12-11-2015, 12:33 PM
Tom Marvolo Riddle Wrote:Original Wrote:Twin Sacrificial Rebirth
Cost: 600 Om
Requires: Remote Control Proficiency, Hive Mind, Shape Shifting
The base technique to which Ururu made her life and lies with. Through a series of hand seals and channeling of chakra Ururu can bring life to lifelessness, and generate a single durable replica of herself within a moment. Through time and effort of the creation process the user can generate significant appearance and clothing alterations as part of the clone's base that otherwise do not affect the clone's moves, nor equipment load-out.
Combat effectiveness matches the user’s own in terms of skills and physical ability provided they assume direct control (read the user is committed to continuous concentration and limited movement), through Soul Transference or similar. Autonomous use though personas (artificial personalities) is ineffective in combat without Tiered Assist to power their bodily functions beyond existing, a target, as a meat shield, or an authentic corpse. Said corpse will remain upon death to decay or until dismissed by the user. Range does not extend beyond the verse’s borders in which the user currently occupies.
The cost of this technique is a single decent payment of chakra that can be staggering if used several times in a short period consecutively.Note Wrote:Adjusted for Omni's request. Includes a range. Eliminated any chance of confusion that Personas can possibly function autonomously as an assist without SP. They can't. Never could. They are glorified secondaries. Included the 30 second minimum of time and then some. There is no way of getting around it without it weakening the technique and the clones consequently. Unlike the example of clones given in the system these require a higher level of TEC to handle much fewer bodies. This is by design.Twin Sacrificial Rebirth
Cost: 1800 (900 for Attack, Defend and Movement)(300 for Possession)(300 Variable Appearance)(300 for multiple clones)
Requires: Remote Control Proficiency, Hive Mind, Shape Shifting
With a set of hand seals and building up a charge of chakra, the user conjures a number of clones ranging from one to five per use. The less time spent the weaker they are in comparison to the original. For a single user-equivalent clone thirty seconds are required, afterward requiring only two additional seconds for consecutive reproductions but at an exponential chakra/physical cost after the first starting at a moderate level. Additional alterations to appearance will add to the increase in time of each clone’s creation, items and apparel being the easiest, physiological changes being the most.
The user may start with a number of fully formed clones at Cost equal to their TEC at the beginning of the thread/event, provided significant enough time has passed to allow such.
When being directly commanded, clones share a TEC pool equal to the original that is divided evenly and rounded up between them. They can be commanded to move, attack, or defend through their Persona. This is affected directly by their distance from the user as they have a maximum range of 200 meter radius, which falls off gradually in functionality at half that distance. Even when not inherently empowered, all clones are able to communicate and observe using their hive mind like nature. Also they do not require commands to act as any secondary would, but also are limited in the same fashion in regards to combat in that they may not be effective in any competitive sense.
Furthermore, provided the user has a clone within range, they may possess it through concerted concentration, as if it were their own by leaving their primary body prone. The process requires the difference in time equal to the initial effort of creating said clone to a maximum of 30 seconds and a minimum of 3 seconds, and an additional 2 seconds if its body does not match the original. If this effort is not undertaken the body in question will not function in a manner that is equal to their ability. Like any other ability it may be interrupted and the clone body damaged enough where it forces the user's mind out of it.
Twin Sacrificial Ascension
Cost: 1000 Om
Requires: Tier I Assist
By charging an active clone created by Twin Sacrificial Rebirth or similiar within range with a special supply of chakra, 1sp for a post or 2sp for a round, the user is able to fortify the clone to be fully autonomous in combat with the following stats and matching moves.
Tier I
ATK: 2
DEF: 0
SPD: 2
TEC: 1
Original Wrote:Immortality - Soul Transference
Cost: 300 Om
Requires: Teleportation
With this technique the user unlocks their Network Interface Seal and targets a clone within range of their control that is a replica of themselves. Upon doing so the user leaves behind their body and enters that of targeted vessel, such as the Twin Sacrificial Rebirth or similar.
Unfortunately due to the nature of Omnilium and its interaction with chakra and this technique any current injuries the user has are reproduced upon entering into the new body. Furthermore while this technique is instantaneous, it leaves the user physically weakened for a few seconds as any chakra they carry with them is redistributed into the new body. The previous body is subsequently considered a clone and can be loaded with a persona as desired or left without.
This transference is permanent unless it or similar is performed again.Note Wrote:Just to be sure this is understood, this technique does not allow Ururu to take on any appearance other than her own, merely control the age of her own body and it remains identifiably her.
Immortality: Soul Transference
Cost: 600 Om
Requires: Teleportation, Shape Shifting
With this technique the user unlocks their Network Interface Seal and targets a clone within range of their control that is a replica of themselves. Furthermore the replica in question is no longer restricted in age, provided it is of the same identifiable stock. Upon doing so the user leaves behind their body and enters that of targeted vessel, such as the Twin Sacrificial Rebirth or similar.
Unfortunately due to the nature of Omnilium, its interaction with chakra and this technique any current injuries the user has are reproduced upon entering into the new body. Furthermore while this technique is instantaneous, it leaves the user physically weakened for a few seconds as any chakra they carry with them is redistributed into the new body. Also the greater the age difference between the body and the previous, the longer it takes for the user to recover. The previous body is subsequently considered a clone and can be loaded with a persona as desired or left without.
This transference is permanent unless it or similar is performed again.
Quote:You say maximum number of clones up to 5 and then your TEC? Which is it?Its supposed to up to five per use of the technique. The TEC restriction is specifically for starting a thread with x amount.
Quote:Also that's a hard no for a clone that is equal to your strength. Too overpowered.Omni Wrote:You need to define "sturdy" and most likely it's going to need much, much, much, much, much bigger downsides (I'm just pre-empting a back and forth of me telling you to increase the downsides until it's finally something like thirty seconds for a remote-controlled clone that matches Ururu in strength)I've done this, and its pretty much unavoidable with the way I've written it so it can't be escaped if Ururu wants a functioning clone.
Quote:This is just Ururu can have her persona secondaries to interact with. And they aren't instant summons. They can't even be used in combat so what exactly is the problem? The original move was approved with this specific attribute in mind and all parties agreed and wasn't the reason it was re-posted by Omni in the first place.Quote:Also they do not require commands to act as any secondary would, but also are limited in the same fashion in regards to combat.Yeah no. Clones cannot be autonomous at all. From the FAQ the must be "single-minded assists" or underneath your control as if it was remotely controlled. If it could act as a secondary, you're basically summoned secondaries instantly.
Quote:For the possession, that seems like basically remote control? Do you take damage when your possessing someone, can it be interrupted.It is, and no the clone takes damage. And as for interrupted sure. Anything can be interrupted this is no different. Hell you can walk up on Ururu's real body and basically murder her while she's doing this. Hence why I said she's prone.
Quote:For the soul rebirth thing- Yeah that's going to need more caveats.Please explain yourself? This is a straight up upgrade to the move to allow Ururu different ages. Nothing else has change. That is an entirely way to vague request for me to do anything with.
Quote:Last comment- I would appreciate if this were separated into separate moves and the assists cause it was make a lot easier to read, approve, and use if someone were to fight you.This can be done.
Alright I didn't know Omni had approved most of the things i commented on. I just had it differently in my mind. If Omni and other Staff members have allowed it it's fine.
So the Assist is approved, and since Omni had allowed all the questionable parts through then the Twin Sacrificial Rebirth is fine.
Also for the comment about the caveats. I just had realized what I was trying to say. You say the range of your control of the Clone but that's 200 meters. You need to change that range to "the level of teleportation I have." Teleporting 200 meters away is a no. Also just tell me if there's a charge time to do this or if it's instantaneous.
Colonel Wrote:Gilgamesh Wrote:Colonel Wrote:Colonel Army (Requires: Physical Strength, Ranged Proficiency, Homing Proficiency) -- 600 OM
Colonel throws out one hand, as if giving the order to charge, and at his side — that is, within five feet of his location — roughly three seconds later, a single soldier appears. It looks relatively unremarkable, clad in armor similar to Colonel's but of a much smaller stature. A soldier wielding a simple energy blade may be summoned, or one wielding something akin to an assault rifle. Regardless of which weapon they wield, they will actively seek out and assault the nearest enemy target until they are destroyed -- which is not difficult, and a few solid blows from a reasonably strong or competent opponent would do the trick. Up to three Colonel Army soldiers can be in action at a time, but must all be summoned individually.
Blockade (Requires: Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Homing Proficiency) -- 900 OM
Colonel points with his left arm, indicating a location within fifteen meters of his current position. Roughly three seconds later, a large cube bursts from the ground, composed of whatever substance the ground in the area is composed of. The cube is approximately three meters on all sides, and is durable enough to use as cover in the short term, being roughly the durability of very dense stone. After approximately thirty seconds it will crack and after another ten will crumble away as if it was never there, though any damage it sustains in its duration will hasten its destruction. This move cannot be used in areas without solid ground underfoot. Up to two of these blockade cubes may be summoned at the same time, though they must be summoned individually. At any point in their duration, Colonel can dismiss them at will, causing them to immediately crumble as if they expired, or reinforce them, restoring them to their condition after being freshly-summoned, though this requires a second of focus to accomplish.
Additionally, at any point in the lifespan of any summoned cube, he may choose to activate and summon a Colonel Army soldier armed with a rifle from within the cube, at which point a hatch will appear on the top of the cube. Three seconds later, this hatch opens and the soldier emerges, opening fire on the nearest enemy target. This soldier is included in the limit for the regular version of Colonel Army. If the cube expires or is destroyed and the Colonel Army soldier remains intact, it will be destroyed along with it, though if the soldier is destroyed it will not cause the blockade cube to vanish.
Colonel Army- Just add a little more caveats like a longer time or fatigue or anything you can think of
Blockade- Remember you cannot block super moves. Also same thing about a little more caveats and then you're good
Righty-o. Modifications ahoy:
Colonel Army (Requires: Physical Strength, Ranged Proficiency, Homing Proficiency) -- 600 OM
Colonel throws out one hand, as if giving the order to charge, and at his side — that is, within five feet of his location — roughly four seconds later, a single soldier appears. It looks relatively unremarkable, clad in armor similar to Colonel's but of a much smaller stature. A soldier wielding a simple energy blade may be summoned, or one wielding something akin to an assault rifle. Regardless of which weapon they wield, they will actively seek out and assault the nearest enemy target until they are destroyed -- which is not difficult, and a few solid blows from a reasonably strong or competent opponent would do the trick. Up to three Colonel Army soldiers can be in action at a time, but must all be summoned individually, and each additional soldier summoned while there are others active will take an additional second. Every soldier is moderately fatiguing to initially summon, and costs some minor energy once summoned to maintain, making them ill-suited to maintain for prolonged periods even if they aren't destroyed.
Blockade (Requires: Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Homing Proficiency) -- 900 OM
Colonel points with his left arm, indicating a location within fifteen meters of his current position. Roughly five seconds later, a large cube bursts from the ground, composed of whatever substance the ground in the area is composed of. The cube is approximately three meters on all sides, and is durable enough to use as cover in the short term, being roughly the durability of very dense stone, though it is obviously of almost no use against super moves. After approximately thirty seconds it will crack and after another ten will crumble away as if it was never there, though any damage it sustains in its duration will hasten its destruction. This move cannot be used in areas without solid ground underfoot. Up to two of these blockade cubes may be summoned at the same time, though they must be summoned individually. At any point in their duration, Colonel can dismiss them at will, causing them to immediately crumble as if they expired, or reinforce them, restoring them to their condition after being freshly-summoned, though this requires a second of focus to accomplish. Summoning even one blockade cube is moderately fatiguing, and summoning a second while the first is already present is proportionally more tiring. Refreshing one isn't quite as tiring as summoning one initially, but it isn't wise to do so repeatedly all the same.
Additionally, at any point in the lifespan of any summoned cube, he may choose to activate and summon a Colonel Army soldier armed with a rifle from within the cube, at which point a hatch will appear on the top of the cube. Three seconds later, this hatch opens and the soldier emerges, opening fire on the nearest enemy target. This soldier is included in the limit for the regular version of Colonel Army. If the cube expires or is destroyed and the Colonel Army soldier remains intact, it will be destroyed along with it, though if the soldier is destroyed it will not cause the blockade cube to vanish.
Also lookin' to make a slight change and clarifications on this one. Additions/changes in bold.
Quote:Colonel Saber
Taking the place of Colonel's right arm from just above the wrist below the elbow down is an energy emitter that houses his primary weapon, a brightly-glowing blade of green energy. Approximately three feet in length, just over two inches in diameter, and tapering to a needle-like point at its end. It is a useful weapon, equally suited for offense as well as defense, but bears no special qualities and is quite 'solid' despite its energy-based nature. At any time, Colonel can de-activate the saber and transition the blade emitter to a regular arm. Transitioning from sword to regular arm takes approximately the same time as drawing a blade — about one second.
All of it is good to go
Akame Wrote:Murasame - 300 requires Physical Strength
The one cut kill curse blade Murasame is Akame's Imperial Arm. When this blade cuts through her enemies flesh, a curse runs through their viens and into thier heart, halting their pulse. This leads to instant death, or it would if Akame were in her home universe. In the Omniverse, Murasame's curse is null making it a regular sword as of now. Take 1 second to summon. The blade is around 1meter long and has a red hilt. It's a katana, so it has only one edge. When Akame fights, she holds her sheath in her left hand and Murasame in her right. Murasame's one cut kill can be effectively used once in any fight, but this effect can only be activated in my winning post.
Editing Murasame to have the curse effect. This highlights the changes to the original move
Change the "winning post" to "if I have permission from staff to kill my target" or something about Staff giving you the go then it'll be approved. There may be times where you win a fight but a judge decides you cannot kill that person. Thanks
![[Image: GilgameshDAsig_zpsecqjfngm.png]](http://img.photobucket.com/albums/v308/OBLCDiomedes/GilgameshDAsig_zpsecqjfngm.png)
![[Image: NB_BadgeRight.png]](http://img.photobucket.com/albums/v308/OBLCDiomedes/NB_BadgeRight.png)
- Credit to Ezzy