09-05-2016, 06:52 PM
Character Name: “Air Commander” / Ulong Rumata
Character Source: Original?
[spoiler]
Level: 5
Total Earned OM: 22,000
Total Spent OM: 19,300
Source: OC
Location: Vasty Deeps
Role: To be used as a challenger in the Omniversal Combat League
Appearance:
![[Image: bqcO0tme7tZ0AUeNxR7VpKdLS8i6hE-PYZwO1BJA...-ZRvQ5k_Ua]](https://lh6.googleusercontent.com/bqcO0tme7tZ0AUeNxR7VpKdLS8i6hE-PYZwO1BJA4DTK5FFBKSYJRwoghbG3ayYOJyBRjVX83o4PfnBQZJKtv0QmCzgKAUUY6p10htPUNvgSJriOCjnnCx7-VbPi1z-ZRvQ5k_Ua)
Head: Has the head of a regular barn owl.
Torso: Colorful robes cover her torso, mostly yellow and red. Protruding from her back is a set of wings, all easily three feet in width and about six feet in length.
Arms: Two arms, each brown in color.
Hands: Clawed talons forming four fingers, with one opposable thumb.
Legs: Mostly covered by the robes themselves, though when they are taken off, they resemble that of an ostrich’s.
Feet: Pretty much the same as the hands.
Personality:
Ulong Rumata comes in three flavors: Energetic, imaginative, and overzealous. Due to her young age and overall inexperience with life, she is eager to please the people she works for and doesn’t hold much qualms about doing so. Her inexperience also means she is easily impressed, particularly if she sees someone do something she thinks is totally awesome.
Her young age also influences her imagination, which is extremely childish. In fact, it is not inaccurate to say she is VERY childish in terms of her overall mannerisms. She often does silly things for the sake of attention, though she is just mature enough to not throw temper tantrums like a normal child.
However, her childishness pulls over into her lifestyle: her bloodthirstiness. As much as she may claim otherwise, she LOVES the battlefield, especially fist-fighting of any description. Her imagination runs the most rampant during times of combat and war. She is also EXTREMELY overzealous when it comes to fighting, to the point where she is often just as much a threat to herself as whoever she is fighting against.
Stats:
First Stat Increase (1000) ATK
Second Stat Increase (2000) ATK
Third Stat Increase (4000) DEF
ATK: 3
DEF: 2
SPD: 5
TEC: 3
Moves:
Helicopter Drone (Ranged Proficiency) - 300 OM
Due to the technological nature of the avian-man species, they have developed a wide variety of ranged gadgets to compensate for their lack of melee weaponry. Air Commander hides several of these Drones within the confines of her wings as simple metal balls.
Whenever he wants to use these drones, she simply parts her wings, reaching into her feathers for the balls. As she pulls them out, she then tosses them on the ground wherever she wants the drones to spawn in. A couple of seconds later, each one transforms into a small helicopter, each with large rifles underneath them. They then fire at whatever target Air Commander signifies to them through the point of a finger.
The rifle shots are semi-automatic, only firing once every second. Each shot is damaging, though they provide no knockback, and the drones themselves are extremely fragile, as they can be destroyed in one hit by anything. They also cannot move from where they spawn, and they have a limited range of only about 30 feet away. If they are destroyed, then it takes roughly 30 seconds for Air Commander to be able to replace them.
Divebomb (Physical Strength Proficiency, Flight) - 600 OM
Like any old bird, a good bird is able to do a lot of damage just by using its head.
To do this move, Air Commander crouches down to the ground slightly, readying herself for launch. After a few seconds, she shoots into the air. During this time, she can grab onto her opponent to bring them up with her to deal extra damage, though it leaves her open for attacks when she does as well. Eventually, after reaching enough of a height and building enough speed that she reverses direction, shooting like a bullet towards the ground, intending on literally diving into it to hurt her opponent.
The move is very damaging, and even more so if she manages to pick up and bring her foe up with her. It also happens in a short amount of time, roughly six seconds. However, when she connects the divebomb, she ends up hurting herself in the process, and can be interrupted with a powerful enough attack.
Wings (Physical Strength Proficiency) - 600 OM
Her wings are for more than just flying and show. They are also a very effective defensive and offensive tool. Measuring at about three feet in diameter, she can use them for a wide variety of purposes.
Lock-On: Tier 1 Super Attack Move (Physical Strength Proficiency, Flight) - 600 OM
To begin this move, Air Commander perches up on a nearby object of height (a rock, a nearby tree, etc,) and brings her cupped hands up to her eyes, staring at her opponent for a few seconds. She then quips a one-liner of some description before flying off of her perch, zooming towards her foe, and upon reaching them, kicks them really hard with her feet as she flies by.
This attack is incredibly damaging, though it has a long wind up, with a total of fifteen seconds before she can properly execute the move. The move is also incredibly hard to pull off, and she doesn’t often use it unless she is certain she can land it, which is calculated through SP usage.
Bomber Pilot: Tier 2 Super Attack Move (Physical Strength Proficiency, Flight) - 800 OM
Due to her childishness, Air Commander is very fond of reliving her favorite moments in life, as well as act out her lifelong dreams. And what better way to act out her dreams than to recreate them on her enemies?
Like with Lock-On, she begins her move by perching up against a nearby object, cupping her hands against her eyes as she quips a one-liner. Unlike Lock-On, though, before does her move, she also points directly at her target, as if taunting them, before taking off and flying towards them. Once she does, instead of kicking them, she grabs hold of them with her feet before flying up, up, and WAY UP! Once she is of a great enough height, she drops her opponent, letting them fall to the ground.
The entire wind-up takes twenty-five seconds to pull off, due to the extra time it takes for her to fly up, but the damage is staggering, and easily her most dangerous move. Like with Lock-On, though, it isn’t easy to pull off, so she doesn’t do it often, which is calculated through SP usage.
Powers: Flight (1800,) Master Acrobat (400,) Insight (1600,) Advanced Enhanced Senses (1700,) Foresight (1500,) Suppression (1000)
Proficiencies: Physical Strength Proficiency (1000,) Ranged Proficiency (1000)
[/spoiler]
Character Source: Original?
[spoiler]
Level: 5
Total Earned OM: 22,000
Total Spent OM: 19,300
Source: OC
Location: Vasty Deeps
Role: To be used as a challenger in the Omniversal Combat League
Appearance:
Head: Has the head of a regular barn owl.
Torso: Colorful robes cover her torso, mostly yellow and red. Protruding from her back is a set of wings, all easily three feet in width and about six feet in length.
Arms: Two arms, each brown in color.
Hands: Clawed talons forming four fingers, with one opposable thumb.
Legs: Mostly covered by the robes themselves, though when they are taken off, they resemble that of an ostrich’s.
Feet: Pretty much the same as the hands.
Personality:
Ulong Rumata comes in three flavors: Energetic, imaginative, and overzealous. Due to her young age and overall inexperience with life, she is eager to please the people she works for and doesn’t hold much qualms about doing so. Her inexperience also means she is easily impressed, particularly if she sees someone do something she thinks is totally awesome.
Her young age also influences her imagination, which is extremely childish. In fact, it is not inaccurate to say she is VERY childish in terms of her overall mannerisms. She often does silly things for the sake of attention, though she is just mature enough to not throw temper tantrums like a normal child.
However, her childishness pulls over into her lifestyle: her bloodthirstiness. As much as she may claim otherwise, she LOVES the battlefield, especially fist-fighting of any description. Her imagination runs the most rampant during times of combat and war. She is also EXTREMELY overzealous when it comes to fighting, to the point where she is often just as much a threat to herself as whoever she is fighting against.
Stats:
First Stat Increase (1000) ATK
Second Stat Increase (2000) ATK
Third Stat Increase (4000) DEF
ATK: 3
DEF: 2
SPD: 5
TEC: 3
Moves:
Helicopter Drone (Ranged Proficiency) - 300 OM
Due to the technological nature of the avian-man species, they have developed a wide variety of ranged gadgets to compensate for their lack of melee weaponry. Air Commander hides several of these Drones within the confines of her wings as simple metal balls.
Whenever he wants to use these drones, she simply parts her wings, reaching into her feathers for the balls. As she pulls them out, she then tosses them on the ground wherever she wants the drones to spawn in. A couple of seconds later, each one transforms into a small helicopter, each with large rifles underneath them. They then fire at whatever target Air Commander signifies to them through the point of a finger.
The rifle shots are semi-automatic, only firing once every second. Each shot is damaging, though they provide no knockback, and the drones themselves are extremely fragile, as they can be destroyed in one hit by anything. They also cannot move from where they spawn, and they have a limited range of only about 30 feet away. If they are destroyed, then it takes roughly 30 seconds for Air Commander to be able to replace them.
Divebomb (Physical Strength Proficiency, Flight) - 600 OM
Like any old bird, a good bird is able to do a lot of damage just by using its head.
To do this move, Air Commander crouches down to the ground slightly, readying herself for launch. After a few seconds, she shoots into the air. During this time, she can grab onto her opponent to bring them up with her to deal extra damage, though it leaves her open for attacks when she does as well. Eventually, after reaching enough of a height and building enough speed that she reverses direction, shooting like a bullet towards the ground, intending on literally diving into it to hurt her opponent.
The move is very damaging, and even more so if she manages to pick up and bring her foe up with her. It also happens in a short amount of time, roughly six seconds. However, when she connects the divebomb, she ends up hurting herself in the process, and can be interrupted with a powerful enough attack.
Wings (Physical Strength Proficiency) - 600 OM
Her wings are for more than just flying and show. They are also a very effective defensive and offensive tool. Measuring at about three feet in diameter, she can use them for a wide variety of purposes.
- Shield Wings
- Smash Wings
Lock-On: Tier 1 Super Attack Move (Physical Strength Proficiency, Flight) - 600 OM
To begin this move, Air Commander perches up on a nearby object of height (a rock, a nearby tree, etc,) and brings her cupped hands up to her eyes, staring at her opponent for a few seconds. She then quips a one-liner of some description before flying off of her perch, zooming towards her foe, and upon reaching them, kicks them really hard with her feet as she flies by.
This attack is incredibly damaging, though it has a long wind up, with a total of fifteen seconds before she can properly execute the move. The move is also incredibly hard to pull off, and she doesn’t often use it unless she is certain she can land it, which is calculated through SP usage.
Bomber Pilot: Tier 2 Super Attack Move (Physical Strength Proficiency, Flight) - 800 OM
Due to her childishness, Air Commander is very fond of reliving her favorite moments in life, as well as act out her lifelong dreams. And what better way to act out her dreams than to recreate them on her enemies?
Like with Lock-On, she begins her move by perching up against a nearby object, cupping her hands against her eyes as she quips a one-liner. Unlike Lock-On, though, before does her move, she also points directly at her target, as if taunting them, before taking off and flying towards them. Once she does, instead of kicking them, she grabs hold of them with her feet before flying up, up, and WAY UP! Once she is of a great enough height, she drops her opponent, letting them fall to the ground.
The entire wind-up takes twenty-five seconds to pull off, due to the extra time it takes for her to fly up, but the damage is staggering, and easily her most dangerous move. Like with Lock-On, though, it isn’t easy to pull off, so she doesn’t do it often, which is calculated through SP usage.
Powers: Flight (1800,) Master Acrobat (400,) Insight (1600,) Advanced Enhanced Senses (1700,) Foresight (1500,) Suppression (1000)
Proficiencies: Physical Strength Proficiency (1000,) Ranged Proficiency (1000)
[/spoiler]
![[Image: sanssig.png]](https://cdn.discordapp.com/attachments/369919416432984079/371386052931485708/sanssig.png)
i may be all alone
but i'm here to tell ya honey
that i'm bad to the bone
B-B-B-Bad to the bone
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