05-05-2016, 11:28 AM
Character Name: Christa Adams
Character Source: OC
[spoiler]
Age: late twenties
Origin: OC, hinted that she comes from a world that had been defeated by the Empire.
Personality: Very badass, fearless, unafraid to say what is on her mind. While she is rough around the edges, her weakness is her young sister, who she was willing to go to the Oververse and back for.
Backstory: See Secondary Saga http://omniverse-rpg.com/showthread.php?...ista+Adams
Stats: (+3 w/unlocks)
ATK:4
DEF:2
SPD:3
TEC:4
Consumed OM: 2,100
Proficiencies (5,400): Ranged (1000) Physical Strength (1000), Homing (600), Area Attack prof (600), Remote control Prof (600), Debuff Prof (1000), remote control (600)
Powers ( 14,700 / 16,000 ): Super speed (1000), Burst movement (800), Advanced Super jumping (800), Fusion Basic (1000), Symbiosis (1000), Enhanced Senses Master (2000), Insight (1600), Foresight (1500), Stealth (1,200), suppression (1000), Time manip (800), Survival (2000)
Moves: Pistol - Beretta (300) ranged
Christa trains her eye on the enemy and assures herself that the enemy is within range, which is usually no more than 30 yards. She cocks the ammunition into the chamber, then fires, the bullet makes a streamline toward the enemy and Christa is able to load the next one into the chamber after a small 2 second delay. Each clip holds 9 bullets, after which, she must reload which will take 5 seconds if the clip is not far from her reach.
Beretta Mode II: Rapid fire (300) Ranged
Whether loaded with an extended clip (of 18 bullets) or just set to rapid fire via a small switch in the gun, next to the rarely used “safety” button, the gun can disregard the 2 second delay and fire all her shots almost repeatedly, however, this will cause the pistol to jam or heat up when the magazine expires.
After this she must wait for the weapon to cool down for one minute, or sacrifice her attention to half the wait time, by attempting to fix the jammed weapon.
Silenced Beretta, Mode III 300 Ranged, homing, remote control
The pistol is mounted with a silencer, aiming for the utmost stealth and soundless bullets. When in this mode, her delay time between bullets is about 5 seconds per trigger pull. This mode is helpful because she doesn’t need to be aiming in the direction of her foe to fire her blast, which will curve around trees and obstacles that separate her and her target, as well as distract them from her initial launch location.
IE: The bullet will not go toward the enemy directly, but will zoom left, then right as though it has a mind of its own, before eventually landing at its target. The bullets can keep this up for one minute after launch time, but will fizzle out after that.
Sniper (300) ranged
This move takes time to train her eye on the enemy, as Christa leans through the scope and gets them in her sights. After five seconds of certainty, Christa’s tense shoulders will her arms to fall into place, and slowly her hand falls on the trigger. There is a ten second delay before she can pull the trigger again, and after TWO shots she must also reload the gun, which takes five to ten seconds.
Grenades: Christa is equipped with a maximum of 3 of each. They are equipped either on her utility warbelt, or her nifty snipin’ bag.
Flashbang 600 Debuff, area attack prof, ranged
After tossing the canister, there is a five second delay before the room/area is filled with light and a terrible bang! Anyone within the radius of about 8-10 yards is affected by this. They will lose their sight for approximately twenty seconds and they will also lose their hearing (it is replaced with a loud, disorienting ringning) for thirty to forty five seconds.
Smoke Grenade 600, Debuff, area attack, ranged
The canister releases huge plumes of thick when the pin is pulled, it takes about ten seconds to “warm up” and release the sooty black smoke, tainting visibility to a high extent. Lungs are filled with disgusting acrid stench of smoke, which when inhaled for more than a few breathes can cause dizziness and disorientation on top of the already lack of sight.
Range: 30-45 yards in width, Height is about 25 yards.
Duration: depends on the weather, on a clear sunny day or night, 4.5 minutes, when rain or high winds are involved, 2 minutes.
Basic Grenade 300, area attack, ranged
After pulling out the pin, Christa has a matter of seconds before it is deployed (or she can try to put back in the pin). When she tosses it, the grenade explodes on impact of whatever the grenade hits in a fiery burst of gunpowder and flames.
Specs: Range of affected area is about 5-7 Feet in diameter
“Charge” / ready time: only a few seconds before she must propel it in the air.
Plasma Grenade -300 Area attack, ranged
If you’ve ever played halo, it is the same kind from there. Concept:
A squishy blue orb is activated when it is thrown. It is tossed at the enemy, lands on it, and they keep running, not realizing it has stuck to them. It can stick to any surface, Christa must also be careful it doesn’t stick to her own hand. After a 8 seconds, it explodes in a blue explosion of supreme technological energy. This is a more powerful blast and its range will be about 4 feet because its power is condensed.
Notes: This can be brushed off of an enemy with sufficient effort. If their TEC is greater than 4, it will be brushed off within 3 seconds, if their TEC is less than that, the time it takes to brush it off will go up by 3 seconds respectively.
It kind of detonates as though it were on a timer.
It can stick to armor, hair, a weapon, warp through space time, water, probably lava or another blast would be the only things that would detonate it sooner.
C-4 -300 OM, physical prof, area attack prof
This is a bomb that is placed/stuck to flat surface, it doesn’t need to be horizontal, and the surface can be moving. The C-4 bomb is half the size of a basic laptop, navy green, and comes with a mobile charge detonator. If the detonator is misplaced the bomb has a default of 1 hour to explode. If the detonator is destroyed, the bomb can be set off with a bullet, or manually, or again will have a 1 hour default.
The C-4 takes several moments to prepare, even in the skillful hands of someone who knows what they are doing. They can prepare C-4 prior to its attachment, and then “run at” whatever it is being stuck to. The person must still spend three minutes preparing the bomb for attachment, setting the charge and wires. Valuable time in the heat of battle, or when trespassing in an enemy’s lair.
The range of detonation to detonator is not a factor for the bomb to explode, as it will go to default after about a mile of distance between the mobile detonator and the bomb itself.
Christa can use this once per battle.
The explosion will be approximately 20 feet in diameter.
Sniper Fusillade 300, ranged
Christa’s sniper is modified to rapidfire (by a small switch in her rifle) it takes about three seconds to switch the modes. Next, she reloads her ammunition into a clip which takes about four seconds. After this, she’s set to use this setting. This setting allows for Christa to fire long-ranged shots at enemies rapidly. Rapidly meaning semi-automatic, or, a second or two separating the shots.
The range lasts about 200 yards and the closer it gets to the maximum range, the harder it will be to hit her target with the rapid fire shots, as they are harder to focus, aim, and control.
Suspended Bullets 600 Time manipulation, ranged prof, remote control
In the heat of battle, Christa aims her weapon (it can bullets, a knife, or grenades). She releases several shots and then as they are propelling toward her enemy, suspends the time within the battlefield at a diameter of maximum 25 feet (the larger the area, the more strain and fatigue it puts on her). When this is happening, time is slowed, yet Christa allows the bullets to still move through the paused time, allowing for a swifter delivery to the enemy, and the time it takes for the enemy to dodge is suddenly halved.
Crosshairs 300 om, ranged prof
Christa uses her sniper rifle in a faster mode. Her reloads are 2 seconds per bullet, and there is no limit on how many bullets she reloads. Crosshairs allows for a range of 200 Yards.
Aftershot 300, ranged, time manip
Miss? What? No fucking way! I’m Christa fucking Adams!
Yeah, no. Christa finds that her last round has been used up, and she’s in a tight squeeze with a fully powered enemy before her, she will speed up time to allow her clip to reload, and then she gets a jumpstart on her next attack by several seconds. (Example: rounds are reloaded and she turns up the gun aiming it, without wasting charge time.)
The range for this move is specific only two Christa’s person, and the clothes (and extra gear) on her back (and weapon) by extension.
This move allows for Christa to speed up her time in crisis. She can use this once per post, however every time she uses it her fatigue will double.
Grenade Launcher 300 OM
Christa’s GL takes a moment to “unsnap” from its foldable storage. After it is ready, it takes another five seconds to load with a round of 3 grenades.
The grenades explode on impact of whatever they touch. The grenades have a range of approximately 5 feet. The maximum range that the grenades will be able to launch is about 30 yards.
Electric bullets 600 om Homing, ranged, remote control, area attack
Christa modifies her bullets/pulls out the SPECIAL clips that appear a silverish copper hue. These bullets are spherical in shape and highly conductive. It takes her ten seconds for this move to complete. The spherical bullets are released through the snout of her sniper (OR Beretta), one after another, very close to birdshot. Instead of propelling toward their enemies though, they will disperse and suspend within a 20 foot diameter and 20 foot height, or that simply of the room, the range will shrink if indoors.
After evenly hovering as if by their own accord, the bullets begin to quiver with light and static. After they are charged up and ready, shards of electricity will be struggling to contain themselves and finally, they will shoot out in an expertly laid netting across the battlefield / within the “net” of the bullets themselves.
The enemy/enemies are zapped with electricity, which is amplified if they are wearing armor, or are soaking wet.
Heat Seeking Bullet 300 OM (homing, ranged)
Christa pulls out her red rocket-type bullets and calibrates them, taking approximately 5 seconds, after setting a target, they are fired, with a maximum of 3 per enemy at one time. After one minute of “chasing” the bullet’s ‘rocket’ will fizzle out and drop to the ground if it has not found its target. This move does factor in heat, however Christa focuses on the enemy’s energy, it can be deflected with an energy ball, or if someone cuts off their own appendage to throw it at the bullet.
The bullet has a wide caliber, and is especially powerful against flesh, because of the rocket that doesn’t stop until it goes through the enemy itself.
Dagger 600 OM variable, ranged, physical
The dagger is black, has a small serrated part for easier rope cutting near the hilt of the blade. The dagger is fairly long, about 7-9 inches in length. It is super sharp and well balanced for throwing.
This can be thrown or used as a knife. It lays dormant in its sheath until unhitched, where Christa must designate one free hand to use this weapon.
When thrown, Christa can cast it about 30 feet with very good accuracy, past that, it will only land loosely at where it is aimed.
AK-47, Bitch 300
This move has a range of 50 yards.
Christa loads a mag of pure semi-automatic, or automatic action. The magazine contains 100 smaller sized rounds, which are less lethal the further away you are from the gun. After the clip has been used up, the gun is overheated and/or jammed, in which case christa must either wait 3 minutes for it to cool, or sacrifice 1 minute trying to free the jam.
BFG T1 Super move, defensive 600 OM
A canon more or less appears on Christa’s shoulder when she is in mortal peril. She fires this with a massive boom! Causing her hearing to be completely shot for one minute. Meanwhile, a rocket blasts from the canon, aimed at whatever is ahead of her and when it nears whatever the attack is, it will explode into the attack, catching and containing the energy meant to harm her with a soundless explosion. The rocket smashes into the enemy’s oncoming attack and immediately released is a shard of gunpowder, as well as a technologically advanced “shield” which is transparent and tinted blue. The shell of the rocket will fall to the ground while this is occurring.
Boom Motherfucker! T1 Super offensive 600
Remember that canon right above this one? Yeah, me too. Huge boom.
The canon appears on her shoulder after a sparkling summon time of about five seconds, then releases the canon’s single round ammunition toward the enemy. It launches off at about moderate speed, has a range of 100 yards, and when it lands and explodes, the diameter is about 10-15 feet of fiery death.
Are you feeling lucky? 300 OM (ranged, remote control, homing, stealth/suppression)
Christa closes her eyes completely and aims with her mind, focusing all her energy on the bullet. Firing (with no sound) where she assumes the enemy to be, she guides the invisible bullet with her mind, hoping to land where “x” doesn’t always mark the spot.
Deathmarch T2 area attack, ranged 800 OM
Christa fishes out and launches what appears to be a regular bullet from her sniper. However when it impacts, it will explode wherever she had aimed it to land, ie, if she wanted to hit two targets she might have it land between them, or on the ground below them.
The explosion has a maximum range of 10 feet.
She can only do this twice per battle. And only carries two rounds with her at any time.
Storm - T1 Super move, area attack 600 om
Christa fires her sniper with multiple bullets shooting out from the snout and a storm of molten lead is launched upon the enemy, some land, some don’t this attack is hard to aim aside from the general “forward” direction, she never knows where many of the shots are going to land, other than the fact that they aren’t on her. When deploying these shots, Christa should be, but is not required, to be stationary.
This move doesn’t have a range, as she could tilt her gun and the stream of bullets could follow the line in a circle, or three hundred and sixty degrees. After this move is completed, Christa cannot use the sniper for about a minute, it has been overheated. This move can not be used multiple times per battle.
Kiss My Ass -T2 Super move Ranged prof 800 om
Snipers, the power they hold in a single trigger.
Christa looks down the scope of her rifle, blinking away any debris from her eyes. She’s locked onto her target, or where she presumes they are going for, and then, after clearing two and a half deep breaths, she releases the trigger, slamming one super-charged, super powerful bullet into the enemy.
Consumed OM: 2,100
Items (2,350): Banishment Circle (250 OM), Vita compass (800), Communicator/Moble dataverse device (300), base (1000)
33050
Unlocks (12000): Permanent stat Upgrade x3 (7,000), T2 Powers cap (5000)
T1 Power up: Sniper’s Scorn (1000)
ATK: N/A
DEF:+2
SPD:+1
TEC:+2
T2 Power up: Wrath (1,500)
ATK:+4
DEF:+1
SPD: +2
TEC:+3
Total Spent OM: 47,550[/spoiler]
Character Source: OC
[spoiler]
Age: late twenties
Origin: OC, hinted that she comes from a world that had been defeated by the Empire.
Personality: Very badass, fearless, unafraid to say what is on her mind. While she is rough around the edges, her weakness is her young sister, who she was willing to go to the Oververse and back for.
Backstory: See Secondary Saga http://omniverse-rpg.com/showthread.php?...ista+Adams
Stats: (+3 w/unlocks)
ATK:4
DEF:2
SPD:3
TEC:4
Consumed OM: 2,100
Proficiencies (5,400): Ranged (1000) Physical Strength (1000), Homing (600), Area Attack prof (600), Remote control Prof (600), Debuff Prof (1000), remote control (600)
Powers ( 14,700 / 16,000 ): Super speed (1000), Burst movement (800), Advanced Super jumping (800), Fusion Basic (1000), Symbiosis (1000), Enhanced Senses Master (2000), Insight (1600), Foresight (1500), Stealth (1,200), suppression (1000), Time manip (800), Survival (2000)
Moves: Pistol - Beretta (300) ranged
Christa trains her eye on the enemy and assures herself that the enemy is within range, which is usually no more than 30 yards. She cocks the ammunition into the chamber, then fires, the bullet makes a streamline toward the enemy and Christa is able to load the next one into the chamber after a small 2 second delay. Each clip holds 9 bullets, after which, she must reload which will take 5 seconds if the clip is not far from her reach.
Beretta Mode II: Rapid fire (300) Ranged
Whether loaded with an extended clip (of 18 bullets) or just set to rapid fire via a small switch in the gun, next to the rarely used “safety” button, the gun can disregard the 2 second delay and fire all her shots almost repeatedly, however, this will cause the pistol to jam or heat up when the magazine expires.
After this she must wait for the weapon to cool down for one minute, or sacrifice her attention to half the wait time, by attempting to fix the jammed weapon.
Silenced Beretta, Mode III 300 Ranged, homing, remote control
The pistol is mounted with a silencer, aiming for the utmost stealth and soundless bullets. When in this mode, her delay time between bullets is about 5 seconds per trigger pull. This mode is helpful because she doesn’t need to be aiming in the direction of her foe to fire her blast, which will curve around trees and obstacles that separate her and her target, as well as distract them from her initial launch location.
IE: The bullet will not go toward the enemy directly, but will zoom left, then right as though it has a mind of its own, before eventually landing at its target. The bullets can keep this up for one minute after launch time, but will fizzle out after that.
Sniper (300) ranged
This move takes time to train her eye on the enemy, as Christa leans through the scope and gets them in her sights. After five seconds of certainty, Christa’s tense shoulders will her arms to fall into place, and slowly her hand falls on the trigger. There is a ten second delay before she can pull the trigger again, and after TWO shots she must also reload the gun, which takes five to ten seconds.
Grenades: Christa is equipped with a maximum of 3 of each. They are equipped either on her utility warbelt, or her nifty snipin’ bag.
Flashbang 600 Debuff, area attack prof, ranged
After tossing the canister, there is a five second delay before the room/area is filled with light and a terrible bang! Anyone within the radius of about 8-10 yards is affected by this. They will lose their sight for approximately twenty seconds and they will also lose their hearing (it is replaced with a loud, disorienting ringning) for thirty to forty five seconds.
Smoke Grenade 600, Debuff, area attack, ranged
The canister releases huge plumes of thick when the pin is pulled, it takes about ten seconds to “warm up” and release the sooty black smoke, tainting visibility to a high extent. Lungs are filled with disgusting acrid stench of smoke, which when inhaled for more than a few breathes can cause dizziness and disorientation on top of the already lack of sight.
Range: 30-45 yards in width, Height is about 25 yards.
Duration: depends on the weather, on a clear sunny day or night, 4.5 minutes, when rain or high winds are involved, 2 minutes.
Basic Grenade 300, area attack, ranged
After pulling out the pin, Christa has a matter of seconds before it is deployed (or she can try to put back in the pin). When she tosses it, the grenade explodes on impact of whatever the grenade hits in a fiery burst of gunpowder and flames.
Specs: Range of affected area is about 5-7 Feet in diameter
“Charge” / ready time: only a few seconds before she must propel it in the air.
Plasma Grenade -300 Area attack, ranged
If you’ve ever played halo, it is the same kind from there. Concept:
A squishy blue orb is activated when it is thrown. It is tossed at the enemy, lands on it, and they keep running, not realizing it has stuck to them. It can stick to any surface, Christa must also be careful it doesn’t stick to her own hand. After a 8 seconds, it explodes in a blue explosion of supreme technological energy. This is a more powerful blast and its range will be about 4 feet because its power is condensed.
Notes: This can be brushed off of an enemy with sufficient effort. If their TEC is greater than 4, it will be brushed off within 3 seconds, if their TEC is less than that, the time it takes to brush it off will go up by 3 seconds respectively.
It kind of detonates as though it were on a timer.
It can stick to armor, hair, a weapon, warp through space time, water, probably lava or another blast would be the only things that would detonate it sooner.
C-4 -300 OM, physical prof, area attack prof
This is a bomb that is placed/stuck to flat surface, it doesn’t need to be horizontal, and the surface can be moving. The C-4 bomb is half the size of a basic laptop, navy green, and comes with a mobile charge detonator. If the detonator is misplaced the bomb has a default of 1 hour to explode. If the detonator is destroyed, the bomb can be set off with a bullet, or manually, or again will have a 1 hour default.
The C-4 takes several moments to prepare, even in the skillful hands of someone who knows what they are doing. They can prepare C-4 prior to its attachment, and then “run at” whatever it is being stuck to. The person must still spend three minutes preparing the bomb for attachment, setting the charge and wires. Valuable time in the heat of battle, or when trespassing in an enemy’s lair.
The range of detonation to detonator is not a factor for the bomb to explode, as it will go to default after about a mile of distance between the mobile detonator and the bomb itself.
Christa can use this once per battle.
The explosion will be approximately 20 feet in diameter.
Sniper Fusillade 300, ranged
Christa’s sniper is modified to rapidfire (by a small switch in her rifle) it takes about three seconds to switch the modes. Next, she reloads her ammunition into a clip which takes about four seconds. After this, she’s set to use this setting. This setting allows for Christa to fire long-ranged shots at enemies rapidly. Rapidly meaning semi-automatic, or, a second or two separating the shots.
The range lasts about 200 yards and the closer it gets to the maximum range, the harder it will be to hit her target with the rapid fire shots, as they are harder to focus, aim, and control.
Suspended Bullets 600 Time manipulation, ranged prof, remote control
In the heat of battle, Christa aims her weapon (it can bullets, a knife, or grenades). She releases several shots and then as they are propelling toward her enemy, suspends the time within the battlefield at a diameter of maximum 25 feet (the larger the area, the more strain and fatigue it puts on her). When this is happening, time is slowed, yet Christa allows the bullets to still move through the paused time, allowing for a swifter delivery to the enemy, and the time it takes for the enemy to dodge is suddenly halved.
Crosshairs 300 om, ranged prof
Christa uses her sniper rifle in a faster mode. Her reloads are 2 seconds per bullet, and there is no limit on how many bullets she reloads. Crosshairs allows for a range of 200 Yards.
Aftershot 300, ranged, time manip
Miss? What? No fucking way! I’m Christa fucking Adams!
Yeah, no. Christa finds that her last round has been used up, and she’s in a tight squeeze with a fully powered enemy before her, she will speed up time to allow her clip to reload, and then she gets a jumpstart on her next attack by several seconds. (Example: rounds are reloaded and she turns up the gun aiming it, without wasting charge time.)
The range for this move is specific only two Christa’s person, and the clothes (and extra gear) on her back (and weapon) by extension.
This move allows for Christa to speed up her time in crisis. She can use this once per post, however every time she uses it her fatigue will double.
Grenade Launcher 300 OM
Christa’s GL takes a moment to “unsnap” from its foldable storage. After it is ready, it takes another five seconds to load with a round of 3 grenades.
The grenades explode on impact of whatever they touch. The grenades have a range of approximately 5 feet. The maximum range that the grenades will be able to launch is about 30 yards.
Electric bullets 600 om Homing, ranged, remote control, area attack
Christa modifies her bullets/pulls out the SPECIAL clips that appear a silverish copper hue. These bullets are spherical in shape and highly conductive. It takes her ten seconds for this move to complete. The spherical bullets are released through the snout of her sniper (OR Beretta), one after another, very close to birdshot. Instead of propelling toward their enemies though, they will disperse and suspend within a 20 foot diameter and 20 foot height, or that simply of the room, the range will shrink if indoors.
After evenly hovering as if by their own accord, the bullets begin to quiver with light and static. After they are charged up and ready, shards of electricity will be struggling to contain themselves and finally, they will shoot out in an expertly laid netting across the battlefield / within the “net” of the bullets themselves.
The enemy/enemies are zapped with electricity, which is amplified if they are wearing armor, or are soaking wet.
Heat Seeking Bullet 300 OM (homing, ranged)
Christa pulls out her red rocket-type bullets and calibrates them, taking approximately 5 seconds, after setting a target, they are fired, with a maximum of 3 per enemy at one time. After one minute of “chasing” the bullet’s ‘rocket’ will fizzle out and drop to the ground if it has not found its target. This move does factor in heat, however Christa focuses on the enemy’s energy, it can be deflected with an energy ball, or if someone cuts off their own appendage to throw it at the bullet.
The bullet has a wide caliber, and is especially powerful against flesh, because of the rocket that doesn’t stop until it goes through the enemy itself.
Dagger 600 OM variable, ranged, physical
The dagger is black, has a small serrated part for easier rope cutting near the hilt of the blade. The dagger is fairly long, about 7-9 inches in length. It is super sharp and well balanced for throwing.
This can be thrown or used as a knife. It lays dormant in its sheath until unhitched, where Christa must designate one free hand to use this weapon.
When thrown, Christa can cast it about 30 feet with very good accuracy, past that, it will only land loosely at where it is aimed.
AK-47, Bitch 300
This move has a range of 50 yards.
Christa loads a mag of pure semi-automatic, or automatic action. The magazine contains 100 smaller sized rounds, which are less lethal the further away you are from the gun. After the clip has been used up, the gun is overheated and/or jammed, in which case christa must either wait 3 minutes for it to cool, or sacrifice 1 minute trying to free the jam.
BFG T1 Super move, defensive 600 OM
A canon more or less appears on Christa’s shoulder when she is in mortal peril. She fires this with a massive boom! Causing her hearing to be completely shot for one minute. Meanwhile, a rocket blasts from the canon, aimed at whatever is ahead of her and when it nears whatever the attack is, it will explode into the attack, catching and containing the energy meant to harm her with a soundless explosion. The rocket smashes into the enemy’s oncoming attack and immediately released is a shard of gunpowder, as well as a technologically advanced “shield” which is transparent and tinted blue. The shell of the rocket will fall to the ground while this is occurring.
Boom Motherfucker! T1 Super offensive 600
Remember that canon right above this one? Yeah, me too. Huge boom.
The canon appears on her shoulder after a sparkling summon time of about five seconds, then releases the canon’s single round ammunition toward the enemy. It launches off at about moderate speed, has a range of 100 yards, and when it lands and explodes, the diameter is about 10-15 feet of fiery death.
Are you feeling lucky? 300 OM (ranged, remote control, homing, stealth/suppression)
Christa closes her eyes completely and aims with her mind, focusing all her energy on the bullet. Firing (with no sound) where she assumes the enemy to be, she guides the invisible bullet with her mind, hoping to land where “x” doesn’t always mark the spot.
Deathmarch T2 area attack, ranged 800 OM
Christa fishes out and launches what appears to be a regular bullet from her sniper. However when it impacts, it will explode wherever she had aimed it to land, ie, if she wanted to hit two targets she might have it land between them, or on the ground below them.
The explosion has a maximum range of 10 feet.
She can only do this twice per battle. And only carries two rounds with her at any time.
Storm - T1 Super move, area attack 600 om
Christa fires her sniper with multiple bullets shooting out from the snout and a storm of molten lead is launched upon the enemy, some land, some don’t this attack is hard to aim aside from the general “forward” direction, she never knows where many of the shots are going to land, other than the fact that they aren’t on her. When deploying these shots, Christa should be, but is not required, to be stationary.
This move doesn’t have a range, as she could tilt her gun and the stream of bullets could follow the line in a circle, or three hundred and sixty degrees. After this move is completed, Christa cannot use the sniper for about a minute, it has been overheated. This move can not be used multiple times per battle.
Kiss My Ass -T2 Super move Ranged prof 800 om
Snipers, the power they hold in a single trigger.
Christa looks down the scope of her rifle, blinking away any debris from her eyes. She’s locked onto her target, or where she presumes they are going for, and then, after clearing two and a half deep breaths, she releases the trigger, slamming one super-charged, super powerful bullet into the enemy.
Consumed OM: 2,100
Items (2,350): Banishment Circle (250 OM), Vita compass (800), Communicator/Moble dataverse device (300), base (1000)
33050
Unlocks (12000): Permanent stat Upgrade x3 (7,000), T2 Powers cap (5000)
T1 Power up: Sniper’s Scorn (1000)
ATK: N/A
DEF:+2
SPD:+1
TEC:+2
T2 Power up: Wrath (1,500)
ATK:+4
DEF:+1
SPD: +2
TEC:+3
Total Spent OM: 47,550[/spoiler]

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