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Official Move Approval III
#72
Okor Wrote:Phosphex Bolt Pistol (600 OM, requires Ranged, Debuff Proficiencies)
A rusted, battered, and ancient weapon, the bolt pistol is nonetheless extremely dangerous and durable. Due to its salvaged and corroded nature, it is only capable of a rate of fire of one round every three seconds, with a clip of six rounds. It fires modified bolt rounds, first created in the days of the great crusade, meant only for dire scenarios. Mortation's legion quickly embraced these weapons of last resort, arming their elites with ever-burning Phosphex, deadly rad weapons, and the invisible death of the Cullgene virus, leaving a trail of horrific death on every front of the Great Crusade. Okor has made good use of these weapons himself, paving a path for his brethren with the aid of the most twisted weaponry humanity has ever designed.

The rounds themselves explode shortly before contact with a surface (such as a wall, or an unfortunate target), spraying Phosphex over the poor soul. Phosphex manifests itself as a cloud of burning gel, which is propelled forward by momentum. Once it hits a surface, it remains in place for 5 seconds, introducing the target to a personal inferno. After 5 seconds has passed, Omnillium quenches the flames, saving the unlucky target from a slow and tortuous demise.

Is there a secondary function I'm not seeing? If not, Approved at 300 OM.


Doomguy Wrote:BFG 9000 (Tier 2 Super Move, Requires Ranged, Area of Effect, and Homing Proficiencies)- 1200 OM

The King of Cannons, the Doomsday Bazooka That Lays Waste to Everything, the weapon of choice for reducing a demonic invasion, or anything else, into a pile of gibs, The Big Fucking Gun 9000. Formally known as the Blast Field Generator, though never refereed to as by any marine ever, this marvel of technology is the crown of man portable devastation. The main weapon component is massive, roughly 2 and half feet long by a foot wide and 80 pounds, and the bracing arms attached to the user to allow the force of the weapon's recoil to be properly absorbed lest the recoil knock the user on their back and then crush their rib cage under its immensity.

It's comprised of three important parts: the plasma generator that fills with the weapon's trademark green plasma at the click of the trigger, the magnetic containment field that thrusts it out of weapon and holds it in a 4" diameter orb as it travels toward the targets, and the advanced computer core in the middle of each shot that directs the plasma blast around allies and hits the foes after the shot impacts, minimizing collateral damage. The initial hit can vaporize tanks and elite enemies, and the area of effect is immense, hitting enemies as far as eight feet from the center of the blast and still having the force to gib weaker humanoids.

This unleashed force is not without massive drawbacks however. The charge time is legendary, requiring at least 4 seconds for enough plasma to build up in the chamber before it can fire, and in this entire time must require LOS of his targets for the computer core to work. The initial hit does not have the same friend or foe targeting and will kill anything hit by it and cause considerable damage. Worse still, if the computer core is hit inside the orb by enemy fire or otherwise fails to travel far enough to make its calculations, then it will explode prematurely and indiscriminately lets loose the plasma, hitting everyone including the user in its blast radius.

Approved at 1200 OM!


Carn_Val Wrote:Chained Nightmare (Physical Strength, Burst Movement, Shapeshift)- Carn rolls into a ball and elongates into a 6 feet capsule. The capsule grows sharp, razor-like spines at one end and forms a roughly rectangular block at the other. After 6 seconds, more defining features take shape to form the 5-foot blade of the Anomaly chainsaw, side vernier thrusters and its handle. Once the shapeshift is complete, Carn becomes an objectform Anomaly, removing verbal speech capabilities. In this form, Carn can charge at targets like a ground torpedo while leaving a trail of damage from the high-velocity, sharp razor-lined chainsaw that operates like tank tracks, dragging the rest of the body. Every attack takes 5 seconds, 2 seconds for targeting, turning with vernier thruster sideways and 3 for the high-speed charge attack. Any energy-based attacks will cause Carn to revert into humanform, requiring more time to switch back into a chainsaw unless wielded by another.

Pick Me! (Chained Nightmare, Buff Profficiency)- Carn can choose someone to wield the objectform, causing the wielder to enter a berzerked state which lightens footwork, hastens attack speed thanks to the vernier thrusts assisting each swing and bursts in maniacal laughter. Carn's wielder will gain +3 on SPD if Carn decides to spend more energy(SP) on it. Once wielded, Carn will suffer the same amount of damage the wielder receives for that round and is unable to fight individually as humanform. Carn's wielder will also suffer the exact amount of fatigue it recieves from the increased activity.


Basically, wielding Carn only helps smoothen attack speed and movement per round for RP fodder(hence, a minor buff). SP is only reduced as Carn declares +3 SPD when 'buffing' a wielder. I think it's good enough caveat that you have to hold Carn to be 'buffed'. Jogging becomes sprinting, a 4-hit attack in the span of time it takes a 3-hit attack normally. All the while exhausting whoever is wielding Carn. I mean, why wouldn't you get tired after running around, swinging a chainsaw while laughing. Imagine all the air you had to consume to do that.

Chained Nightmare: Approved at 300 OM!

Pick Me!: Moves cannot have a variable Super Move attached to them. Must be one or the other.


Retane Wrote:Instincts(300?)(RP FODDER, Passive ability)- Retane is a predator and fighter. He has seen things and remembers and keeps learning. But his insticts,deep down inside, allow him to survive and live and sometimes kick in to guide him on what to do. It stops him from overreacting or become to anxious.

THis shouldn't need Insight, but will be stronger with insight.

So this just keeps him clear-headed and mellow in a crisis? I would consider this more of a personality trait, but if you insist on making it a move I'll approve it at 300 OM.


Guu Wrote:Getting these approved for later.

Super Stomach of Holding - Tier One Utility Super Move (800 OM) Malleability, Stomach of Holding
At the cost of a Tier One Super Move, Guu could swallow an object larger than the limitations set by the Stomach of Holding move.
Limitations: Said object must not be bolted down or this super move with fail no matter what. She must be standing firmly on the ground to spit up any object consumed by this move (always landing safely on the ground in front of her,) and it usually takes 1-2 seconds to vomit it up. If said object does not belong in said verse, it’ll transform in her stomach in order to obey Omniphysics (a tank turns into an ballista, ect.) Like in the normal move, if Guu is socked in the stomach or sent flying, she drops the last two objects she swallowed harmlessly in her wake. This Super Move can only be used once per day IC and once a week OOC.


Kirby Rip-Off - Tier One Offensive Super Move (800 OM) Malleability, Stomach of Holding
Guu spits one of the items she’s carrying in her Stomach of Holding at high velocity towards any one opponent. This object does the same amount of blunt damage no matter what it is, no matter if it makes sense or not.
Limitation: Items swallowed with Super Stomach of Holding can’t be spit with this.


Hyper Nova Kirby Rip-Off - Tier Three Offensive Super Move (1600) Malleability, Stomach of Holding, Super Stomach of Holding
This function exactly like it’s Tier One counterpart except she fires objects swallowed through her Super Stomach of Holding super movie.


Spawn of the Elders - Tier 2 Power-Up (1500 OM)
Normal Guu suddenly grows purple tentacles out of her back, which wiggle around and even attack sometimes. All light reflecting off her body dims as her eyes glow a blood red. From what could be seen through the mild shadow, her skin has become mostly translucent; her veins and muscles visible. Whenever she uses malleability, people close by could see her innards horrifically twisting and shifting around to compensate for the new form. This body is entirely cut off from what little emotions Guu has, instead focused on whatever target she wants destroyed. This is the form she takes when she doesn’t want to remember killing her opponent.

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

Super Stomach of Holding: Approved at 800 OM.

Kirby Rip-Off: Approved at 800 OM.

Hyper Nova Kirby Rip-Off: Approved at 1600 OM.

Spawn of the Elders: Approved!


Dr. McNinja Wrote:Flashbang - 300 OM (REQUIRES ranged, Debuff)

Dr. McNinja throws a sticky flashbang. As long as the flashbang is activated, it will greatly disorient all people within 2 feet of it. The flashbang must stay on for 1 minute after activation.

Does this mean the disorienting effects last for a full minute? Or is that the cooldown?


Jak Mar Wrote:Air Uppercut- 600 OM(Requires Super Jump and Physical Strength)

While in the air, Jak can jump twice with a fist placed up and knock an enemy upwards in the sky.

Slam- 600 OM (Requires Super Jump and Physical Strength)

While Jak is up in the air, Jak can surprise an enemy by slamming them from above with a fist.

I think you're confused on move pricing and what is required in descriptions. I'll just link you here: <!-- l --><a class="postlink-local" href="http://omniverse-rpg.com/moves.php#Move_Requirements">moves.php#Move_Requirements</a><!-- l -->
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