the child, Morene Fellon quickly grasped an earlier variant of this rifle that her mother had hidden beneath her bed whilst home alone. Seeing as Morene was already old enough to operate a vehicle, the girl spent quite a bit of time on the range with this rather oversized weapon, 45 inches in length from stock to barrel. 

Taking it to the coasts of Augard and later into Creedmoor, this weapon was a slightly modified Union-issued light machine gun, nothing too special. Of course, if you discredit the fact that the gun's rounds spit out explosive torque rounds at a firing rate of 10 rounds per second; though Omniphysics dampens the internally-explosive effects of the rounds themselves, the bullets do high amounts of damage together as long as most of the bullets hit their target, but are weaker individually, standard for a step-above an average Prime's assault rifle in the Omniverse. However, the spiraling projectile helps tremendously in hitting weakpoints from a measly maximum range of 50 meters, differing it from a standard assault rifle of it's size. Of course, considering the gun itself only holds 50 rounds, Morene exhausts these bullets quite quickly if you ever find her spraying down a narrow corridor with no regards to aim; though roughly 25 pounds with modifications, the prominent stock slapped onto the already bulky firearm helps tremendously with accuracy if fired in short bursts, not to mention Morene's enhanced strength and Cerantium power-armor assistance. 

When it's rounds are depleted, Morene takes about 5 seconds to reload, giving opponents ample time to charge at the woman if they dare wish to encounter her at melee range after managing to survive the onslaught of spiraling bullets coming their way. 

How much damage does the gun do? (Mind you it can't be too much... 725 rpm is realistic for real-life but it's a lot for the OV.

Changes underlined, thank you!

I know what you meant, but I've added in a few underlined words just to make it clear. Since it sorta looked you were referring to all the bullets doing high damage individually, rather than together. If my small additions are okay with you, then you can link this post in your log and consider this approved.
....ye~

thank u babe
(04-14-2018, 12:22 PM)The Vision Wrote:
(04-13-2018, 09:09 PM)Claptrap Wrote: Updating these moves to have more than 12 ft range.

Hyperion Pistol (Requires Ranged Proficiency) (300): A simple semi-automatic pistol with a yellow and black colour scheme. The pistol can shoot 16 rounds at two rounds a second, each doing moderate damage, before needing to be reloaded, which takes two seconds. The pistol is initially quite inaccurate, but gets more accurate with each shot, reaching its maximum accuracy after four shots. The accuracy resets after either two seconds of not firing or after reloading. The pistol is accurate up to 25 metres at its normal accuracy, and 100 metres at its maximum accuracy. It takes a second to both summon and desummon the pistol.

I feel that four seconds is too long for the accuracy reset, and 100 meters is long. I also want to ask what the fire rate is?

Quote:Hyperion Shotgun (Requires Ranged Proficiency) (300): A shotgun with a yellow and black colour scheme. The shotgun can fire six times before having to reload, and a shot can be fired once every second. Each shot has a moderate amount of recoil. Reloading takes two seconds. A single shot shoots a mass of pellets in a spread reaching 20 metres in front of Claptrap. These pellets begin to lose momentum after they reach 5 metres, doing reduced damage, and drop off completely at 20 metres, making this the maximum range. While an individual pellet does low damage, a single shot has a high amount of pellets, adding up to a pretty solid amount of damage. Spread on the pellets is quite high initially, but gets tighter with every shot, maxing out at two shots. The pellets spread to around two and a half feet at maximum range at normal accuracy, and one foot at maximum accuracy. The accuracy resets after either two seconds of not firing or after reloading. Summoning and desummoning the gun takes a second each.

What's the range of the shotgun distance-wise?
Changes added in bold. Ranges adjusted according to advice from Dane.
[Image: GjEgoS1.jpg]
Directive one: Protect humanity! Directive two: Obey Jack at all costs. Directive three: Dance!
Amber Veritz Wrote:Please let me change it to the condom.
Moves not responded to yet:
>Witch Bolt and Eclipse in my post with Eb. Here: http://omniverse-rpg.com/showthread.php?...#pid129162
>Clownpiece's T1SU - Reality Break. (See below)
>If your move isn't listed here, please bump it - I somehow missed it.



(04-14-2018, 03:11 PM)Clownpiece Wrote: Oni’s Breath (Ranged, Area Attack) (300): 
[spoiler]It’s said that the demons of hell drink so much that their breath itself is capable of igniting with the smallest spark, and this is certainly a weapon that evokes that image. Oni’s Breath is a 12-gauge pump-action shotgun custom-made by/for Clownpiece, painted in a star-spangled pattern just as ostentatious as her own outfit. Rather than the usual slug or buckshot that comes with most shotguns, this weapon takes after a round known as the “Dragon’s Breath,” and instead of cartridges, is powered by Clownpiece’s own magic. With a pull of the trigger, a brilliant display of pyrotechnics erupts from the barrel of the gun, with fire, brimstone, and a beautiful barrage of miniature, magical stars shining in reds, whites, and blues slamming forward roughly 60 meters in an instant, in a dazzling blast about 1 meter wide. As with most things she can't carry, Clownpiece is capable of magicking this weapon away and back, disappearing and reappearing it about as fast as if she was stowing it away/retrieving it from a bag. Should she lose it for whatever reason, she's capable of making it reappear in her hands with a similar amount of concentration.
The strength of Oni’s Breath doesn’t lie in piercing bullets, but rather in the heat of the fiery blast that it unleashes. The hellfire spat out by this weapon burns far hotter than any ordinary flamethrower, and though it only lasts for a moment, it’s usually more than enough to set whatever it hits on fire, even with just one shot (though as it’s powered by Clownpiece’s magic, it has functionally infinite shots). Strangely enough, despite not using actual ammo, she still has to pump it between shots, which takes about 1 second. The recoil on this weapon is also immense, far more than what Clownpiece’s small body can handle. She must be properly braced to shoot it, else she’ll hurt herself with the recoil, and even then the sheer strength of it throws her back a meter or so. Given that she can fly, that doesn’t hinder her too much, but it does make it difficult to shoot it as fast as is theoretically possible. Trying to contain such awesome power also wears on her a bit, and relying too heavily on the gun strains her arms/shoulder and makes her sore.
Gun Reference: https://i.imgur.com/jq0kM4c.jpg
Shot Reference: https://i.imgur.com/sRzv5z2.jpg[/spoiler]

T1 Super Utility: Reality Break (Lampad's Torch, Stealth, Suppression, Telepathy) (600):
[spoiler]It's all in your head. Clownpiece unleashes the full potential of her delusion-inducing torch and shrouds herself in an aura of reality-altering imperceptions. For 1 round, she becomes permanently stealthed in her own special way, becoming perceivable only as a figment of everyone's delusions. People will see her flitting about, attacking, and doing everything that she normally does, but they will only see her as a vivid hallucination. That's not an enemy, that's my mind playing tricks on me. While they still know that Clownpiece herself is flying about, and will still search for and try to attack her, their minds can't make the connection that the 'hallucination' is her.
Unlike her normal stealth, however, this one cannot be broken. Attacks don't cause the stealth to flicker (though she can still use her torch moves as normal, and even if she lands a hit, her enemies' minds just can't make the connection that the 'hallucination' caused it), and even being hit won't break it. Enemies who see her attacked will see the attack pass right through her as though she wasn't even there. Though that's all a hallucination, she's hit as normal, they just perceive it wrong. Essentially, once all the delusional flair is stripped away, this move is just a perma-stealth, and follows all the normal rules of one. Once the move ends, the unbreakable stealth bit is removed and she's left in normal stealth.[/spoiler]

Oni’s Breath: Approved.

Reality Break: So, basically perma-stealth for a round, for 1sp? I'll leave this for a senior staffer.



(04-14-2018, 07:04 PM)Claptrap Wrote: [spoiler]
(04-14-2018, 12:22 PM)The Vision Wrote:
(04-13-2018, 09:09 PM)Claptrap Wrote: Updating these moves to have more than 12 ft range.

Hyperion Pistol (Requires Ranged Proficiency) (300): A simple semi-automatic pistol with a yellow and black colour scheme. The pistol can shoot 16 rounds at two rounds a second, each doing moderate damage, before needing to be reloaded, which takes two seconds. The pistol is initially quite inaccurate, but gets more accurate with each shot, reaching its maximum accuracy after four shots. The accuracy resets after either two seconds of not firing or after reloading. The pistol is accurate up to 25 metres at its normal accuracy, and 100 metres at its maximum accuracy. It takes a second to both summon and desummon the pistol.

I feel that four seconds is too long for the accuracy reset, and 100 meters is long. I also want to ask what the fire rate is?

Quote:Hyperion Shotgun (Requires Ranged Proficiency) (300): A shotgun with a yellow and black colour scheme. The shotgun can fire six times before having to reload, and a shot can be fired once every second. Each shot has a moderate amount of recoil. Reloading takes two seconds. A single shot shoots a mass of pellets in a spread reaching 20 metres in front of Claptrap. These pellets begin to lose momentum after they reach 5 metres, doing reduced damage, and drop off completely at 20 metres, making this the maximum range. While an individual pellet does low damage, a single shot has a high amount of pellets, adding up to a pretty solid amount of damage. Spread on the pellets is quite high initially, but gets tighter with every shot, maxing out at two shots. The pellets spread to around two and a half feet at maximum range at normal accuracy, and one foot at maximum accuracy. The accuracy resets after either two seconds of not firing or after reloading. Summoning and desummoning the gun takes a second each.

What's the range of the shotgun distance-wise?
[/spoiler]Changes added in bold. Ranges adjusted according to advice from Dane.

Both approved.
[spoiler]I told CT a 100m range is fine. Since it's somewhat standard-ish pistol accuracy (and ties in nicely with the enhanced senses max range, which may be relevant to some). Although he could have made it accurate up to like 2000m if he wanted. It'd just do less damage and he'd never land the long shots without like, 20 TEC or something stupid. Just because a weapon can theoretically shoot far targets accurately doesn't mean it can be utilised without the TEC - hence, high accuracy at further ranges aren't a problem, although it would make the weapon a bit weaker. There's also the issue of somehow being able to see a target at 2000m. So, yeah. No problemo here.[/spoiler]
Alternate Form - Ibis Series 7 SkyRider 2000 OM

Drake calls his beloved flying motorcycle to his side and hops on. Though it is technically a hoverbike, the Ibis 7 is actually about as large as a small coupe, just long, instead of wide. It is a sturdy, agile and fast way for Drake to get around the battlefield. Moving at high speeds and within the Ibis 7's cockpit makes Drake much harder to hit, but also throws his own aim off.

ATK: 2
DEF: 3
SPD: 5
TEC: 1
[Image: screen_shot_2018_02_16_at_4_33_57_pm_by_...c3dkog.png]
(04-14-2018, 09:37 PM)Drake Oneir Wrote: Alternate Form - Ibis Series 7 SkyRider 2000 OM

Drake calls his beloved flying motorcycle to his side and hops on. Though it is technically a hoverbike, the Ibis 7 is actually about as large as a small coupe, just long, instead of wide. It is a sturdy, agile and fast way for Drake to get around the battlefield. Moving at high speeds and within the Ibis 7's cockpit makes Drake much harder to hit, but also throws his own aim off.

ATK: 2
DEF: 3
SPD: 5
TEC: 1

Approved.
Power Gauntlet MK I : (1200, Physical Strength, Debuff, Ranged Proficiency):

The gauntlet was created by Unicron based off of a comic book superhero Rafael liked, for his own use from technology taken on Coruscant and modified, to work as this device.

The first mode of the gauntlet allows it to be a simple metal gauntlet that he can use to punch an opponent's face in. It covers all of his hand as well as his upper forearm. It's heavy, so punches with this are a bit slower and more tiring than usual, but hit much harder - it's metal after all. This can clash with lightsabers, and similar weapons when it is used in that mode, allowing Rafael to use it to block.

The second mode of the Gauntlet involves it firing a centimetre-thick beam of energy from the palm of the hand. Takes him about 7 seconds to charge up, where he can move, but need to focus on the Gauntlet so cannot attack. Travels at the speed of an arrow. The power level of the beam is high, but there's not much recoil so it isn't very tiring. The gauntlet has an 8 second cool down for that mode. This has a range of 75 feet.

The third function of the gauntlet is that it can discharge a blast of lightning through his fingertips. This takes him 10 seconds to charge up, during which he has to concentrate on the gauntlet, but the charge remains stored for the following minute - allowing him to use it at will. This is moderately powerful damage-wise, and also paralyses anyone hit with the lightning for the next 5 seconds. When touching someone, this can travel through weapons and armour, so if someone swings a sword at him, he could choose to block with his gauntlet and shock them. Or, he could simply grab their arm or put his and on their chest. Channelling this much power is moderately tiring. The gauntlet has a 20-second cooldown for that mode. Alternatively, he can discharge the electricity up to a range of 80 feet, where it moves as fast as a bullet and doesn't travel along weapons. The ranged attack otherwise does the same as the melee version, the only other difference is that instead of being released for the melee, the electricity crackles around the gauntlet.
(04-14-2018, 10:07 PM)Rafael Esquivel Wrote: [spoiler]Power Gauntlet MK I : (1200, Physical Strength, Debuff, Ranged Proficiency):

The gauntlet was created by Unicron based off of a comic book superhero Rafael liked, for his own use from technology taken on Coruscant and modified, to work as this device.

The first mode of the gauntlet allows it to be a simple metal gauntlet that he can use to punch an opponent's face in. It covers all of his hand as well as his upper forearm. It's heavy, so punches with this are a bit slower and more tiring than usual, but hit much harder - it's metal after all. This can clash with lightsabers, and similar weapons when it is used in that mode, allowing Rafael to use it to block.

The second mode of the Gauntlet involves it firing a centimetre-thick beam of energy from the palm of the hand. Takes him about 7 seconds to charge up, where he can move, but need to focus on the Gauntlet so cannot attack. Travels at the speed of an arrow. The power level of the beam is high, but there's not much recoil so it isn't very tiring. The gauntlet has an 8 second cool down for that mode. This has a range of 75 feet.

The third function of the gauntlet is that it can discharge a blast of lightning through his fingertips. This takes him 10 seconds to charge up, during which he has to concentrate on the gauntlet, but the charge remains stored for the following minute - allowing him to use it at will. This is moderately powerful damage-wise, and also paralyses anyone hit with the lightning for the next 5 seconds. When touching someone, this can travel through weapons and armour, so if someone swings a sword at him, he could choose to block with his gauntlet and shock them. Or, he could simply grab their arm or put his and on their chest. Channelling this much power is moderately tiring. The gauntlet has a 20-second cooldown for that mode. Alternatively, he can discharge the electricity up to a range of 80 feet, where it moves as fast as a bullet and doesn't travel along weapons. The ranged attack otherwise does the same as the melee version, the only other difference is that instead of being released for the melee, the electricity crackles around the gauntlet.[/spoiler]

Approved.
(04-08-2018, 07:54 PM)Summer Wrote: Would I be able to get it anyway? 5 seconds of standing still and transforming doesn't mean as much for the 5 DEF Sonny, but for Summer, it's a lot of time to be open to attack.
Since this is an almost-instant switch too, it can be used to immediately switch from glass cannon to tank in the face of an oncoming attack and endure a lot more punishment. Even if it's not really needed, I still see use for it.

(04-09-2018, 02:07 AM)Daniel Wrote: Gonna say no to this one.

The transformation time is there for a reason.

Something like this is possible. While the transformation time is there for a reason, the same could be said for the time taken to teleport or to change their body with malleability - stuff like that. In all of those cases, it would be possible to make a move to 'trade' the time needed for another drawback. Or maybe just reduce the time by a bit, at least. But instant alt form swapping will need much stronger drawbacks than Summer has. Something that isn't debilitating unless he does it often isn't really enough. Especially since he's cutting out 5 seconds and the replacement is "I get a bit tired". So, it's doable, but it'll be harder than what Summer has right now. Without something more potent, he's more likely to only be able to reduce it in half - and even that would need to be a bit more fatiguing that what he has right now. (I asked Omni about this, I'm not overruling Daniel for completely no reason)
Programming Expert / Hacking Expert (RP Fluff for now):  Before he arrived in the Omniverse, Rafael was a master at programming, and also at hacking. This allows him to access machinery, and create new programs. It also allows him to hack computers, and delete sensitive information, so long as such would be possible. Really with a computer in his hands, there are a lot of possibilities as to what he can do. 
The programming is a skill he has worked to regain in the Omniverse.
Climate Change (300):
While it isn’t the easiest thing to do, given their clashing personalities, there are times when Summer and Sonny are capable of working in tandem. This is perhaps one of the more achievable things they’re capable of when they feel cooperative; a quick switch between the two. All it takes is a quick, verbal acknowledgement between the two that it’s going to happen sometime soon, and when they’re ready, they both throw their full energy and concentration into switching out, quickly deconstructing and reconstructing their body near-instantly. Shifting so quickly takes effort, however; more effort the lower their SPD is (as with higher SPDs, they can switch out quickly anyway). With SPDs of around 0, this move is massively tiring. It completely wears them out after just a few uses, and each use leaves them out of breath, forcing them use it incredibly sparingly. At SPDs close to 10, the drain becomes incredibly light, and of course, 5/6 is about the halfway point. Since it requires their full concentration and energy to switch out almost instantly like this, they cannot use any moves alongside it. Charging is interrupted and flat-out prevented.
[Image: ZpWQiiu.gif]
Moves not responded to yet:
>Witch Bolt and Eclipse in my post with Eb. Here: http://omniverse-rpg.com/showthread.php?...#pid129162
>Clownpiece's Reality Break. (See CP's last post)
>Summer's Climate Change. (See Summer's post)
>If your move isn't listed here, please bump it - I somehow missed it.



(04-15-2018, 09:01 AM)Rafael Esquivel Wrote: Programming Expert / Hacking Expert (RP Fluff for now):  Before he arrived in the Omniverse, Rafael was a master at programming, and also at hacking. This allows him to access machinery, and create new programs. It also allows him to hack computers, and delete sensitive information, so long as such would be possible. Really with a computer in his hands, there are a lot of possibilities as to what he can do. 
The programming is a skill he has worked to regain in the Omniverse.

I'm tentative here. General hacking information stuff is fine, as long as you have he OOC permission where applicable. As is something like manipulating a random security camera. But, I'm not a fan of controlling machines. I guess making a door open is fine, but you shouldn't really be tapping buttons on your wrists to make a crane spin around and hit someone - for example. Maybe in a personal storyline you might get away with it. Outside of that, it'd require a move.
(04-09-2018, 03:59 PM)Ebonywood Hellscythe Wrote: I've got an upgrade for Eclipse here, mostly so Ebony can use it with Sonny without ruining his build.

Old:
[spoiler]
Eclipse (300) Requires: Fusion - Basic, Buff

After touching a willing ally (who also has fusion) and maintaining physical contact for 3 seconds, during which both Ebony and her friend must concentrate and cannot attack, they both fuse together in a low-power state. They get all the benefits of a usual fusion (such as shared moves and powers, shared SP pool) but their new total stats are halved (including powerups). While in this state, damage is split between both of them equally, and either Ebony or her ally can instantly choose to spend SP to turn this into a proper fusion (following the usual usage costs).
[/spoiler]
New:

Eclipse (600) Requires: Fusion - Basic, Buff

After touching a willing ally (who also has fusion) and maintaining physical contact for 3 seconds, during which both Ebony and her friend must concentrate and cannot attack, they both fuse together in a low-power state. They get all the benefits of a usual fusion (such as shared moves and powers, shared SP pool) but their new total stats are halved (including powerups). While in this state, damage is split between both of them equally, and either Ebony or her ally can instantly choose to spend SP to turn this into a proper fusion (following the usual usage costs). As with a usual fusion, any items used are applied to a character, rather than the fusion.

Alternatively, they can treat their original forms as alt forms, allowing the low-power fusion to take on the stats of one of the fusion members, rather than their half-stats. While doing this, only the leading prime's stats matter, so if the prime taking the back seat uses a powerup, it has no effect (unless they take the lead while it's still active). But if the one leading uses one uses a powerup, it works as normal. The SP pool, moves, and powers are still shared, and this otherwise works like the first use of Eclipse (outside of stats). Switching between this and the mixed stats takes half as long as switching between their main forms (based on SPD, works the same as alt forms). Debuffs, buffs, and other effects still impact both Ebony and her friend.

Eclipse has no defined duration and continues until one of the participating parties either dies or wishes to leave.



Also got an attack move for Viola. This is basically equivalent to a machine gun that takes 3 seconds to spin up before firing quickly. In that, she needs to spend 3 seconds to fire the first shot, but after that, it's 1 every 0.5 seconds (ish). Or that it takes 3 seconds to spin up, and then it fires continuously.

Witch Bolt (600) Requires: Ranged, Time Manipulation

Viola charges mana into one of her arms over the course of three seconds. This prevents her from using moves and attacking effectively (i.e. a weapon swing would be equivalent to flailing an arm about - she can't aim), but she can still dodge. Once the mana's stored, she shoots a bullet-fast centimetre thick bolt of electric-blue magical lightning towards her target. This can be fired from her fingers, or any held object (a stick off the ground, and actual gun, a sword - as long as she aims it). The bolt travels for 120m. The bolt zig-zags randomly a little bit, making it impossible to aim towards the end of its range (typically it can diverge by up to 1m either side at that distance). There are two main ways Viola can utilise this attack, and each must be chosen at the start of the charging period. The first is more similar to a machine gun. The second is more like a continuous beam. Both are just as tiring to use overall but similar to real-world weapons like guns, she can keep shooting them near-endlessly without getting notably debilitated.

Temporal Iteration.
The bolt fires as normal, fizzling in the air once it hits something or reaches its maximum range. Assuming she hits, Viola's spell quickly grabs her targets time signature and warps her spell backwards, resulting in her own body's mana being in the same state it was 0.5 seconds before she fired, allowing her to shoot the lightning again (it has the same strength and properties). This is an automatic process within the spell matrix, so is done the instant she hits and doesn't require concentration - it does sap a small amount of energy from her, however. When the second bolt fires, however, it only does damage if it hits the same person or object it hit the first time. If it lands, her body's mana warps again, allowing her to fire another shot 0.5 seconds later. This will continue until either she wills the spell to stop, or misses. It's akin to holding a gun that automatically fires every 0.5 seconds, so while she doesn't need to focus on it to get it to shoot, she will need concentrate to actually aim.

Time Stream.
The bolt fires as normal, and fizzles away in the air if Viola doesn't hit anything. If Viola hits something, her spell warps her mana - freezing its state in time and sustaining the beam. The lightning will flicker and zig-zag about, as usual, doing continued damage to her target. However, the moment the beam is no longer touching her target, it fizzles out, making it ineffective at further ranges due to the zig-zagging. This requires no concentration to maintain, but does slowly sap Viola's energy a little bit, and naturally would require focus to actually aim. She can choose to end this early if she wants. The sustained damage and easy to use aspect makes this a good tool for cutting through close terrain or walls, but can naturally take time to do without a high enough ATK. In battle, Viola is more likely to use this against a slow or large target.

Bump on this (since it was on the last page). Also, adding:
(I have 2 stat upgrades)

Alt Form - King of Touhous (2000)
[spoiler]
[Image: sample_57dc5b3230691116e4ba62ec1b71d514.png]
[/spoiler]
After spending so long around fairies, Dane gains the ability to become one. Standing at 115cm, this figurative hellspawn has exactly zero control over its (his? her?) impulses. Being nigh untouchable, this monster is possibly one of the most annoying things in the Omniverse, able to get pasts the guards of its opponents and deal cheap and annoying shots. While it appears to have wings, they're illusionary and don't provide the ability for flight without the power, and attacks go through them as if they aren't there. The wings do, however, flutter somewhat naturally as this abnormality dashes, jumps, and flips across the battlefield, regardless of being incorporeal. Furthermore, regardless of how the fairy moves, the crown never seems to fall from its head.

While everything it does often seems highly random or instinctual, there is always a method behind the madness. Some sword it tossed on the ground might later become a trip hazard. That person they pissed off might accidentally hurt a friend trying to retaliate. It might just 'get lucky'. Naturally, it makes full use of Dane's telepathy, foresight, teleportation, and any movement powers to generally just be an untouchable annoyance, as well as anything else that fits the moment. It will happily use weaponry and get in close for an attack but is always going to avoid using Dane's self-destructive moves. The fairy can't hit hard, so never tries to.

ATK: 0
DEF: 0
SPD: 6
TEC: 6

Fodder: King of Touhous (0)

Dane doesn't technically have to become a fairy to gain the capabilities his fairy form provides. It just happens randomly on occasion, and he can't control it. As a result, he can gain the stats that form provides with his normal appearance and personality simply by spending the time to reallocate his mana (the same as his other alt form).



I'd also like to upgrade Dane's longsword and shortsword to combine them into the same, more versatile, move.
Old moves:
[spoiler]
Longsword (300): Physical

Want to hit the guy back? You have a sword! Dane attacks his opponent with a one or two-handed strike using his medieval-style Longsword (he has to drop his shield to use both hands). The sword itself is just over a metre long - long enough to hit hard, but short enough to still allow a good degree of accuracy when only using one hand. The steel blade has no key defining features besides the small letters "SQ" branded under the crossguard alongside the sigil of a lion. The letters represent the creator, and the lion signifies the sword was made for Dane's home land's army.

Shortsword (300): Physical

Has a use similar to his Longsword, except he primarily uses it to attack weak spots and poke through his opponent's guard. As the blade is only just over 30cm long (about a foot), using this two handed is unwieldy, and its smaller size means it is generally weaker. For speed, it is outclassed by a rapier, and strength by his Longsword. While Dane does not practice with the former, he is proficient at using this as it fits a balance between the two. Furthermore, he occasionally replaces his shield with the weapon when he feels the need for a solid guard is lower, such as when fighting a slow opponent, allowing him to effectively dual wield. Like his Longsword, this too is both made of steel and has the marking "SQ" and the sigil of a lion hidden under the smaller crossguard.
[/spoiler]
Swords (600): Physical Proficiency
[spoiler]
Dane's primary weapons in combat are swords. Long swords, short swords, small swords that are basically daggers, and big 'fuck off' blades that no one wants to get hit by. While he used to have two personalised weapons, he discarded them in favour of a more versatile tactic suited to his instinctive fighting style. This can be anything ranging from a shortsword with a 30cm/12inch blade to a large greatsword with a 150cm/59inch long blade - or anything between. The size of the handle varies in proportion, with the longer swords having handles large enough to hold in both hands. Fighting wise, longer weapons tend to be slower, hit harder, and be more tiring to swing, while smaller weapons can be dual wielded more easily (or used with a shield), and are suited for a fast or close and personal approach. Dane's traditional style was to use a metre-long longsword paired with a shortsword bolstering a 30cm long blade.

He creates each sword on the fly, and each acts like a normal physical blade. Making each sword usually won't take longer than a second or so. Dane simply reaches down to his scabbard - regardless of the size of his intended weapon - and pulls out the sword he wants. It can leave him open for a moment, so he tends to try and get out of melee range to do this. Even if there was nothing there, a sword will always appear in his hand, and doesn't need to match the size of its sheath. If he doesn't have a scabbard on him, he pulls the swords out of the same place, or out of thin air in front of him (with one hand 'pretending' to be holding the scabbard). Dane can make as many swords as he wants, and tends to just drop them whenever he needs to free up his hands only to make a new one later. Although he's perfectly capable of going through a fight with only one or two. Any swords left untouched by Dane for longer than an hour disappear.

The steel blades glow a very faint orange, but otherwise have no key defining features besides the small letters "SQ" branded under the crossguard alongside the sigil of a lion (see the Physical Description section of Dane's roster for an example image). These don't actually mean anything. The letters are a joking memento representing the creator of his old swords, while the lion is simply there because he liked the look of it. Traditionally, it used to be on his swords because it signified they were made for the army Dane served - although he continued to use it for long afterwards, figuring it gave the blade a little life.[/spoiler]
Decided to cut this down some to make it more affordable at present.

Power Gauntlet MK I : (300, Physical Strength):

The gauntlet was created by Unicron based off of a comic book superhero Rafael liked, for his own use from technology taken on Coruscant and modified, to work as this device.

The first mode of the gauntlet allows it to be a simple metal gauntlet that he can use to punch an opponent's face in. It covers all of his hand as well as his upper forearm. It's heavy, so punches with this are a bit slower and more tiring than usual, but hit much harder - it's metal after all. This can clash with lightsabers, and similar weapons when it is used in that mode, allowing Rafael to use it to block.
(04-16-2018, 07:45 PM)Rafael Esquivel Wrote: Decided to cut this down some to make it more affordable at present.

Power Gauntlet MK I : (300, Physical Strength):

The gauntlet was created by Unicron based off of a comic book superhero Rafael liked, for his own use from technology taken on Coruscant and modified, to work as this device.

The first mode of the gauntlet allows it to be a simple metal gauntlet that he can use to punch an opponent's face in. It covers all of his hand as well as his upper forearm. It's heavy, so punches with this are a bit slower and more tiring than usual, but hit much harder - it's metal after all. This can clash with lightsabers, and similar weapons when it is used in that mode, allowing Rafael to use it to block.

Sure thing. Approved. You can go ahead and upgrade it to the other version once you get the OM.
(04-14-2018, 03:11 PM)Clownpiece Wrote: T1 Super Utility: Reality Break (Lampad's Torch, Stealth, Suppression, Telepathy) (600):
It's all in your head. Clownpiece unleashes the full potential of her delusion-inducing torch and shrouds herself in an aura of reality-altering imperceptions. For 1 round, she becomes permanently stealthed in her own special way, becoming perceivable only as a figment of everyone's delusions. People will see her flitting about, attacking, and doing everything that she normally does, but they will only see her as a vivid hallucination. That's not an enemy, that's my mind playing tricks on me. While they still know that Clownpiece herself is flying about, and will still search for and try to attack her, their minds can't make the connection that the 'hallucination' is her.

Unlike her normal stealth, however, this one cannot be broken. Attacks don't cause the stealth to flicker (though she can still use her torch moves as normal, and even if she lands a hit, her enemies' minds just can't make the connection that the 'hallucination' caused it), and even being hit won't break it. Enemies who see her attacked will see the attack pass right through her as though she wasn't even there. Though that's all a hallucination, she's hit as normal, they just perceive it wrong. Essentially, once all the delusional flair is stripped away, this move is just a perma-stealth, and follows all the normal rules of one. Once the move ends, the unbreakable stealth bit is removed and she's left in normal stealth.

Hmmm.... okay, sure. Approved.

(04-15-2018, 04:37 PM)Summer Wrote: Climate Change (300):
While it isn’t the easiest thing to do, given their clashing personalities, there are times when Summer and Sonny are capable of working in tandem. This is perhaps one of the more achievable things they’re capable of when they feel cooperative; a quick switch between the two. All it takes is a quick, verbal acknowledgement between the two that it’s going to happen sometime soon, and when they’re ready, they both throw their full energy and concentration into switching out, quickly deconstructing and reconstructing their body near-instantly. Shifting so quickly takes effort, however; more effort the lower their SPD is (as with higher SPDs, they can switch out quickly anyway). With SPDs of around 0, this move is massively tiring. It completely wears them out after just a few uses, and each use leaves them out of breath, forcing them use it incredibly sparingly. At SPDs close to 10, the drain becomes incredibly light, and of course, 5/6 is about the halfway point. Since it requires their full concentration and energy to switch out almost instantly like this, they cannot use any moves alongside it. Charging is interrupted and flat-out prevented.

Sure, it's approved.

(04-09-2018, 03:59 PM)Ebonywood Hellscythe Wrote: New:

Eclipse (600) Requires: Fusion - Basic, Buff

After touching a willing ally (who also has fusion) and maintaining physical contact for 3 seconds, during which both Ebony and her friend must concentrate and cannot attack, they both fuse together in a low-power state. They get all the benefits of a usual fusion (such as shared moves and powers, shared SP pool) but their new total stats are halved (including powerups). While in this state, damage is split between both of them equally, and either Ebony or her ally can instantly choose to spend SP to turn this into a proper fusion (following the usual usage costs). As with a usual fusion, any items used are applied to a character, rather than the fusion.

Alternatively, they can treat their original forms as alt forms, allowing the low-power fusion to take on the stats of one of the fusion members, rather than their half-stats. While doing this, only the leading prime's stats matter, so if the prime taking the back seat uses a powerup, it has no effect (unless they take the lead while it's still active). But if the one leading uses one uses a powerup, it works as normal. The SP pool, moves, and powers are still shared, and this otherwise works like the first use of Eclipse (outside of stats). Switching between this and the mixed stats takes half as long as switching between their main forms (based on SPD, works the same as alt forms). Debuffs, buffs, and other effects still impact both Ebony and her friend.

Eclipse has no defined duration and continues until one of the participating parties either dies or wishes to leave.

Approved.

Quote:Also got an attack move for Viola. This is basically equivalent to a machine gun that takes 3 seconds to spin up before firing quickly. In that, she needs to spend 3 seconds to fire the first shot, but after that, it's 1 every 0.5 seconds (ish). Or that it takes 3 seconds to spin up, and then it fires continuously.

Witch Bolt (600) Requires: Ranged, Time Manipulation

Viola charges mana into one of her arms over the course of three seconds. This prevents her from using moves and attacking effectively (i.e. a weapon swing would be equivalent to flailing an arm about - she can't aim), but she can still dodge. Once the mana's stored, she shoots a bullet-fast centimetre thick bolt of electric-blue magical lightning towards her target. This can be fired from her fingers, or any held object (a stick off the ground, and actual gun, a sword - as long as she aims it). The bolt travels for 120m. The bolt zig-zags randomly a little bit, making it impossible to aim towards the end of its range (typically it can diverge by up to 1m either side at that distance). There are two main ways Viola can utilise this attack, and each must be chosen at the start of the charging period. The first is more similar to a machine gun. The second is more like a continuous beam. Both are just as tiring to use overall but similar to real-world weapons like guns, she can keep shooting them near-endlessly without getting notably debilitated.

Temporal Iteration.
The bolt fires as normal, fizzling in the air once it hits something or reaches its maximum range. Assuming she hits, Viola's spell quickly grabs her targets time signature and warps her spell backwards, resulting in her own body's mana being in the same state it was 0.5 seconds before she fired, allowing her to shoot the lightning again (it has the same strength and properties). This is an automatic process within the spell matrix, so is done the instant she hits and doesn't require concentration - it does sap a small amount of energy from her, however. When the second bolt fires, however, it only does damage if it hits the same person or object it hit the first time. If it lands, her body's mana warps again, allowing her to fire another shot 0.5 seconds later. This will continue until either she wills the spell to stop, or misses. It's akin to holding a gun that automatically fires every 0.5 seconds, so while she doesn't need to focus on it to get it to shoot, she will need concentrate to actually aim.

Time Stream.
The bolt fires as normal, and fizzles away in the air if Viola doesn't hit anything. If Viola hits something, her spell warps her mana - freezing its state in time and sustaining the beam. The lightning will flicker and zig-zag about, as usual, doing continued damage to her target. However, the moment the beam is no longer touching her target, it fizzles out, making it ineffective at further ranges due to the zig-zagging. This requires no concentration to maintain, but does slowly sap Viola's energy a little bit, and naturally would require focus to actually aim. She can choose to end this early if she wants. The sustained damage and easy to use aspect makes this a good tool for cutting through close terrain or walls, but can naturally take time to do without a high enough ATK. In battle, Viola is more likely to use this against a slow or large target.

Approved.

Quote:Alt Form - King of Touhous (2000)
After spending so long around fairies, Dane gains the ability to become one. Standing at 115cm, this figurative hellspawn has exactly zero control over its (his? her?) impulses. Being nigh untouchable, this monster is possibly one of the most annoying things in the Omniverse, able to get pasts the guards of its opponents and deal cheap and annoying shots. While it appears to have wings, they're illusionary and don't provide the ability for flight without the power, and attacks go through them as if they aren't there. The wings do, however, flutter somewhat naturally as this abnormality dashes, jumps, and flips across the battlefield, regardless of being incorporeal. Furthermore, regardless of how the fairy moves, the crown never seems to fall from its head.

While everything it does often seems highly random or instinctual, there is always a method behind the madness. Some sword it tossed on the ground might later become a trip hazard. That person they pissed off might accidentally hurt a friend trying to retaliate. It might just 'get lucky'. Naturally, it makes full use of Dane's telepathy, foresight, teleportation, and any movement powers to generally just be an untouchable annoyance, as well as anything else that fits the moment. It will happily use weaponry and get in close for an attack but is always going to avoid using Dane's self-destructive moves. The fairy can't hit hard, so never tries to.

ATK: 0
DEF: 0
SPD: 6
TEC: 6

Fodder: King of Touhous (0)

Dane doesn't technically have to become a fairy to gain the capabilities his fairy form provides. It just happens randomly on occasion, and he can't control it. As a result, he can gain the stats that form provides with his normal appearance and personality simply by spending the time to reallocate his mana (the same as his other alt form).

Approved.

Quote:I'd also like to upgrade Dane's longsword and shortsword to combine them into the same, more versatile, move.

Swords (600): Physical Proficiency
Dane's primary weapons in combat are swords. Long swords, short swords, small swords that are basically daggers, and big 'fuck off' blades that no one wants to get hit by. While he used to have two personalised weapons, he discarded them in favour of a more versatile tactic suited to his instinctive fighting style. This can be anything ranging from a shortsword with a 30cm/12inch blade to a large greatsword with a 150cm/59inch long blade - or anything between. The size of the handle varies in proportion, with the longer swords having handles large enough to hold in both hands. Fighting wise, longer weapons tend to be slower, hit harder, and be more tiring to swing, while smaller weapons can be dual wielded more easily (or used with a shield), and are suited for a fast or close and personal approach. Dane's traditional style was to use a metre-long longsword paired with a shortsword bolstering a 30cm long blade.

He creates each sword on the fly, and each acts like a normal physical blade. Making each sword usually won't take longer than a second or so. Dane simply reaches down to his scabbard - regardless of the size of his intended weapon - and pulls out the sword he wants. It can leave him open for a moment, so he tends to try and get out of melee range to do this. Even if there was nothing there, a sword will always appear in his hand, and doesn't need to match the size of its sheath. If he doesn't have a scabbard on him, he pulls the swords out of the same place, or out of thin air in front of him (with one hand 'pretending' to be holding the scabbard). Dane can make as many swords as he wants, and tends to just drop them whenever he needs to free up his hands only to make a new one later. Although he's perfectly capable of going through a fight with only one or two. Any swords left untouched by Dane for longer than an hour disappear.

The steel blades glow a very faint orange, but otherwise have no key defining features besides the small letters "SQ" branded under the crossguard alongside the sigil of a lion (see the Physical Description section of Dane's roster for an example image). These don't actually mean anything. The letters are a joking memento representing the creator of his old swords, while the lion is simply there because he liked the look of it. Traditionally, it used to be on his swords because it signified they were made for the army Dane served - although he continued to use it for long afterwards, figuring it gave the blade a little life.

Approved.
[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.
Here's a new Move I'd like to get for my NPC Prime, "Shotgun Steve":

Quote:Electron Overcharge: Enhancement [Tier 2 Super Utility] (800)
(Buff Proficiency)
Steve Focuses on one of his hands for one second, during which time he cannot attack or move faster than walking pace. Over the course of this second, a blue-white luminescence slowly grows around the affected hand, and electricity begins to crackle around it as well. After being charged, he then calls out the word “Enhance!” and touches an ally, and the light vanishes with a noise like a clap of thunder. The ally tenses up for a moment as the electricity briefly courses through their body, before returning to normal.

After activation, this Buff has no lingering aesthetic effects. It slightly increases the strength of the target for one round as their body is driven beyond its normal limits, but its primary effect is to boost their combat skill by shocking their brain into working better. The idea is based on electroconvulsive therapy, but… just… don’t ask how it actually makes any sort of sense. It’s Omniphysics.

Stat Bonuses:
ATK +1
DEF +0
SPD +0
TEC +3

It's a Buff Super Move, so it technically doesn't actually need a charge time, but I wanted to give it one anyway...
[Image: Hijiri_Name_Sig.png]
(04-17-2018, 02:32 AM)Takanomiya Hijiri Wrote: Here's a new Move I'd like to get for my NPC Prime, "Shotgun Steve":

Quote:Electron Overcharge: Enhancement [Tier 2 Super Utility] (800)
(Buff Proficiency)
Steve Focuses on one of his hands for one second, during which time he cannot attack or move faster than walking pace. Over the course of this second, a blue-white luminescence slowly grows around the affected hand, and electricity begins to crackle around it as well. After being charged, he then calls out the word “Enhance!” and touches an ally, and the light vanishes with a noise like a clap of thunder. The ally tenses up for a moment as the electricity briefly courses through their body, before returning to normal.

After activation, this Buff has no lingering aesthetic effects. It slightly increases the strength of the target for one round as their body is driven beyond its normal limits, but its primary effect is to boost their combat skill by shocking their brain into working better. The idea is based on electroconvulsive therapy, but… just… don’t ask how it actually makes any sort of sense. It’s Omniphysics.

Stat Bonuses:
ATK +1
DEF +0
SPD +0
TEC +3

It's a Buff Super Move, so it technically doesn't actually need a charge time, but I wanted to give it one anyway...

Nice! Approved.
[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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