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Winter's Grasp (??? OM)
Physical Strength, Debuff Proficiency
While grappling someone, Somerled begins channeling his power to induce hypothermia. While channeling, Somerled's skin feels ice-cold to the touch, and his concentration on actually holding down the target is reduced, making it a bit easier to break out of his grasp. After 10 seconds of maintained contact, the magic takes effect, reducing the target's body temperature. The target will then suffer from shivering, loss of fine motor control brought on by numbness, and slight clumsiness brought on by reduced gross motor control. Channeling this ability is a double-edged sword, as it is winter magic, which also reduces Somerled's body temperature, though his symptoms are less severe. Somerled's body temperature stabilizes after 30 seconds, while the target's stabilizes after a minute. This stabilization doesn't begin until contact is lost.
I'm not sure if this would be 300 or 900 OM because of the different symptoms. Also general balance things.
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
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Move: Hellfire Shot(Requires Ranged Proficiency. Cost :300 OM)
Description: Koal digs deep within himself and taps into the demonic power that resides within his shared soul. As Koal begins to himself, dark grey smoke begins to curl off his hands and his forearms. The skin from below his elbow to the tips of his fingers begins to glow a bright red and his hands and forearms bursts into maroon colored flames. The fire then pools into the palm of his hands and congeals into a ball of fire about the size of a baseball. The fireballs give off a faint light and is fairly weak. It takes about 6 seconds to gather the power and begin to throw fireballs. Lynch can throw about 2 fireball every 1.5 seconds. Said fireballs only travel about as fast as an arrow. He can only throw fireballs for about 15 minutes before having to rest.
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@connor, For C.A.L.S;
Without the Enhanced Senses power, C.A.L.S would not be able to send you any information on people/ Primes that Connor himself does not know are there. So if you haven't encountered them yet, or they have used suppression and/or stealth, C.A.L.S wouldn't be able to pick them up at all.
On top of that, a move like this will be heavily based on TEC. If an enemy has enough TEC to get past your Enhanced senses while they use suppression and/or stealth, then you won't be able to Pick them up with C.A.L.S.
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Strings of the Puppeteer (300 OM - Requires Remote Control Proficiency)
Lubbock attaches multiple wires to a person's body; one to each arm, one to each leg and one to each shoulder. This allows him a degree of control over their body, and is more effective when used on a willing person, as they allow Lubbock to move them as he pleases. However, against an enemy, the ability may only be used to misdirect attacks and movements. He may keep this up for as long as his wires stay attached to his target's body. Someone with enough ATK can actually pull Lubbock around by his own strings if he's not careful, however.
The wires may be cut or pulled off by something with marginally more ATK, and can extend to a maximum of fifteen meters, until Lubbock finds the time to extend Cross Tail itself. This also means that the further his target travels away, the harder they are to manipulate. Lubbock may also only be able to attach the wires at close range, and cannot throw them at someone far away to bind them. This means as long as Lubbock can touch his opponent, the move is unavoidable, unless the target is quick enough to move out of his way or misdirect him. If the opponent possesses more ATK than Lubbock, they will be able to have a larger degree of resistance to the move. However, he also has a larger degree of control over those with less. Lubbock requires to keep focused at all times when using this, otherwise the wires will be able to be removed easily.
![[Image: pI1klOP.jpg]](http://i.imgur.com/pI1klOP.jpg)
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C.A.L.S, Compressed Air Launch System: ??? OM
Requires Ranged Proficiency, Enhanced Senses
A gauntlet type launch system, held on the right arm. It uses four 8 oz CO2 canisters, per launch.
Radar Drone: a small gliding type drone, the user shoots this over a battle field and on the ascent the drone takes thermal images, then at the peak of the ascent it goes into a dive and a spiral, using radar it crates a map and sends a 3D rendering of the terrain to the linked Gauntlet Computer. Then on landing the drone updates the rendering with enemy positions in a X radius of the drone. Very dependent on TEC, if someone is using stealth or suppression and has a higher TEC than the user, then the drone will not pick them up.
Edited
Wins: 0 /Losses: 0/ Deaths: 0/ Official Fights: 0
Avatar done by Nobutaton!!!
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So Zack's fixing to loot a few goodies from the Koopa Kingdom's armory, and I'd love to get them double checked here since I have a few more posts before he gets to go down there. I'm a little unsure of the names I have for them, so I'd love some suggestions, on top of ironing out any kinks (thanks for reminding me to come here, Adam).
Fire Bar Sword (300) Requires Physical Strength – Having studied the lightsaber upon arrival in the Omniverse, Bowser's engineers have turned the fire bar, one of their top defensive mechanisms, into a sword. When in storage it is a simple block on top of a small grip that is large enough to wrap one hand around. When activated, five fireballs stack on top of each other, from the block, for a "blade" length of three feet. It takes approximately a full second for the blade to form, which it does by one fireball materializing on top of another until all five are present. This weapon is fast and easy to wield, but if it take a blow that is overwhelmingly powerful the fireballs can lose their connection. If this happens they will scatter and disappear, and require a two second recharge before the blade can be recreated. When not in use Zack keeps the deactivated handle on the left side of his belt.
Chain Chomp (600) Requires Physical Strength, Ranged Proficiency, Debuff – A creature shaped like a black ball. It is about the size of the average human's head and attached to a ten foot long chain. The ball itself is the Chain Chomp, a fully living, sentient creature with large eyes, a mouth, and dangerously sharp teeth. Zack uses it by holding the chain and swinging it at an enemy like a whip. The Chain Chomp will either collide with it's target head on for bludgeoning damage, or latch out bite down with it's sharp teeth. This obviously hurts and can debilitate an opponent, or even be used to pull them closer, but if given any slack in the chain the creature will let go of it's prey. The chain chomp is somewhat tame, but when Zack is utilizing it in battle he must make sure to keep a grip on the chain, or else it would hop away and be of no use. When not in use, the Chain Chomp, with it's rolled up chain, is stored on the back right of Zack's belt, typically sleeping.
Pipe Gun (300) Requires Ranged Proficiency – A pistol with a very unique design. The grip is dark red, while the area around the chamber is black. On the upper section of the pistol, near the hammer is the red outline of the Koopa Kingdom's logo. The barrel, as it extends from the chamber, is designed to look exactly like the classic green warp pipes that are so prevalent in the Koopas' home world. Zack keeps this weapon in a drop leg holster on his right side for easy access. The holster is a darker orange, with a white "?" embroidered across it. The weapon fires Mini-Bullet Bills, small projectiles with eyes, a mouth, and tiny arms. On impact they make a small, localized explosion no more than three inches in diameter. The gun can carry seven of these rounds in the magazine and one in the chamber. The effective range of the firearm is approximately 60 yards. It takes Zack about a second and a half to reload this weapon.
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... (No name available.) Tier one powered-up form. -requires Physical Strength.
The Murasame remembers all the lives it takes, and Akame accepts the judgement of all those lives she has taken. The user(Akame) raises their blade to their jugular vein where they lightly slice it open. The curse runs through their body. Most people would die from this, but if the user overcomes the curse, they are given an amazing boost to their powers. The body is covered in curse symbols and marks.
[youtube]K7hU5Po2z_Y[/youtube]
The trump card is activated in the same way every time, like shown in the video, at 2:35-3:38ish.
New base stats
ATK: 3+2=5
DEF: 1+0=1
SPD: 3+2=5
TEC: 4+1=5
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Miranda Frost Wrote:http://omniverse-rpg.com/viewtopic.php?f...340#p54756
hmm as this went unnoticed ima assume its fine and move it to the approval thread. However i would like some enlightenment for the super move Miranda Frost Wrote:lol first time using this thread. I've had an idea of a sword for Miranda that her brother currently wields. Needs a name but i'll hold a separate thread for help with that
??? (Requires Physical Strength): This sword passed down generation after generation down her family line, and previously named frostbite by her brother, is a large, double "edged" broadsword at 6 feet in length and 6 inches in width. Despite its rather plain appearance, one can clearly notice its lack of a proper edge. In the edge's place is a slot. the cutting edge is housed inside the sword by mechanical workings. If she were to twist the handle the sharp edge would be released and the sword would increase in width to a foot. The two halves of the bladespring out revealing a bit of its mechanical interior with a large black gemston placed in the center of the blade just above the hilt. From about two feet from the tip the blade is split leaving a a gap four inches wide leading to a chevron-shaped blade in the middle of the sword. Typically a ceremonial blade marking the wielder as the proper head of the Frost family, however the mysterious and miraculous nature of the Omniverse makes the weapon viable.
Now for pricing: would it be considered two moves since it has two modes of use? It doesn't use any other proficiencies (yet), so could the other mode of use be considered rp fodder?
And then the Super (tier 1) w.i.p
???/Black-ice: Miranda sync's her soul (and the angelic shard-spirit within it) with the black gem housed in the center of the blade. The blade "glows" in a black light which is focused on the sword's edges until the light is condensed to a fine line along the edge. This greatly increases its cutting power.
Now as i've never made a super, the context of such moves is beyond me. Is it simply a wider, bigger attack or is it a more powerful attack. If its a more powerful attack, by what extent is its stopping power increased? To gain the maximum firepower i can with this attack, i plan on having it account for one slash of the blade. Any help or input on this one would be appreciate it.
Apologies for the delay in actually getting feedback on this.
Depending on whether or not you actually wanted to use the sword both without its cutting edge and with it, that would determine the potential cost and variability. If you wanted to only use it in combat when its cutting edges are active, then that would be fine at 300, and the other form would just be fodder as you want, but if you intend to use it in both modes, it would indeed be 600.
Think of Super Moves as the big, flashy attacks that get their own little mini cutscenes. Mystic Artes/Hi-Ougi from the Tales of Series, or the Overdrives or Limit Breaks of Final Fantasy. They're big, one-and-done attacks. So for this one, you could have the blade's cutting power be augmented in such a way and deliver one powerful blow, releasing a shockwave or wave of energy or some such, or a quick combination strike, or something to that effect.
Zack Fair Wrote:So Zack's fixing to loot a few goodies from the Koopa Kingdom's armory, and I'd love to get them double checked here since I have a few more posts before he gets to go down there. I'm a little unsure of the names I have for them, so I'd love some suggestions, on top of ironing out any kinks (thanks for reminding me to come here, Adam).
Fire Bar Sword (300) Requires Physical Strength – Having studied the lightsaber upon arrival in the Omniverse, Bowser's engineers have turned the fire bar, one of their top defensive mechanisms, into a sword. When in storage it is a simple block on top of a small grip that is large enough to wrap one hand around. When activated, five fireballs stack on top of each other, from the block, for a "blade" length of three feet. It takes approximately a full second for the blade to form, which it does by one fireball materializing on top of another until all five are present. This weapon is fast and easy to wield, but if it take a blow that is overwhelmingly powerful the fireballs can lose their connection. If this happens they will scatter and disappear, and require a two second recharge before the blade can be recreated. When not in use Zack keeps the deactivated handle on the left side of his belt.
Chain Chomp (600) Requires Physical Strength, Ranged Proficiency, Debuff – A creature shaped like a black ball. It is about the size of the average human's head and attached to a ten foot long chain. The ball itself is the Chain Chomp, a fully living, sentient creature with large eyes, a mouth, and dangerously sharp teeth. Zack uses it by holding the chain and swinging it at an enemy like a whip. The Chain Chomp will either collide with it's target head on for bludgeoning damage, or latch out bite down with it's sharp teeth. This obviously hurts and can debilitate an opponent, or even be used to pull them closer, but if given any slack in the chain the creature will let go of it's prey. The chain chomp is somewhat tame, but when Zack is utilizing it in battle he must make sure to keep a grip on the chain, or else it would hop away and be of no use. When not in use, the Chain Chomp, with it's rolled up chain, is stored on the back right of Zack's belt, typically sleeping.
Pipe Gun (300) Requires Ranged Proficiency – A pistol with a very unique design. The grip is dark red, while the area around the chamber is black. On the upper section of the pistol, near the hammer is the red outline of the Koopa Kingdom's logo. The barrel, as it extends from the chamber, is designed to look exactly like the classic green warp pipes that are so prevalent in the Koopas' home world. Zack keeps this weapon in a drop leg holster on his right side for easy access. The holster is a darker orange, with a white "?" embroidered across it. The weapon fires Mini-Bullet Bills, small projectiles with eyes, a mouth, and tiny arms. On impact they make a small, localized explosion no more than three inches in diameter. The gun can carry seven of these rounds in the magazine and one in the chamber. The effective range of the firearm is approximately 60 yards. It takes Zack about a second and a half to reload this weapon.
Everything looks good to be, Zack, though I have a couple suggestions from my personal point of view.
The Chain Chomp seems a little small. Maybe have it shrink down to that size when it's not actively in use, so it's easier to carry, but when in use, so it has a nice big maw to really grab things with, increase its size? I know Chain Chomps are all mouth and teeth, but even then at the size of a human head they'd struggle to chomp down on anything much bigger than a fairly tiny person's wrist. Just food for thought.
For Pipe Gun, you could always change it to a miniature version of a Bill Blaster, which would come along with a different name to boot, but i don't really have anything specific to add to this one.
Akame Wrote:... (No name available.) Tier one powered-up form. -requires Physical Strength.
The Murasame remembers all the lives it takes, and Akame accepts the judgement of all those lives she has taken. The user(Akame) raises their blade to their jugular vein where they lightly slice it open. The curse runs through their body. Most people would die from this, but if the user overcomes the curse, they are given an amazing boost to their powers. The body is covered in curse symbols and marks.
[youtube]K7hU5Po2z_Y[/youtube]
The trump card is activated in the same way every time, like shown in the video, at 2:35-3:38ish.
New base stats
ATK: 4 (+2)
DEF: 1 (-1)
SPD: 5 (+3)
TEC: 5 (+3)
The totals here don't add up. It shows you're adding 8 stat points but only subtracting one, which would come out to 17 stats total — more than is allowed — but the actual stat totals you have here only add up to 15 (4+1+5+5=15). Re-check your numbers there, friend. And remember, since you have a stat increase, you have 16 stat points to assign with a Powered-Up Form.
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Demetri Malius Wrote:Lubbock Wrote:Strings of the Puppeteer (300 OM - Requires Remote Control Proficiency)
Lubbock attaches multiple wires to a person's body; one to each arm, one to each leg and one to each shoulder. This allows him a degree of control over their body, and is more effective when used on a willing person, as they allow Lubbock to move them as he pleases. However, against an enemy, the ability may only be used to misdirect attacks and movements. He may keep this up for as long as his wires stay attached to his target's body.
Few questions:
Can the strings be cut/damaged or even used against you? How long do the wires last? Can they be avoided?
Note: Probably add a bit to show some kind of resistance to the ability, probably based on attack or defense.
Too add to this, is there a max distance on these strings?
Also, this will be ATK based, you're basically trying to over power someone and control them, so if their attack is higher than yours then it's not going to work too well, you'd be able to misdirect them sometimes (if they have 1 - 2 more attack than you), and it gets harder the more attack they have on you.
Of course, it goes the opposite way as well, the more attack you have on them, the easier it'd be to control/ misdirect them, but you won't be able to control anyone fully.
On top of this, is it something that Lubbock has to focus on (I would assume so)? Because in a situation where a someone, let's say Minato, becomes attached to these strings and realizes it, the second you let your focus down, he'd break the strings straight away (Mainly because he has experience fighting puppet masters from his own universe).
Edit: Edited it so that it's not riddled with sleep deprived mistakes.
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Alright, got mine edited.
![[Image: pI1klOP.jpg]](http://i.imgur.com/pI1klOP.jpg)
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Adam Gaite Wrote:Everything looks good to be, Zack, though I have a couple suggestions from my personal point of view.
The Chain Chomp seems a little small. Maybe have it shrink down to that size when it's not actively in use, so it's easier to carry, but when in use, so it has a nice big maw to really grab things with, increase its size? I know Chain Chomps are all mouth and teeth, but even then at the size of a human head they'd struggle to chomp down on anything much bigger than a fairly tiny person's wrist. Just food for thought.
For Pipe Gun, you could always change it to a miniature version of a Bill Blaster, which would come along with a different name to boot, but i don't really have anything specific to add to this one.
Sorry for the delay on responding, was out of town for the holidays, but thanks for the help, Adam! I considered a mini Bill Blaster, but decided I wanted to go for something a little more custom.
As far as the Chain Chomp goes, I'm not sure exactly what to do with size. I wanted it to be large enough to grab a limb in it's mouth, basically, and was imagining Bowser's Chain Chomp weapons in Mario RPG. Don't want it to be large enough to consume someone, either, like most you see in the games. Got any recommendations for a size reference?
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I hadn't had a chance to make moves in months. This will be fun
Flash Bang (Requires Ranged, Area Attack, and Debuff Proficiency) 300 OM
Another grenade shaped object, differentiated by its blue coloring , when primed and thrown after roughly five seconds the Flash Bang will explode in a 10 foot radius. But rather damage through shrapnel or concussive blase, the explosive lets out a bright light and a loud bang that's designed to criple the senses of those nearby. Blinding, defining, and nasiating those caught in the blast (as well as blinding those who stared at it when went off), but the only way you could be hurt by it is if you were sitting on it. The blast is indiscriminate, and DG has blinded himself using one before...
Grapple Gun (Requires Ranged and Debuff Proficiency) 300? OM
Designed by the UNSMC to get their soldiers to and from where they need to be, it naturally didn't take long for the more sadistic marine to realize the other potential combat use of a grapple gun. Firing a spike tipped rope at a max range of fifty yards horizontally, it sticks into anything and then a motor attached to the bundle pulls in the slack and pulls the marine towards where it stuck. Alternatively, it can fire a second shot attached to the same rope to create an instant zipline at a max of 100 yards. The rope itself is a steel cable, designed to be able to with stand the weight of a space marine in full gear, and the motor can similarly carry them to their destination and snap itight near instantly
In combat, rather than a wall the hook is fired into a person. The first fire mode is too unwieldy to use as it would prevent a marine from firing his weapon and anyone with two brain cells to rub together will just pull it out of their hands. Instead they fire the first shot into the target and if it hits will fire the second into something else, and if the target does not dig the hook out or cut the cable in time physics naturally ensue.
Heavy or strong foes can keep themselves on the spot, but the grapple's motor is strong enough to prevent them from moving away from it. Otherwise, the target is comically pulled off their feet and dragged towards the second anchor. Any additional effect, such as as the target getting tethered to another person, explosive barrel, or moving vehicle or dragged off a cliff is determined the other player. Thankfully(unfortunately?) the projectile is fairly slow and reloading is tedious.
Heavy Assault Rifle (Requires Ranged Proficiency) 900 OM
The more standard weapon of the USSMC, while it lacks the raw DPS of the chaingun or the burst of the shotgun, it provides a stable and accurate platform to fire at long range. Normally fired automaticly, it can go into scoped mode that lets the firer make pin point hits at the cost of being fired at semi auto. But it's not a Marine weapon if it didn't have a punch to it, attached to the sides are two missile pods that, after a few seconds charging, unleashes a storm of mini rockets. Although individually weak and lacks any blast, multiple hits can wreck whatever finds itself on the other side of DG's aim.
High Impact boots (Fluff move?)
Designed to give marines a bit of security when making aerial assaults or to get down where the harshness of battle won't allow the time to use a ladder, these boots a packed with a kinetic energy canceling gel that makes Doomguy effectively immune to fall damage...as long as he falls on his feet
Brutal Execution (Require Physical Strength and Debuff proficency) 300 OM
Doomguy is not above making attacks that are designed to cause pain rather to simply kill someone . Once he's cornered someone or they're just dumb enough to get into melee with he, he grabs onto them and proceeds to RIP AND TEAR them part. Or break their face in, or rip off their head and throw it at the next guy. Such a demonstration tend to cause fear in the heart of secondaries, and discourages intelligent summoned allies from attacking the marine. Primes are largely uneffected, though if they're immune is up to the other writer.
Mega Armor (Tier 1 Powered Up Form) 1000 OM
Bulkier than the more iconic security armor and in a brilliant peacock blue, Doomguy summons this armor in place of his green one and becomes able to weather almost any attack. Made of advanced metal alloys and incorporates a force field, it's twice as tough as the normal armor at the cost of degrading rapidly as it takes the force to save the soldier wearing it
STR: 3
DEF: 7
SPD: 2
TEC: 3
Light Amplification Goggles (Fluff move?)
A set of goggles designed by the UAC to snap to the helmet of a marine to let them see in low light environments. Although it gives a very ugly green light that the wearer has to see through, it does do its job of seeing in the dark and past shadows. Kinda. Much like other UAC equipment, corners were cut, and the battery life of the Light Amps is painfully short and tends to go out when you don't them to. It's also questionable how useful they are against attacks that cause darkness.
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Do you Wanna have a Bad Time? Tier 1 Power-Up: 1000 OM
Sans grows enraged, easily noticeable by the blue smoke that bellows from his hands, as well as his eye sockets turning
pitch black and staying that way. He also slides his hood above his head, obscuring all but his large smile. All words suddenly grow cold and disembodied as his stats increase. In this mode, he is ruthless and VERY willing to kill to survive and/or obtain whatever it was he desired.
ATK: 1 (3) ((+2))
DEF: 0 (0) ((N/A))
SPD: 5 (7) ((+2))
TEC: 4 (5) ((+1))
i may be all alone
but i'm here to tell ya honey
that i'm bad to the bone
B-B-B-Bad to the bone
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Alright, edited after discussion with Mina.
Lubbock Wrote:Strings of the Puppeteer (300 OM - Requires Remote Control Proficiency)
Lubbock attaches multiple wires to a person's body; one to each arm, one to each leg and one to each shoulder. This allows him a degree of control over their body, and is more effective when used on a willing person, as they allow Lubbock to move them as he pleases. However, against an enemy, the ability may only be used to misdirect attacks and movements. He may keep this up for as long as his wires stay attached to his target's body. Someone with enough strength can actually pull Lubbock around by his own strings if he's not careful, however.
The wires may be cut or pulled off by something with marginally more strength, and can extend to a maximum of fifteen meters, until Lubbock finds the time to extend Cross Tail itself. This also means that the further his target travels away, the harder they are to manipulate. Lubbock may also only be able to attach the wires at close range, and cannot throw them at someone far away to bind them. This means as long as Lubbock can touch his opponent, the move is unavoidable, unless the target is quick enough to move out of his way or misdirect him. If the opponent is stronger than Lubbock, they will be able to have a larger degree of resistance to the move. However, he also has a larger degree of control over those weaker. Lubbock requires to keep focused at all times when using this, otherwise the wires will be able to be removed easily.
![[Image: pI1klOP.jpg]](http://i.imgur.com/pI1klOP.jpg)
Quote:There is no way to train your heart to be invulnerable.
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:psy:
The Tumor in Miniature (Tier 2 Offensive Super Move) (requires Area Attack Proficiency, Debuff Proficiency) – 800 OM
This miniature version of The Tumor is an odd explosive device used to destroy or create, although this version is specifically meant to destroy and is identical in size to a typical softball. It has a white and black half, shaped similarly to a taijitu, is sphere-shaped, and is prickly all over, comparable to a puffer fish. It features a round window through which a triangular shape is visible, though in this case the triangle simply displays a countdown to the device's activation. Although the use of The Tumor before had resulted in the creation of the Green Sun for Jade’s SBURB session, in this case it results in a massive explosion. It will only be dropped after Jade’s death and, after rolling a short ways from her body, will detonate in one minute’s time. When it detonates, black goo from its darker half appears to ooze down its curved sides as The Tumor splits in two. The detonation cannot be stalled or eliminated, but if one were to peer through the small glassy window they would see the countdown, possibly be able to connect the dots, and then get the hell out of dodge ASAP.
Blast radius is forty feet. The explosive detonates with the destructive power of 11 Tons of TNT in a blindingly excruciating outburst of green fire, with downward pressure and inward pressure combining to damage nearby ( inside the blast radius ) structures or ground area, possibly toppling buildings or creating a crater. Adversaries inside of the immediate blast radius will suffer from eardrum rupturing and organ collapse because of a dramatic change in pressure, severe burns, or even death if their DEF is low; Allied/non-enemy characters inside of the immediate blast radius will experience a sudden feeling of weightlessness, as if they are drifting underwater; All characters outside of the immediate blast radius will not suffer any damage or experience any noticeable discomfort. The flare remains active for three minutes before gradually petering out over the course of a minute and leaves a forty feet wide/twenty five feet deep crater in the ground.
[spoiler] ![[Image: 400?cb=20111127201145]](http://vignette2.wikia.nocookie.net/mspaintadventures/images/c/ce/TheTumourOpens.gif/revision/latest/scale-to-width-down/400?cb=20111127201145) [/spoiler]
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Lubbock Wrote:Alright, edited after discussion with Mina.
Lubbock Wrote:Strings of the Puppeteer (300 OM - Requires Remote Control Proficiency)
Lubbock attaches multiple wires to a person's body; one to each arm, one to each leg and one to each shoulder. This allows him a degree of control over their body, and is more effective when used on a willing person, as they allow Lubbock to move them as he pleases. However, against an enemy, the ability may only be used to misdirect attacks and movements. He may keep this up for as long as his wires stay attached to his target's body. Someone with enough strength can actually pull Lubbock around by his own strings if he's not careful, however.
The wires may be cut or pulled off by something with marginally more strength, and can extend to a maximum of fifteen meters, until Lubbock finds the time to extend Cross Tail itself. This also means that the further his target travels away, the harder they are to manipulate. Lubbock may also only be able to attach the wires at close range, and cannot throw them at someone far away to bind them. This means as long as Lubbock can touch his opponent, the move is unavoidable, unless the target is quick enough to move out of his way or misdirect him. If the opponent is stronger than Lubbock, they will be able to have a larger degree of resistance to the move. However, he also has a larger degree of control over those weaker. Lubbock requires to keep focused at all times when using this, otherwise the wires will be able to be removed easily.
Quote:until Lubbock finds the time to extend Cross Tail itself
What does this mean?
You might want to actually make it clear that this move is dependent on ATK, rather than just saying stronger, some people might get confused.
He needs to concentrate the entire time, does this stop him from attacking?
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I need a little help with Amaterasu's "restore" Celestial Brush technique I'm planning. I'm not sure if it would even work by Omniverse standarts. I could just have it as a fodder move which replaces repairing an object by converting Omnilium into it but takes just as long. Any feedback on this would be appreciated
[spoiler]The idea is that with her Celestial Brush Amaterasu "repairs" an object that has been destroyed, faster than just summoning a new object or repairing the broken one by summoning the necessary components, like you summon everything else. This could possibly be a Super Utility move for non-combat purposes (as it would be to like, restore a building's roof to sleep in it, or repair a broken bridge to cross the chasm). The following limits would apply:
-If it's an object destroyed by another player, it requires their OOC consent to successfully restore it.
-It should either be a super utility that consumes SP, or a normal move that would tire Amaterasu 2x the amount of effort that it took the original person to destroy that object.
-It can't be used in ways that bring a combat advantage - no restoring a broken weapon, let alone healing injuries or restoring armor, or even just restoring one's footing if the opponent has blasted it to bits with their attack.[/spoiler]
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Lubbock Wrote:Strings of the Puppeteer (300 OM - Requires Remote Control Proficiency)
Lubbock attaches multiple wires to a person's body; one to each arm, one to each leg and one to each shoulder. This allows him a degree of control over their body, and is more effective when used on a willing person, as they allow Lubbock to move them as he pleases. However, against an enemy, the ability may only be used to misdirect attacks and movements. He may keep this up for as long as his wires stay attached to his target's body. Someone with enough ATK can actually pull Lubbock around by his own strings if he's not careful, however.
The wires may be cut or pulled off by something with marginally more ATK, and can extend to a maximum of fifteen meters, until Lubbock finds the time to extend Cross Tail itself. This also means that the further his target travels away, the harder they are to manipulate. Lubbock may also only be able to attach the wires at close range, and cannot throw them at someone far away to bind them. This means as long as Lubbock can touch his opponent, the move is unavoidable, unless the target is quick enough to move out of his way or misdirect him. If the opponent possesses more ATK than Lubbock, they will be able to have a larger degree of resistance to the move. However, he also has a larger degree of control over those with less. Lubbock requires to keep focused at all times when using this, otherwise the wires will be able to be removed easily.
Edited.
The bit about extending Cross Tail was because when he first created it in OV he only made it fifteen meters long, so until he lengthens it with Omnillium, the move only travels fifteen meters.
And whether he's focused or not he can't attack, since his moves all revolve around use of his strings.
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