10-03-2016, 08:08 PM
Amber:[spoiler]
Keep in mind that the effectiveness of the different dust applications will vary depending on stat differences. But otherwise all good.[/spoiler]
Mick:[spoiler]
Good to go.[/spoiler]
Doomguy:[spoiler]
Pistol: Good.
Shotgun: Good to go.
Chaingun: Terrifying. But good to go.[/spoiler]
Madotsuki:[spoiler]
Neato. Good to go.[/spoiler]
Jojo:[spoiler]
I see where you're gettin' them swords from. Go on and have 'em.[/spoiler]
Eda:[spoiler]
Thunder: Near light speed is a no-go. Would be all but impossible to dodge even for someone with ludicrous speed. Aside from that, what's the actual cast time to use it?
Shineblast: Once more, what's the charge/cast time?
Love Darkness Explosion: No need to mention it can be interrupted, super moves are cool like that. That said, how long is 'a long cast time'?[/spoiler]
(10-01-2016, 10:26 PM)Amber Veritz Wrote: Getting some moves approved for Dusk, my NPC.
Moves: [2400]
Kage -600 requires Physical Strength
Kage is a simple katana Dusk uses to battle her foes. It's roughly a meter long from hilt to point and looks rather old for it’s user. Kage is a medium for Dust usage. A “clip” of dust is inserted into the pommel of the hilt with the type of dust Dusk wishes to use. Her dust can be used as often as she likes, but she can only use one element of her dust at a time. If she wishes to change her element, she must eject the current one and “reload” the dust she wishes to use. This takes about 2 seconds to do in entirety.
Dust Application - Phase 1-4 (1200) Requires Ranged, Telekinesis, Debuff, Homing, and Remote Control, also requires Kage as a medium.
Phase 1 - Fire
The most raw but deadly element. Fire is the embodiment of destruction, perfect for crisping up Dusks opponents, and for making roasted marshmallows! When this application is added to Kage, it allows Dusk to control a flame 3 feet in diameter. The flames takes two seconds to build up. It can be swung around in the air for a good 30 seconds before it dissipates. The further it gets from Dusk however, the slower it moves and the harder it is too control. After it gets 15 feet from Dusk, it either flies in the direction it was moving slowly decending, or falls to the ground if it was stationary.
Phase 2 - Ice
Ice is a more tactical type of element. Dusk uses the cold blizzard of ice to slow her opponents. This makes it easy to stage getaways or close in on an opponent with risking being hit. When Kage is swiped through the air with this application in, it creates a gust of extremely cold air that nearly freeze her enemies. Should her opponent be hit with it, they move a little more slowly for 5 seconds. The actual attack causes no initial damage however.
Phase 3 - Wind
One of the trickiest elements to master is the element of air. This element took Dusk awhile to get the hang of, and even still she has trouble controlling it. When Kage is thrusted forward with this clip loaded, the application sends a huge gust of air forward in the direction of her enemy. The gust of air isn't big(3ft dia) but the raw force of speed sends enemies flying. Unfortunately, it sends Dusk flying in the opposite direction however, just not as far. It's difficult to doge too considering the wind picks up forcefully. One would have to know this attack to see it coming. This generally is used to put massive distance between her and her foe if she is having trouble in her fights. Any damage output comes simply from knocking her foe into something like a wall.
Phase 4 - Darkness
Darkness is an element few could even fathom controlling. Although, those persistent enough are able to grasp that which they cannot see. The application of darkness effects hers blade. Coating it in a black, extremely noticeable poison. If her enemy is unlucky enough to taste of this venom, they are blinded for about 4 seconds. Dusk prefers not to use this application too much, for it takes much more energy for her to use in succession.
Elemental Fury(Tier One Super Move) - 600 requires Ranged Proficiency, Homing, Remote Control, Area Attack Proficiency and Telekinisis
Dusk loads her special application she made herself by carefully mixing dust components. This attack is loaded into Kage and swiped through the air in a large arc(10ft wide, 2ft long). It travels quickly through the air locking onto her target. The coating magical aura displays damage output of all her dust applications at once, but can only cause raw physical damage and unlike other applications, can only be used once. The number of clips of this dust equals Dusk’s current SP.
Keep in mind that the effectiveness of the different dust applications will vary depending on stat differences. But otherwise all good.[/spoiler]
Mick:[spoiler]
(10-01-2016, 10:37 PM)Mick Rory Wrote: Battle Initiative - Tier 1 Power-Up(1000)
The effects of the Empire's training kick in, and Mick takes on a more strategic stance. No outward change is displayed.
ATK: +2
DEF: +0
SPD: +1
TEC: +2
Good to go.[/spoiler]
Doomguy:[spoiler]
(10-02-2016, 05:56 PM)Doomguy Wrote: Upgrading/updating some of my old moves:
Pistol (ranged prof) (+300 om)
The standard sidearm of the USSMC and Doomguy's ever present and reliable weapon, this semi-automatic weapon allows the marine to put down three to four shots in a second with decent accuracy while allowing doomguy a free hand, and the ability to easily use it on the go and in tight spaces. However, the weapon's pathetic damage makes it at best a holdout weapon, and with its effective range of 30 feet it can only be a threat in situations where the shotgun would be too slow to use.
However, some tech built into the weapon gives it a little oomph: when the trigger is held down, energy is charged inside the barrel, and after two seconds a powerful shot is fired, doubling the range and provide a damaging and accurate shot. Oddly, it seems like the weapon does not need to reload.
Shotgun (Ranged Prof, AoE) (+600 om)
Doomguy's favorite weapon (that isn't one of the bigger death dealers), the shotgun can fire a shell that can kill weak opponents with a half second pump to put a new on in the chamber. Each shell fires a cluster of pellets that at point blank shreds whatever is standing in the way, but spreads out such that at farther range it becomes more likely to hit but less damage. Although it does not have the scatter of most "video game shotguns" this is to it's benefit: the tight clustering allows more hits further way, allowing an effective range of 80 feet before the spread becomes too wide and only a few pellets hit the intended target.
The shotgun also has two modules: A triple shot and a grenade launcher. The triple shot allows the shotgun to be charge, holding the trigger for a second before unleashing three shotgun shells in rapid fire, but cannot be used again for 4 seconds. the Grenade Launcher requires two seconds, but will launch an arcing grenade that can hit targets as way away as 300 feet, those caught in the 3' radius blast blown away and left wounded as if hit by the normal grenade. However, both modules cannot be used at the same time, and DG must manually remove one and install the other.
Oddly, it seems like the weapon does not need to reload.
Chaingun (Ranged Prof, Aoe, Debuff) (+600 om)
When throwing down fire, nothing can outclass this massive, multi barreled machine gun. Firing high powered shots at speed described as "ludicrous" and "awesome", it allows both suppressible fire and the ability to reduce whatever it's being fire to pulp with sustained hits even when on the move. However, it can also be used in short bursts to fire accurate shots at decent ranges up to 100 yards away, making it a versatile weapon for the USSMC marine. After a second of firing or spinning the barrel on its own, the weapon hits top speed and a hundred rounds can be fired in less than a minute, with some sacrifice to accuracy as Doomguy tries his belt to hold the bucking weapon in place. But when things look real bad, Doomguy braces himself in place, slams a belt of ammo in and throws his weight (and aim) around to hit multiple targets in sweeping arcs, letting none escape.
Even better, this weapon allows the use of special ammo. Incinerate rounds can light the target on fire with multiple hits, while uranium rounds can punch through weak foes and hit ones behind them, though for less damage. However, both ammo types cannot be used in "spread fire mode".
Oddly, it seems like the weapon does not need to reload
Pistol: Good.
Shotgun: Good to go.
Chaingun: Terrifying. But good to go.[/spoiler]
Madotsuki:[spoiler]
(10-03-2016, 01:34 AM)Madotsuki Wrote: Tier 1 Assist - Masada Sensei
This 8-foot-tall lighthearted alien is Madotsuki's best friend in her head from before the Omniverse. He talks in blips and bleeps and doesn't know much about human life and traditions, which leaves him often confused. Madotsuki can perfectly understand him, however.
ATK: 1
DEF: 1
SPD: 1
TEC: 2
B Sharp (300) (Requires Physical) Masada carries around a music keyboard, and it acts like a typical keyboard until Madotsuki powers it with SP. When charged, it turns into a double-bladed scythe (pictured above). Masada can swing twice a second to hit enemies up to three feet away for decent damage. It's not all that tiring to use.
Neato. Good to go.[/spoiler]
Jojo:[spoiler]
(10-03-2016, 02:10 AM)Joline Wrote: Kanshou & Bakuya (300)
Uses Physical Strength
A pair of twin blades opposite in colour. They're about sixty-five centimeters in length and around eight centimeters in width at their wider points.
They're above average in the way of power and speed, but durability is another matter entirely. They rely on one's magical ability to be summoned, and Joline is nothing if not bad at things, so while she can manage to make copies of them perform quite well offensively, they're not very durable. They can take two, maybe three clashes before they shatter and become unusable.
Fortunately, they can be quite easily re-summoned when destroyed. It takes about half a second to do so, and during that time Joline is more vulnerable to damage. A correctly-timed attack would - while still giving Joline her weapons, unless her arm gets cut off - stagger her and hurt her quite a bit. Summoning Kanshou & Bakuya, however, puts a mental toll on her if it's done too much, making other types of magic and pushing her critical thought (including Foresight) more difficult. Joline may only have one pair in existence at a time - if she summons a new pair after, for instance, being disarmed, the old pair will vanish.
The process of summoning them often (though not necessarily) involves an evocation in the form of "trace on", typical of Projection magic. Additionally, it makes one's Magic Circuits glow teal underneath their skin. Due to where the mana is flowing in their Magic Circuits, they mostly glow on the user's arms. During the half-second summoning time, Kanshou & Bakuya appear as teal silhouettes of pure mana, intangible until they're properly summoned.
Alternate Form - 'Adult' Joline (2000)
ATK: 2
DEF: 1
SPD: 3
TEC: 4
Appearance sample stuff, for reference:
Joline takes a more grown-up form, gaining about a foot in height (making her 5'10") and around forty pounds (making her weigh around 130). This form acts as more of a 'flash-forward' than a simple change in build. She seems generally more knowledgeable and, for lack of a better word, mature - though Joline is anything but. As opposed to the raw, relatively untrained potential of her 'child' form, Joline's comparably slower and less resilient as an adult - however, she's much more skilled, is more elegant and has a better grasp on magic.
I see where you're gettin' them swords from. Go on and have 'em.[/spoiler]
Eda:[spoiler]
(10-03-2016, 07:37 PM)Eda Wrote: Move name : Thunder ( Requires Ranged proficiency , homing proficiency ) 300 om
A bolt of lightning from the casters hand moves at near light speed at a single target
High damage
Moderate stamina cost
Loses damage at farther distances
Can track target for up to 30 feet
Can be charged while moving
Can not be used in consecutive casts or with other moves
~
Move name : Shineblast ( Requires Ranged proficiency ) 300 om
A small ball of shining light sent from the caster at a target
Moderate damage
Low stamina cost
Short travel distance 15 ft before losing damage
Can be charged while moving , used with a second and even third consecutive shineblast
Chaining it together can tire caster out quickly
~
Move name : Love Darkness Explosion ( Tier 1 super move ) ( Requires Ranged proficiency ) 600 om
A beam of pure darkness fired by the caster at a single target
Beam is 10 ft in diameter and can travel up to 50 feet but loses power at long distances
Massive damage
-1 sp to cast
Requires a long cast time due to the amount of power behind the attack
Requires tremendous focus and can be interrupted
Can be charged while moving , however can not be cast while moving with any accuracy
Can not be chained together with other moves
Thunder: Near light speed is a no-go. Would be all but impossible to dodge even for someone with ludicrous speed. Aside from that, what's the actual cast time to use it?
Shineblast: Once more, what's the charge/cast time?
Love Darkness Explosion: No need to mention it can be interrupted, super moves are cool like that. That said, how long is 'a long cast time'?[/spoiler]
If you see me around and you got questions, just give a shout. I'm happy to assist.
Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade
Quote:[9:08:31 AM] Zack Fair: We have an OM addict on our hands, clearly.
[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
[9:10:22 AM] Zack Fair: Our world of limitless possibilities


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