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Official Move Approval III
Could you edit the first post of your Roster to reflect the up-to-date information? Rather than having a new Roster bio below an old one. Also Tier 1 Super Moves cost 600 OM now instead of 800.
[Image: giphy.gif]
Nealaphh Wrote:Inevitable Catharsis [Tier 2 Utility Supermove] (Requires Telepathy, Symbiosis)

Nealaphh dives into its opponent's mind, telepathically coercing them to accept a fusion with Nealaphh. Once fused, Nealaphh can use the opponent's body freely for one round, as it cannot maintain its grasp on the opponent's mind for long.

To perform this attack, Nealaphh needs to be able to make physical contact with the target for 5 seconds for the fusion to complete itself. The target does not become submissive until the end of this time period, allowing the to attempt to retaliate. Once the fusion ends, Nealaphh exits the opponent's body directly adjacent to them. If the opponent is killed while Nealaphh is fused to them, Nealaphh dies as well. Nealaphh can end the fusion early if it chooses to, exiting the host's body immediately.

If valid, I have no idea what this would cost, but I'll pay it.

Also Nealaphh I'll request Omni take a look at this.
[Image: giphy.gif]
Monkey D. Luffy Wrote:Could you edit the first post of your Roster to reflect the up-to-date information? Rather than having a new Roster bio below an old one. Also Tier 1 Super Moves cost 600 OM now instead of 800.

working on it now, wait so i get 200 om back..?
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Deadpool Wrote:Another moment -- Jack saving Retane's ass. That was OG.
Proto Man Wrote:
Zack Fair Wrote:Bolt Materia - 300 OM
(Requires Ranged Proficiency)

A fist sized, green orb that Zack can hold in one hand. By concentrating his spirit energy into the Materia he can fire a single bolt of electricity straight forward from it. He can fire the first shot as fast as he can draw the Materia from his back left belt pouch and produce it, which is on average a second and a half. After that, it takes approximately 3 seconds between consecutive bolts, while he summons up the energy to use it again. Zack cannot cast the Bolt spell without the Materia.

Approved after you state how strong this is supposed to be.

Alright, how's this?

Bolt Materia - 300 OM
(Requires Ranged Proficiency)

A fist sized, green orb that Zack can hold in one hand. By concentrating his spirit energy into the Materia he can fire a single bolt of electricity straight forward from it. He can fire the first shot as fast as he can draw the Materia from his back left belt pouch and produce it, which is on average a second and a half. After that, it takes approximately 3 seconds between consecutive bolts, while he summons up the energy to use it again. The bolts are typically powerful enough to stop an attacker in their tracks for a second, but do not leave any lasting damage. Zack cannot cast the Bolt spell without the Materia.
Proto Man Wrote:
Strazio Rockwell Wrote:Alright, I made a decent change to the proposed secondary effect of this move so we'll try it again.

Detonate (600) (Requires Ranged Proficiency, Area Attack Proficiency, Hive Mine)

Strazio's entire body is a nexus for destructive magick. Every fiber of his being packs an incredible amount of explosive energy that he calls upon in order to cast his spells. Detonate is a last ditch surprise move for when Strazio is incredibly behind in a battle. Should one of his limbs be dismembered he can still manipulate the energy within the missing limb's flesh. After three seconds of charge up time Strazio can force the energy in the missing limb to explode. Detonate destroys the limb, but releases an incredibly strong explosion. The larger the limb used the larger the explosion, up to a maximum cap of three meters in diameter.

... this would also require Survival and Advanced Regeneration, unless you want Strazio to just die every time <_<

This portion of the move was already approved, but I do have Survival so I will add that tag to it as well. And its meant as a last resort type deal, where Straz is probably already going to die but it gives him an option to do some damage before going out.
[Image: StrazSig.png]

[Image: DarkshireBadge.png][Image: DarkshireDefenseBadge.png][Image: SecondarySaga.png][Image: HerosGraveyardBadge.png]
Move Upgrade
Chain Kunai(300, ranged proficiency)
Demetri can summon two chain kunai, one in each hand, which are used for closer ranged combat. They have a reach of five meters and take 5 seconds each to summon but become less effective when his target is closer than a meter of Demetri. Demetri can also used his chain kunai to deflect light physical projectiles(less than a pound in weight). The chain kunai can be broken with heavy weapons, rendering them unusable by Demetri.

upgraded to...

Chain Kunai(600 Requires Ranged Proficiency, Master Acrobat)
Demetri can summon up to two chain kunai, one in each hand, which are used for closer ranged combat. While not moving, they take 5 seconds each to summon, but can take up to 15 seconds depending on how fast Demetri is moving. They have a reach of ten meters but become less effective when his target gets close than a meter. Demetri can also used his chain kunai to deflect light physical projectiles(less than a pound in weight). The chain kunai can be broken with heavy weapons, rendering them unusable by Demetri, in which he must summon them again. Demetri, with acrobatic skills, can use his chain kunai as a tool for maneuverability and mobility, allowing him to grasp or hook onto poles and buildings to allow him to swing himself for extra force and speed. Demetri can also grasp objects and people with his chain kunai and pull them towards him. However, grasping foes with the kunai pose a risk, as they can also use the chain to pull him, which can serve as a disadvantage.

I clarified some parts of the move and added a grappling effect to it. I also lengthened the chain in order to allow better use of the mobility part. The grasping above refers to grabbing a limb of a prime,(arm or leg), and has no restriction capabilities(yet), although a leg pull may result in a fall. Also I plan to implement the following once I acquire debuff proficiency:

Using both of his kunai, demetri can wrap his chains around his foe and render them immobile. This is mostly used as a means of interrogation. Although this is very can stop almost any foe, non-physical attacks can still break both of Demetri's chains, and Demetri is not able to move at all during this time, and is extremely vulnerable to other enemies attacks.

The final total for the complete move will be 900 OM, along with the debuff proficiency requirement, but I will only be using the 600 cost part until I can afford the complete move.
All warfare is based on deception.
[Image: YhlX1uk.gif]  [Image: biuvYus.gif]  [Image: 291ztlc.png]  [Image: NGVMDdY.gif] [Image: VKKZgMO.gif]
Attempting the Normal version for Howling:

Howling (300, requires «Debuff Proficiency», «Area Attack Proficiency») - BlackGrowlmon inhales deeply, looks up, and lets out an air-piercing howl that can be heard for miles. Anyone within 20 feet of BlackGrowlmon is deafened. Anyone within 50 feet is affected by severe tinnitus. The deafness and tinnitus last for about 30 seconds, after which they slowly reside over the next minute. This is basically a battlecry and will be used as such - once per fight, and only at the beginning.

And working on the rest of my Evolutions:

Tier 1 Powered-Up Transformation (Armor Evolution) - FlameGrowlmon - The second of many Digivolutions available to Guilmon. In his travels, Datamon tells Guilmon about the Digimentals. Guilmon picks one at random and ends up with the Digimental of Courage. FlameGrowlmon is approximately 14 feet tall standing up.
Stats: 6 ATK, 4 DEF, 3 SPD, 2 TEC
FlameGrowlmon Moveset
Sharp Claws Upgrade (+300) - Like Guilmon, FlameGrowlmon has Claws. His are about 10 inches long, about 3 inches wide at their base, and 1&1/4 inch thick.
Flame Horn (300, requires «Physical Strength») - FlameGrowlmon charges at his target and ignites the horn on his forehead. The flame is roughly 1000 °F.
Knuckle Fire (600, requires «Physical Strength», «Ranged Proficiency») - FlameGrowlmon ignites his "hands" with a flame that is roughly 1000 °F. He punches with the fire-engulfed "fists," either punching the target or throwing a basketball-size fireball. Its effective range is roughly 10 feet. It's maximum range is roughly 15 feet, where it does minimal damage.
Tier 1 Super Defense - Flame Shield (600, requires «Area Shield Proficiency») - FlameGrowlmon holds his "hands" out in front of him. A 6-foot sphere of fire forms around him, protecting him from most harm. The flame is roughly 1000 °F.
[Image: dante_10.jpg]
Gilgamesh Wrote:Poison Sting- How long does the poison last? This would be 600

I'm thinking about 30 seconds.

Leech Seed (Ranged, Debuff): Ditto fires a small seed that, when attaching to the target, unfurls a number of vines that wrap around the opponent, slowly draining them of energy. While sturdy, the vines can be removed with enough effort.

Sleep Powder (Ranged, Debuff): Ditto sprays a fine blue powder that makes it difficult to stay awake. If Ditto's TEC is higher than the opponent, they fall asleep. This lasts for about a minute, unless the target takes damage, at which point they wake up.

Disable (Telekinesis, Debuff): While as a psychic type, Ditto uses his paranormal powers to completely immobilise an opponent, freezing them in place and lifting them from the ground. Ditto cannot move or attack while doing this attack, and the longer he holds it, the more fatiguing it is.

Ice Beam (Ranged, Debuff): Ditto fires a beam of pure ice energy which damages enemies. With focused aim (about five seconds), the target begins freezing over with ice. With equal or greater TEC, an opponent could break free in two to three seconds.

Rock Throw (Ranged): As a rock, ground or fighting type, Ditto can rip out large rocks from the ground and hurl them as dangerous projectiles at the enemy.

Psybeam (Ranged): Ditto launches a rainbow hued telekinetic beam at his opponent, dealing damage.

Vine Whip (Ranged, Remote Control): Ditto releases malleable vines with rounded tips that he controls like extra appendages. These can stretch up to ten metres away, and the higher evolved form he is in, the more vines he can use. Eg. Bulbasaur has two, Ivysaur has four, and Venusaur has eight maximum.

Fire Punch/Blaze Kick (Physical, Debuff): Ditto coats his fist/foot in fire and attacks, adding heat and burn damage to his attacks.

Ice Punch/Frost Kick (Physical, Debuff): Ditto coats his fist/foot in ice and attacks, breaking the chunk of ice on his opponent for added cold damage.

Thunder Punch/Electro Kick (Physical, Debuff): Ditto coats his fist/foot in electricity, adding a small shock to each hit.

All elemental kickes/punches can be used repeatedly as their added effects are minor, but extended use will tire Ditto.

Sonic Boom (Ranged, Debuff): Ditto fires a fast travelling wave of solid sound. On impact, it disorientates and interrupts the opponent. It cannot be used consistently.

Smokescreen (Ranged, Debuff): Ditto launches a softball sized purple pellet. On impact, it breaks open and spills a purplish black cloud that blocks vision and scent.

Melee Object (Physical, Ranged): In many of Ditto's forms, the Pokemon carries a melee object to use as a weapon. Notable examples include Farfetch'd, Cubone/Marowak,

Shadow Ball (Ranged): Ditto pools ghost type energy into a ball about one and a half times the size of a basketball and throws it at the target, where that energy explodes.

Dragonbreath (Ranged): Ditto expels a potent purple stream of fiery energy, dealing damage. Continual use will lead to fatigue.

Pin Missile (Ranged, Debuff): Ditto fires tiny needle shaped projectiles at his target. They do not do a lot of damage, but are sharp and can be useful for holding off a foe, or popping a light object.

Leaf Blade (Physical): This allows Ditto to attack with the leaves of his form as if they were blades.

Screech (Ranged, Debuff, Area Attack(?)): Ditto screeches in a loud booming voice or a high pitched shriek, depending on his form. The sound is short but intense, enough to disorientate those around him for a few seconds.

Dragon Rush (Physical): Ditto coats himself in violet dragon energy and charges at the opponent. The impact creates a small explosion.

... I'm sorry.
[Image: jimsig.jpg]
Plasma Grenade- [300 OM]- (Area attack) John can use these grenades to efficiently take out technological barriers. Good things include large explosions and effective area.
These Grenades Stick to the enemy and can be batted off if there is enough time. However they are really effective and can't be "dodged" once on.
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)

Plasma Grenade- [300 OM]- (Area attack) John can use these grenades to efficiently take out technological barriers. Good things include large explosions and effective area.
These Grenades Stick to the enemy and can be batted off if there is enough time. However they are really effective and can't be "dodged" once on.
[Image: marcus%20wright%20sig.png]

[Image: ytLTikp.png?1]
Soulfire Defendarius (T1 Super Defense, 600OM): By pushing Soulfire into his basic Defendarius spell, Harry can create a short-lived shield with a much higher level of protection than his normal Defendarius. By front-loading the Soulfire into the spell, Harry expends a constant amount of energy each time he casts it, and it can block a certain amount of damage, as opposed to having to feed the shield constantly.

Arctispinae (T2 Super Attack, 800OM): Harry gathers moisture in the air before flash-freezing it into spines and propelling it outward. The spell is a combination of wind magic and ice magic, and the spines are all aimed at a single target. Each spine is relatively small, about the size of an arrow, but the spell produces about 200 of them, all angled towards the same person.

Glacivallare (T2 Super Defense, 800OM): Harry conjures a five-foot-thick wall of Winter ice up to ten feet high and ten feet wide. The Fae ice is highly resistant to damage, even from fire, but it melts away on its own after a short time. This spell fills whatever space is available to it, up to its maximum size, so Harry can still cast it inside confined spaces.
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Accelerator [Requires burst movement, Basic Super Jumping, Malleability]
Power-Up 1000 OM
Jhago can move at a very rapid pace, moving faster and faster as battle continues. His lycan speed can be attributed to the mass increase from the Change. It is siimply extraordinary how fast one Lycan can move when even halfway through a transformation (TF). As Jhago is nearly always half (TF'd) (hormones) he can typically move at up to 80 mph on his own two Vibrams. This power-up gives him a serious advantage over other Primes, and even a moment to think about what to do.

Accelerator, Tier 1 Power-Up
ATK: + 0
DEF: + 1
SPD: + 3
Tech: + 1

[Image: 1231643969thewielder_attacksm.jpg]
Beastform [RQ: Physical Strength Proficiency, Burst Movement, Super Speed, Malleability, Shapeshifting, Spear]
Tier 1 Powered-Up Form [1000 OM]
Jhago's full Hybrd TF, unlocked. He's a rampaging raver in this form, ripping through enemy flesh with ease. His attack from his claws, defense from his hide, speed from his muscle, and technique from his instincts tear into enhanced life. Don't mind the lack of clothing, you won't be alive to see him long enough. Complete with a spear.

Powered-Up Form, Beastform Stats
ATK: +5
DEF: +4
SPD: +4
TECH: +2

Spear [RQ: Physical Strength Proficiency]
Weapon Move [600 OM]
Jhago's weapon of choice for his Hybrid Form TF. It has a diamond head with a circle with a ring on it beneath it before the pole side of it. It can slice through flesh, stone, and steel with relative ease and can be swung quite quickly. The brown polearm is hard to break, and is also a handy Telekinesis-able object.

[Image: 1205805917alectorfencer_plantspirit.png]
Full Wolf, Plant Spirit [RQ: Physical Strength Proficiency, Malleability, Shapeshifting]
Tier 1 Powered-Up Form [1000 OM]
Jhago's full Wolf TF. Allows him to assume a form similar to Okami herself, although he usually leaves vines in his wake. This is a wolf form that makes him as tall as a fully sized human (6' tall) and as long as about three teenagers laying down (15' long). Basically a large sized creature in DnD standard. His claws are rather sharp in this form, and his speed is unparalleled by most quadrapeds.

Full Wolf, Plant Spirit Stats:
ATK: +3
DEF: +4
SPD: +5
TECH: +3
[Image: tumblr_negbsf643A1thnxudo6_500.gif]
Tier 2: Dark Beast Ganon Unleashed (Giant Body)

Atk Max 10
Def Half 5
Spd Quarter 3
Tec Quarter 3

When cunning and guile fail, and Ganondorf's own considerable might isn't enough to topple a foe, the Gerudo throws aside his reasoning and assumes the form of the monster that dwells within him. Ganon is a beast in every definition, easily twice Ganondorf's own impressive height at the shoulder and massively built. When Ganon chooses to stand on its rear legs, its enormous frame can even dwarf small buildings. This form fights with a savage fury born of the ever-present rage within Ganondorf's own dark heart. Due to the dampening influence of the Omniverse, Ganon's strength is but a mere shadow of what it once was, and Ganondorf cannot maintain it indefinitely as he was once able to. However, Ganon is still able to wreak havoc even with such constraints.

While in the form of Ganon, Ganondorf gives in to the savagery of his nature, all form of rational thought or cunning being subsumed under feral instinct. It's all Ganondorf can do to attempt to point the beast towards his enemies and hope that it does as he wishes. Even so, Ganon has shown to be able to learn and adapt, if in a simple way. In other words, while it may not display an ability to strategize, it will use an opponent's weakness to its advantage, and seek to miniimize what advantages that opponent may have.
Monkey D. Luffy Wrote:
Nealaphh Wrote:Inevitable Catharsis [Tier 2 Utility Supermove] (Requires Telepathy, Symbiosis)

Nealaphh dives into its opponent's mind, telepathically coercing them to accept a fusion with Nealaphh. Once fused, Nealaphh can use the opponent's body freely for one round, as it cannot maintain its grasp on the opponent's mind for long.

To perform this attack, Nealaphh needs to be able to make physical contact with the target for 5 seconds for the fusion to complete itself. The target does not become submissive until the end of this time period, allowing the to attempt to retaliate. Once the fusion ends, Nealaphh exits the opponent's body directly adjacent to them. If the opponent is killed while Nealaphh is fused to them, Nealaphh dies as well. Nealaphh can end the fusion early if it chooses to, exiting the host's body immediately.

If valid, I have no idea what this would cost, but I'll pay it.

Also Nealaphh I'll request Omni take a look at this.
Apologies for how long it took to weigh in on this. I'll have to reject it. Ganondorf did successfully make a super move that does this but it requires that he actually defeat the opponent's first.
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!
Zack Fair Wrote:Bolt Materia - 300 OM
(Requires Ranged Proficiency)

A fist sized, green orb that Zack can hold in one hand. By concentrating his spirit energy into the Materia he can fire a single bolt of electricity straight forward from it. He can fire the first shot as fast as he can draw the Materia from his back left belt pouch and produce it, which is on average a second and a half. After that, it takes approximately 3 seconds between consecutive bolts, while he summons up the energy to use it again. The bolts are typically powerful enough to stop an attacker in their tracks for a second, but do not leave much lasting damage. Zack cannot cast the Bolt spell without the Materia.
Approved with the bolded buff, IF you want it. Dealing no lasting damage seems a little weak but you can have it that way if you want it to be a really low energy spell that's easy to spam without tiring Zack.

Demetri Malius Wrote:Move Upgrade
Chain Kunai(300, ranged proficiency)
Demetri can summon two chain kunai, one in each hand, which are used for closer ranged combat. They have a reach of five meters and take 5 seconds each to summon but become less effective when his target is closer than a meter of Demetri. Demetri can also used his chain kunai to deflect light physical projectiles(less than a pound in weight). The chain kunai can be broken with heavy weapons, rendering them unusable by Demetri.

upgraded to...

Chain Kunai(600 Requires Ranged Proficiency, Master Acrobat)
Demetri can summon up to two chain kunai, one in each hand, which are used for closer ranged combat. While not moving, they take 5 seconds each to summon, but can take up to 15 seconds depending on how fast Demetri is moving. They have a reach of ten meters but become less effective when his target gets close than a meter. Demetri can also used his chain kunai to deflect light physical projectiles(less than a pound in weight). The chain kunai can be broken with heavy weapons, rendering them unusable by Demetri, in which he must summon them again. Demetri, with acrobatic skills, can use his chain kunai as a tool for maneuverability and mobility, allowing him to grasp or hook onto poles and buildings to allow him to swing himself for extra force and speed. Demetri can also grasp objects and people with his chain kunai and pull them towards him. However, grasping foes with the kunai pose a risk, as they can also use the chain to pull him, which can serve as a disadvantage.

I clarified some parts of the move and added a grappling effect to it. I also lengthened the chain in order to allow better use of the mobility part. The grasping above refers to grabbing a limb of a prime,(arm or leg), and has no restriction capabilities(yet), although a leg pull may result in a fall. Also I plan to implement the following once I acquire debuff proficiency:

Using both of his kunai, demetri can wrap his chains around his foe and render them immobile. This is mostly used as a means of interrogation. Although this is very can stop almost any foe, non-physical attacks can still break both of Demetri's chains, and Demetri is not able to move at all during this time, and is extremely vulnerable to other enemies attacks.

The final total for the complete move will be 900 OM, along with the debuff proficiency requirement, but I will only be using the 600 cost part until I can afford the complete move.
Both upgrades approved at the suggested prices.
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!
Guilmon Wrote:Attempting the Normal version for Howling:

Howling (300, requires «Debuff Proficiency», «Area Attack Proficiency») - BlackGrowlmon inhales deeply, looks up, and lets out an air-piercing howl that can be heard for miles. Anyone within 20 feet of BlackGrowlmon is deafened. Anyone within 50 feet is affected by severe tinnitus. The deafness and tinnitus last for about 30 seconds, after which they slowly reside over the next minute. This is basically a battlecry and will be used as such - once per fight, and only at the beginning.

Quote:Tier 1 Powered-Up Transformation (Armor Evolution) - FlameGrowlmon - The second of many Digivolutions available to Guilmon. In his travels, Datamon tells Guilmon about the Digimentals. Guilmon picks one at random and ends up with the Digimental of Courage. FlameGrowlmon is approximately 14 feet tall standing up.
Stats: 6 ATK, 4 DEF, 3 SPD, 2 TEC
Approved.

Quote:Sharp Claws Upgrade (+300) - Like Guilmon, FlameGrowlmon has Claws. His are about 10 inches long, about 3 inches wide at their base, and 1&1/4 inch thick.
Approved.
Quote:Flame Horn (300, requires «Physical Strength») - FlameGrowlmon charges at his target and ignites the horn on his forehead. The flame is roughly 1000 °F.
If the flame move is separate from simply having the horn as a weapon, it will cost an additional three hundred. You will also need more detail on it.
Quote:Knuckle Fire (600, requires «Physical Strength», «Ranged Proficiency») - FlameGrowlmon ignites his "hands" with a flame that is roughly 1000 °F. He punches with the fire-engulfed "fists," either punching the target or throwing a basketball-size fireball. Its effective range is roughly 10 feet. It's maximum range is roughly 15 feet, where it does minimal damage.
Ok.
Quote:Tier 1 Super Defense - Flame Shield (600, requires «Area Shield Proficiency») - FlameGrowlmon holds his "hands" out in front of him. A 6-foot sphere of fire forms around him, protecting him from most harm. The flame is roughly 1000 °F.
Ok.
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!
Ditto Wrote:
Gilgamesh Wrote:Poison Sting- How long does the poison last? This would be 600

I'm thinking about 30 seconds.
Put that in the description and repost it and I'll take a look and approve it.

Quote:Leech Seed (Ranged, Debuff): Ditto fires a small seed that, when attaching to the target, unfurls a number of vines that wrap around the opponent, slowly draining them of energy. While sturdy, the vines can be removed with enough effort.
By draining them of energy do you mean this actually gives Ditto the energy? Does this have any cool down or other downside? Does it actually immobilise the target? How fast/difficult to aim is it?

Quote:Sleep Powder (Ranged, Debuff): Ditto sprays a fine blue powder that makes it difficult to stay awake. If Ditto's TEC is higher than the opponent, they fall asleep. This lasts for about a minute, unless the target takes damage, at which point they wake up.
What is the range, speed, area of effect of the cloud/spray?
Quote:Disable (Telekinesis, Debuff): While as a psychic type, Ditto uses his paranormal powers to completely immobilise an opponent, freezing them in place and lifting them from the ground. Ditto cannot move or attack while doing this attack, and the longer he holds it, the more fatiguing it is.
This would require Homing. Is it instantaneous? Roughly how long is he going to be able to hold it against an opponent with similar strength to himself?

Quote:Ice Beam (Ranged, Debuff): Ditto fires a beam of pure ice energy which damages enemies. With focused aim (about five seconds), the target begins freezing over with ice. With equal or greater TEC, an opponent could break free in two to three seconds.
How long does it take to begin firing the beam? Can he maintain it indefinitely?

Quote:Rock Throw (Ranged): As a rock, ground or fighting type, Ditto can rip out large rocks from the ground and hurl them as dangerous projectiles at the enemy.
Approved at three hundred.

Quote:Psybeam (Ranged): Ditto launches a rainbow hued telekinetic beam at his opponent, dealing damage.
How fast is it?

Stopping here as this is already six and most of em need reworking with the basic stuff at the beginning of the topic.
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John Connor Wrote:Plasma Grenade- [300 OM]- (Area attack) John can use these grenades to efficiently take out technological barriers. Good things include large explosions and effective area.
These Grenades Stick to the enemy and can be batted off if there is enough time. However they are really effective and can't be "dodged" once on.
Fuse time? Actual area of effect? These won't actually work better against technology in prime fights, because of balancing.
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Harry Dresden Wrote:Soulfire Defendarius (T1 Super Defense, 600OM): By pushing Soulfire into his basic Defendarius spell, Harry can create a short-lived shield with a much higher level of protection than his normal Defendarius. By front-loading the Soulfire into the spell, Harry expends a constant amount of energy each time he casts it, and it can block a certain amount of damage, as opposed to having to feed the shield constantly.
Approved.

Quote:
Arctispinae (T2 Super Attack, 800OM): Harry gathers moisture in the air before flash-freezing it into spines and propelling it outward. The spell is a combination of wind magic and ice magic, and the spines are all aimed at a single target. Each spine is relatively small, about the size of an arrow, but the spell produces about 200 of them, all angled towards the same person.
Approved.

Quote:Glacivallare (T2 Super Defense, 800OM): Harry conjures a five-foot-thick wall of Winter ice up to ten feet high and ten feet wide. The Fae ice is highly resistant to damage, even from fire, but it melts away on its own after a short time. This spell fills whatever space is available to it, up to its maximum size, so Harry can still cast it inside confined spaces.
Guess what? Approved.
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Jhago, your profile links are broken. See <!-- l --><a class="postlink-local" href="http://omniverse-rpg.com/viewtopic.php?f=11&t=2149">viewtopic.php?f=11&t=2149</a><!-- l -->

Jhago Wulf Wrote:Accelerator [Requires burst movement, Basic Super Jumping, Malleability]
Power-Up 1000 OM
Jhago can move at a very rapid pace, moving faster and faster as battle continues. His lycan speed can be attributed to the mass increase from the Change. It is siimply extraordinary how fast one Lycan can move when even halfway through a transformation (TF). As Jhago is nearly always half (TF'd) (hormones) he can typically move at up to 80 mph on his own two Vibrams. This power-up gives him a serious advantage over other Primes, and even a moment to think about what to do.

Accelerator, Tier 1 Power-Up
ATK: + 0
DEF: + 1
SPD: + 3
Tech: + 1
I assume the "moving faster and faster as battle continues" is more role-playing fodder than actual effect. Just to check. Approved.

Quote:Beastform [RQ: Physical Strength Proficiency, Burst Movement, Super Speed, Malleability, Shapeshifting, Spear]
Tier 1 Powered-Up Form [1000 OM]
Jhago's full Hybrd TF, unlocked. He's a rampaging raver in this form, ripping through enemy flesh with ease. His attack from his claws, defense from his hide, speed from his muscle, and technique from his instincts tear into enhanced life. Don't mind the lack of clothing, you won't be alive to see him long enough. Complete with a spear.

Powered-Up Form, Beastform Stats
ATK: 5
DEF: 4
SPD: 4
TECH: 2
I assume those pluses aren't meant to be there ... Wink Approved as you have the spear as a separate move below.

Quote:Spear [RQ: Physical Strength Proficiency]
Weapon Move [600 OM]
Jhago's weapon of choice for his Hybrid Form TF. It has a diamond head with a circle with a ring on it beneath it before the pole side of it. It can slice through flesh and stone with relative ease and can be swung quite quickly. The brown polearm is hard to break, and is also a handy Telekinesis-able object.
"Slicing through" steel seems like a bit of an exaggeration for what you can do with 5 ATK (you could probably pierce it, but ...) So I removed that bit. Otherwise approved.

Quote:Full Wolf, Plant Spirit [RQ: Physical Strength Proficiency, Malleability, Shapeshifting]
Tier 1 Powered-Up Form [1000 OM]
Jhago's full Wolf TF. Allows him to assume a form similar to Okami herself, although he usually leaves vines in his wake. This is a wolf form that makes him as tall as a fully sized human (6' tall) and as long as about three teenagers laying down (15' long). Basically a large sized creature in DnD standard. His claws are rather sharp in this form, and his speed is unparalleled by most quadrapeds.

Full Wolf, Plant Spirit Stats:
ATK: 3
DEF: 4
SPD: 5
TECH: 3
Approved.
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!


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