Posts: 113
Threads: 15
Joined: May 2016
Reputation:
0
08-13-2016, 08:09 PM
(This post was last modified: 08-13-2016, 08:14 PM by Carmelita.
Edit Reason: The sake of clarity
)
Steel-Titanium Anti-Personnel Lockdown Electric Device - STAPLED (Stealth, Debuff) (300)
The Steel-Titanium Anti-Personnel Lockdown Emergency Device, or STAPLED is a device designed by Bentley for Carmelita. A small metal disk five inches in diameter, it can be dropped onto the floor during stealth mode without disrupting it like a direct attack would. When pressure is applied to the upper surface, the STAPLED erupts with bands of Steel-Titanium and entangles the thing that depressed it, provided the bulk of the target is less than eight feet tall and three feet in radius.
After the bands of Steel Titanium deploy, a light electric current passes through the bands, lightly frying electrical circuitry and attempting to shock the target into submission.
Obviously, a target tangled in the STAPLED is restrained as long as the physical bonds hold, reducing their effective speed until they break free or slip out of the bonds through other means.
To break free from the STAPLED using brute force requires a high strength or for the base to be damaged by a few decent hits. The device can be deactivated manually by toggling a switch on the underside. Once a device has been deactivated, it is functionally useless for anything beyond scrap.
Carmelita carries three of these on her at any one time, and only one can be deployed at a time. Due to how they bypass the stealth field disruption, only one can be deployed each time Carmelita engages her stealth cloak.
---
Rod of Fish and Thunder (Physical Proficiency, Ranged Proficiency, Debuff, Utility) (900)
The Rod of Fish and Thunder is a small baton that can be used both in melee as a shock baton, at range as a taser and also as a trap.
The baton is a foot long and has a cap at one end that encompasses the top three inches. There are four buttons on the handle.
The first turns the Rod of Fish and Thunder on, and electrifies the cap, allowing for the baton to be used in close quarters fighting. The shock from the baton fluctuates so that it disorientates those hit by the weapon, causing them moments of confusion over the next ten seconds that decreases their effective technique (TEC) for the duration.
The second releases the cap off the end of the baton, transforming it into a piton. The piton is shaped so as not to puncture the skin, and trails behind it a twenty metre wire about five millimetres thick. This wire is vulnerable to being cut and prone to being broken under any decent attack. This mode allows the Rod of Fish and Thunder to be used at range, wrapping an opponent in the wire like a whip and shocking them with the same effects as the melee shocks. The twenty metre wire is more vulnerable but covers a larger area of the target, causing a much more noticeable drop in effective technique during the duration of shocking.
The third button launches the piton much further, up to a hundred metres in range. Whilst impractical for combat, the piton functions perfectly well as a grapple hook and the hundred metre wire is a non-conductive carbon-fibre composite. Fastening the baton to a secure place produces a wire strong enough to abseil, rappel or slide along, allowing for access to difficult to reach areas.
The fourth button magnetically returns the piton and returns it to cap function, rethreads the wires if broken and deactivates the shock function.
---
Also waiting on http://omniverse-rpg.com/showthread.php?...4#pid79714
---
Demolitions Firework (Tier 1 Super Move, Attack, Ranged, Area Attack) (1200[600+600])
Carmelita takes out six pieces from her belt pouches and assembles them into a large, bamboo firework akin to those used by the Panda King. Once assembled, the bamboo firework can be fired at any target with a clear trajectory within two kilometres. The bamboo firework travels along the arc at a velocity of forty metres per second, and spouts out huge sparks. Upon detonation, either by being shot or upon impact, the firework creates a three metre spherical explosion. This explosion will collapse buildings if a structural wall was within the blast radius, and will do considerable damage to any character caught in the blast radius.
Assembling two pieces takes a second, and Carmelita requires both hands to assemble the firework. This means that to assemble the firework takes five one second intervals in which Carmelita must have her hands free, and to launch the rocket requires an additional second to aim the trajectory. If the firework is shot while it is still in Carmelita’s hands, the move is cancelled and Carmelita takes minor burn damage.
---
Dreamtime Bubble (Tier 1 Super Move, Defensive, Area Shield) (1000[400+600])
Carmelita draws on her recollection of Murray’s dreamtime philosophy and creates a pink bubble around herself and anyone huddled up to her to deflect damage she would otherwise take.
While using the Dreamtime Bubble, Carmelita is suspended in the centre of a two metre sphere of pink energy, which can be knocked around and rolled about by outside forces.
Activating the Dreamtime Bubble takes a three second period. From the moment it is activated Carmelita must keep her eyes closed to keep the Bubble up and anyone within the Bubble cannot receive any non-visual outside stimulus. Upon opening her eyes, Carmelita has three seconds to roll the ball around herself before it pops. If there are additional characters within the ball, be they NPCs, Assists or PCs, they may roll the Dreamtime Bubble around like a hamster ball.
---
Ice House (Tier 1 Super Move, Defensive, Area Shield, Ranged Materialise, Debuff) (1000[400+600])
Carmelita diverts some of the ice blocks travelling through the Dataverse and drops them into existence, constructing a wall of ice a metre thick between her and her aggressor. The ice blocks form around the incoming attack if activated with enough time, catching melee weapons in the ice. The ice wall chills the surrounding area, causing condensation to stick unwary people within a five metre radius to the surrounding surfaces on contact. This effect can be countered by heat based moves.
Posts: 196
Threads: 20
Joined: Sep 2015
Reputation:
0
Bump from like 5 pages ago.
(08-01-2016, 05:04 AM)Dawn Wrote: Sub-Machine Gun(300) - Ranged Prof.
Dawn prefers to keep her distance, but that isn't always possible. So she takes a secondary weapon for close encounters. The SMG is small and can't be used while she is using her sniper(she must de-summon her sniper the summon her SMG and vice versa, which takes 2 seconds). The SMG is a fairly average make, with clip size of 30 bullets each and an effective range of 500 meters. She isn't going to be using it from 1500 feet away though, and is better to use at close range anyways. The fast ejecting mechanism let her reload this gun in just a little over a second. It takes a single second to summon. She can move while summoning it as well.
Posts: 65
Threads: 9
Joined: Sep 2013
Reputation:
0
Obey - Ranged Proficiency, Area Attack Proficiency, Ranged Materialize Proficiency, Remote Control Proficiency, Telekinesis (Projected Price: 900)
Trixie does not how or why she regained her extensive use of the force while in the Underverse, but she's not about to complain about it. 'Obey' is less a specific move and more of a substantial power augmentation to Trixie's latent force power. As she progresses further in the Omniverse her body remembers more of the strength it had in the original timeline where Darth Zulenka could melt entire battalions and crush armored transports with relative ease. Obey drives to extend Trixie's force abilities to Primes, Secondaries, and the things they can summon. It is a blanket upgrade to Telekinesis, that doesn't exceed her current trained level, but incorporates everything she has learned thus far. She can push herself off the ground with both hands, lift groups of people off the ground, or viciously crush them or their bodies at will. There are three basic archetypes to Obey; Crush, Lift, and Pulse. Crush does just what it says, however, it's been toned down quite a bit. Trixie has the ability to target a specific part of a Primes body, an item, or a small structure and apply crushing force to it. Lift represents Trixie's ability to float and manipulate objects off of the ground, to halt them mid-air depending on the force behind them, and to move them around. This is the most taxing archetype as it requires the most stamina to maintain and that requirement multiplies exponentially depending on how much inertia Trixie has to cancel out in order to make the target stationary. Pulse is a true offensive capability to Obey. A thin sonic wave shaped burst of energy is expelled towards the target using a slightly clenched, but open hand in an attempt to knock them back with severe force. This one, along with Crush, has the most utility as the force user could knock open doors or dent steel panels depending on how much focus they're willing to put into the blast. Each archetype also has a signature hand form to initiate. Crush is typically a clenched fist, Lift is a flat and open palm pointed at the object, and Pulse is a half-clenched, but open fist that the user thrusts towards the target; with repeated action Pulse can be repeatedly fired at severe strain to the user.
Always Outnumbered, Never Outgunned
Posts: 158
Threads: 14
Joined: Jul 2015
Reputation:
0
To answer your questions, first question answer is yes.
-Second, i just inserted the number in.
Ithaca 37- 300 OM (Requires Ranged Proficiency)
This gun Marcus uses is a old gun of Kyle Reese’s. The gun is a pump action gun.The gun has about 3 shots of ammo per round. It takes Marcus three times to pump and another shell comes into play.. When hitting the trigger, the used shell falls out and another shell comes in. The blow to the enemy is within 20 meters away considering it can be good up close or at a distance. but this doesn’t come without a light blowback. This is a .12 gauge gun.
"General Dynamics RSB-80 plasma gun"-
600 OM (Requires Ranged Proficiency)
This gun is a heavy gun that can rapid fire extremely hot plasma lasers at the enemy. The range is about a meter long and the impact is not one to be messed with. Plasma shots literally cause an explosive impact upon skin or leaves a medium crack on armor. 60 pulses per minute can be used on regular mode but on automatic mode is 360 pulses per minute.
--First question- Answered it.
--Second, ok.
--Edited so the two modes are clearly described.
Posts: 0
Threads: 0
Joined: Mar 2016
Reputation:
0
Carmelita
Plastiglex Breaching Charge: How many of these does she have on-hand at a time?
For the rest, you can only have 5 moves pre-approved at one time. Let me know which ones you want me to look at and I’ll dig in.
Colonel
Body Burn: How draining is this on Colonel’s stamina?
Elemental Swords: How long does the debuff on Elec Sword last?
10mm Pistol: Approved!
Beast Out: Approved!
Dawn
http://omniverse-rpg.com/showthread.php?...2#pid78992
Trixie
- What’s the cast speed on these? More or less instant, or is there a charge time?
- Are we going with the range of telekinesis or something smaller? Are foes farther from Trixie affected differently than those very near?
- Can these be used while moving?
- How much concentration does it take to maintain Crush and Lift?
- How draining are Crush and Pulse?
- Is there a duration on Crush and Lift, or is it just until concentration breaks or she lets go?
- Can these be used with other moves?
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
Posts: 65
Threads: 9
Joined: Sep 2013
Reputation:
0
08-15-2016, 10:03 PM
(This post was last modified: 08-15-2016, 10:06 PM by Trixie.)
Quote:Trixie
- What’s the cast speed on these? More or less instant, or is there a charge time?
- Are we going with the range of telekinesis or something smaller? Are foes farther from Trixie affected differently than those very near?
- Can these be used while moving?
- How much concentration does it take to maintain Crush and Lift?
- How draining are Crush and Pulse?
- Is there a duration on Crush and Lift, or is it just until concentration breaks or she lets go?
- Can these be used with other moves?
- Instant, except for Crush. No charge time and they can't be charged in that same regard.
- Range of Telekinesis which also means that the drawbacks of Telekinesis apply as well. At 50% range the strength of the move begins to drop off drastically. So right now 30 meters.
- Lift, only with extreme physical stress. Pulse and Crush are more or less effortless to do while moving, but like anything, doing them in combat would tax her more.
- Lift is the most taxing out of the 3 like described and it would vary on what she's lifting. For the sake of argument, lifting a prime would definitely require her not to be interrupted. Manipulating organic life is harder than non-organic objects. So if she were hit, assuming she didn't block it, she'd lose concentration and drop the person. It's more utility than offense or defense. Crush is targeted to small areas so it's easier to maintain, but she needs to keep the connection using one of her hands which ultimately sacrifices an appendage just to keep it going. On primes Crush has to build slowly to it's full pressure.
- Crush and Pulse share the same drain. Used repeatedly in quick succession would rapidly drain Trixie of the stamina to fight. It can be done, but it's going to leave her at a disadvantage for a while.
- Lift has no duration. As long as she can concentrate enough it'll work. Crush, however, for the sake of things, let's say that it's crushing effect ends after 4 seconds and needs to be reapplied. SWTOR has a similar move I can get behind. It isn't a DoT either. At the end of the 4 seconds all of the crushing damage occurs at once.
- I'm going to say yes for now, because the only one I see her using in conjuction is Close Quarters Shielding. The rest of my moves wouldn't allow her to do so/or are literally just weapons that she uses and has access to.
Whatever you price this at is fine.
Always Outnumbered, Never Outgunned
Posts: 113
Threads: 15
Joined: May 2016
Reputation:
0
(08-15-2016, 09:41 PM)Mark Wrote: Carmelita
Plastiglex Breaching Charge: How many of these does she have on-hand at a time?
For the rest, you can only have 5 moves pre-approved at one time. Let me know which ones you want me to look at and I’ll dig in.
Plastiglex Breaching Charge: One on her at any time. They're heavy.
As for the rest, I'd like to get pre-approved the STAPLED, the Rod, the Rocket and the Bubble. That makes five total. I'm getting some ready for the end of DA.
Thank you!
Posts: 103
Threads: 11
Joined: Apr 2016
Reputation:
0
Getting ready for post DA Shenanigans.
HACKER TECHNIQUE: CHERNOBYL PACKET (Requires Ranged Proficiency, Homing Proficiency)
Hiro inputs commands on his wrist comp, materializing a program into physical existence. This program takes the form of either five baseball sized spiky orbs or two barrel sized spiky orbs that hover in midair next to Hiro (http://thumb7.shutterstock.com/display_pic_with_logo/1185467/310278689/stock-vector-red-thorny-ball-on-white-illustration-310278689.jpg). Hiro must hold his palm facing outwards and concentrate as he summons them. If he is interrupted before all five orbs are formed, the move is canceled. For the five orb version, It takes one second for each orb to fully form, and none of them will move until all five are summoned. Once all five orbs are summoned, they will sequentially move towards Hiro’s designated target one after the other. They travel at a slow jogging pace, and will attach to their target, detonating after one second. The explosion is not large enough to affect adjacent targets. They can be targeted and attacked before they hit, causing premature detonation, but their small size demands a TEC equal to or better than Hiro’s to be struck.
The two orb version requires Hiro to concentrate with both hands after inputting the commands into his wristcomp. Each orb is the size of a 55 gallon drum, and takes four seconds of concentration to form. They will not move until both have materialized, and once they do, will travel towards their target at a slow walking pace, about 2 Feet per second. These orbs can also be targeted and attacked to trigger them earlier, requiring only half of Hiro’s TEC, but they require more than one attack to arm them. Once they reach their target, they detonate after a three second countdown.
The maximum range the orbs will “chase" a target is 100 feet, so it is possible to outrun them. However, Hiro uses this move tactically, and while an opponent is outrunning his viruses, they’re not focusing on him.
TIER 1 SUPER MOVE: CHERNOBYL WIPE
Hiro inputs an emergency command on his wristcomp, converting all available data into multiple instances of his Chernobyl Packets. This usually creates anywhere from 50-75 individual explosive orbs. They form floating around his person in an evenly spaced point pattern. Hiro must wait until all the orbs have formed, then must place his hands together in front of him, directed at his target. The orbs rush forward almost instantly, forming a one foot on diameter “beam”, made up of the individual Packets. They surge forward in a rolling, twisting motion, and each orb detonates upon impact, creating a series of miniature explosions against the target. Each orb by itself is a weak explosion, and targets that match or exceed Hiro’s Burst Speed (6) can dodge the orbs reliably as they surge and roil towards them. If the “beam” misses with it’s first layer of explosive Packets, the remainder of them will slow down and spread out wider up to three feet to compensate for the missed orbs.
This completely fries his wristcomp’s memory and requires that the processor module be replaced before using the device for any other commands. He usually carries a spare or two on his belt.
Posts: 158
Threads: 14
Joined: Jul 2015
Reputation:
0
thaca 37- 300 OM (Requires Ranged Proficiency)
This gun Marcus uses is a old gun of Kyle Reese’s. The gun is a pump action gun.The gun has about 3 shots of ammo per round. It takes Marcus three times to pump and another shell comes into play.. When hitting the trigger, the used shell falls out and another shell comes in. The blow to the enemy is within 20 meters away considering it can be good up close or at a distance. but this doesn’t come without a light blowback. This is a .12 gauge gun.
"General Dynamics RSB-80 plasma gun"-
600 OM (Requires Ranged Proficiency)
This gun is a heavy gun that can rapid fire extremely hot plasma lasers at the enemy. The range is about a meter long and the impact is not one to be messed with. Plasma shots literally cause an explosive impact upon skin or leaves a medium crack on armor. 60 pulses per minute can be used on regular mode but on automatic mode is 360 pulses per minute.
(Bumping from a few days ago, sorry about this)
Posts: 368
Threads: 46
Joined: Mar 2016
Reputation:
0
Name of Move: Corrupted Energy Blast
Price of Move: 300 OM
Proficiencies Required: Area Effect, Ranged Proficiency
Description of Move:
Warren will hold out his hand and channel dark magical energy into the palm of his right hand and the energy will become a golden energy around the palm of his hands. Once the energy has become the blas Warren will point his hand at an energy and unleash a blast of chaos energy from the hand. The blast is 10 feet in diameter. It travels about 70 MPH but is very draining on Warren and taxing on him to use. This does heavy damage to anyone who is hit by the attack. This takes about five seconds to activate for Warren at present and has a range of 50 meters from his body. This takes him about 10 seconds to recover from.
Name of Move: Anti Core Energy Blast
Price of Move: 300 OM
Proficiencies Required: Area Effect, Ranged Proficiency
Description of Move:
This capability allows his suit to shoot blasts of energy that react uniquely with magic, causing it to explode. The Anti Core Blast has a range of 70 meters from him. This takes him about 3 seconds to charge up before he can actually use it. The Anti Core Energy Blast is made so it can ‘negate’ magic and causes magic it hits to explode. This has an effective explosive range of seventeen meters from him. This energy is called the "Anti Core" and originated from his world. The events in Camelot, the Tangled Green and Coruscant have caused that power to once more awaken. his is moderately taxing on him and once used, takes him 5 seconds to recover from before he can do it again.
Posts: 85
Threads: 14
Joined: Sep 2015
Reputation:
0
RainWing Anthro Form-(2000 OM) (Alternate Form)
Appearance: [spoiler] ![[Image: water_dragon_anthro__for_pr0st_by_slifer.png]](https://web.archive.org/web/20160817165816/http://img10.deviantart.net/f3f6/i/2005/030/2/d/water_dragon_anthro__for_pr0st_by_slifer.png) [/spoiler]
(Er, pretend the tail is that of a RainWing's. The clothes may vary over time and please ignore the earring. And, yes, I know she looks like Tsunami more than Glory, but she was the only one I could find with ruffs on her head)
Stats:
ATK: 1
DEF: 4
SPD: 3
TEC: 2
RainWing Form-(1000 OM) (Tier 1 Powered-Up Form)
Appearance: [spoiler] ![[Image: 640?cb=20130802003607]](http://vignette3.wikia.nocookie.net/wingsoffire/images/2/24/Glory.jpg/revision/latest/scale-to-width-down/640?cb=20130802003607) [/spoiler]
(By the way, in this form she is as 5 times as tall as a scavenger)
Stats:
ATK: 3
DEF: 4
SPD: 3
TEC: 5
Fodder: Scale Color Change (0 OM) (for both RainWing forms)
Whatever she's feeling at that moment, will be reflected in her scale color involuntarily if she does not choose to keep it a certain color.
(Taken from Wings of Fire Wiki)
Red/Black = Angry/Upset
Orange = Irritated
Emerald = Displeasure/Annoyance
Gold/Yellow = Excited/Amused
Pink/Rose = Joy/Happiness
Pale Green/Lily Green/Acid Green = Fearful/Terrified
Green = Worried/Displeased/Annoyed
Blue = Calm/Curiosity
Indigo = Pride
Dark Purple = Shame/Guilt
Purple+Orange = Confused
White = Pain/Extreme Fear/Sick
Dark Gray/Blue-Gray = Sorrow/depressed
Pale Blue = Worried
Pale green/White = Can show hunger
Posts: 170
Threads: 20
Joined: May 2014
Reputation:
0
(08-15-2016, 09:41 PM)Mark Wrote: Colonel
Body Burn: How draining is this on Colonel’s stamina?
Elemental Swords: How long does the debuff on Elec Sword last?
Ah, yes. Knew I was forgetting a few details. Changes be bolded.
Body Burn -- 300 OM (Requires: Area Attack Proficiency)
Colonel briefly gathers a charge of energy across his entire body, marked by a slowly building aura of shimmering heat rolling off of himself. After a six second buildup, during which time Colonel can move but not execute any other techniques or moves aside from the use of his basic sword or buster, the charge is ready to be released, and can be held for up to thirty seconds without being discharged, at which point it will dissipate to prevent gross overheating and internal damage. The charge cannot be interrupted or broken, but sufficient damage can stall it momentarily while he recovers his bearings. When the charge is released, it takes roughly half a second to do so, and produces a burst of flame in all directions, reaching out to approximately three meters in a quick, explosive wave. A wave of oppressive, suffocating heat reaches outward for another two meters, making the air shimmer and waver and distorting vision within the effected area. The burst of flame lingers for three seconds before fading, and the shimmering heat haze remains for another ten seconds, offering an effective partial obscuring tactic. The energy drain from using this move isn't greatly exhausting on its own, but repeated usage of it is a quick way to rapidly wear down energy reserves.
Elemental Sword -- 1500 OM -- (Requires: Physical Strength, Ranged Proficiency, Debuff Proficiency)
Colonel's saber briefly switches off, igniting into a blade of different properties. Switching to any other form of blade, including back to the default Colonel Saber, takes slightly less than one second, and doesn't require great focus so can be effectively done on the fly, even in the midst of a combination attack with his sword.
-- Fire Sword: Colonel's blade ignites into a pillar of intense flame. The actual blows from this sword are somewhat less powerful, not biting as deeply as a standard blade, but tend to leave viciously burning, debilitating wounds, causing things it strikes to catch fire and blaze fiercely for several seconds, based on the difference between the target's DEF and Colonel's ATK.
-- Elec Sword: Colonel's blade erupts into a sparking, crackling mass of electricity. The strikes of this weapon leave targets struck by it numb and sluggish for a few seconds, pending difference between their DEF and Colonel's ATK, and sparks from it will jump a short distance to leave glancing blows on targets even if they manage to avoid or deflect the actual blade. It is not a very powerful weapon on its own, but is very useful for hampering and keeping foes on edge.
-- Aqua Sword: Colonel's blade streams forth into an oscillating blade of liquid. This weapon bends and twists, acting almost like a whip instead of a sword, and can lash and curl around attempts to deflect it, making it hard to avoid entirely. Its primary purpose is that it can stretch and extend like the liquid mass it is, extending Colonel's range of attack with it to nearly four meters.
-- Air Sword: Colonel's sword blasts out into an almost transparent mass of wind. This form of the sword is incredibly light and quick to strike, having virtually no weight to it. It thus has almost no physical impact, inflicting only superficial wounds, but every strike produces a short, fierce blast of intense wind and air, threatening to force targets off balance or knock them stumbling back.
-- Bamboo Sword: Colonel's sword shambles to life as a mass of dense, gold-green energy. It is nearly twice the size of his standard blade, and extremely heavy and slow, but hits all the harder as a result. It has great range and power, offering the potential to smash through attempts to block or deflect it, but it is slow and unwieldy.
"Hold on a second, I have a call..."
"Yes, this is Wesker. Go ahead."
Posts: 0
Threads: 0
Joined: Mar 2016
Reputation:
0
(08-16-2016, 06:47 PM)Hiro Protagonist Wrote: Getting ready for post DA Shenanigans.
HACKER TECHNIQUE: CHERNOBYL PACKET (Requires Ranged Proficiency, Homing Proficiency)
[/size]
Hiro inputs commands on his wrist comp, materializing a program into physical existence. This program takes the form of either five baseball sized spiky orbs or two barrel sized spiky orbs that hover in midair next to Hiro (http://thumb7.shutterstock.com/display_pic_with_logo/1185467/310278689/stock-vector-red-thorny-ball-on-white-illustration-310278689.jpg). Hiro must hold his palm facing outwards and concentrate as he summons them. If he is interrupted before all five orbs are formed, the move is canceled. For the five orb version, It takes one second for each orb to fully form, and none of them will move until all five are summoned. Once all five orbs are summoned, they will sequentially move towards Hiro’s designated target one after the other. They travel at a slow jogging pace, and will attach to their target, detonating after one second. The explosion is not large enough to affect adjacent targets. They can be targeted and attacked before they hit, causing premature detonation, but their small size demands a TEC equal to or better than Hiro’s to be struck.
The two orb version requires Hiro to concentrate with both hands after inputting the commands into his wristcomp. Each orb is the size of a 55 gallon drum, and takes four seconds of concentration to form. They will not move until both have materialized, and once they do, will travel towards their target at a slow walking pace, about 2 Feet per second. These orbs can also be targeted and attacked to trigger them earlier, requiring only half of Hiro’s TEC, but they require more than one attack to arm them. Once they reach their target, they detonate after a three second countdown.
The maximum range the orbs will “chase" a target is 100 feet, so it is possible to outrun them. However, Hiro uses this move tactically, and while an opponent is outrunning his viruses, they’re not focusing on him.
TIER 1 SUPER MOVE: CHERNOBYL WIPE
Hiro inputs an emergency command on his wristcomp, converting all available data into multiple instances of his Chernobyl Packets. This usually creates anywhere from 50-75 individual explosive orbs. They form floating around his person in an evenly spaced point pattern. Hiro must wait until all the orbs have formed, then must place his hands together in front of him, directed at his target. The orbs rush forward almost instantly, forming a one foot on diameter “beam”, made up of the individual Packets. They surge forward in a rolling, twisting motion, and each orb detonates upon impact, creating a series of miniature explosions against the target. Each orb by itself is a weak explosion, and targets that match or exceed Hiro’s Burst Speed (6) can dodge the orbs reliably as they surge and roil towards them. If the “beam” misses with it’s first layer of explosive Packets, the remainder of them will slow down and spread out wider up to three feet to compensate for the missed orbs.
This completely fries his wristcomp’s memory and requires that the processor module be replaced before using the device for any other commands. He usually carries a spare or two on his belt.
Chernobyl Packet: Wicked stuff. Approved.
Chernobyl Wipe: Groovy. Approved, yo.
(08-16-2016, 06:56 PM)Marcus Wright Wrote: thaca 37- 300 OM (Requires Ranged Proficiency)
This gun Marcus uses is a old gun of Kyle Reese’s. The gun is a pump action gun.The gun has about 3 shots of ammo per round. It takes Marcus three times to pump and another shell comes into play.. When hitting the trigger, the used shell falls out and another shell comes in. The blow to the enemy is within 20 meters away considering it can be good up close or at a distance. but this doesn’t come without a light blowback. This is a .12 gauge gun.
"General Dynamics RSB-80 plasma gun"-
600 OM (Requires Ranged Proficiency)
This gun is a heavy gun that can rapid fire extremely hot plasma lasers at the enemy. The range is about a meter long and the impact is not one to be messed with. Plasma shots literally cause an explosive impact upon skin or leaves a medium crack on armor. 60 pulses per minute can be used on regular mode but on automatic mode is 360 pulses per minute.
(Bumping from a few days ago, sorry about this)
Ithaca M37: Good to go.
Plasma Gun: Just checking, but the way this is worded make it seem like the range is only about a meter? That's....not great. If you want to leave it like that it's...approved, I guess, but ya might want to increase it.
(08-17-2016, 08:01 AM)Warren Zimmer Wrote: Name of Move: Corrupted Energy Blast
Price of Move: 300 OM
Proficiencies Required: Area Effect, Ranged Proficiency
Description of Move:
Warren will hold out his hand and channel dark magical energy into the palm of his right hand and the energy will become a golden energy around the palm of his hands. Once the energy has become the blas Warren will point his hand at an energy and unleash a blast of chaos energy from the hand. The blast is 10 feet in diameter. It travels about 70 MPH but is very draining on Warren and taxing on him to use. This does heavy damage to anyone who is hit by the attack. This takes about five seconds to activate for Warren at present and has a range of 50 meters from his body. This takes him about 10 seconds to recover from.
[spoiler] [/spoiler]
Name of Move: Anti Core Energy Blast
Price of Move: 300 OM
Proficiencies Required: Area Effect, Ranged Proficiency
Description of Move:
This capability allows his suit to shoot blasts of energy that react uniquely with magic, causing it to explode. The Anti Core Blast has a range of 70 meters from him. This takes him about 3 seconds to charge up before he can actually use it. The Anti Core Energy Blast is made so it can ‘negate’ magic and causes magic it hits to explode. This has an effective explosive range of seventeen meters from him. This energy is called the "Anti Core" and originated from his world. The events in Camelot, the Tangled Green and Coruscant have caused that power to once more awaken. his is moderately taxing on him and once used, takes him 5 seconds to recover from before he can do it again.
[spoiler] [/spoiler]
Corrupted Energy Blast: Does he need to stay still to charge it? Can he be interrupted from charging it with damage or the like? Can he do anythign else while charging it?
Anti Core Energy Blast: Does he need to stay still to charge it? Can he be interrupted from charging it with damage or the like? Can he do anythign else while charging it? Additionally, just to clarify: the range of the blast is 70 meters, but the effective explosive range is only 17...clarify?
(08-17-2016, 12:09 PM)Queen Glory Wrote: RainWing Anthro Form-(2000 OM) (Alternate Form)
Appearance: [spoiler] [/spoiler]
(Er, pretend the tail is that of a RainWing's. The clothes may vary over time and please ignore the earring. And, yes, I know she looks like Tsunami more than Glory, but she was the only one I could find with ruffs on her head)
Stats:
ATK: 1
DEF: 4
SPD: 3
TEC: 2
RainWing Form-(1000 OM) (Tier 1 Powered-Up Form)
Appearance: [spoiler] [/spoiler]
(By the way, in this form she is as 5 times as tall as a scavenger)
Stats:
ATK: 3
DEF: 4
SPD: 3
TEC: 5
Fodder: Scale Color Change (0 OM) (for both RainWing forms)
Whatever she's feeling at that moment, will be reflected in her scale color involuntarily if she does not choose to keep it a certain color.
(Taken from Wings of Fire Wiki)
Red/Black = Angry/Upset
Orange = Irritated
Emerald = Displeasure/Annoyance
Gold/Yellow = Excited/Amused
Pink/Rose = Joy/Happiness
Pale Green/Lily Green/Acid Green = Fearful/Terrified
Green = Worried/Displeased/Annoyed
Blue = Calm/Curiosity
Indigo = Pride
Dark Purple = Shame/Guilt
Purple+Orange = Confused
White = Pain/Extreme Fear/Sick
Dark Gray/Blue-Gray = Sorrow/depressed
Pale Blue = Worried
Pale green/White = Can show hunger
You good.
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
Posts: 368
Threads: 46
Joined: Mar 2016
Reputation:
0
Corrupted Energy Blast: Does he need to stay still to charge it? Can he be interrupted from charging it with damage or the like? Can he do anythign else while charging it?
Anti Core Energy Blast: Does he need to stay still to charge it? Can he be interrupted from charging it with damage or the like? Can he do anythign else while charging it? Additionally, just to clarify: the range of the blast is 70 meters, but the effective explosive range is only 17...clarify?
To answer your questions, Elz. He can be interrupted with damage from charging either, but doesn't need to stay still. Yes, he can do other attacks while he is charging these two powers of his own.
As for the explosive, the effective range of the beam itself is 70 meters. But only magical attacks within seventeen meters of his body would explode when they come in contact with the beam.
If you need any further changes, please let me know. I'll apply the changes once you've replied.
Posts: 116
Threads: 4
Joined: Aug 2016
Reputation:
0
08-17-2016, 08:07 PM
(This post was last modified: 08-18-2016, 07:17 AM by Ebony.
Edit Reason: forgot something
)
Blood Magic Final Attack(Ranged Proficiency required)
• How powerful is it? Does it have a wide area of effect, or multiple projectiles? How big is the weapon? What size are the projectiles?
When the opponent uses an attack, the move absorbs the damage, then returns it with a force equal to twice the damage the move caused, though any damage done by the opponent's move is automatically doubled since you are using your own life force to match and return the attack the opponent used. It is very possible to kill yourself by doing this, though you will not die until after the move is launched, no matter how much damage you have absorbed and matched with your own life energy. It is a narrow beam of energy fired back, only about 6 inches in diameter, and very fast moving
• *Is it instantaneous, or quick to use? Or is it slow?* (Almost instantaneous? A moment? Several seconds? Longer? Be specific.) To activate the move, the user must focus their blood magic, causing one or both hands to glow red as a sign they are using this technique. The beam of energy being returned is fired at the time of choosing of the user, though again it is a very dangerous technique, and the longer you hold it the more damage you will take, and the higher your chance of death from using it.
• Once activated, how fast does it travel? (Fast as a thrown ball or slower? Arrow? Bullet?)
This move travels in a straight line after fired, its velocity is 300 feet per second, like that of a pellet gun
• Is it difficult to aim? Must it be aimed at all?
This move must be aimed, just like any spell, and is fired from the hands in a straight line
• Can the user move around or do other things while using the move, or must they be stationary?
The user may move around, though doing so may break their focus on the move, so it is recommended to stay still while using it
• Does the user have to keep their focus on the move, or is it 'fire and forget'?
Yes, the user must keep focused, or they will fail at the move, and receive all of the opponent's damage dealt, and the life energy used to equal it without any effect on the opponent
• Does it have effects that linger after the user is no longer performing the move? If so, how long do they last?
Yes, as stated before, you always will take double damage from this move, whether you hit or miss, so it is used only as a last resort
• What does it look like? How is it performed? How does it feel to get hit with it?
It is a colorless beam of energy, drawn in either absorbed if it is an energy attack hitting you, or converted to the proper amount of energy if a melee attack, then doubled using your own life force, and returned in a straight line at your opponent, being fired from your hands,traveling until it hits something. To a living being, it is a feeling of being hit twice as hard as you hit the opponent using the technique, though if it hits anything non living, it does absolutely nothing.
• Is the move variable, or does it have a fixed method of use?
This move must be done in the way set up in this thread, or it will not work
Also, whatever cost this requires is fine, I wasn't sure where to price it.
Posts: 312
Threads: 49
Joined: Jul 2016
Reputation:
0
08-17-2016, 11:36 PM
(This post was last modified: 08-18-2016, 10:10 AM by James Knight.)
Dark Storm Arts - Lightning- Area Attack, Debuff, Ranged, Ranged Materialize, Remote Control and Homing (300 OM)
--------------------------------------------------------------------------
Gathering dark magic to the tip of his horn, King Sombra will say. “So, you want to play with the thunder? How about a taste of the lightning?” Once he says that, he’ll create about 4 bolts of lightning made out of dark magic that he can control. Each of these packs the intensity of ten tasers. Suffice it to say they can immobilize an opponent QUITE well. They can also be remote controlled by him, and home in an opponent. This move is very taxing, requiring that he charge it for 8 seconds. The usage of the move severely depletes his energy reserves. Furthermore, it has a four second cool down. Another problem with this move is that it requires most of his concentration, while using it he can’t normally perform other moves. Distracting him during this move is possible, but would cause him to suffer moderate damage due to the electricity he’s playing with.
Posts: 85
Threads: 14
Joined: Sep 2015
Reputation:
0
Moves:
Venom Spit: (300 OM) (requires Ranged Proficiency and Debuff Proficiency) (for both RainWing forms)
[spoiler] ![[Image: rainwing_wrath_by_obsidiandragoness-d8do9yl.jpg]](https://web.archive.org/save/_embed/http://orig13.deviantart.net/133b/f/2015/012/9/0/rainwing_wrath_by_obsidiandragoness-d8do9yl.jpg) [/spoiler]
Description: Two black streams of venom are fired out of Glory's longest fangs. The user must unhinge their mouth all the way open, like a snake, to spit this venom. It travels up to 12 feet long for the Anthro Form and 24 feet for RainWing form.
The venom dissolves its target at an alarming speed. The speed of dissolving is even faster when the venom is sprayed at a wound or in the eyes.
In the Wings of Fire universe, the venom only worked on organic matter. Here, however, it can dissolve non-organic matter as well. However, if Glory is fighting, say, a robot, the venom would dissolve the eyes at the same speed as the body.
A Prime or Secondary would need to be 6 DEF or over to resist the venom.
Posts: 146
Threads: 8
Joined: Aug 2016
Reputation:
0
08-18-2016, 06:08 PM
(This post was last modified: 08-19-2016, 07:38 AM by Eda.)
I am going to try here to iron out a move or two for later purchase
Tier 1 super move :
Love Love Magic cannon ( 600 om ) ( Requires ranged proficiency ) ( Requires homing Proficiency )
Description : A huge cannon ball of magical energy , while it might look silly being a bright pink hue and shaped like a heart . Its effects are devastating . This attack can punch holes in the body of its target , however it has some heavy drawbacks for its power
Casting speed : Slow can take 3 - 5 minutes to build up
Attack will home in and chase target until either target is hit or attack is lost to hitting a large target - I.e hitting a building or another target
Can be charged while moving
Can not be fired while moving
Can not be aimed while moving
Requires tremendous concentration to cast , just as much to fire
Distance : Point blank to fifty feet
Travel speed of attack : Near glacial - this attack is huge but terribly slow
Size : A heart shaped cannon ball of nearly 100 ft in diameter
Stamina drain : Large - Can exhaust the caster ~ will become Moderate as character gains levels
Damage : High - This can flatten its target , but is a last resort for the young mage
Tier 1 super move :
Love Love Thousand Broken Hearts : ( Requires ranged Proficiency ) ( Requires Area attack Proficiency ) ( Requires ranged materialize Proficiency )
A rain of pink heart shaped projectiles , made to counter large mobs of enemies
As the name implies number of projectiles - up to 1000
All projectiles spawn at once
Attack has enormus range but terrible accuracy
Size of projectiles : Small pink heart shaped , roughly the size of a ( united states ) Quarter
Can be charged while moving
Can not be fired while moving
Can not be aimed while moving
Casting speed : Fast - 15 to 30 seconds
Damage : Weak - similar to her magic blast
Travel speed : Fast - 10 feet a second
Travel distance : Far
Posts: 65
Threads: 9
Joined: Sep 2013
Reputation:
0
(08-15-2016, 10:03 PM)Trixie Wrote: Quote:Trixie
- What’s the cast speed on these? More or less instant, or is there a charge time?
- Are we going with the range of telekinesis or something smaller? Are foes farther from Trixie affected differently than those very near?
- Can these be used while moving?
- How much concentration does it take to maintain Crush and Lift?
- How draining are Crush and Pulse?
- Is there a duration on Crush and Lift, or is it just until concentration breaks or she lets go?
- Can these be used with other moves?
- Instant, except for Crush. No charge time and they can't be charged in that same regard.
- Range of Telekinesis which also means that the drawbacks of Telekinesis apply as well. At 50% range the strength of the move begins to drop off drastically. So right now 30 meters.
- Lift, only with extreme physical stress. Pulse and Crush are more or less effortless to do while moving, but like anything, doing them in combat would tax her more.
- Lift is the most taxing out of the 3 like described and it would vary on what she's lifting. For the sake of argument, lifting a prime would definitely require her not to be interrupted. Manipulating organic life is harder than non-organic objects. So if she were hit, assuming she didn't block it, she'd lose concentration and drop the person. It's more utility than offense or defense. Crush is targeted to small areas so it's easier to maintain, but she needs to keep the connection using one of her hands which ultimately sacrifices an appendage just to keep it going. On primes Crush has to build slowly to it's full pressure.
- Crush and Pulse share the same drain. Used repeatedly in quick succession would rapidly drain Trixie of the stamina to fight. It can be done, but it's going to leave her at a disadvantage for a while.
- Lift has no duration. As long as she can concentrate enough it'll work. Crush, however, for the sake of things, let's say that it's crushing effect ends after 4 seconds and needs to be reapplied. SWTOR has a similar move I can get behind. It isn't a DoT either. At the end of the 4 seconds all of the crushing damage occurs at once.
- I'm going to say yes for now, because the only one I see her using in conjuction is Close Quarters Shielding. The rest of my moves wouldn't allow her to do so/or are literally just weapons that she uses and has access to.
Whatever you price this at is fine.
72 hour bump.
Always Outnumbered, Never Outgunned
Posts: 0
Threads: 0
Joined: Mar 2016
Reputation:
0
Carmelita
[spoiler]
(08-16-2016, 05:41 PM)Carmelita Wrote: (08-15-2016, 09:41 PM)Mark Wrote: Carmelita
Plastiglex Breaching Charge: How many of these does she have on-hand at a time?
For the rest, you can only have 5 moves pre-approved at one time. Let me know which ones you want me to look at and I’ll dig in.
Plastiglex Breaching Charge: One on her at any time. They're heavy.
As for the rest, I'd like to get pre-approved the STAPLED, the Rod, the Rocket and the Bubble. That makes five total. I'm getting some ready for the end of DA.
Thank you!
Approved!
(08-13-2016, 08:09 PM)Carmelita Wrote: Steel-Titanium Anti-Personnel Lockdown Electric Device - STAPLED (Stealth, Debuff) (300)
The Steel-Titanium Anti-Personnel Lockdown Emergency Device, or STAPLED is a device designed by Bentley for Carmelita. A small metal disk five inches in diameter, it can be dropped onto the floor during stealth mode without disrupting it like a direct attack would. When pressure is applied to the upper surface, the STAPLED erupts with bands of Steel-Titanium and entangles the thing that depressed it, provided the bulk of the target is less than eight feet tall and three feet in radius.
After the bands of Steel Titanium deploy, a light electric current passes through the bands, lightly frying electrical circuitry and attempting to shock the target into submission.
Obviously, a target tangled in the STAPLED is restrained as long as the physical bonds hold, reducing their effective speed until they break free or slip out of the bonds through other means.
To break free from the STAPLED using brute force requires a high strength or for the base to be damaged by a few decent hits. The device can be deactivated manually by toggling a switch on the underside. Once a device has been deactivated, it is functionally useless for anything beyond scrap.
Carmelita carries three of these on her at any one time, and only one can be deployed at a time. Due to how they bypass the stealth field disruption, only one can be deployed each time Carmelita engages her stealth cloak.
Is this usable with other moves?
(08-13-2016, 08:09 PM)Carmelita Wrote: Rod of Fish and Thunder (Physical Proficiency, Ranged Proficiency, Debuff, Utility) (900)
The Rod of Fish and Thunder is a small baton that can be used both in melee as a shock baton, at range as a taser and also as a trap.
The baton is a foot long and has a cap at one end that encompasses the top three inches. There are four buttons on the handle.
The first turns the Rod of Fish and Thunder on, and electrifies the cap, allowing for the baton to be used in close quarters fighting. The shock from the baton fluctuates so that it disorientates those hit by the weapon, causing them moments of confusion over the next ten seconds that decreases their effective technique (TEC) for the duration.
The second releases the cap off the end of the baton, transforming it into a piton. The piton is shaped so as not to puncture the skin, and trails behind it a twenty metre wire about five millimetres thick. This wire is vulnerable to being cut and prone to being broken under any decent attack. This mode allows the Rod of Fish and Thunder to be used at range, wrapping an opponent in the wire like a whip and shocking them with the same effects as the melee shocks. The twenty metre wire is more vulnerable but covers a larger area of the target, causing a much more noticeable drop in effective technique during the duration of shocking.
The third button launches the piton much further, up to a hundred metres in range. Whilst impractical for combat, the piton functions perfectly well as a grapple hook and the hundred metre wire is a non-conductive carbon-fibre composite. Fastening the baton to a secure place produces a wire strong enough to abseil, rappel or slide along, allowing for access to difficult to reach areas.
The fourth button magnetically returns the piton and returns it to cap function, rethreads the wires if broken and deactivates the shock function.
Does this do damage or just stun? How many uses does this have, or how draining is it on her stamina? Can she use other moves concurrently? Also, are you sure you want a 65 foot whip? That’ll be pretty unwieldy in combat.
(08-13-2016, 08:09 PM)Carmelita Wrote: Demolitions Firework (Tier 1 Super Move, Attack, Ranged, Area Attack) (1200[600+600])
Carmelita takes out six pieces from her belt pouches and assembles them into a large, bamboo firework akin to those used by the Panda King. Once assembled, the bamboo firework can be fired at any target with a clear trajectory within two kilometres. The bamboo firework travels along the arc at a velocity of forty metres per second, and spouts out huge sparks. Upon detonation, either by being shot or upon impact, the firework creates a three metre spherical explosion. This explosion will collapse buildings if a structural wall was within the blast radius, and will do considerable damage to any character caught in the blast radius.
Assembling two pieces takes a second, and Carmelita requires both hands to assemble the firework. This means that to assemble the firework takes five one second intervals in which Carmelita must have her hands free, and to launch the rocket requires an additional second to aim the trajectory. If the firework is shot while it is still in Carmelita’s hands, the move is cancelled and Carmelita takes minor burn damage.
The pricing on this confuses me. I only see a single use, so why is it priced 1200? As for the move itself, I’d ask that you decrease the range. Being able to hit people 2 kilometers away from you reliably with a Super Move is a little excessive.
(08-13-2016, 08:09 PM)Carmelita Wrote: Dreamtime Bubble (Tier 1 Super Move, Defensive, Area Shield) (1000[400+600])
Carmelita draws on her recollection of Murray’s dreamtime philosophy and creates a pink bubble around herself and anyone huddled up to her to deflect damage she would otherwise take.
While using the Dreamtime Bubble, Carmelita is suspended in the centre of a two metre sphere of pink energy, which can be knocked around and rolled about by outside forces.
Activating the Dreamtime Bubble takes a three second period. From the moment it is activated Carmelita must keep her eyes closed to keep the Bubble up and anyone within the Bubble cannot receive any non-visual outside stimulus. Upon opening her eyes, Carmelita has three seconds to roll the ball around herself before it pops. If there are additional characters within the ball, be they NPCs, Assists or PCs, they may roll the Dreamtime Bubble around like a hamster ball.
Similar to the above, the pricing confuses me here. It would only run you 600. Other than that, you’re approved.
[/spoiler]
Trixie
[spoiler]
(08-15-2016, 10:03 PM)Trixie Wrote: Quote:Trixie
- What’s the cast speed on these? More or less instant, or is there a charge time?
- Are we going with the range of telekinesis or something smaller? Are foes farther from Trixie affected differently than those very near?
- Can these be used while moving?
- How much concentration does it take to maintain Crush and Lift?
- How draining are Crush and Pulse?
- Is there a duration on Crush and Lift, or is it just until concentration breaks or she lets go?
- Can these be used with other moves?
- Instant, except for Crush. No charge time and they can't be charged in that same regard.
- Range of Telekinesis which also means that the drawbacks of Telekinesis apply as well. At 50% range the strength of the move begins to drop off drastically. So right now 30 meters.
- Lift, only with extreme physical stress. Pulse and Crush are more or less effortless to do while moving, but like anything, doing them in combat would tax her more.
- Lift is the most taxing out of the 3 like described and it would vary on what she's lifting. For the sake of argument, lifting a prime would definitely require her not to be interrupted. Manipulating organic life is harder than non-organic objects. So if she were hit, assuming she didn't block it, she'd lose concentration and drop the person. It's more utility than offense or defense. Crush is targeted to small areas so it's easier to maintain, but she needs to keep the connection using one of her hands which ultimately sacrifices an appendage just to keep it going. On primes Crush has to build slowly to it's full pressure.
- Crush and Pulse share the same drain. Used repeatedly in quick succession would rapidly drain Trixie of the stamina to fight. It can be done, but it's going to leave her at a disadvantage for a while.
- Lift has no duration. As long as she can concentrate enough it'll work. Crush, however, for the sake of things, let's say that it's crushing effect ends after 4 seconds and needs to be reapplied. SWTOR has a similar move I can get behind. It isn't a DoT either. At the end of the 4 seconds all of the crushing damage occurs at once.
- I'm going to say yes for now, because the only one I see her using in conjuction is Close Quarters Shielding. The rest of my moves wouldn't allow her to do so/or are literally just weapons that she uses and has access to.
Whatever you price this at is fine.
Sounds good to me. Work those into the move description and I’ll approve it. Pricing will be 1200, with grabbing a projectile out of the air constituting it’s own cost since that sorta makes it a block/parry in a way.
[/spoiler]
Colonel
[spoiler]
(08-17-2016, 03:11 PM)Colonel Wrote: (08-15-2016, 09:41 PM)Mark Wrote: Colonel
Body Burn: How draining is this on Colonel’s stamina?
Elemental Swords: How long does the debuff on Elec Sword last?
Ah, yes. Knew I was forgetting a few details. Changes be bolded.
Body Burn -- 300 OM (Requires: Area Attack Proficiency)
Colonel briefly gathers a charge of energy across his entire body, marked by a slowly building aura of shimmering heat rolling off of himself. After a six second buildup, during which time Colonel can move but not execute any other techniques or moves aside from the use of his basic sword or buster, the charge is ready to be released, and can be held for up to thirty seconds without being discharged, at which point it will dissipate to prevent gross overheating and internal damage. The charge cannot be interrupted or broken, but sufficient damage can stall it momentarily while he recovers his bearings. When the charge is released, it takes roughly half a second to do so, and produces a burst of flame in all directions, reaching out to approximately three meters in a quick, explosive wave. A wave of oppressive, suffocating heat reaches outward for another two meters, making the air shimmer and waver and distorting vision within the effected area. The burst of flame lingers for three seconds before fading, and the shimmering heat haze remains for another ten seconds, offering an effective partial obscuring tactic. The energy drain from using this move isn't greatly exhausting on its own, but repeated usage of it is a quick way to rapidly wear down energy reserves.
Elemental Sword -- 1500 OM -- (Requires: Physical Strength, Ranged Proficiency, Debuff Proficiency)
Colonel's saber briefly switches off, igniting into a blade of different properties. Switching to any other form of blade, including back to the default Colonel Saber, takes slightly less than one second, and doesn't require great focus so can be effectively done on the fly, even in the midst of a combination attack with his sword.
-- Fire Sword: Colonel's blade ignites into a pillar of intense flame. The actual blows from this sword are somewhat less powerful, not biting as deeply as a standard blade, but tend to leave viciously burning, debilitating wounds, causing things it strikes to catch fire and blaze fiercely for several seconds, based on the difference between the target's DEF and Colonel's ATK.
-- Elec Sword: Colonel's blade erupts into a sparking, crackling mass of electricity. The strikes of this weapon leave targets struck by it numb and sluggish for a few seconds, pending difference between their DEF and Colonel's ATK, and sparks from it will jump a short distance to leave glancing blows on targets even if they manage to avoid or deflect the actual blade. It is not a very powerful weapon on its own, but is very useful for hampering and keeping foes on edge.
-- Aqua Sword: Colonel's blade streams forth into an oscillating blade of liquid. This weapon bends and twists, acting almost like a whip instead of a sword, and can lash and curl around attempts to deflect it, making it hard to avoid entirely. Its primary purpose is that it can stretch and extend like the liquid mass it is, extending Colonel's range of attack with it to nearly four meters.
-- Air Sword: Colonel's sword blasts out into an almost transparent mass of wind. This form of the sword is incredibly light and quick to strike, having virtually no weight to it. It thus has almost no physical impact, inflicting only superficial wounds, but every strike produces a short, fierce blast of intense wind and air, threatening to force targets off balance or knock them stumbling back.
-- Bamboo Sword: Colonel's sword shambles to life as a mass of dense, gold-green energy. It is nearly twice the size of his standard blade, and extremely heavy and slow, but hits all the harder as a result. It has great range and power, offering the potential to smash through attempts to block or deflect it, but it is slow and unwieldy.
Most excellent. All approved!
[/spoiler]
Ebony
[spoiler]
(08-17-2016, 08:07 PM)Ebony Wrote: Blood Magic Final Attack(Ranged Proficiency required)
• How powerful is it? Does it have a wide area of effect, or multiple projectiles? How big is the weapon? What size are the projectiles?
When the opponent uses an attack, the move absorbs the damage, then returns it with a force equal to twice the damage the move caused, though any damage done by the opponent's move is automatically doubled since you are using your own life force to match and return the attack the opponent used. It is very possible to kill yourself by doing this, though you will not die until after the move is launched, no matter how much damage you have absorbed and matched with your own life energy. It is a narrow beam of energy fired back, only about 6 inches in diameter, and very fast moving
• *Is it instantaneous, or quick to use? Or is it slow?* (Almost instantaneous? A moment? Several seconds? Longer? Be specific.) To activate the move, the user must focus their blood magic, causing one or both hands to glow red as a sign they are using this technique. The beam of energy being returned is fired at the time of choosing of the user, though again it is a very dangerous technique, and the longer you hold it the more damage you will take, and the higher your chance of death from using it.
• Once activated, how fast does it travel? (Fast as a thrown ball or slower? Arrow? Bullet?)
This move travels in a straight line after fired, its velocity is 300 feet per second, like that of a pellet gun
• Is it difficult to aim? Must it be aimed at all?
This move must be aimed, just like any spell, and is fired from the hands in a straight line
• Can the user move around or do other things while using the move, or must they be stationary?
The user may move around, though doing so may break their focus on the move, so it is recommended to stay still while using it
• Does the user have to keep their focus on the move, or is it 'fire and forget'?
Yes, the user must keep focused, or they will fail at the move, and receive all of the opponent's damage dealt, and the life energy used to equal it without any effect on the opponent
• Does it have effects that linger after the user is no longer performing the move? If so, how long do they last?
Yes, as stated before, you always will take double damage from this move, whether you hit or miss, so it is used only as a last resort
• What does it look like? How is it performed? How does it feel to get hit with it?
It is a colorless beam of energy, drawn in either absorbed if it is an energy attack hitting you, or converted to the proper amount of energy if a melee attack, then doubled using your own life force, and returned in a straight line at your opponent, being fired from your hands,traveling until it hits something. To a living being, it is a feeling of being hit twice as hard as you hit the opponent using the technique, though if it hits anything non living, it does absolutely nothing.
• Is the move variable, or does it have a fixed method of use?
This move must be done in the way set up in this thread, or it will not work
Also, whatever cost this requires is fine, I wasn't sure where to price it.
So basically what this boils down to is you won’t be able to do any more damage than your ATK stat allows. Having a move that lets you randomly do huge amounts of damage is a little too gamey. If you wanted to make a move with a set maximum damage value and roleplay the ‘cost’ of the move being Ebony taking a certain amount of damage, that would be doable with the right balance. Up to you, though.
[/spoiler]
Sombra
[spoiler]
(08-17-2016, 11:36 PM)King Sombra Wrote: Dark Storm Arts - Lightning- Area Attack, Debuff, Ranged, Ranged Materialize, Remote Control and Homing (300 OM)
--------------------------------------------------------------------------
Gathering dark magic to the tip of his horn, King Sombra will say. “So, you want to play with the thunder? How about a taste of the lightning?” Once he says that, he’ll create about 4 bolts of lightning made out of dark magic that he can control. Each of these packs the intensity of ten tasers. Suffice it to say they can immobilize an opponent QUITE well. They can also be remote controlled by him, and home in an opponent. This move is very taxing, requiring that he charge it for 8 seconds. The usage of the move severely depletes his energy reserves. Furthermore, it has a four second cool down. Another problem with this move is that it requires most of his concentration, while using it he can’t normally perform other moves. Distracting him during this move is possible, but would cause him to suffer moderate damage due to the electricity he’s playing with.
What’s the size of the bolts, roughly? How fast do these move? What’s the effective range? Can these be used in motion? How long does the debuff last per bolt? Can you describe the damage in more general terms? The ‘10 tasers’ thing isn’t really applicable in the Omniverse. Just “very strong” or “moderately strong” would work.
[/spoiler]
Glory
[spoiler]
(08-18-2016, 09:09 AM)Queen Glory Wrote: Moves:
Venom Spit: (300 OM) (requires Ranged Proficiency and Debuff Proficiency) (for both RainWing forms)
![[Image: rainwing_wrath_by_obsidiandragoness-d8do9yl.jpg]](https://web.archive.org/save/_embed/http://orig13.deviantart.net/133b/f/2015/012/9/0/rainwing_wrath_by_obsidiandragoness-d8do9yl.jpg)
Description: Two black streams of venom are fired out of Glory's longest fangs. The user must unhinge their mouth all the way open, like a snake, to spit this venom. It travels up to 12 feet long for the Anthro Form and 24 feet for RainWing form.
The venom dissolves its target at an alarming speed. The speed of dissolving is even faster when the venom is sprayed at a wound or in the eyes.
In the Wings of Fire universe, the venom only worked on organic matter. Here, however, it can dissolve non-organic matter as well. However, if Glory is fighting, say, a robot, the venom would dissolve the eyes at the same speed as the body.
A Prime or Secondary would need to be 6 DEF or over to resist the venom.
If by ‘resist’ you mean combat the venom at all, that won’t fly. It’ll have to be a comparison between Glory’s ATK stat and her foe’s DEF. How long does this take to ready? Can this be used while moving? Does this require concentration to ready or aim? How draining is this? How long does venom last? Does the debuff just lower their effective TEC? Can this be used with other moves?
[/spoiler]
Eda
[spoiler]
(08-18-2016, 06:08 PM)Eda Wrote: I am going to try here to iron out a move or two for later purchase
Tier 1 super move :
Love Love Magic cannon ( 600 om ) ( Requires ranged proficiency ) ( Requires homing Proficiency )
Description : A huge cannon ball of magical energy , while it might look silly being a bright pink hue and shaped like a heart . Its effects are devastating . This attack can punch holes in the body of its target , however it has some heavy drawbacks for its power
Casting speed : Slow can take 3 - 5 minutes to build up
Attack will home in and chase target until either target is hit or attack is lost to hitting a large target - I.e hitting a building or another target
Can be charged while moving
Can not be fired while moving
Can not be aimed while moving
Requires tremendous concentration to cast , just as much to fire
Distance : Point blank to fifty feet
Travel speed of attack : Near glacial - this attack is huge but terribly slow
Size : A heart shaped cannon ball of nearly 100 ft in diameter
Stamina drain : Large - Can exhaust the caster ~ will become Moderate as character gains levels
Damage : High - This can flatten its target , but is a last resort for the young mage
You don’t need to make the cast time so long. 30 seconds is probably the maximum you’d need for something like this. I want to mention though that having a 100 ft beam is going to give you extremely diluted damage. The larger it is, the less damage it does to things it hits. As for the homing, normally you’d need some kind of time limit or something to offset the edge you get from homing but being that it’s a Super and moves so slowly I can let that go.
Quote:Tier 1 super move :
Love Love Thousand Broken Hearts : ( Requires ranged Proficiency ) ( Requires Area attack Proficiency ) ( Requires ranged materialize Proficiency )
A rain of pink heart shaped projectiles , made to counter large mobs of enemies
Can be charged while moving
Can not be fired while moving
Can not be aimed while moving
Casting speed : Fast - 15 to 30 seconds
Damage : Weak - similar to her magic blast
Travel speed : Fast - Sky to ground impact in 15 seconds
Travel distance : Far
What’s the size on the projectiles? For travel speed, can you give me a more precise number? Depending on where in the sky you’re referring to, that number can be a pretty wide range. Around how many projectiles are there, or how long does this last and how fast do they spawn? Does this require concentration to maintain?
[/spoiler]
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
|