10-20-2016, 09:10 PM
Taking over some of these with Elfailzalot's consent.
Blackout is approved.
Re: Malicious Presence if I could offer an opinion I think that Elfailzalot is spot-on with Suppression since the dread-feeling also hides his true power. As long as the fear effect is purely a "oh that's a bad dude right there" and doesn't debuff I'd think you could just grab Suppression and have this be a fodder move. The site NPC bit might not fly for some of them since they’d have TEC high enough to totally see through whatever you wanna hide behind, but for some of the dimmer ones it could work.
S’good.
Scythe Art moves and Justicebringer are approved with those changes. Halt puts you over your limit for pre-approved moves so I’d ask that you bump that when you buy one of the others.
Approved x2
You got it, peacock lady.
If I missed anyone, make with the bumping.
(10-12-2016, 08:24 PM)Strazio Rockwell Wrote:(10-12-2016, 11:46 AM)ElFailzalot Wrote: Renji:[spoiler]
(10-06-2016, 10:06 PM)Renji Wrote: Malicious Presence (300)
This one I'm not sure if it would count as a fodder power or what I would need as prerequisites to make this work.
Having swallowed a countless number of souls Kuzuru’s very presence has become a tangible force. Anyone within 20 meters of Kuzuru can pinpoint his location as if they had basic enhanced senses. Anyone that is aware of his presence feels a tangible sense of danger emanating from him, and those without insight or a sufficiently high TEC skill feel he is stronger than he actually is. This feeling is more profound in secondaries and is used as an intimidation tool for Kuzuru. The demon can choose to increase the potency of this effect, but anyone within 40 meters can pinpoint his location and he can only keep this up for a minute or so before reverting back to the base effect.
Blackout (300) Requires Physical Strength, Debuff Proficiency
Having a potent mastery over raw energy Strazio is able to siphon energy directly from someone’s flesh. He grabs a target and for up to three seconds begins to sap energy from them. The closer to his target’s heart that he grabs the more effective blackout becomes, whereas grabbing a limb produces little effects beyond numbness or dull aching. During this process and for two seconds afterwards Strazio is unable to use any other moves. If he is able to grab his target for the full three seconds he will leave the target feeling groggy and winded for ten seconds, while anything less will last for a fraction of the time.
Malicious Presence: This one...I'm not really sure. I feel like the basic effect of it, beyond people being able to pinpoint his location could work as the way you employed the Suppression power if you ever picked it up, since it similarly masks his real power and such, TEC limit and all. So...that's one option, but I'm not entirely sure.
Blackout: You mention a charge at the end of the move, but nowhere else in the move. Clarify?[/spoiler]
Malicious Presence- Yeah I'm not 100 percent sure either. I want the pinpoint location portion to be a major drawback for being able to seem much more dangerous that he actually is. I want PCs and NPCs to feel like a palpable wickedness emanating from him, more so than him just being a general dick. I almost feel like it would be a fodder power, but I'd like it to potentially be able to affect site NPCs and PCs and such. What would you suggest as the next step to making this a workable thingy?
Blackout - Changed the wording make a bit more sense yo.
Blackout is approved.
Re: Malicious Presence if I could offer an opinion I think that Elfailzalot is spot-on with Suppression since the dread-feeling also hides his true power. As long as the fear effect is purely a "oh that's a bad dude right there" and doesn't debuff I'd think you could just grab Suppression and have this be a fodder move. The site NPC bit might not fly for some of them since they’d have TEC high enough to totally see through whatever you wanna hide behind, but for some of the dimmer ones it could work.
(10-14-2016, 04:26 AM)Sabrina Wrote:Quote:Disable (Requires Ranged, Debuff Proficiencies) (300 OM)
A move used commonly by psychic Pokemon, and very dangerous weapon in a tactician's hands.
Disable is a move used on an opponent's move to, as the name says, disable it for 30 seconds. To do so Sabrina fires a basketball-sized purple psychic blast from just in front of her forehead with minimal preparation. The projectile has no solid mass (it won't knock back an opponent or physically harm them) but can be blocked by physical barriers. It flies nearly as fast as a bullet and dissipates after flying a maximum distance of ~100 meters, or hitting any obstacle.
Before Disable can be used effectively Sabrina must first witness the move that she intends to disable, after which point she is able to use Disable while it is used and for up to a minute after the last usage (or in the case of continuous moves, a minute after it was stopped using). Alternatively if she is aware of her opponent having that move with successful use of Telepathy or Insight, she can use Disable without needing to witness it first.
Someone under the influence of Disable will find themselves unable to remember how to use that specific move for 30 seconds, nor what that move does if used. Moves used in similar ways (e.g. an opponent using a pistol and a rifle, both are used by pulling the trigger) are not affected.
Further limitations are:
-Disable will not work on someone with only one move worth 300 OM, or no moves at all.
-It will also not work on moves that are essential to the character (such as someone with blades instead of fingers, as they couldn't not using their hands for a while).
-Sabrina cannot use Disable again for 2 minutes after firing a blast, regardless of whether or not it succeeds.
-An individual cannot be Disable'd for 2 minutes after having been successfully Disable'd.
-Only a single instance of the move may be disabled, not the entire thing if the move consists of multiple instances (i.e. it costs more than 300 OM). As an example, Sabrina uses Disable on an opponent who uses a gun with two types of ammunition (Type A and B, both with different effects) and which has a bayonet attached. Disable is used on Ammo type A. The opponent would still remember how to use Ammo type B and how to operate the rifle with that ammo in it, and the bayonet.
-Disable cannot be used to interrupt a move as it is being charged (even if Sabrina has witnessed its full use before). It can also not be used to disable Super Defense nor Super Utility moves (but can disable Super Attack Moves).
-Power-Ups, Assists, Alt forms etc. cannot be disabled at all.
Note that this is purely a mental attack: it does not actively prevent the victim from "rediscovering" how to use a move by deduction (e.g. they know that pulling a trigger on their pistol fires it, and deduce that pulling the trigger on their Disable'd rifle would do something similar), being reminded of how it's used by allies and "accidentally" using the move (e.g. flinching and pulling the trigger by clenching their fists) is also allowed. The move may however not be quite as effective as if used when not debuffed due to the missing knowledge on its effects. (Please don't abuse this)
The above was previously approved (thank you, Failz!), I want to make a pair of changes that are marked in red (with the old version struck through) because I want to change the balancing a bit (2 mins cooldown if it fails may have been excessive), remembered a few things I apparently forgot on the original submission, and decided to make the move even longer by clarifying a few things. Can I get approval for the reviews please?
S’good.
(10-15-2016, 10:05 PM)King Sombra Wrote: http://omniverse-rpg.com/showthread.php?...8#pid86028 Bump!
Also
Halt (300, Debuff Proficiency, Time Manipulation):
Halt is a defensive move that is employed by King Sombra. What this does is create a zone of 6 by 6 feet around him. This dome doesn’t block any damage that is headed his way, but instead it would slow it down massively. This slows attacks that normally take seconds to take minutes, and minutes to take fifteen-twenty minutes. However this spell only lasts about 2 minutes and takes 30 seconds for him to charge up. IN addition he cannot do other moves when performing this spell. Furthermore the spell requires that his mouth be uncovered as he must actually speak these words. “Chain the river of time, and bind the current. Seal the flow of time and make it obey my wishes, HALT!” This has a 1 minute cool down upon completion.
Scythe Art moves and Justicebringer are approved with those changes. Halt puts you over your limit for pre-approved moves so I’d ask that you bump that when you buy one of the others.
(10-17-2016, 06:33 PM)Enzo Matrix Wrote: Jedi (Alternate Form) - 2000
Matrix focuses on the form he wants to take, double taps on the gold and black Icon on his chest plate with two fingers, and calls out the word “Reboot!” When he does so, a wave of green light washes over him and his fundamental coding is altered, allowing him to take a form based on one he has seen in the Games before. As a Jedi, he physically appears to be very similar to his normal form, with the exception of a longer beard. The main, noticeable difference is that his clothing shifts to black, light armor, and he gains a black cloak. His Icon remains visible, and in the same place, just over his heart. To revert to his normal form, he simply presses and holds his icon for four seconds. Only he can revert his form, an opponent cannot force him back to normal by interacting with his Icon.
(two stat upgrades already purchased)
ATK: 3
DEF: 1
SPD: 3
TEC: 5
Lightsaber (requires Physical Strength) - 300
When deactivated, this weapon is a metal hilt, black in some places and silver in others, with brown leather wrapped around it. The hilt is approximately eleven inches long. When Matrix activates this weapon, a three-foot blade made of green energy ignites from the handle. The lightsaber is light and easy to move around, useful for sword play and deflecting projectiles, though it is significantly less powerful than in its home realm. When not in use, Matrix clips the deactivated hilt on his belt. He can draw and ignite it in under a second, and is capable of utilizing it alongside his other weapons. This weapon is instantly available to him when he is in his Jedi alternate form, and disappears when he reverts to his base form, or shifts to another.
Approved x2
(10-19-2016, 04:02 AM)Creatia Weatherly Wrote: Sending this one in for pre-approval.
BURST Mode: Phoenix's Gift (Tier One Power Up)
ATK: +2
DEF: +1
SPD: +2
TEC: N/A
Melding into her aura, the gift of the Phoenix continues to grant its eternal protection over her in a different form. Two powerful and massive auric wings spread unattached from her shoulder blades, while plumes of white peacock tailfeathers with iridescent eyes trail in threads down the lower curve of her backside. Invoking the initial image of an angel, this new ability siphons from her old gift of immortality, which is now an untapped store of mana in Omni's domain. The boost to Creatia's stats gives her a decent and balanced edge in battle.
You got it, peacock lady.
If I missed anyone, make with the bumping.
Daniel Wrote:gonna milk the shit out of those milkies
Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.
Alex Wrote:clowns don't have marriage rights


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