01-17-2018, 03:02 AM
(This post was last modified: 01-17-2018, 03:54 AM by The Future Warrior.)
Rising Potential -- T2 Powered-up Form -- 1500 OM
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Graowr flares her aura, pouring out energy over a course of three seconds, after which point steam jets from the venting holes in her arms, billowing out into a thick cloud of obscuring, pink smoke and steam. As it engulfs her, there is a violent explosion of power, as she emerges from the cloud in a new, more powerful form. Standing over a foot taller, her skin much more pale, eyes faded to a deep red color, a complete change in attire and her aura fading to a white hue outlined in pale blue flame are all marks of the transformation. It is temporary, but it provides a substantial increase to her combat abilities, and is accompanied by a much more stern, serious and focused outlook, making it doubly dangerous for the short while it lasts. When it wears off, she is similarly surrounded by another cloud of thick, opaque pink smoke before re-emerging in her normal state.
ATK: 8
DEF: 5
SPD: 8
TEC: 1
And...while I'm at it, a couple moves for an upcoming NPC I'm working on.
Repeating Flintlock (Requires: Ranged) 300 OM
A simple flintlock pistol, with four barrels and a rotating chamber. Functions as a standard, one shot per barrel weapon. It packs a moderate punch, but isn't terribly accurate, only having any relaible accuracy out to about 15 meters. It takes 6 seconds to reload each individual barrel, and the Everyman carries an extra four rounds with him at any given time; summoning more beyond that takes two seconds per round. In a pinch, he can technically fire anything that he can fit down one of the barrels, not just the rounds specifically made for it.
Blazing Hot Betty (Requires: Physical Strength, Ranged) 1,200 OM
Blazing Hot Betty is a unique sword, forged from the Everyman's reality-warping powers of CREATIVITY. Rigged together from the remains of a broken lightbulb, a broken wine bottle, and a magnifying glass, it is a standard blade, just over three feet long from pommel to blade point. It is razor sharp, and serves as a solid melee implement, though it is made of glass, and when struck against other weapons it runs the risk of being damage, or breaking altogether. If the blade does break, it can be repairs, though it takes fifteen seconds to do so.
Additional functions of the sword include being able to use the lenses to focus ambient light, heating the blade up to let it deliver an additional punch with its next strike. Focusing the light necessary takes five seconds, and the blade will only remain heated for up to ten seconds, or until a strike is landed, whichever comes first.
The sword can also convert this energy into a blast of light, focused into a laser. It takes 6 seconds to prepare and focus the necessary power, during which time the Everyman must remain stationary. When fired, this burst of energy is no more than three inches in diameter, and can reach up to 30 meters before fizzling out. It has impressive force, and can be sustained up to three seconds before the charge of power runs out.
As a final note, the sword can be lit up like a regular lightbulb. It can be used to light dark areas, or switched on as a sudden surprise in a fight to catch an opponent offguard, temporarily blinding them and shrouding the blade in light, making it harder to judge where it is to block it properly.
Siege Hammer (Requires: Physical Strength) 300 OM
The crazy result of the Everyman using his reality-warping CREATIVITY powers to combine a battering ram with a lance. The result is a solid metal shaft, about two meters long, topped with a massive hunk of metal and iron shaped like a massive sledgehammer head, with one striking face capped with a metallic ram's head. The weapon is extremely slow and ponderous, taking nearly two full seconds just to wind up for a swing, but it hits like a runaway freight train if it connects. It is extremely heavy and unwieldy, however, and with every swing (even if it hits), the Everyman is left unbalanced and recovering for a full second afterward, during which he is completely open.
Snuffy the Pooch -- T1 Assist -- 1000 OM
The Everyman's loyal canine companion. Appears as a perfectly normal, mundane dog, save for the fact that she is purple. Reasonably intelligent and capable, and determined to protect the Everyman.
ATK: 1
DEF: 1
SPD: 2
TEC: 1
MOTHER. FUCKING. LASER BEAM. -- T1 Super Attack (Requires: Ranged) 600 OM
Identical in every respect to the normal usage of Blazing Hot Betty's laser attack, but far more focused and potent. The beam is narrowed down, to just an inch in diameter, and burns a target for three seconds before exploding, throwing the target back with tremendous force -- and also knocking the Everyman off his feet from the recoil. It's a powerful thing, but it's not the best thing to use wildly, due to energy drain.
[spoiler]
[/spoiler]Graowr flares her aura, pouring out energy over a course of three seconds, after which point steam jets from the venting holes in her arms, billowing out into a thick cloud of obscuring, pink smoke and steam. As it engulfs her, there is a violent explosion of power, as she emerges from the cloud in a new, more powerful form. Standing over a foot taller, her skin much more pale, eyes faded to a deep red color, a complete change in attire and her aura fading to a white hue outlined in pale blue flame are all marks of the transformation. It is temporary, but it provides a substantial increase to her combat abilities, and is accompanied by a much more stern, serious and focused outlook, making it doubly dangerous for the short while it lasts. When it wears off, she is similarly surrounded by another cloud of thick, opaque pink smoke before re-emerging in her normal state.
ATK: 8
DEF: 5
SPD: 8
TEC: 1
And...while I'm at it, a couple moves for an upcoming NPC I'm working on.
Repeating Flintlock (Requires: Ranged) 300 OM
A simple flintlock pistol, with four barrels and a rotating chamber. Functions as a standard, one shot per barrel weapon. It packs a moderate punch, but isn't terribly accurate, only having any relaible accuracy out to about 15 meters. It takes 6 seconds to reload each individual barrel, and the Everyman carries an extra four rounds with him at any given time; summoning more beyond that takes two seconds per round. In a pinch, he can technically fire anything that he can fit down one of the barrels, not just the rounds specifically made for it.
Blazing Hot Betty (Requires: Physical Strength, Ranged) 1,200 OM
Blazing Hot Betty is a unique sword, forged from the Everyman's reality-warping powers of CREATIVITY. Rigged together from the remains of a broken lightbulb, a broken wine bottle, and a magnifying glass, it is a standard blade, just over three feet long from pommel to blade point. It is razor sharp, and serves as a solid melee implement, though it is made of glass, and when struck against other weapons it runs the risk of being damage, or breaking altogether. If the blade does break, it can be repairs, though it takes fifteen seconds to do so.
Additional functions of the sword include being able to use the lenses to focus ambient light, heating the blade up to let it deliver an additional punch with its next strike. Focusing the light necessary takes five seconds, and the blade will only remain heated for up to ten seconds, or until a strike is landed, whichever comes first.
The sword can also convert this energy into a blast of light, focused into a laser. It takes 6 seconds to prepare and focus the necessary power, during which time the Everyman must remain stationary. When fired, this burst of energy is no more than three inches in diameter, and can reach up to 30 meters before fizzling out. It has impressive force, and can be sustained up to three seconds before the charge of power runs out.
As a final note, the sword can be lit up like a regular lightbulb. It can be used to light dark areas, or switched on as a sudden surprise in a fight to catch an opponent offguard, temporarily blinding them and shrouding the blade in light, making it harder to judge where it is to block it properly.
Siege Hammer (Requires: Physical Strength) 300 OM
The crazy result of the Everyman using his reality-warping CREATIVITY powers to combine a battering ram with a lance. The result is a solid metal shaft, about two meters long, topped with a massive hunk of metal and iron shaped like a massive sledgehammer head, with one striking face capped with a metallic ram's head. The weapon is extremely slow and ponderous, taking nearly two full seconds just to wind up for a swing, but it hits like a runaway freight train if it connects. It is extremely heavy and unwieldy, however, and with every swing (even if it hits), the Everyman is left unbalanced and recovering for a full second afterward, during which he is completely open.
Snuffy the Pooch -- T1 Assist -- 1000 OM
The Everyman's loyal canine companion. Appears as a perfectly normal, mundane dog, save for the fact that she is purple. Reasonably intelligent and capable, and determined to protect the Everyman.
ATK: 1
DEF: 1
SPD: 2
TEC: 1
MOTHER. FUCKING. LASER BEAM. -- T1 Super Attack (Requires: Ranged) 600 OM
Identical in every respect to the normal usage of Blazing Hot Betty's laser attack, but far more focused and potent. The beam is narrowed down, to just an inch in diameter, and burns a target for three seconds before exploding, throwing the target back with tremendous force -- and also knocking the Everyman off his feet from the recoil. It's a powerful thing, but it's not the best thing to use wildly, due to energy drain.

