03-14-2018, 10:51 AM
(03-07-2018, 11:53 AM)Shantotto Wrote: Quake: (300OM) Ranged materialize/ Debuff proficiency.
Shantotto channels for 5 seconds, during this time she can move around at a walk and defend herself, as well as cast a secondary spell if it requires little focus (5 second charge or less) allowing Shantotto to chain spells. After 5 seconds of focus Shantotto devastates the ground below the target in a 7 foot wide area, the ground is turned into an unstable mess of rotating stones that damage the legs of the target slowly over time for 15 seconds during which the target’s legs are shaken up and therefore slower to react, the ground is reformed into columns of shattered stone pillars. This spell does lower damage than her other spells but also takes less energy to use.
This spell has a range of 60 feet.
Burst (300 OM) Ranged materialize/ Debuff proficiency.
Shantotto channels for 10 seconds where she is unable to move or defend herself for the first 5 seconds, after the initial 5 seconds Shantotto can defend herself with her stardust rod. After channeling Shantotto calls forth three lightning bolts that strike down from above the target.
This attack does a great deal of damage. But requires alot of stamina to cast, If the target is under the effect of the “Wet” Debuff (from spell: Flood) this attack stuns the target for 2 seconds and deals extra damage.
This spell has a range of 60 feet.
Flood (300 OM) Ranged proficiency/ Debuff proficiency.
Shantotto channels for 3 seconds before unleashing a torrent of high speed water from her stardust rod, this water stream is 3 feet wide and can be maintained for up to 6 seconds. It does low damage but can push an opponent away to provide distance to Shantotto. This attack has a 60 foot range and applies the “Wet” Debuff making the opponent uncomfortable and more susceptible to lightning based attacks such as “Burst”
This attack has a low stamina drain.
Quake - Can the target evade this attack? What about flying opponents? Are multiple enemies harmed?
Burst - This is variable when paired with Flood, so it costs 600 OM. Elaborate on how much of a stamina drain this is, please. Is it like she's run a few laps on a track? Does it affect her ability to cast other moves?
Flood - Approved.
(03-07-2018, 09:58 PM)Strazio Rockwell Wrote: God-mind: Hostile Deconstruction (300) Requires Ranged Proficiency, Telekinesis, Active God-mind transformation
[spoiler] Reaching out with his telekinesis Strazio begins to thoroughly scan one of his opponent's limbs. While mildly uncomfortable this process is easily ignored or may even be entirely unnoticed by those preoccupied with fighting. After three seconds during which Strazio must maintain visual contact with the limb of his choice he will violently deconstruct the limb. Flesh, muscle, and bone will be stripped away in an excruciatingly painful fashion, completely disassembling the limb in a matter of seconds. This shredded biomatter will float around its origin point as if it were an exploded diagram in a biology textbook. During this time Strazio cannot attack, but is able to move freely. While his opponents can attack and move freely, this process is so incredibly painful that many would be hard pressed to take action. This move will last for a total of ten seconds unless Strazio's line of sight is broken at which point Hostile Deconstruction will immediately end. After the move is ended the targeted limb will rapidly reconstruct itself to the same state it was prior to deconstruction. [/spoiler]
You should have Debuff listed because of how it affects an opponents ability to attack. Still— Approved!
(03-08-2018, 05:37 AM)Schwi Dola Wrote: Overboost Mimic (Tier 2 Super Move) (Requires Mimic)
Schwi focuses on processing for 15 seconds unable to attack or defend. In doing so she increases the power of a move she has mimicked into a Tier 2 Super Move. She cannot Overboost moves that require buff or debuff proficiency, and the move retains the standard mimic penalty (less skilled use). Moves that already have an area of effect will have the area boosted by 50% (dealing less damage as area moves normally do with the same drawbacks as lower area moves). Permanent moves are limited to a single use of it as the super move, such as summoned weapons. Schwi then uses this new super move included in the cost of this move, and can thereafter repeat use of the new super move until forgotten as with normal mimic moves.
Approved unless stated otherwise by Omni. Note the SP and OM cost on your roster.
(03-08-2018, 07:21 AM)Cell Wrote: Makankosappo (Tier 1 Super Attack) (req. Ranged, Area Attack) - 600
Makankosappo, or Special Beam Cannon, is a specialised penetrating beam developed by Piccolo. Cell places his index and middle finger on his forehead and charges his ki at the tips. Yellow energy flashes and blue sparks fly as the power collects, taking him approximately five seconds to do so. Once charged, Cell points his fingers at his target and shouts the name of the attack. From his finger tips flies a neon yellow beam of energy roughly the width of his two fingers with another neon yellow beam coiling around the first, edges lined with purple, travelling at the speed of an arrow. The 'corkscrew' nature of this beam allows it to bore through almost any substance, and a substantially weakened target (ie. someone that Cell has the power to kill) will be gored by it. A strong enough defence, or if it misses and hits a resilient mass, will make the attack explode instead, in a radius of around 25 feet.
Super Kamehameha (Tier 1 Super Attack) (req. Ranged, Area Attack) - 600
Cell's super-charged variant of the kamehameha. Cell takes a firm stance, unable to move (though he can stay still or fall in the air if he is airborne), cups his hands at the wrist and brings them to his side. He chants the technique's syllables (ie. "ka ... me ... ha ... me ... ha!") whilst gathering his energy in his hands, where a blue light mass forms. The more syllables he has pronounced, the closer the attack is to being ready. When he unleashes the attack, a bright blue beam of power streaks towards his opponent at about the speed of an arrow. At normal pacing, it takes five or six seconds to perform. The beam is approximately 20 feet in diameter and when it hits something explodes in approximately twice that radius. This technique allows Cell to draw much more power much faster than the standard Kamehameha, but he cannot do it as often.
Unstoppable (Tier 1 Super Defence) - 600
Cell channels ki into his arms and legs as a Super Attack is performed against him. If a melee attack, Cell redirects it away from himself by catching it and throwing the opponent away. If a ranged attack, Cell either deflects it or crosses his limbs over his body to absorb the impact, negating the charged ki in his limbs to stop the damage.
Semi-Perfect Form - 100% Power (Tier 1 Power-Up) - 1000
Cell reaches the first stage of his evolution - his semi-perfect state. He becomes more human-like and less bug-like, though still far from blending in with a human population. His newfound strength makes him a deadly threat in battle.
ATK: 2 + 2 = 4
DEF: 2 + 2 = 4
SPD: 3 + 1 = 4
TEC: 3 + 0 = 3
All approved! Great work.
(03-08-2018, 09:55 AM)Dane Regan Wrote: Adding a minor change to Aetherblades (because I gotta get those lightsaber similarities, yo). And also submitting a couple of power-ups.
Aetherblades (600) Requires: Ranged Proficiency, Ranged Control
Viola can create up to four floating magical swords appear within 3m of her. Each sword takes 2 seconds of concentration to create, during which she can move. The swords are created one at a time, so it would take 8 seconds to make all 4. Creating the swords is not tiring. The swords are translucent blue-violet, have 0.9m long blades, are straight, and have a crossguard like a typical longsword. While they have handles, Viola is not physically strong enough to use them so has to control them with her magic. Usually, Viola can comfortably move the handles at up to 30m/s* within 60m of her, but while rotating them to attack or parry she would struggle to move them at 10m/s*. The swords can spin very fast while the handle is moving below 10m/s*, and if she had the reaction time and skill they would have a good shot at deflecting a bullet if in the right place.
The blades are durable and very unlikely to break - but, a strong hit to the handle will cause the sword to disperse into the air. Viola can destroy the swords with 2 seconds of stationary concentration per sword. They also disintegrate if Viola falls unconscious, or if they are ever moved more than 60m away from her. She can also destroy one instantly by touching its handle
The swords don't inherently require a lot of focus to move - no more than one has to focus to move an arm. But, in intense combat, using all four at once quickly and effectively does require her to stand still and dedicate all her concentration towards them. In a slower drawn-out fight, however, she can usually move and use/charge less demanding attacks while still controlling her swords - and using one or two swords at once doesn't notably inhibit her at all unless she is being very aggressive - or forced to put all her efforts towards defending from a fast attacker. The swords are generally weak (but still very sharp) - at least compared to what Viola's magic is capable of - they trade off raw strength for versatility, durability, and speed. So, if continuously harassed, the damage will build up. Furthermore, beyond 30m, wounds caused by the swords tend to be weaker, dropping off in strength until they reach 60m away where they can barely replicate a paper cut. In addition to being sharp, the blades of the swords are also hot - enough to leave minor scorch marks from a direct hit on both living targets and the terrain, but not enough to cauterise wounds. They also tend to make audible whirring noises while moving through the air, halfway between how a lightsaber and helicopter blades sound.
An opponent could technically grab the handle of one of the swords and try to use it against her as an incidental weapon, or as an actual weapon if they have mimic - although they're unlikely to find it an effective weapon. The swords may swing through the air quickly, but they are also very light. In addition, Viola would still have control over the weapon, so unless they're considerably stronger than her (their ATK against hers), she'd likely be able to make their attacks miss, or wrench the sword from their grip if she focuses.
*The speeds of the swords are relative to Viola's own movements. So if she was somehow moving 10m/s one direction, the swords would be unable to move faster than 20m/s in the opposite direction.
T1 Powered-Up Form: Serenity (1000) Requires: Time Manipulation
Viola drastically manipulates her movement through time, allowing her to calmly walk faster than most primes can run while retaining most of her strength. While using this form, everything appears to be moving slower than normal due to her bolstered reactions. Furthermore, despite how fast she may appear to move, from Viola's perspective she is merely maintaining a brisk walk.
ATK: 5
DEF: 0
SPD: 5
TEC: 5
T2 Power-Up: Super Serious Face (1500)
By wiring vast amounts of mana through his veins, while temporarily using telepathy on himself to create additional links throughout his own mind, Dane can harness a lot of strength at once and be able to control it incredibly well. Besides him either laughing, grinning, or looking more serious than usual, there's no real visual change.
ATK: +5
DEF: +0
SPD: +0
TEC: +5
Approved!
(03-08-2018, 06:13 PM)Blink Wrote: Just getting this formally reviewed/approved to make sure I'm legit. Basically just buying the ability to teleport other people.
Portals (300 OM)
Blink is a Master Teleporter, and as such can teleport up to 80 meters away. She does this by using a green energy from her hands that can create these openings to a new place. She can also directly put a portal on herself to teleport instantly, though it always leaves a small green 'rift' where she 'ported. The rifts last only a few seconds, long enough for someone to follow. Blink can also just teleport on her own, but she always comes out of a portal, even if she didn't enter one to begin with. This is basically like putting a portal literally on herself. It still leaves a green rift.
This move does not have a sustained effect on an ally so it doesn't require Buff, you're still good.
(03-13-2018, 02:38 AM)Dawnika Snow Wrote:(01-30-2018, 08:22 AM)The Vision Wrote: Missed those. Alright...Changes made in Italics
@Dawn
[spoiler]
(01-25-2018, 10:19 AM)Dawnika Snow Wrote: The move I'm posting is a morph of an old move I've already purchased. I will basically be changing the flavor of the move to something different, needing no change to cost and whatnot. I do this just for bookkeeping sake.
Old move:
Gladium - Physical Strength (300)
A short-bladed knife for CQB. It’s a simple weapon made for cutting, only reaching 6in past the hilt. It’s strapped onto her right boot for quick access.
New move:
Scythe - Physical Strength (300)
A short-range upgraded melee weapon mounted on the off-hand forearm of the user for quick, murderous shanks and slashes. Very easy to use with little effort or training, but a skilled user finds themself advantagous in CQB. The two-pronged, dual-edged blade can be retracted and extende by a push of a button. It hardly reaches past the user's wrist(8in) but can be deadly if used correctly. Though the prongs emit a soft glow, they are made of sturdy, sharp metal, and both double edged. It's clunky to use with other weapons in hand, but the user's hand is free, it can be used without much problem. Scythe can be complicated to maintain, needing to charge electrical energy to be used. Once charged after twenty seconds, it can be used freely for the next ten seconds without a problem. After that time is up, it begins to recharge automatically during a fight. If broken, the Scythe becomes unusable until attended to, which takes at least five minutes of focus depending on the problems. Albeit a pretty over-glorified knife, Scythe is fairly easy to break. Granted you can actually smash the electronic attached to Dawn’s wrist, it will malfunction rather easily.
Can it recharge mid-combat? What does being hit by this feel like (i.e. are these normal blades or lightsabers)? And just for fun, how hard is it to break these?[/spoiler]
Approved!
(03-13-2018, 01:29 PM)Warren Zimmer Wrote: Yandere Hater 9000 (900)
(Ranged Proficiency, Debuff Proficiency)
The Yandere Hater 9000 is a 40 inch grey and purple blaster rifle which can fire three types of ammunition. Changing power cartridges (such as when switching ammo types or reloading) takes 3 seconds. The Yandere Hater 9000 has an effective range of 90 feet and its shots travel at the speed of arrows.
The three ammo types are:
• Standard Blasts. Foot-long, inch-thick beams of purple energy about as powerful as arrows. They cauterise any wounds they inflict, preventing blood loss. This ammunition type has a semi-automatic rate of fire (one shot each time the trigger is pulled) and each cartridge holds enough power for 21 blasts. When loading this ammunition, Warren cannot fight, as the process requires the use of both hands and for him to Focus mostly on his weapon; he can still walk or run as normal, though.
• Sniper Beam. An inch-thick beam of purple energy which keeps going until it reaches its max range or hits a target. Upon striking someone, the beam will deal high damage. This beam cauterises any wounds it inflicts, preventing blood loss. Each sniper cartridge only holds enough power for a single shot. This ammo type has a strong recoil, so Warren will tire himself out if he uses it too frequently. When loading this ammunition, Warren cannot fight, as the process requires the use of both hands and for him to Focus mostly on his weapon; he can still walk or run as normal, though.
• Dimensional Beam. An inch-thick beam of purple energy which keeps going until it reaches its max range or hits a target. Upon hitting someone, the beam of energy will disable a single move for 10 seconds. Each character can only have up to one move removed at a time. In the case of weapon-type moves, the item vanishes into a pocket dimension for the duration. In the case of magical moves, the character still remembers how their move functions (as this is not a mental effect), but the Omnilium expended to purchase that move is sealed away in the pocket dimension, rendering it temporarily unusable. Each dimensional cartridge only holds enough power for a single shot. This ammo type has a strong recoil, so Warren will tire himself out if he uses it too frequently. In order to disable a move, Warren must have seen it used at least once, at some point before loading this ammunition. When loading this ammunition, Warren cannot fight or move at all, as the process of calibrating the shot to disable a specific move takes his complete Focus.
Please note that Super Moves cannot be disabled by the last function of this gun. Otherwise, approved.
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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