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(11-11-2017, 01:58 AM)Meruem Wrote: Approved.
Okay, now that its approved, I have to make it slightly more complicated for you. XD. Sorry.
I had previously purchased Shield Surge as a Level 2, not really thinking about the fact I never had a Level One. Is it possible that I can please downgrade that to Tier One and be credited for the fact I've purchased it as Tier 2?
To recap, here are both moves, as I want them:
Shield Surge (Defensive Tier 1) (600 OM) - An upgraded version of her energy shield, Blink can put extra effort and power into her teleportation energy to form a shield that blocks up to Tier 1 Super Moves.
Portal Defense (Defensive Tier 2) (800 OM) - Blink uses her teleportation energy to create a portal right in front of her, redirecting up to level two Super Moves away from her. Because of the amount of power she has to put into this particular kind of portal, she can only hold it up for about twenty seconds maximum. She needs to see the attack to be able to use this, and she needs the use of her hands. This can be used on either a ranged attack or an opponent rushing with a melee move. The portal will connect to somewhere no more then 20 feet away, as opposed to her usual 80 foot maximum.
Since I previously purchased Shield Surge at 800, I am asking to be able to purchase Portal Defense for 600 (and downgrade Surge), which would make the total even out at 1400 OM. If this is NOT approved to do, then I guess I would just like Shield Surge Tier 1 approved so I can just buy it full price.
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Basically buying a tier one, but swapping the descriptions?
... Yeah sure, no harm in it.
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A good portion of this move was stolen borrowed and modified from Dawn's Frag Grenade move on the Move Wikia.
Incendiary Grenade (300 OM) (Area Attack, Ranged, Debuff)
A hand-sized grenade that erupts in an explosion of fire from its location. The blast of the grenade can damage with a sort of force that can push them to the ground, though it doesn’t hurt as much as one would think. The real danger is the fire, which burns the victims badly and lingers the damage for ten seconds. The force blast reaches only three feet past the blast point, but the fire and burn risk itself flies between five and ten feet. The ignition is released by pulling the pressing a button on the grenade, after that, it has 5 seconds until it blows up. Mordin can carry eight and only eight grenades of any type at one time. This means that if he has more than one type, he must determine what grenade he wants to use having only 8 slots. It can be thrown 10 yards from the user's stationary position. They are stored on his belt, ready for use when he is.
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Type-2 Phaser Pistol (300)
A handheld sidearm that fires a condensed bolt of energy. While a standard-issue phaser pistol has many capabilities, the Borg device has a limited use. It fires concentrated bolts at a rate of fire identical to that of a human revolver (one bolt per second). Much like a 19th or 20th century weapon, it can fire half a dozen times before requiring a few seconds for its power cells to recycle. The phaser bolts pack a punch, but the weapon itself is ineffective beyond a range of about 50 meters.
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Fabricated Replica - Soul Taker (300 OM, Physical Strength):
The katana is generally defined as the standard sized, moderately curved (as opposed to the older tachi featuring more curvature) Japanese sword with a blade length greater than 60 cm ( 23 1⁄2 inches). This particular katana is a recreation of the Soul Taker that was wielded by the Superhero "Katana" back in his home universe. It's able to clash with most weapons, depending on the power put behind them (ATK versus Def) and is a good blade regardless. This takes him about seven seconds, and has a length of about 80 centimeters to it. The blade is wielded by him normally strapped across his back. This sword is a replica and possesses none of the powers of the original, but can clash with weapons of varying levels, including Lightsabers, ancient swords, and what not.
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(11-11-2017, 02:38 AM)Mordin Solus Wrote: A good portion of this move was stolen borrowed and modified from Dawn's Frag Grenade move on the Move Wikia.
Incendiary Grenade (300 OM) (Area Attack, Ranged, Debuff)
A hand-sized grenade that erupts in an explosion of fire from its location. The blast of the grenade can damage with a sort of force that can push them to the ground, though it doesn’t hurt as much as one would think. The real danger is the fire, which burns the victims badly and lingers the damage for ten seconds. The force blast reaches only three feet past the blast point, but the fire and burn risk itself flies between five and ten feet. The ignition is released by pulling the pressing a button on the grenade, after that, it has 5 seconds until it blows up. Mordin can carry eight and only eight grenades of any type at one time. This means that if he has more than one type, he must determine what grenade he wants to use having only 8 slots. It can be thrown 10 yards from the user's stationary position. They are stored on his belt, ready for use when he is.
Approved.
(11-11-2017, 10:40 AM)The Borg Wrote: Type-2 Phaser Pistol (300)
A handheld sidearm that fires a condensed bolt of energy. While a standard-issue phaser pistol has many capabilities, the Borg device has a limited use. It fires concentrated bolts at a rate of fire identical to that of a human revolver (one bolt per second). Much like a 19th or 20th century weapon, it can fire half a dozen times before requiring a few seconds for its power cells to recycle. The phaser bolts pack a punch, but the weapon itself is ineffective beyond a range of about 50 meters.
Approved.
(11-11-2017, 03:33 PM)Matthew Mcginnis Wrote: Fabricated Replica - Soul Taker (300 OM, Physical Strength):
The katana is generally defined as the standard sized, moderately curved (as opposed to the older tachi featuring more curvature) Japanese sword with a blade length greater than 60 cm ( 23 1⁄2 inches). This particular katana is a recreation of the Soul Taker that was wielded by the Superhero "Katana" back in his home universe. It's able to clash with most weapons, depending on the power put behind them (ATK versus Def) and is a good blade regardless. This takes him about seven seconds, and has a length of about 80 centimeters to it. The blade is wielded by him normally strapped across his back. This sword is a replica and possesses none of the powers of the original, but can clash with weapons of varying levels, including Lightsabers, ancient swords, and what not.
What takes him about seven seconds?
You listed two different lengths, also? Is that the blade and the whole sword?
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11-11-2017, 09:42 PM
(This post was last modified: 11-11-2017, 09:47 PM by Ebonywood Hellscythe.)
T1 Power Up - Fires of Darkness (1000)
After focusing for a moment, or having her magic act of its own accord, harmless dark purple flames erupt around her body. Ebony is likely to use Immortal Flames while this is active to add some strength to the dark inferno (otherwise it's just cosmetic and feels a bit warm).
+2 ATK
+2 DEF
+0 SPD
+1 TEC
Immortal Flames (900) Requires: Physical, Debuff, Area Defense, Area Attack
In moments of combat, or intense emotion, Ebony's body heats up as her mana flows through it. Primes with enhanced senses will see the invisible flames around her while this is active, otherwise, there's no visual effect. Typically, this requires no focus and can remain always active with no noticeable stamina drain, even while using other demanding moves (with the exception of variants of this move). However, due to this being a passive effect, it is very weak. Being near to Ebony feels like being near to a hot radiator, and touching her will feel painful, like touching something really hot - but not enough to burn without very prolonged contact.
Ebony can also channel mana directly to a part of her body or point of contact. Doing so takes 3 seconds of concentration (Ebony can move at full speed, take damage, but not use other moves), and once activated it is very tiring to sustain and can last for 10 seconds before Ebony has to rest. The flames in the focus area become visible as a dark purple colour, and burn much hotter, damaging all who touch them. Furthermore, they spread to anyone who touches them for longer than a second, doing continued damage to the burning area for the following three seconds (although these flames are half as potent as Ebony's). Also, should anyone (besides Ebony) touch the fire on someone else for longer than a second, it spreads to them for three seconds (again, at half the potency as before). The fire could spread to the same person twice, should they touch their burning shoulder with their hand for a second, for example. Flames at one-eighth strength cannot set anything else on fire, and are easy to pat out (so can be easily removed before the 3 seconds are up). Ending this and reverting back to the passive version can be done almost instantly.
Lastly, while standing still, Ebony can focus her mana outwards, causing all the flames to become visible. While she does this, the inferno acts as an aggressive shield, burning anyone within 5ft of her. This is very tiring, and cannot be maintained for longer than 10 seconds before she has to rest. Starting and stopping this can be done near instantly. In addition to damaging near people and objects, the flames also incinerate and weaken projectile attacks, meaning weaker bullets will have no effect on her, and stronger ranged attacks will simply be weakened. While active, Ebony can move at half speed and make basic weapon attacks, but can't focus on any other moves.
While Ebony will never take damage due to her own flames, prolonged or repetitive use of any parts of this move may leave her feeling dizzy. Also, combustible objects ignited by this can still burn her.
RP Notes:
>Ebony is likely to use this with her Fires of Darkness power-up.
>Ebony cannot prevent her allies from being hurt by this move should they touch her/be too near, besides the basic version where she can try to just turn it off.
>Standing near flammable objects while using this move is not recommended.
>If Ebony is not focusing on anything else, she may use this accidentally.
>Ebony can boil water or fry eggs on her forehead with the passive version, if given enough time.
Quote:300 - basic variant
300 - focusing flames (and causing the fire debuff)
300 - setting her whole body on fire (area defence/area attack)
((half based on Enel's Lightning Body, half based on one of the Ashen DD Dark Chips Renji used at the start))
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Approved.
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I was listing the length of a STANDARD katana, compared to the length of his own.
Fabricated Replica - Soul Taker (300 OM, Physical Strength)
This particular katana is a recreation of the Soul Taker that was wielded by the Superhero "Katana" back in his home universe. It's able to clash with most weapons, depending on the power put behind them (ATK versus Def) and is a good blade regardless. The exact length of his blade is about 80 Centimeters in length. The katana takes him about seven seconds to unsheathe, because he has to undo the chains that are wrapped around it with a set of keys before he can wield the blade for himself. This sword can clash with most mundane weapons, but also those with special properties, such as lightsabers, or other similar weapons. The Fabricated Replica lacks any of the powers of the original however, and for all intensive purposes despite being able to clash with most blades, is simply a normal sword, a sword without abilities of it's own.
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Approved.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
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Powder shot (600 OM):
13 loads a special pellet into his gun and when it fires it lightly dusts the opponent with the 22cm cubed of fire dust. The area it reaches is around 1.5 meters left to right and up to down (from 13's perpective) and 3 meters forward in a cone shape (again, from 13's perspective). It is almost impossible to miss if the enemy is close enough and the amount that they are covered by, 1/4 the amount of a powder grenade to 1/2 of a powder grenade, will depend on how far away they are. It is reasonably silent and can normally be used to burn down a wooden wall or door, this will take between 30 seconds and a minute for the door to be weak enough to kick down. It won’t deal any damage but follows the rules for 13’s powder grenade which means that any friction on the dust will cause it to burst into flames. For example, trying to rub it off would be enough to trigger it. 13 will have to exchange the entire barrel of his gun if he wants to switch the type of bullet between normal and powder which takes 5 seconds, it holds 5 bullets and takes 4 seconds to reload. The dust will fall off naturally after about 15 seconds without being set alight, if the dust is on fire then you will have to wait for it to burn out which takes around 1 minutes and 30 seconds or you can brush it off which is easier if you brush it off as soon as possible. The fire will deal minor damage while it is still on. It can be fired once every second but no more dust will be added until all of the dust from the previous shot has fallen off.
The soul of the Machine God surrounds thee. The power of the Machine God invests thee. The hate of the Machine God drives thee. The machine god endows thee with life. Live!
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11-12-2017, 08:40 PM
(This post was last modified: 11-12-2017, 09:21 PM by Luci.)
Klowdy’s Plan-Requirments (Phasing, Buff Proficiency)-Cost 300 OM
Luci temporarily applies her phasing power to an entire vehicle.
This move can be activated when (and only when) Luci is driving or is a passenger in a vehicle intended for personal use. This move can be activated when (and only when) there are UP TO six people including Luci in the vehicle.
Luci holds her breath and concentrates completely on the move. Over a period of about five seconds, Luci and all her companions and the vehicle she is in become Intangible, and treated as though affected by the Phasing power, with the exception the vehicle interacts normally with the road (although not road hazards).
This move can be active a total of ten seconds.
This move is extremely draining to Luci. If she is near fatigue, this move will cause unconsciousness for up to ten minutes. Either way, Luci cannot use her phasing power for at least an hour after using this move, and can only use this move once per day.
Some vehicles that would NOT be affected by this power are 18-wheelers, tanks, trains, helicopters, and generally anything too stupid.
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(11-12-2017, 07:25 PM)13-Jzall Wrote: Powder shot (600 OM):
13 loads a special pellet into his gun and when it fires it lightly dusts the opponent with the 22cm cubed of fire dust. The area it reaches is around 1.5 meters left to right and up to down (from 13's perpective) and 3 meters forward in a cone shape (again, from 13's perspective). It is almost impossible to miss if the enemy is close enough and the amount that they are covered by, 1/4 the amount of a powder grenade to 1/2 of a powder grenade, will depend on how far away they are. It is reasonably silent and can normally be used to burn down a wooden wall or door, this will take between 30 seconds and a minute for the door to be weak enough to kick down. It won’t deal any damage but follows the rules for 13’s powder grenade which means that any friction on the dust will cause it to burst into flames. For example, trying to rub it off would be enough to trigger it. 13 will have to exchange the entire barrel of his gun if he wants to switch the type of bullet between normal and powder which takes 5 seconds, it holds 5 bullets and takes 4 seconds to reload. The dust will fall off naturally after about 15 seconds without being set alight, if the dust is on fire then you will have to wait for it to burn out which takes around 1 minutes and 30 seconds or you can brush it off which is easier if you brush it off as soon as possible. The fire will deal minor damage while it is still on. It can be fired once every second but no more dust will be added until all of the dust from the previous shot has fallen off. Approved, but please make sure to add both this and your previous move to your roster when you purchase it.
(11-12-2017, 08:40 PM)Luci Wrote: Klowdy’s Plan- Tier 1 Utility Supermove- Requirments (Phasing, Buff Proficiency)-Cost 600 OM
Luci temporarily applies her phasing power to an entire vehicle.
This move can be activated when (and only when) Luci is driving or is a passenger in a vehicle intended for personal use. This move can be activated when (and only when) there are UP TO six people including Luci in the vehicle.
Luci holds her breath and concentrates completely on the move. Over a period of about five seconds, Luci and all her companions and the vehicle she is in become Intangible, and treated as though affected by the Phasing power, with the exception the vehicle interacts normally with the road (although not road hazards).
This move can be active a total of ten seconds.
This costs 1 SP.
Some vehicles that would NOT be affected by this power are 18-wheelers, tanks, trains, helicopters, and generally anything too stupid.
This concept doesn't have to be done with a super move (of course, that version would have to use greater fatigue or something) just FYI. It's not that powerful. As a Super Move I'd probably buff the cast time to near-instantaneous and the duration to I dunno, a minute?
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(11-12-2017, 08:40 PM)Luci Wrote: Klowdy’s Plan- Tier 1 Utility Supermove- Requirments (Phasing, Buff Proficiency)-Cost 600 OM
Luci temporarily applies her phasing power to an entire vehicle.
This move can be activated when (and only when) Luci is driving or is a passenger in a vehicle intended for personal use. This move can be activated when (and only when) there are UP TO six people including Luci in the vehicle.
Luci holds her breath and concentrates completely on the move. Over a period of about five seconds, Luci and all her companions and the vehicle she is in become Intangible, and treated as though affected by the Phasing power, with the exception the vehicle interacts normally with the road (although not road hazards).
This move can be active a total of ten seconds.
This costs 1 SP.
Some vehicles that would NOT be affected by this power are 18-wheelers, tanks, trains, helicopters, and generally anything too stupid.
This concept doesn't have to be done with a super move (of course, that version would have to use greater fatigue or something) just FYI. It's not that powerful. As a Super Move I'd probably buff the cast time to near-instantaneous and the duration to I dunno, a minute?
[/quote]
I wasn't sure so I erred on the side of caution. Updated in bold to change it to a regular move.
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Approved.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
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11-13-2017, 09:58 AM
(This post was last modified: 11-13-2017, 10:01 AM by Samus Aran.)
Going ahead and updating all of Samus's moves that I feel weren't given enough detail in hindsight, and with modern move-writing standards.
Also submitting a minor balance change to Block Beam: it says "just over six seconds" to summon a block, which, really ... is kind of long for what it is. So I'm going to make a minor change to five seconds. :x
Old:
[spoiler]
(06-02-2015, 05:07 AM)Samus Aran Wrote: Power Beam
The default setting for Samus's arm cannon, this shoots spherical bolts of energy roughly as fast as a pistol. What makes it special is that it can be charged up. While charging, Samus can move but cannot shoot. It takes five seconds to fully charge the beam. A fully-charged power beam will fire a ball of energy that explodes upon impact. The beam can also be 'quickcharged' which reduces the charge time to about a second and a half, but doing so rapidly drains the suit's energy.
Bombs
Samus can summon sticky blue bulbs of energy that can be dropped, thrown or attached to objects. There are two modes. The first is proximity mode, whereby the bomb will explode the moment anyone comes within three feet of it, excepting Samus or any allies she has designated as friendly. The second is timer mode, where a bomb will explode five seconds after it is released from Samus's suit. These explosions are light and serve mainly as knockback, easily taking a foe off-balance to leave an opening for another attack.
These bombs are bright blue and are easy to spot; however they are silent and almost weightless. If it lands on someone's back, they may not even notice until it explodes. They can be ripped off and attached to other objects like a fridge magnet.
Samus can only have three bombs in existence at once (one must explode to place another). These take only a small amount of energy to create.
Missiles
Samus's suit can store up to (her level x5) missiles at once, after which they are depleted. She can summon new missiles by standing still and focusing - this replenishes her missiles at a rate of one per second. Missiles are a little slow, slower than an arrow, but can be fired at a rate of one per second. They hit with a satisfying 'bang', like taking a haymaker to the face from someone a bit stronger than Samus. Samus can charge her standard missiles with a homing effect, but this takes an extra second, reducing the rate of fire to one every two seconds. These homing missiles don't track perfectly and can be dodged with some effort.
Super Missile
By charging up for a couple of seconds, Samus can create a missile that is much faster and more explosive than a standard missile, moving as fast as an arrow. This 'Super Missile' costs five missiles from her stock.
Block Beam
A beam that summons large, heavy cubes roughly five feet in diameter. Block Beam was designed as a tactical upgrade to allow Aran to create her own cover during a firefight, as well as a physical obstacle to an opponent attempting to close a distance. It takes just over six seconds to create a block and a small portion of power from Samus’s suit. Samus can create a block in any location in her line of sight within five feet, which she does by pointing to the target location and maintaining the beam until the block has fully materialised, at which point it drops to the ground. The beam itself is green and emits a distinctive hum while it materialises the block. The blocks are too heavy to be thrown, but can be fairly easily pushed by Samus due to her augmented strength. A minor detail is that the outward colour and texture of the blocks can be changed. [/spoiler]
New:
[spoiler]
(06-02-2015, 05:07 AM)Samus Aran Wrote: Power Beam
The default setting for Samus's arm cannon, this shoots spherical bolts of energy semi-automatically like a pistol, with a potential ROF of about two shots per second. It never runs out of ammo or needs to be reloaded. What makes it special is that it can be charged up. While charging, Samus can move but cannot shoot. It takes five seconds to fully charge the beam. A fully-charged power beam will fire a ball of energy that explodes upon impact. The beam can also be 'quickcharged' which reduces the charge time to about a second and a half, but doing so rapidly drains the suit's energy.
Bombs
Samus can instantly summon sticky blue bulbs of energy that can be dropped, thrown or attached to objects. There are two modes. The first is proximity mode, whereby the bomb will explode the moment anyone comes within three feet of it, excepting Samus or any allies she has designated as friendly. The second is timer mode, where a bomb will explode five seconds after it is released from Samus's suit. These explosions are light and serve mainly as knockback, easily taking a foe off-balance to leave an opening for another attack.
These bombs are bright blue and are easy to spot; however they are silent and almost weightless. If it lands on someone's back, they may not even notice until it explodes. They can be ripped off and attached to other objects like a fridge magnet.
Samus can only have three bombs in existence at once (one must explode to place another). These take only a small amount of energy to create.
Missiles
Samus's suit can store up to (her level x5) missiles at once, after which they are depleted. She can summon new missiles by standing still and focusing - this replenishes her missiles at a rate of one per second. Missiles are a little slow, slower than an arrow, but can be fired at a rate of one per second. They hit with a satisfying 'bang', like taking a haymaker to the face from someone a bit stronger than Samus. Samus can charge her standard missiles with a homing effect, and can do so while moving, but this takes an extra second, reducing the rate of fire to one every two seconds. These homing missiles don't track perfectly and can be dodged with some effort.
Super Missile
By planting her feet and charging up for a couple of seconds, Samus can create a missile that is much faster and more explosive than a standard missile, moving as fast as an arrow. This 'Super Missile' costs five missiles from her stock.
Block Beam
A beam that summons large, heavy cubes roughly five feet in diameter. Block Beam was designed as a tactical upgrade to allow Aran to create her own cover during a firefight, as well as a physical obstacle to an opponent attempting to close a distance. It takes five seconds to create a block and a small portion of power from Samus’s suit. Once summoned, these blocks are as durable as stone, though they will vanish after about an hour. Samus can create a block in any location in her line of sight within five feet, which she does by pointing to the target location and maintaining the beam until the block has fully materialised, at which point it drops to the ground. The beam itself is green and emits a distinctive hum while it materialises the block. The blocks are too heavy to be thrown, but can be fairly easily pushed by Samus due to her augmented strength. A minor detail is that the outward colour and texture of the blocks can be changed. There is no limit to the number of blocks Samus can summon, though it would be a large waste of time and energy in most fights. [/spoiler]
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11-13-2017, 10:38 AM
(This post was last modified: 11-13-2017, 11:18 AM by Omni.)
Tier 1 Super Defense: Hyper Barrier Beam (600) (Area Defense)
After nearly dying in the Dark Dimension to the Black Knight's Vacuum Wave, Samus realised that she would need to upgrade her Barrier Beam to survive against increasingly powerful foes. The Barrier Beam is projected, as usual, from Samus's arm cannon in a translucent semi-circle of energy, though it is bluey-green unlike the normal Barrier Beam's green colour, due to being augmented with phazon. It can also be expanded into a (four-meter diameter) sphere that covers the whole of Samus's person, though the overall power remains the same.
Tier 2 Super Defense: Hyper Barrier Beam ULTRA (800) (Area Defense)
When the Barrier Beam and even the Hyper Barrier Beam aren't enough to hold back an attack, Samus expends even more phazon to use the Hyper Barrier Beam ULTRA. This is nearly identical to the Hyper Barrier Beam, but larger and brighter, the energy looking like it's actually burning blue. It forms a semicircular wall about four metres high, and is held about two metres away from Samus - it's too unstable and too dangerous to use as a spherical shield.
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11-13-2017, 12:58 PM
(This post was last modified: 11-13-2017, 03:07 PM by Guu.)
Kaiju Guu - Tier 3 Power-up (2000)
In a flash of light, Guu grows 50 feet tall. She appears in whatever outfit and form she was in at the time.
ATK: +7
DEF: +8
SPD: +3
TEC: +2
Edit: THAT'S MY FINAL EDIT!
Edit: OKAY NOW I'M DONE!
Dentist’s Nightmare (300) [float=right] ![[Image: hTF16HV.png]](https://i.imgur.com/hTF16HV.png) [/float] Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency, Kaiju Guu
When in her Kaiju Guu form, and only in that form, she can fire large blasts of pure destructive energy from her mouth.
It only takes a second to charge up. It takes the shape of 30x30 feet tube that fires at a range of 3,000 feet before fizzling out. Because it can only be done in her Kaiju form, it only expends a little bit of energy to maintain it for 3 seconds, but after that it begins to massively drain her energy to continue firing. After halting the attack, she can’t do it again for another 30 seconds in order to recharge. Those that survive a direct hit from the assault suffer burns all over their body that hinder movement and inflict pain. Mental scarring inflicted from the attack is entirely optional to the player.
I confirm that Area Attack Proficiency will be purchased along side this move
![[Image: MUsY55C.jpg]](http://i.imgur.com/MUsY55C.jpg) [float=right] ![[Image: sN7AejK.jpg]](http://i.imgur.com/sN7AejK.jpg) [/float]
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The Prodigal Son (Tier 3 Powered Up Form = 37 points)
When faced with his own physical failings, Proto Man activates the deepest reserves of energy within his power core. The result is a transformation into a form designed wholly around the destruction of his foes.
There are no heroes left in man.
Fortunately, for the Omniverse, its best heroes are forged in steel and fire.
[spoiler]
![[Image: ff8.png]](http://i0.kym-cdn.com/photos/images/newsfeed/001/076/236/ff8.png)
[/spoiler]
18 ATK
6 DEF
6 SPD
7 TEC
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