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In the spirit of making Vincent more gun-slingery, I've decided to rework a move into several variations. Essentially, I'm adding an ammo requirement for the main method of fire and changing the current energy bolt shot into a homing attack, as well as adding 2 additional firing modes. I'm not sure if this will require selling the current before buying the new ones, so I thought I'd raise the issue here alongside the approvals.
Current version:
Cerberus (Ranged Proficiency)
![[Image: Pa.95057.1.jpg]](http://img3.wikia.nocookie.net/__cb20070522000851/finalfantasy/images/a/ab/Pa.95057.1.jpg)
Vincent’s weapon of choice. A specially designed triple barreled revolver, it is adorn at the end of each barrel with a dog’s head, symbolizing the tri-headed Cerberus of Greek mythology. From the grip hangs a charm in the shape of the mythical dog with a single wing. Though referred to as a revolver, the barrels make the gun closer to the size of a sawed-off shotgun, with nearly the same punch. Since entering the Omniverse, it has been augmented to fire bolts of energy rather than bullets.
New version:
Cerberus
![[Image: Cerberus_Gun_Artwork.png]](http://i307.photobucket.com/albums/nn298/Darkx62/X%20The%20Creator/Cerberus_Gun_Artwork.png)
Vincent’s weapon of choice, a specially designed triple-barreled, triple-cylindered revolver. It is adorn with intricate scroll-work patterns down the barrels, each barrel terminating with a dog’s head, symbolizing the tri-headed Cerberus of Greek mythology. From the grip hangs a charm in the shape of the mythical dog with a single wing. Though referred to as a revolver, the barrels make the gun closer to the size of a sawed-off shotgun, its unique default firing pattern adding to the likeness.
- Standard Fire Pattern (Default; requires Ranged Proficiency [300 OM]): Three bullets are fired simultaneously when the trigger is pulled, one from each cylinder. In all, Cerberus has an ammo capacity of 18, allowing for 6 shots before needing to be reloaded. As this shot consumes a bullet from each of the trio of cylinders, significant damage can be caused to the target if hit dead-on. Being a break-loading revolver, reloading can be somewhat cumbersome and time-consuming in combat to compensate for its destructive power. In the middle of a firefight, Vincent often needs to duck behind cover to allow himself time to reload and is therefor fairly conservative with ammo usage in this way.
Persistence (Rapid Fire; requires Ranged proficiency [300 OM]): Following modification courtesy of the rebuilt Shinra corporation's R&D department, Vincent has the capability to fire a single bullet from any of Cerberus' three barrels. By depressing the trigger half-way and in rapid succession, the ex-Turk can fire a rapid volley of single bullets at a target. This allows for more efficient ammo consumption and a faster firing rate, but decreases damage output. This is typically used to guide more agile foes toward a more beneficial or easily targeted point. As the ammo is shared between different 'modes', Vincent must be careful to mentally keep track of his ammo usage when mixing styles or risk firing a less than effective shot.
Moira (Homing Shot; requires Ranged Proficiency and Homing Proficiency [300 OM]): Through manipulation of his inner mana reserves, Vincent is capable of firing a blast of sapphire hued Mako-eqsue energy using Cerberus as a conduit. As the energy comes from the wielder, he is capable of making these energy blasts lock-on and home-in on a target. Shots fired in this way are a good deal less powerful and travel with a slower velocity as Vincent does not need to reload nor aim his shots once he has caught sight of a foe. This, coupled with the brilliant blue color characteristic of Mako energy, makes the shots much easier to dodge than standard bullets.
Hubris (Burst Fire, requires Ranged Proficiency [300 OM]): When pushed to extremes, Vincent is capable of mixing Fire-aligned magick with his standard firing pattern, causing the trio of bullets to explode upon leaving the muzzle. This creates a spray of shrapnel reminiscent of a shotgun blast. The ammo consumption for this technique is identical to that of the standard tri-shot and has the same strengths and weaknesses. The addition of the fire magick, however, adds a good deal more damage potential in exchange for a short 'charge' time to summon the magical energy and a reduction in range (3-4 feet).
[float=left] ![[Image: G3vODOp.png]](http://i.imgur.com/G3vODOp.png)
Dante's Abyss '15
Participant
Vincent Valentine
[/float][float=right] ![[Image: oQAQ9Jn.png]](http://i.imgur.com/oQAQ9Jn.png)
Dante's Abyss '16
Grand Champion
Nanaki/Red XIII
[/float]
(07-16-2018, 06:14 PM)Lord Zedd Wrote: I'm here to kick ass and write compelling stories with Vincent Valentine.
And baby, we're all out of Vincent Valentine.
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Tier 1 Power Up - Sobriety: Gamzee loses his mind, succumbing to the inner demons that reside inside of him due to the violet blood coursing through his veins. His innate strength, fighting prowess, and speed increase dramatically. All High-Blooded trolls have this...issue, but it is dealt with in different ways by different trolls. In his own universe, Gamzee suppressed his violent tendencies by scarfing down a baked soporific narcotic known as Slime. When he was transported into the Omniverse, his addiction to this drug was quelled, but it's positive side-effects remained - Gamzee is still a lovable, goofy, slightly stupid troll. However, certain events in the Omniverse (to be disclosed IC for Story Purposes) triggered the beast inside. While Sober, Gamzee develops a strange, abnormal blood lust. He becomes a sadomasochist, his mind only focused on the kill and how much fun it's going to be. His eyes also flood with a malevolent deep orange, but his pupils remain a startling purple.
Stat Increase:
ATK: +2
DEF: N/A
SPD: +1
TEC: +2
(1000 OM)
Tier 1 Super Defense Move: Acrobatic Motherf***ing Pirouette - At the expense of a lot of stamina and energy, Gamzee launches into a brilliant display of acrobatic flips, spins, and other circus tricks, all beginning with a spinning round off pirouette. During the routine, Gamzee is building up momentum and energy; the more tricks he pulls, the faster he goes.
(600 OM, Requires Acrobatics, Burst speed)
If you're new to Omniverse Shenanigans, feel free to pm me about whatever piques your interest!
![[Image: dlpaou6b73f.gif]](http://www.auplod.com/u/dlpaou6b73f.gif)
-by Jade Harley
Never Falter in the Face of Infinity.
-Tearan Wover
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Awoor Wrote:Upgrading "Mana Arrows", adding Homing Prof and Remote Control Prof characteristics.
Mana Arrow (300 OM). Ranged Prof, Debuff Prof
Awoor has a special item which she can summon forth - a bow of energy which she wields with her horns "hands", which can fire arrows of energy. These arrows cause no physical harm, instead, upon impact, they cause fatigue, by draining the victim's stamina. The drain typically causes a sudden loss of fatigue as if they had just made a short sprint. The victim recovers from the loss of fatigue as he/she normally would (resting or just waiting). The arrow can travel up to 100m away if aimed diagonally upwards for distance You need to add that to the actual description. Right now it it says nothing about remote control or homing.
Quote:Living Puppet: Mio Akaoni (300 OM). Ranged Prof, Debuff Prof, Homing Prof, Remote Control Prof
[spoiler]![[Image: 5hkE6Ko.png]](http://i.imgur.com/5hkE6Ko.png)
Art by me (Awoor)[/spoiler]
Via tossing/throwing a summoning "token" (a shard of demon horn) that she can pull out of her red core, Awoor can summon a living puppet of Mio Akaoni - a puppet of a demongirl made of flesh and bone. The puppet obeys Awoor's mental commands, and can even be left "programmed" for it to operate on its own (for example, "Chase after him" or "Try to earn his trust"). Summoning and using this "puppet" requires no expenditure of stamina, however, Awoor only has three demon horn shards to summon her with. Each shard allows for up to ten minutes of use, however, the puppets can be destroyed/defeated by conventional means. Multiple shards can be used at once, allowing multiple Mios to be controlled by Awoor - but that would quickly reveal that she is "fake":
For this to be approved as a non-assist, you would have to give an example of each command that can be given, and it would likely cost 300 per. You also need to specify how strong the clones are. In general the move needs to be more greatly defined. The way you want to use this move, I would recommend a full-fledged assist. The downsides are also almost non-existent so I would not approve this in its current state.
Quote:Living Puppet Stasis (300 OM), Time Manipulation Prof
Manipulating time, Awoor can put a Living Puppet into "Stasis", allowing it to remain existing for up to eight hours via a complex mystical gesture and time manipulation, that takes three minutes to perform, which mustn't be interrupted. Additionally, the Stasis is fragile. If the puppet attacks someone, or they're hit by an attack, the Stasis breaks, causing their regular duration to take over (for example, Mio Akaoni would only last ten minutes again, as usual).
Disregarding this until the above move is fixed since anything I put here is likely to become obsolete anyway.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
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Nealaphh Wrote:Matter Reassignment [Tier 1 Defensive Supermove] (Requires Phasing) - 600 OM
Nealaphh observes an incoming attack and removes a majority of its matter from the physical universe. It takes three seconds for Nealaphh to phase a sufficient amount of its body, so any attack that hits in this time affects Nealaphh normally. Nealaphh can remain phased for up to 5 seconds, during which time its form appears as a black, smokey image of its usual self. Nealaphh can move at its normal speed while phased, but is subject to any attacks or environmental hazards that might affect it upon returning to the physical world. In addition, spiritual, mental or magical attacks can have a partial effect on Nealaphh while phased. How does this affect melee attacks if at all?
Quote:Inertial Tampering (Requires Ranged Proficiency, Advanced Telekinesis) - 600 OM
Nealaphh can mentally lift up to ten non-prime objects within a 30 meter radius that collectively weigh less than 200 lbs and fling them forcefully at any target within 60 meters, though the farther away the target is, the easier the projectile is to dodge, as the flung objects cannot change their trajectory once thrown. All thrown objects travel at about the speed of an average football throw, unless they are especially heavy or unwieldy objects.
This is something that you can do without an additional move, as lifting and manipulating object is built in to telekinesis. However the actual weight you can lift and throw is dependent entirely on your ATK stat. 200lbs is going to be a pretty short distance with your 1 ATK.
Quote:Nealaphh can also use its telekinetic power to snatch and redirect incoming solid projectile attacks from enemies, provided that it has significant time to perceive and react to the missile. Nealaphh can only redirect a single projectile at a time in this fashion, and is limited by the same weight and distance constraints that apply to objects it throws itself.
This would be fine at 300 but I think it needs a little more detail on its actual method of effect. Would a missile explode if he "snatched" it, for example? Is it literally just using telekinesis to snatch and throwback? I don't think you'd need a move in that case, though obviously you might be able to create a better redirection move than simply that which doesn't require so much skill and luck to pull off in a fight..
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Dr. McNinja Wrote:UBERMOEV TIEM
GREETINGS FROM THE FUTURE YOU SON OF A B*TCH [Tier 1 Defensive Super Move] - Remote Materialize, Debuff Proficiency
![[Image: 2014_10_20_28p33_by_cavenglok-d967zgc.jpg]](http://orig00.deviantart.net/cee4/f/2015/230/c/6/2014_10_20_28p33_by_cavenglok-d967zgc.jpg)
A Chrononaut and the Mayor of Cumberland, Chuck Goodrich falls out of a mysterious time portal onto the target. The impact is so sudden and unexpected that the target will stop whatever they were doing just to comprehend the situation. Can cancel any Tier 1 Offensive Super Move.
DRACULA'S MOON LASER [Tier 1 Offensive Super Move] - Area Attack Proficiency, Communicator
![[Image: screen_shot_2015_08_18_at_4_47_43_pm_by_...9680ay.png]](http://orig10.deviantart.net/8f60/f/2015/230/a/2/screen_shot_2015_08_18_at_4_47_43_pm_by_cavenglok-d9680ay.png)
Dr. McNinja sends a distress signal and coordinates to his universe's Dracula (not the Pale Moors one). After 30 seconds, a giant red laser will fire from the moon and wreak havoc on the target. The damage zone has a diameter of 2 meters. During the thirty seconds, the laser will not follow the target, allowing it to escape the damage zone. Both approved. As a minor law detail, we have to assume that the doctors Dracula is somewhere in this universe already, as the Omniverse is completely cut off from all other universes  hh:
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Yu Kanda Wrote:Super move 1; Eight Flower Mantis : Using innocence, Kanda quickly slashes towards the enemy eight times. The slashes collectively resemble a flower which explodes when the symbol is complete. The symbol will be visible on his victim. The slashes itself won't do damage, the explosion following however does extensive damage. The explosion isn't an outwards explosion it's an explosion of concentrated energy concentrate at the centre of the flower. This attack can only be performed if the second illusion is active. Approved.
Quote:(600 OM )
Tier 1 Power up : Forbidden Spell: Triple Illusion Kanda drastically increases his speed and strength at the cost of some of his life, but within the Omniverse activating triple illusion it drives on Omnilium. While triple illusion is active Kanda has 3 dots in his eyes.
Stat increased :
ATK: +2
DEF: N/A
SPD: +2
TEC: +1
(1000 OM)
Approved.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
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Gamzee Makara Wrote:Tier 1 Power Up - Sobriety: Gamzee loses his mind, succumbing to the inner demons that reside inside of him due to the violet blood coursing through his veins. His innate strength, fighting prowess, and speed increase dramatically. All High-Blooded trolls have this...issue, but it is dealt with in different ways by different trolls. In his own universe, Gamzee suppressed his violent tendencies by scarfing down a baked soporific narcotic known as Slime. When he was transported into the Omniverse, his addiction to this drug was quelled, but it's positive side-effects remained - Gamzee is still a lovable, goofy, slightly stupid troll. However, certain events in the Omniverse (to be disclosed IC for Story Purposes) triggered the beast inside. While Sober, Gamzee develops a strange, abnormal blood lust. He becomes a sadomasochist, his mind only focused on the kill and how much fun it's going to be. His eyes also flood with a malevolent deep orange, but his pupils remain a startling purple.
Stat Increase:
ATK: +2
DEF: N/A
SPD: +1
TEC: +2
(1000 OM)
Tier 1 Super Defense Move: Acrobatic Motherf***ing Pirouette - At the expense of a lot of stamina and energy, Gamzee launches into a brilliant display of acrobatic flips, spins, and other circus tricks, all beginning with a spinning round off pirouette. During the routine, Gamzee is building up momentum and energy; the more tricks he pulls, the faster he goes.
(600 OM, Requires Acrobatics, Burst speed) All approved.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
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Vincent Valentine Wrote:In the spirit of making Vincent more gun-slingery, I've decided to rework a move into several variations. Essentially, I'm adding an ammo requirement for the main method of fire and changing the current energy bolt shot into a homing attack, as well as adding 2 additional firing modes. I'm not sure if this will require selling the current before buying the new ones, so I thought I'd raise the issue here alongside the approvals.
Current version:
Cerberus (Ranged Proficiency)
![[Image: Pa.95057.1.jpg]](http://img3.wikia.nocookie.net/__cb20070522000851/finalfantasy/images/a/ab/Pa.95057.1.jpg)
Vincent’s weapon of choice. A specially designed triple barreled revolver, it is adorn at the end of each barrel with a dog’s head, symbolizing the tri-headed Cerberus of Greek mythology. From the grip hangs a charm in the shape of the mythical dog with a single wing. Though referred to as a revolver, the barrels make the gun closer to the size of a sawed-off shotgun, with nearly the same punch. Since entering the Omniverse, it has been augmented to fire bolts of energy rather than bullets.
New version:
Cerberus
![[Image: Cerberus_Gun_Artwork.png]](http://i307.photobucket.com/albums/nn298/Darkx62/X%20The%20Creator/Cerberus_Gun_Artwork.png)
Vincent’s weapon of choice, a specially designed triple-barreled, triple-cylindered revolver. It is adorn with intricate scroll-work patterns down the barrels, each barrel terminating with a dog’s head, symbolizing the tri-headed Cerberus of Greek mythology. From the grip hangs a charm in the shape of the mythical dog with a single wing. Though referred to as a revolver, the barrels make the gun closer to the size of a sawed-off shotgun, its unique default firing pattern adding to the likeness.
- Standard Fire Pattern (Default; requires Ranged Proficiency [300 OM]): Three bullets are fired simultaneously when the trigger is pulled, one from each cylinder. In all, Cerberus has an ammo capacity of 18, allowing for 6 shots before needing to be reloaded. As this shot consumes a bullet from each of the trio of cylinders, significant damage can be caused to the target if hit dead-on. Being a break-loading revolver, reloading can be somewhat cumbersome and time-consuming in combat to compensate for its destructive power. In the middle of a firefight, Vincent often needs to duck behind cover to allow himself time to reload and is therefor fairly conservative with ammo usage in this way.
Persistence (Rapid Fire; requires Ranged proficiency [300 OM]): Following modification courtesy of the rebuilt Shinra corporation's R&D department, Vincent has the capability to fire a single bullet from any of Cerberus' three barrels. By depressing the trigger half-way and in rapid succession, the ex-Turk can fire a rapid volley of single bullets at a target. This allows for more efficient ammo consumption and a faster firing rate, but decreases damage output. This is typically used to guide more agile foes toward a more beneficial or easily targeted point. As the ammo is shared between different 'modes', Vincent must be careful to mentally keep track of his ammo usage when mixing styles or risk firing a less than effective shot.
Moira (Homing Shot; requires Ranged Proficiency and Homing Proficiency [300 OM]): Through manipulation of his inner mana reserves, Vincent is capable of firing a blast of sapphire hued Mako-eqsue energy using Cerberus as a conduit. As the energy comes from the wielder, he is capable of making these energy blasts lock-on and home-in on a target. Shots fired in this way are a good deal less powerful and travel with a slower velocity as Vincent does not need to reload nor aim his shots once he has caught sight of a foe. This, coupled with the brilliant blue color characteristic of Mako energy, makes the shots much easier to dodge than standard bullets.
Hubris (Burst Fire, requires Ranged Proficiency [300 OM]): When pushed to extremes, Vincent is capable of mixing Fire-aligned magick with his standard firing pattern, causing the trio of bullets to explode upon leaving the muzzle. This creates a spray of shrapnel reminiscent of a shotgun blast. The ammo consumption for this technique is identical to that of the standard tri-shot and has the same strengths and weaknesses. The addition of the fire magick, however, adds a good deal more damage potential in exchange for a short 'charge' time to summon the magical energy and a reduction in range (3-4 feet).
It's fine to upgrade and change the original usage as you are also adding functionality with the new attack types. However can I ask for a rate of fire on each of these attacks?
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Quote:Specter Claws (Requires Physical Strength) - 300 OM
Shade augments her host's limbs with sharp claws, tipping each finger and toe. These blade are invisible to the naked eye, but have shadows as if they were actually there. Individuals with Enhanced Senses can see the claws on the host's limbs with increasing clarity depending on their skill. Those with a Mastery of their Enhanced Senses can clearly see the translucent claws.
//Claws are invisible to those with out Enhanced Senses or Basic. Those with Advanced can see them slightly if they're looking for them. Those with Master can see them as clear as they would a shard of glass.//
Ok.
Quote:Shadow Boxing (Requires Area Attack Proficiency, Debuff Proficiency) 300 OM
By tapping into the shadows of those around her, Shade can level the playing field.
Any living creature with a shadow affected by this is now physically linked to their shadow for the duration of the fight. Any damage taken by the shadow affects the shadow's owner in the same way. (Gunshot to the shadow's shoulder = Gunshot wound on the shoulder of the shadow's owner.) This affect makes it harder and more mentally taxing for one to successfully dodge or block attacks, as they now have to defend their shadow as well.
An owner's shadow resists damage as much as the owner does (Attacks on the shadow and the resulting damage is calculated as if the owner was hit directly). Limbs cannot be removed in one hit from attacks on shadows (You cannot make a clean slice through the arm of the shadow and expect the owner's arm to fall off, although the same amount of damage is taken).
Shadow Boxing is cast like this: Her host starts with their hands centered in front of their chest, palms towards each other. They move their hands down and turn them out, pushing out away from her body to the left and right. This sends a spherical wave of black energy outwards, with her as the center-point. This turns the world black, and any living thing with a shadow white, staying that way until the wave reaches it's maximum radial range of 20 meters. The hand signal takes 1 second to perform; the area of affect takes 3 seconds to reach it's max range. If user is struck down before the sphere reaches maximum range, it stops where it is, and all targets hit by it will still be affected.
"With a shadow," refers to anyone who has not had their shadow removed by Shade. All individuals affected by this will have a their shadow's color increased to pitch black, regardless of actual light levels.
//Pros: Affected individuals have the same weakness as Shade now. Affected individuals must not protect their body and shadow from attack to avoid being hurt.//
//Cons: Affects friends and foes alike. Effect is indiscriminate.//
Needs greater downsides.
Quote:The Black Spark (Requires Debuff Proficiency, Mimic) - 300 OM
Tapping into herself and a target's shadow, Shade can swap strength with the opponent.
Shade and her target 'swap' moves. Shade can now freely use the target's moves, and the target can use hers, but both are now unable to use their own. Shade and her target are as skilled in these new moves as if they had Mimicked them. This lasts for 10 minutes, or until Shade or her target are knocked unconscious.
The Black Spark is cast like this: Shade's host grabs both of the target's hands in hers. Black lightning chargers up in each persons right forearm for half a second, then shoots down their arm, spiraling around it, and then down the opponent's left forearm, stopping at each one's shoulder. This takes 2 seconds in total to complete. Shade must maintain a grip on the target's hands until completion or this has no effect.
Needs a greater downside or a much shorter duration (~2 minutes?)
Quote:Negative Space - Tier 1 Super Defense (Requires Area Shield Proficiency) - 600 OM
By taking a step back and bring the host's forearms up to block, Shade can absorb an attack entirely by directing it into negative space in the world that shadows create by existing. When she does, a large, black, shadowy creature rises from the ground in front of her, arms open to 'catch' the attack (if it's a ranged attack), or knock the attacker away 3 meters (if a physical attack).
[spoiler] [/spoiler]
Approved.
Quote:Shadow Jumper (Requires Basic Fusion, Symbiosis, Telepathy) - 300 OM
Shade preys on the mind of a weakened foe, convincing them to let her 'shadow' them. They let her temporarily take their body and use it as her own. When used on a weakened target with less TEC than Shade, She can convince them to fuse with her, allowing her access to their strength and remaining SP. Lasts until the both parties are to weak to continue fighting (Depletion of SP), or if they are knocked unconscious, ejecting Shade from her forced host.
Rejected. See Ganondorf's possession move and my response to it in the previous topic, I believe is near the beginning. Use the search function.
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Demetri Malius Wrote:Attachment for Steam Chains:
Kusarigama(600, Ranged, Physical Strength)
Demetri uses the kusarigama attachment for more battle intense situations. Unlike the kunai, these must be swung around instead of shot, restricting its use in cramped environments, but adding more damage due to slower attack. Alternatively, Demetri can hold the kusarigama as a melee weapon in close combat, although they are as powerful as when used at a range. App ro ved
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So, this was an idea that came to me recently, and I wanted to see if it would fly. Obviously, even if it does, I won't be buying it for a loooong little while yet, but I wanted to go ahead and get it out and see about it's working before I forgot about it or something.
God Tier Immortality: Long Live the Heir -- Tier 3 Defensive Super Move -- 1000 OM (Requires: Orobably Time Manipulation and other things? I have no idea, suggestions?)
Normally, all God Tier players are gifted with the ability to simply resurrect upon being killed, so long as they didn't die a Just or Heroic death, and be completely fine when they did finally wake up again. Here in the Omniverse, that particular power has been....turned almost completely off. But with enough energy available -- that is, enough SP in reserve -- Adam can approximate that effect, provided he has time to get into the right gear. Any time he can see or sense an attack coming, and has enough SP remaining, Adam can queu up his plethora of God Tier abilities and then...just sorta...let himself get blasted to hell and back. And when the dust clears, Adam is laying there appropriately bruised, battered bloodied and/or broken as per the attack in question. About five seconds afterward, his entire body glows a myriad of strobing colors, turning into a cosmic, galaxy-hued silhouette before he simply...gets up, and fades back out to his normal coloration, in the exact condition he was before facetanking the attack that 'killed' him. He is, however, significantly more tired and ready to take a nap, thanks to how tiring it is to force such an ability.
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That would be fine, provided there is no such thing as a Tier 4 super attack and you only get hit by one. Two super attacks adding up to 4 or more would overload it. You could remove the final caveat about being more tired. Essentially it just makes the whole thing really cool fodder.
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Okor Wrote:Rͥͭ̒҉͓̼̰̗̺̮̰͘eͧͮ̓̉͜҉̯å̉͏̟̲̲ḽ̢̟͕̹̖̂̓ͨ̐̓ͯ̆ͬ́͢ǐ̸̷͍̻̻̲͎̪͉͆ͥͧ̄̾ͅt̗͈̦͓̝̯̘͙ͨ̀ͤͭ̓͑̏͢y̛̲̙̲͔͙ͪ̇ͤ̌̕ ̳̩̰̭̉̎̏͐ͦ̿ͯ͜͠R̦͔̋ͫ̊̓̚ĕͩͫͬ̐͌ͬ̄͜҉͕̘̠̺n̨̫̭͎͚̰͚͌̃̊ͮͧ́͗ͮ͡d̨̖̠̦̹̹̝̠̮̓͆̓ͩ̆ (Tier One Supermove, requires Area Proficiency, Debuff, Ranged/Physical Proficiences, 800 OM)
With a a hateful glare, Okor subjects existence itself to the inevitability of entropy. The walls between it and The Etherium begin to crumble, allowing Aetheric tentacles to force their way into existence, wrapping themselves around unfortunate victims in a 49 meter radius of Okor. These extrusions of raw warpstuff are resistant to attacks, but can be severed with enough force. Once the tentacles have ensnared their victim, they begin to crush, squeezing soul and life from the unfortunate subject of their attentions, annihilating lesser foes (Weak secondaries), and leaving those made of sterner stuff damaged in mind and body. The tentacles last for 14 seconds, before reality rejects them, causing them to immediately evaporate, returning to the twisted hell that spawned them. For a tier 1 super move, this is too powerful. 50m radius and annihilating lesser foes gotta be mutually exclusive at this level.
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Enzo Matrix Wrote:Modifying Matrix's weapon. Updates are in bold.
Gun (900) - Matrix uses a firearm simply named "Gun". It is a handgun that somewhat resembles a small SMG in appearance. When not in use, it is attached to his upper right leg, not requiring a holster. Through the use his eye's connection with the firearm, Matrix is able to draw the weapon from the holster to his hand without making physical contact with the weapon. Likewise, when he's done with it, he can release it and return it to it's holstered location. The gun is energy maintained, and does not require reloads. Several different modes and options are available for it, and more can be upgraded in as they are designed. These modes are switched between with verbal commands, or by adjusting settings on the weapon itself if this is not feasible. Gun is linked to Matrix's neural implant in his right eye, allowing him to sync the targeting system directly to his vision and essentially making this firearm an extension of himself.
Single Shot Mode: Gun fires powerful shots in semi-automatic fire with a small explosive impact. The rate of fire is one shot every two seconds. While it does not need reloading, it can overheat from extended use (15 or more consecutive shots), which requires a cool down of over a minute. This is Gun's default setting.
Burst Fire Mode: When in Burst Fire mode, Gun fires three quick shots with a single trigger pull. It can fire a total of thirty six rounds in this mode before needing to cool down, for a total of twelve bursts. Each energy projectile is weaker than the Single Shot counterparts, but highly accurate with little recoil.
Spread Shot Mode: When set to this mode, Matrix's firearm resembles a shotgun in function. It fires eight small, ball shaped projectiles in a single burst. It can fire in this mode five times consecutively, with a two second delay between shots, before needing to cool down. The projectiles lose their grouping after about ten yards, but can still make contact with a target up to thirty yards, however they will be significantly weaker as fewer are hitting.
All approved.
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Omni Wrote:Nealaphh Wrote:Matter Reassignment [Tier 1 Defensive Supermove] (Requires Phasing) - 600 OM
Nealaphh observes an incoming attack and removes a majority of its matter from the physical universe. It takes three seconds for Nealaphh to phase a sufficient amount of its body, so any attack that hits in this time affects Nealaphh normally. Nealaphh can remain phased for up to 5 seconds, during which time its form appears as a black, smokey image of its usual self. Nealaphh can move at its normal speed while phased, but is subject to any attacks or environmental hazards that might affect it upon returning to the physical world. In addition, spiritual, mental or magical attacks can have a partial effect on Nealaphh while phased. How does this affect melee attacks if at all?
Quote:Inertial Tampering (Requires Ranged Proficiency, Advanced Telekinesis) - 600 OM
Nealaphh can mentally lift up to ten non-prime objects within a 30 meter radius that collectively weigh less than 200 lbs and fling them forcefully at any target within 60 meters, though the farther away the target is, the easier the projectile is to dodge, as the flung objects cannot change their trajectory once thrown. All thrown objects travel at about the speed of an average football throw, unless they are especially heavy or unwieldy objects.
This is something that you can do without an additional move, as lifting and manipulating object is built in to telekinesis. However the actual weight you can lift and throw is dependent entirely on your ATK stat. 200lbs is going to be a pretty short distance with your 1 ATK.
Quote:Nealaphh can also use its telekinetic power to snatch and redirect incoming solid projectile attacks from enemies, provided that it has significant time to perceive and react to the missile. Nealaphh can only redirect a single projectile at a time in this fashion, and is limited by the same weight and distance constraints that apply to objects it throws itself.
This would be fine at 300 but I think it needs a little more detail on its actual method of effect. Would a missile explode if he "snatched" it, for example? Is it literally just using telekinesis to snatch and throwback? I don't think you'd need a move in that case, though obviously you might be able to create a better redirection move than simply that which doesn't require so much skill and luck to pull off in a fight..
1. The phase move affects both ranged and melee attacks the same way, in that they'll both just pass through Nealaphb harmlessly, unless spiritual, magical, or psionic.
2. I can throw in a clause that says objects which are heavier cannot be thrown as far. My reasoning, though, is that I myself can deadlift a little over 200 lbs, and I don't consider myself to have above average strength. I figure that Nealaphh should be able to move anything with its telekinesis with about as much efficacy as if it was using its own muscles; granted it still would be able to toss 200 lbs very far.
Also I thought I needed to purchase a move for my powers to have any tangible damaging effect on other primes.
3. Yeah, Nealaphh is just snatching objects telekinetically and tossing them back. Again, I thought I needed a move to have an effect on primes. If not, we can drop that one all together.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
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Super move is approved and the others are approved at 0 OM
Yeah it was more about "it's gonna be all to do with your ATK." So if anything, you're limiting yourself by defining it so stringently. But yeah doesn't need a move. Snatching objects out of the air WILL be very difficult though.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
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Ack, knew I forgot something. I also didn't specify the range that the shotgun blast covers. I made changes in bold, let me know if I should nerf them at all.
Vincent Valentine Wrote:In the spirit of making Vincent more gun-slingery, I've decided to rework a move into several variations. Essentially, I'm adding an ammo requirement for the main method of fire and changing the current energy bolt shot into a homing attack, as well as adding 2 additional firing modes. I'm not sure if this will require selling the current before buying the new ones, so I thought I'd raise the issue here alongside the approvals.
Current version:
Cerberus (Ranged Proficiency)
![[Image: Pa.95057.1.jpg]](http://img3.wikia.nocookie.net/__cb20070522000851/finalfantasy/images/a/ab/Pa.95057.1.jpg)
Vincent’s weapon of choice. A specially designed triple barreled revolver, it is adorn at the end of each barrel with a dog’s head, symbolizing the tri-headed Cerberus of Greek mythology. From the grip hangs a charm in the shape of the mythical dog with a single wing. Though referred to as a revolver, the barrels make the gun closer to the size of a sawed-off shotgun, with nearly the same punch. Since entering the Omniverse, it has been augmented to fire bolts of energy rather than bullets.
New version:
Cerberus
![[Image: Cerberus_Gun_Artwork.png]](http://i307.photobucket.com/albums/nn298/Darkx62/X%20The%20Creator/Cerberus_Gun_Artwork.png)
Vincent’s weapon of choice, a specially designed triple-barreled, triple-cylindered revolver. It is adorn with intricate scroll-work patterns down the barrels, each barrel terminating with a dog’s head, symbolizing the tri-headed Cerberus of Greek mythology. From the grip hangs a charm in the shape of the mythical dog with a single wing. Though referred to as a revolver, the barrels make the gun closer to the size of a sawed-off shotgun, its unique default firing pattern adding to the likeness.
- Standard Fire Pattern (Default; requires Ranged Proficiency [300 OM]): Three bullets are fired simultaneously when the trigger is pulled, one from each cylinder. In all, Cerberus has an ammo capacity of 18, allowing for 6 shots before needing to be reloaded. As this shot consumes a bullet from each of the trio of cylinders, significant damage can be caused to the target if hit dead-on. Being a break-loading revolver, reloading can be somewhat cumbersome and time-consuming in combat to compensate for its destructive power. In the middle of a firefight, Vincent often needs to duck behind cover to allow himself time to reload and is therefor fairly conservative with ammo usage in this way. As this style requires the movement of all three cylinders, Vincent can only fire as fast as the moving parts allow; once every second or so.
Persistence (Rapid Fire; requires Ranged proficiency [300 OM]): Following modification courtesy of the rebuilt Shinra corporation's R&D department, Vincent has the capability to fire a single bullet from any of Cerberus' three barrels. By depressing the trigger half-way and in rapid succession, the ex-Turk can fire a rapid volley of single bullets at a target. This allows for more efficient ammo consumption and a faster firing rate, but decreases damage output. This is typically used to guide more agile foes toward a more beneficial or easily targeted point. As the ammo is shared between different 'modes', Vincent must be careful to mentally keep track of his ammo usage when mixing styles or risk firing a less than effective shot. The augments to the firing mechanism allow Vincent to fire much faster when used this way, allowing for a true semi-automatic rate of fire (as fast as he can pull the trigger)
Moira (Homing Shot; requires Ranged Proficiency and Homing Proficiency [300 OM]): Through manipulation of his inner mana reserves, Vincent is capable of firing a blast of sapphire hued Mako-eqsue energy using Cerberus as a conduit. As the energy comes from the wielder, he is capable of making these energy blasts lock-on and home-in on a target. Shots fired in this way are a good deal less powerful and travel with a slower velocity as Vincent does not need to reload nor aim his shots once he has caught sight of a foe. This, coupled with the brilliant blue color characteristic of Mako energy, makes the shots much easier to dodge than standard bullets. As this style of firing does not require actual ammunition and has less destructive capability than the normal firing pattern, it can be fired in a fashion similar to a semi-automatic pistol.
Hubris (Burst Fire, requires Ranged Proficiency [300 OM]): When pushed to extremes, Vincent is capable of mixing Fire-aligned magick with his standard firing pattern, causing the trio of bullets to explode upon leaving the muzzle. This creates a spray of shrapnel reminiscent of a shotgun blast. The ammo consumption for this technique is identical to that of the standard tri-shot and has the same strengths and weaknesses. The addition of the fire magick, however, adds a good deal more damage potential in exchange for a short 'charge' time to summon the magical energy and a reduction in range (3-4 feet with a 3 foot spread).Repeated usage of this technique will risk damaging the firearm; Vincent must wait at least five seconds between shots to minimize this risk and allow the cylinders to reset.
[float=left] ![[Image: G3vODOp.png]](http://i.imgur.com/G3vODOp.png)
Dante's Abyss '15
Participant
Vincent Valentine
[/float][float=right] ![[Image: oQAQ9Jn.png]](http://i.imgur.com/oQAQ9Jn.png)
Dante's Abyss '16
Grand Champion
Nanaki/Red XIII
[/float]
(07-16-2018, 06:14 PM)Lord Zedd Wrote: I'm here to kick ass and write compelling stories with Vincent Valentine.
And baby, we're all out of Vincent Valentine.
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Quote:Shadow Boxing (Requires Area Attack Proficiency, Debuff Proficiency) - Tier One Super Utility - 600 OM
By tapping into the shadows of those around her, Shade can level the playing field.
Any living creature with a shadow affected by this is now physically linked to their shadow for the duration of the fight. Any damage taken by the shadow affects the shadow's owner in the same way. (Gunshot to the shadow's shoulder = Gunshot wound on the shoulder of the shadow's owner.) This affect makes it harder and more mentally taxing for one to successfully dodge or block attacks, as they now have to defend their shadow as well.
An owner's shadow resists damage as much as the owner does (Attacks on the shadow and the resulting damage is calculated as if the owner was hit directly). Limbs cannot be removed in one hit from attacks on shadows (You cannot make a clean slice through the arm of the shadow and expect the owner's arm to fall off, although the same amount of damage is taken).
Shadow Boxing is cast like this: Her host starts with their hands centered in front of their chest, palms towards each other. They move their hands down and turn them out, pushing out away from her body to the left and right. This sends a spherical wave of black energy outwards, with her as the center-point. This turns the world black, and any living thing with a shadow white, staying that way until the wave reaches it's maximum radial range of 20 meters. The hand signal takes 1 second to perform; the area of affect takes 3 seconds to reach it's max range. If user is struck down before the sphere reaches maximum range, it stops where it is, and all targets hit by it will still be affected.
"With a shadow," refers to anyone who has not had their shadow removed by Shade. All individuals affected by this will have a their shadow's color increased to pitch black, regardless of actual light levels.
//Pros: Affected individuals have the same weakness as Shade now. Affected individuals must not protect their body and shadow from attack to avoid being hurt.//
//Cons: Affects friends and foes alike. Effect is indiscriminate.//
Will making it a Tier 1 Super Utility be sufficient? I mean, it only needs to be cast at the beginning of combat anyway. Also, will it need to be upgrade to higher Tiers at any point or is Tier 1 sufficient for full effectiveness at all levels? And because it's a utility, it shouldn't be blockable right? Cause it shouldnt be, IC.
Quote:The Black Spark (Requires Debuff Proficiency, Mimic) - 300 OM
Tapping into herself and a target's shadow, Shade can swap strength with the opponent.
Shade and her target 'swap' moves. Shade can now freely use the target's moves, and the target can use hers, but both are now unable to use their own. Shade and her target are as skilled in these new moves as if they had Mimicked them. This lasts for 10 minutes, or until Shade or her target are knocked unconscious.
The Black Spark is cast like this: Shade's host grabs both of the target's hands in hers. Black lightning chargers up in each persons right forearm for half a second, then shoots down their arm, spiraling around it, and then down the opponent's left forearm, stopping at each one's shoulder. This takes 2 seconds in total to complete. Shade must maintain a grip on the target's hands until completion or this has no effect.
Will noting that it's effects can be reverse by the target using this move against Shade be sufficient? If not, then how about reducing it to 1 Round be cast, and/or needing 1 SP pumped into it to last more that 1 Round, per Round. (Essentially not costing SP for it's initial cast or repeated casts as long as the cast is completed.
Quote:Shadow Jumper (Requires Basic Fusion, Symbiosis, Telepathy) - 300 OM
Shade preys on the mind of a weakened foe, convincing them to let her 'shadow' them. They let her temporarily take their body and use it as her own. When used on a weakened target with less TEC than Shade, She can convince them to fuse with her, allowing her access to their strength and remaining SP. Lasts until the both parties are to weak to continue fighting (Depletion of SP), or if they are knocked unconscious, ejecting Shade from her forced host.
So, do I need to structure it the same as Ganon's, which you approved off the bat in Move Approval II? If it needs to be a Super Move, can it be Tier 1 if structured similar to Ganon's?
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Vincent Valentine Wrote:Ack, knew I forgot something. I also didn't specify the range that the shotgun blast covers. I made changes in bold, let me know if I should nerf them at all.
Vincent Valentine Wrote:In the spirit of making Vincent more gun-slingery, I've decided to rework a move into several variations. Essentially, I'm adding an ammo requirement for the main method of fire and changing the current energy bolt shot into a homing attack, as well as adding 2 additional firing modes. I'm not sure if this will require selling the current before buying the new ones, so I thought I'd raise the issue here alongside the approvals.
Current version:
Cerberus (Ranged Proficiency)
![[Image: Pa.95057.1.jpg]](http://img3.wikia.nocookie.net/__cb20070522000851/finalfantasy/images/a/ab/Pa.95057.1.jpg)
Vincent’s weapon of choice. A specially designed triple barreled revolver, it is adorn at the end of each barrel with a dog’s head, symbolizing the tri-headed Cerberus of Greek mythology. From the grip hangs a charm in the shape of the mythical dog with a single wing. Though referred to as a revolver, the barrels make the gun closer to the size of a sawed-off shotgun, with nearly the same punch. Since entering the Omniverse, it has been augmented to fire bolts of energy rather than bullets.
New version:
Cerberus
![[Image: Cerberus_Gun_Artwork.png]](http://i307.photobucket.com/albums/nn298/Darkx62/X%20The%20Creator/Cerberus_Gun_Artwork.png)
Vincent’s weapon of choice, a specially designed triple-barreled, triple-cylindered revolver. It is adorn with intricate scroll-work patterns down the barrels, each barrel terminating with a dog’s head, symbolizing the tri-headed Cerberus of Greek mythology. From the grip hangs a charm in the shape of the mythical dog with a single wing. Though referred to as a revolver, the barrels make the gun closer to the size of a sawed-off shotgun, its unique default firing pattern adding to the likeness.
- Standard Fire Pattern (Default; requires Ranged Proficiency [300 OM]): Three bullets are fired simultaneously when the trigger is pulled, one from each cylinder. In all, Cerberus has an ammo capacity of 18, allowing for 6 shots before needing to be reloaded. As this shot consumes a bullet from each of the trio of cylinders, significant damage can be caused to the target if hit dead-on. Being a break-loading revolver, reloading can be somewhat cumbersome and time-consuming in combat to compensate for its destructive power. In the middle of a firefight, Vincent often needs to duck behind cover to allow himself time to reload and is therefor fairly conservative with ammo usage in this way. As this style requires the movement of all three cylinders, Vincent can only fire as fast as the moving parts allow; once every second or so.
Persistence (Rapid Fire; requires Ranged proficiency [300 OM]): Following modification courtesy of the rebuilt Shinra corporation's R&D department, Vincent has the capability to fire a single bullet from any of Cerberus' three barrels. By depressing the trigger half-way and in rapid succession, the ex-Turk can fire a rapid volley of single bullets at a target. This allows for more efficient ammo consumption and a faster firing rate, but decreases damage output. This is typically used to guide more agile foes toward a more beneficial or easily targeted point. As the ammo is shared between different 'modes', Vincent must be careful to mentally keep track of his ammo usage when mixing styles or risk firing a less than effective shot. The augments to the firing mechanism allow Vincent to fire much faster when used this way, allowing for a true semi-automatic rate of fire (as fast as he can pull the trigger)
Moira (Homing Shot; requires Ranged Proficiency and Homing Proficiency [300 OM]): Through manipulation of his inner mana reserves, Vincent is capable of firing a blast of sapphire hued Mako-eqsue energy using Cerberus as a conduit. As the energy comes from the wielder, he is capable of making these energy blasts lock-on and home-in on a target. Shots fired in this way are a good deal less powerful and travel with a slower velocity as Vincent does not need to reload nor aim his shots once he has caught sight of a foe. This, coupled with the brilliant blue color characteristic of Mako energy, makes the shots much easier to dodge than standard bullets. As this style of firing does not require actual ammunition and has less destructive capability than the normal firing pattern, it can be fired in a fashion similar to a semi-automatic pistol.
Hubris (Burst Fire, requires Ranged Proficiency [300 OM]): When pushed to extremes, Vincent is capable of mixing Fire-aligned magick with his standard firing pattern, causing the trio of bullets to explode upon leaving the muzzle. This creates a spray of shrapnel reminiscent of a shotgun blast. The ammo consumption for this technique is identical to that of the standard tri-shot and has the same strengths and weaknesses. The addition of the fire magick, however, adds a good deal more damage potential in exchange for a short 'charge' time to summon the magical energy and a reduction in range (3-4 feet with a 3 foot spread).Repeated usage of this technique will risk damaging the firearm; Vincent must wait at least five seconds between shots to minimize this risk and allow the cylinders to reset.
Re: Moira, I think I'm misunderstanding the attack because it says they are easy to dodge due to the slowness but reading purely as described, they would home in infinitely (and can be fired pretty much infinitely too). Is there a turning arc or duration on the bullets? As for the slower speed, is that something like an arrow or thrown ball or slower yet?
Everything else is approved.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
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