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Purple mages have the power to bend gravity, magnetism and other physical forces to their whim, however this is obviously limited in the Omniverse. Jams is able to slightly shift the gravity of his enemies, potentially knocking them off balance and confusing them for a bit. It isn't enough to move them (unless they were, like, a marshmallow or something), but the shift in gravitational focus could potentially alter their overall flow in battle and certainly helps when screwing over their hit at the last second. This isn't a very reliable ability, however, in long bursts as he can get tired rather quickly depending on his stamina at the time being. If an enemy weighs any more than about 200 pounds or so, then they likely wouldn't feel the effects unless their armor was really loose. Max distance would be as far as Jams can see up to about 30 feet with diminishing effects the farther you go, and the shift in gravity depends on how tired he is; at the time being, with Def=1 as interpreted as stamina, he could go about 12-15 seconds constant before becoming extremely tired. Like, willing to take a nap mid-battle kind of tired.
Is- *ahem* Is that good?
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@ Jams, How does Jams like, "perform" the move? Is there some kind of hand motion (or whatever ritual you can think of) involved and must he remain stationary while prepping the move? Describe how Jams would target someone with this move in a base scenario, maybe. How long would it take for Jams to prepare/charge the move before carrying it out? Elaborate on the diminishing effects at range-- what's the difference between close quarters contact with this and being hit from 30 feet away?
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Dark Matter Barrage: (Ranged Proficiency, 300 OM. )
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To start this technique Warren will say. "The Darkness hidden within the Light, unleash your ancient fury." Once those words were spoken a powerful orb will appear in the air above his opponent and himself. Once the orb has been made Warren must wait about 2 seconds. The orb will almost instantly shoot 'thread like' beams of energy down upon the battlefield. The nature of this attack means that it could damage Warren as well as his opponent. Dark Matter Barrage is one of his techniques that he received in the Tangled Green.
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(let me rephrase this)
Move: Purple Magic (Basic)
OM Required: 300 OM
Proficiencies: Debuff
Magic concept: PURPLE MAGIC: Magic of the Cosmos; involves physical manipulation and spacial exploitation.
Can manipulate gravity, magnetism and slight electricity, though the latest is mostly reserved to red magic.
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Move concept: Jams shifts the weight of his opponent in a direction of his choosing via gravitational manipulation.
Performing: Jams' irises (or in my drawings, his pupils) turn purple and he imagines which way gravity shifts in his mind. Since all this does is disrupt an attack or the opponent's balance, Jams doesn't require any specific hand motions to stay focused (though it's more common when he's on the offensive). This usually has to be planned slightly ahead of time, though, about a second to charge with hand motions and two from his thoughts. Jams can easily concentrate regardless of being stationary or moving, though it takes a small bit longer if he plans on moving after or during the shift.
Specifics:
-Requires 1 second to charge with hand motions, 2 seconds with thought. Add a half-second if he moves during/after the enemy is shifted in gravity.
-Shift in gravity only lasts for a split second, long enough for their attack to miss. If the attacker takes a while with their move, however, then they could adjust to the gravity and become more accurate.
-Jams can go about 12-15 seconds straight with this move without getting tired, about 17-18 if he spaces his energy out across the battle, though this would also leave him tired to the point that fighting would be nigh impossible.
-This is limited to characters up to 200 pounds, even if most of the weight comes from armor. If the armor is loose, however, then the character inside will shift around inside the suit.
-Most often used in self defense to dodge attacks, though it could be used to off-balance an enemy and make the offense easier.
-Diminishing effects across a span of 30 feet. Up to 15 feet the effects are at full potential, but from there on out the move gradually and linearly decreases to ~134 pounds maximum until it's simply too far away to have any effect.
-Between 15 and 30 feet, about 66 pounds are lost in maximum effect. Based on my rad math skills calculations, it's safe to say that for each additional foot away from Jams after 15, about 4.4 pounds can be dropped from the maximum. In case someone wants to get really nitpicky, inches are .36 repeating taken off the farther you go.
EXAMPLES:
-Say a character came at Jams with a sword and was running at him from about 15 feet away. Given he takes about 3.5 seconds to reach Jams, and he moves the guy with his mind, then Jams could have full effect when the enemy gets about 6.4 feet away or less.
-Say a character of similar speed was running away from Jams rather than toward him. When Jams uses the move, the enemy would be at about 21.4 feet away, so that'd mean they'd have to be ~182 pounds or so for there to be any effect.
Typical Uses: Jams typically will use the move for self defense, but he may try to counterattack in the process. He could also make the enemy trip by messing their balance up, like if they're running away and Jams yanks back on them and they fall down.
(If I ever get the buff status, this could also be used to make jumping easier or attacks more powerful, but that can wait for another day.)
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@Warren: This move will likely need the Ranged Materialize and Area Attack proficiencies. How far can the thread-like beams reach? How many beams are there? Is Warren fatigued in any way by using this move?
@Jams: So, the move has several uses? That changes the price, +300 for each different use. Otherwise, you should be good to move on to Move Approval.
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(06-29-2016, 11:18 PM)Jade Harley Wrote: @Jams: So, the move has several uses? That changes the price, +300 for each different use. Otherwise, you should be good to move on to Move Approval.
I thought by different uses, it meant it had different abilities, like a sword can be swung or charged for an energy beam attack. This move, at the moment, only has one ability: to shift the movement of characters enough to manipulate their movement, and since Jams only has the debuff proficiency it has to be to their detriment. Regardless if used defensively or offensively, regardless if it's to dodge an attack or throw them off balance, it's still doing the same thing where it messes with their stability, so I figured it would be 300 OM. It's always the equivalent of a light shove, not flinging them across the room like Sans is able to, and has no effect over specific objects since I lack the proper proficiency.
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Oops, my mistake. ^^ Your wording was a little confusing.
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Here's a selection of moves I'm looking at for Skeletor in the near future:
A Scattering storm, (requires Ranged proficiency, Area Attack proficiency, 600 OM)
Skeletor charges his Havoc staff for a second, then unleashes a volley of magic blasts, similar to the bolts that he fires. The bolts fire in an arc outward, but with a slightly downward arc that limits their range to only about 15 meters. Skeletor can charge the havoc staff longer, remaining stationary and focusing for a maximum of 5 seconds. The longer the move is charged; the more missiles will be fired. The amount varies from three somewhat globular missiles at minimum charge to a continuous 120-degree arc of magic at maximum charge.
Skeletor is able to use this attack while moving, but must remain stationary and focused to charge the power, during which time magic visibly accumulates in his Havoc staff.
Wall of Flame (requires ranged materialize, area attack, 900 OM)
Skeletor extends his Havoc staff, and a beam of light springs from the end, tracing a pattern into the ground. This takes approximately 2-3 seconds to occur, during which time Skeletor must concentrate on the power, though he can still move. After the 2-3 seconds, magical flames spring into being along the pattern that was traced.
Skeletor has three different shapes he forms with this move, creating a wall to divide the battlefield, a ring to either keep out or enclose an area, or a scattered pattern of lines that cover the area in short swathes of flame, disrupting formations and creating more chaotic battlefields.
The Wall of flame is approximately 3 meters in height, .5 meters in width and can extend to a maximum of 12 meters from end to end.
The Ring of flame is also 3 meters in height and .5 meters in width, and can extend into a ring of 9 meters in diameter.
The Smattering of flame creates about a score of flames sections only 2 meters tall. These sections are .5 meters still, but only about 2 meters in length.
These flames are painful, but unlikely to be lethal. Skeletor can create gaps in the flame to allow himself or others to pass through, but a determined prime (or even a tough secondary) could burst through the flames with not much worse than a singing. The true danger this move poses is from prolonged exposure, as remaining too long (any more that about 4 seconds depending on DEF) within the flames could cause anything combustible to ignite.
This move is draining for Skeletor to maintain, and although he is able to perform other actions (even those that require his concentration) and maintain the flames, anything sufficiently startling or disorienting will make the flames wither away.
The Ram Stone (T1 super attack, 600 OM)
Skeletor holds aloft a small, green, ram-head stone, extended floating inches from the tips of his fingers. He utters the words to unleash the power of the Ram Stone, which takes only a few seconds. A jade demonic ram, composed of pure magical energy, forms around him. The magical Ram stands about 4 meters tall, and is translucent, allowing one to see Skeletor standing within. The Demonic Ram leaps at Skeletor’s target, its shape dissolving into pure energy as it closes the distance, slamming into the target and battering it with power,
(it is important to note that while in Eternia, the RamStone was known for its ability to destroy any barrier, this has not translated over to the Omniverse, where the Ram Stone is not able to penetrate a Super Defense any better than another T1 super attack.)
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Flame Charges - 600 OM
Proficiencies required: Area Attack Proficiency, Ranged Attack Proficiency, Debuff Proficiency
The Flame Charges take the appearance of a round metal disc, with a glowing orange center, and four sharp "claws" at the bottom. Mick can carry up to 5 of these at a time.
The attack -
Mick draws a Flame Charge and throws it like a frisbee, with a maximum range of about 15 feet. It latches onto the ground with the "claws," the glowing orange center starts blinking, and within 3 seconds, it explodes. It deals moderate damage, and any living things caught in the blast radius will be effected with minor burns. The blast radius is about 1 and a half yards.
Alternatively, Mick can also plant these weapons on walls and arm them. The detonation time increases to 10 seconds, however if Mick is still in the blast radius, there will be a problem. If one explodes, it'll trigger the rest of them within the blast radius. The blast radius is reduced to 1 meter, however. The wall-bomb explosion will blast through some materials dependent on Mick's ATK stat.
5 ATK: (baseline ATK power, being I have 5 ATK as it is now.) Concrete and anything weaker.
6 ATK: Weaker metals. Not talking "destroying solid steel" here, I'm just talking things like, bronze, copper, crude iron...And anything weaker, of course.
8 ATK: Moderate resistance materials and anything weaker. You can decide what that means in terms of 'moderate resistance.'
10 ATK: Highly resilient materials, and of course, anything weaker. Again, you can decide what 'highly resilient' means. I'll be god-awful OP at this point, but that's besides the point.
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07-16-2016, 09:56 PM
(This post was last modified: 07-18-2016, 12:24 PM by James Knight.)
300 OM - Emerald Artillery - Double Rifle- Requires Ranged Proficiency, Ranged Materialize Proficiency, and Remote Control Proficiency:
Using the power of his will Hal will summon a couple of rifles to his hands. These rifles are a construct that can be hand held by Hal. But these can also be controlled by him with little more than his thoughts should he needs his hands free for well anything else presently. These take about 5 seconds for him to create... each. The construct appears to be a set of assault rifles. These are colored neon green and are partially transparent. The reload time is about 2 seconds given that that it is all it takes for Hal to envision them reloaded with new ammo as they're little more than a construct. As they are a construct created out of his will power Hal can MOVE these with his mind in order to keep his hands free. Since he doesn't need to hold these he is also granted the full range of motion while using this attack on his opponents. This can be used in conjunction with other moves or powers although Hal hasn't figured out any particular combinations that it would be good for yet.
The ammo capacity of both is about eight shots before he must reload.
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(07-16-2016, 09:56 PM)Hal Jordan Wrote: 300 OM - Emerald Artillery - Double Rifle- Requires Ranged Proficiency, Ranged Materialize Proficiency, and Remote Control Proficiency:
Using the power of his will Hal will summon a couple of rifles to his hands. These rifles are green in color and appear to be regular rifles. But they are ANYTHING but regular in that depending on the amount of concentration Hal puts into them he can amp up their firing rate or the damage the bullets could actually inflict on an opponent. These shoot 10 rounds per second from each rifle that he has. Currently he's capable of materializing two of them. These take about 2 seconds for him to create. This move isn't very taxing on him and is one of his easiest constructs to make. Still should his concentration be broken it would take him about 12 seconds to remake these guns again. Each bullet travels at 100 MPH. These can even be controlled by Hal without him needing to hold them in his hands, thus allowing him to do other moves as well.
I'm not a mod, but I can tell you now that this would require 900 OM, as it's three different variants; one that's easy to use, one that requires higher focus in exchange for increased firing rate, and one that requires higher focus in exchange for increased damage. It would require 1200 OM if you also want to activate both alternate modes at once.
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Alright... I've edited that move. Does it look better now?
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I, uh, I actually don't see any noticeable alterations at all.
It'll be easier to just shave off the variants and just have the base rifles.
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Okay...Two more things...
Just how powerful are these weapons?
What is the maximum range?
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Not sure on power or maximum range. Got any suggestions?
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(07-16-2016, 10:24 PM)Hal Jordan Wrote: Not sure on power or maximum range. Got any suggestions?
Whatever you think is balanced with the rest of the move.
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(07-16-2016, 10:24 PM)Hal Jordan Wrote: Not sure on power or maximum range. Got any suggestions?
Maybe the power varies with range. Someone standing a few feet away would be hit harder than someone standing 50 yards away. Maximum range is up to you, really.
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So, I'm gonna throw together Snart and the Cold Gun NOW, and see if I can get them approved later.
Leonard Snart
Tier 1 Assist
Leonard Snart is, in essential form, Mick's counterpart; he's cool, calm and collected, and wields a weapon of ice. He's a bit of a chessmaster, and when he has his way, there's no way to face him on even ground; if you think the playing field is even, you don't know his game yet. Physically, he's not much to look at, but he's a decent strategist.
ATK: 1
DEF: 1
SPD: 1
TEC: 2
The Cold Gun
300 OM, requires Ranged Attack Proficiency, Debuff Proficiency
The signature weapon held by Leonard Snart, the Cold Gun is, in design, both similar and different to the Heat Gun.
It does indeed fire a beam of it's respective element, represented by a beam of light blue and white energy. The beam lasts for 15 seconds of continuous fire, after which the beam stops. It still has to be reloaded after 4 blasts are fired. However, the move is less powerful in exchange for a complete lack of cooldown time. The constant beam reaches a maximum range of 12 meters - a 2 meter increase from that of it's counterpart - and those far away from the blast do take less damage. The beam is 1 meter all around, circular, and goes at a speed of 10 miles per hour. Beams are fire and forget.
The target, upon being hit, is frozen lightly, moving slower, however the effect cancels out that of the light burns provided by the Heat Gun, and vice-versa. The freezing lasts for about 5 seconds, but cannot be stopped before the effect stops taking place unless the Heat Gun hits the target.
The weapon, when used with the Heat Gun at the same time, has an additional caveat - if you cross beams with the Heat Gun, the vastly conflicted temperatures will rocket back at the weapon opposite of their element, destroying them both until Mick takes the time and Omnilium to fix them. This weapon is one-handed, and can be used in conjunction with other one-handed weapons or moves.
Sleep Enforcement - Tier 1 Offensive Super
Requires Debuff Proficiency, Ranged Proficiency (g00)
Judy usually carries an elephant tranquilizer with her. The tranq uses a hell of a powerful drug, causing people to fall asleep almost instantly back home. Of course, as omnilium is also a powerful thing, the effect is lessened on primes. When she hits an enemy, it'll sedate them after a few moments, and for around x amount of time. The gun only comes with a few darts, and they're rather hard to come by, so she doesn't use the gun often. There must be a cooldown of around 5 minutes between each shot.
How long could an attack like this work for?
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