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Official Move Approval IV
(10-12-2016, 09:41 PM)Mark Wrote:
(10-12-2016, 08:11 PM)Utsuho Reiuji Wrote: Foot of Fission (Physical) (600): Utsuho’s right foot is encased in congealed corium, similar to the elephant’s foot of Chernobyl, up to just below mid-calf. The solidified mixture of concrete and nuclear core material weighs a good 15 pounds, though its weight doesn’t throw off or otherwise hinder Okuu’s movements to a noticeable degree due to her strength. Unlike her control rod, this concrete casing can not be easily removed, and has to be broken, making it a decently permanent bludgeon. If it does get broken, she can always melt down more concrete, glass, and nuclear material onto her foot again, but that’s not something she could do in the heat of battle.
With this foot, she can also perform a move she affectionately calls “Melting Pummel Kick,” where she kicks someone over, pins them down, and unleashes a powerful barrage of nuclear fission blasts through said foot and directly into their chest. Channeling the energy to cause the blasts takes a second of charge-up, and the blasts themselves drain out their fuel over the course of two seconds. The energy required to cause fission is much, much less than fusion, so this move isn’t all that draining in the long run. However, Okuu is rather winded and a bit sore for around a minute afterwards. The wind-up on the kick itself is rather large and obvious as well. In order to knock over her opponent, Okuu needs to go in for a high kick to the chest. If she misses this kick, she herself will fall right over.

How strong is this in general terms if used on the average person? Like, would it feel more like a barrage of paintballs or like being hit in the chest with a bat repeatedly?  Can this be used with other moves?

Foot of Fission (Physical) (600): Utsuho’s right foot is encased in congealed corium, similar to the elephant’s foot of Chernobyl, up to just below mid-calf. The solidified mixture of concrete and nuclear core material weighs a good 15 pounds, though its weight doesn’t throw off or otherwise hinder Okuu’s movements to a noticeable degree due to her strength. Unlike her control rod, this concrete casing can not be easily removed, and has to be broken, making it a decently permanent bludgeon. If it does get broken, she can always melt down more concrete, glass, and nuclear material onto her foot again, but that’s not something she could do in the heat of battle.
With this foot, she can also perform a move she affectionately calls “Melting Pummel Kick,” where she kicks someone over, pins them down, and unleashes a powerful barrage of nuclear fission blasts through said foot and directly into their chest. Channeling the energy to cause the blasts takes a second of charge-up, and the blasts themselves drain out their fuel over the course of two seconds. Each individual blast isn't extremely powerful, however, all of them pooled together feels something like being struck by a red-hot lead pipe. As such, if Okuu is knocked off mid-attack, which is a distinct possibility given that she has to remain still and focus during it, the damage is lessened.
The energy required to cause fission is much, much less than fusion, so this move isn’t all that draining in the long run. However, she is rather winded and a bit sore for around a minute afterwards. The wind-up on the kick itself is rather large and obvious as well. In order to knock over her opponent, Okuu needs to go in for a high kick to the chest. If she misses this kick, she herself will fall right over.

Got everything, I think. Hurts like a mofo, requires concentration.
[Image: testclown.png]
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
(10-12-2016, 10:02 PM)Utsuho Reiuji Wrote: Foot of Fission (Physical) (600): Utsuho’s right foot is encased in congealed corium, similar to the elephant’s foot of Chernobyl, up to just below mid-calf. The solidified mixture of concrete and nuclear core material weighs a good 15 pounds, though its weight doesn’t throw off or otherwise hinder Okuu’s movements to a noticeable degree due to her strength. Unlike her control rod, this concrete casing can not be easily removed, and has to be broken, making it a decently permanent bludgeon. If it does get broken, she can always melt down more concrete, glass, and nuclear material onto her foot again, but that’s not something she could do in the heat of battle.
With this foot, she can also perform a move she affectionately calls “Melting Pummel Kick,” where she kicks someone over, pins them down, and unleashes a powerful barrage of nuclear fission blasts through said foot and directly into their chest. Channeling the energy to cause the blasts takes a second of charge-up, and the blasts themselves drain out their fuel over the course of two seconds. Each individual blast isn't extremely powerful, however, all of them pooled together feels something like being struck by a red-hot lead pipe. As such, if Okuu is knocked off mid-attack, which is a distinct possibility given that she has to remain still and focus during it, the damage is lessened.
The energy required to cause fission is much, much less than fusion, so this move isn’t all that draining in the long run. However, she is rather winded and a bit sore for around a minute afterwards. The wind-up on the kick itself is rather large and obvious as well. In order to knock over her opponent, Okuu needs to go in for a high kick to the chest. If she misses this kick, she herself will fall right over.

Got everything, I think. Hurts like a mofo, requires concentration.

Good to go, my friend.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

(10-12-2016, 09:41 PM)Mark Wrote: Energy Storm: Can Mumm move around while doing this? How draining is it? Does the electricity debuff or anything? Can this be used with other moves?

Eye Bolt: What are the dimensions on these blasts, the size of his eyes or like a fist or larger? How fast do they move?

Sword of Plun-Darrrrrr: For the beam, how fast does it move? Can he move around and re-aim it? Does it require concentration? How draining is it? Can he maintain it until he chooses to stop or is there a set time? Can this be used with other moves?

For the binds, can this be used while moving? How draining is it to use? Can this be used with other moves?

AaaaaaAAAAAAH details I keep forgetting, and entire parts of moves I left out. Somehow. :froggonk: Updated versions below, changes marked in bold.


Energy Storm -- 300 OM (Requires: Ranged, Area Attack, Debuff proficiency)
Holding both hands before him, Mumm-Ra gathers energy between his palms in the form of a brightly glowing ball of red. After five seconds of gathering strength, he holds both hands over his head, spreading the gathered energy into a 'net' between his outspread fingers, and releases a blistering, crackling storm of red lightning across an area before him, reaching out to roughly ten meters from him and spreading into a virtual 180 degree cone in front of him. The storm of energy can be maintained for up to 10 seconds before running out of steam, and targets within it are violently electrocuted and burned by the wildly rampaging bolts. If Mumm-Ra is struck a powerful enough blow while preparing or actually casting this move, his focus can be broken and end it early. When the move has run its course, targets effected by it will have flickering red lightning arc over their body for several seconds afterward, for roughly 3 seconds, pending their relative toughness compared to Mumm-Ra's ATK, and will find themselves constantly in great pain and very sluggish. Mumm-Ra must remain stationary while unleashing this storm of energy, though he may slowly turn in place to try and catch targets who move to his sides, though it demands his entire focus and precludes the usage of other moves for its duration. When used for its full duration, it is moderately draining, and while it will not severely strain him to use it once or twice, it is best used only a few times during one encounter.


Eye Bolt -- 300 OM (Requires: Ranged proficiency)
A quick bolt of red energy fired from Mumm-Ra's eyes. It has an effective range of about 10 meters, and has virtually no prep time or charge behind it, the only indication being a slight glow to his eyes. It is thus not exceptionally powerful, serving as more of a surprise tactic than a viable offense. The blasts themselves are roughly the size of his eyes, though do have a slightly larger size at their front, similar to a comet, trailing a stream of energy. They are rather quick, moving at a speed analogous to an arrow in flight.


Sword of Plun-Darr -- 900 OM (Requires: Physical Strength, Ranged, Area Attack, Debuff)
[Image: Net8lhG.jpg]

An exceptionally powerful blade, equally suited to being wielded in a melee confrontation as a conduit for magic. When at rest and not in use, it appears as a pair of golden, two headed serpents coiled around each other. When readied for use, the serpent heads at either end open and spread, allowing the gleaming blades of the weapon to emerge in a flash of golden fire. With both blades fully extended, the weapon is nearly as tall as Mumm-Ra's feeble, decrepit state. It can be wielded with either one or both blades out in equal fashion, with little difference to its performance or capabilities.

When in its active state, the blade can be rapidly spun in one or both hands, creating a gleaming circle of golden flames over three seconds, from which a large beam roughly five feet in diameter can be fired, reaching out to nearly twenty meters before dissipating. The flames created in this manner are incredibly potent, and tend to strike with as much physical, concussive force as they do thermal energy, throwing targets hit by it aside and shoving them back as much as burning them. When fired, the stream of flames moves quite quickly, comparable once more to an arrow in flight, and can be slowly swept along an arc as it is maintained, though Mumm-Ra himself must remain stationary to keep proper momentum on the spinning blade. The stream of fire can theoretically be maintained as long as Mumm-Ra can maintain focus and has the strength to fuel it, though keeping it up for longer than six seconds will begin to return progressively diminishing returns in exchange for the energy required to maintain it and its power output. Due to the focus required to keep proper dexterity and control of the blade, the use of other moves are precluded while maintaining the beam.

A quick swipe of the blade can unleash beams of golden energy to fire at a target, or multiple targets, within twelve meters. They move quickly, but have no tracking capability and are not terribly difficult to dodge for an aware or speedy foe. A foe hit by these beams will find themselves ensnared by golden 'ropes' of energy, binding them tightly and making even regular movement all but impossible. Stronger foes will be able to break free sooner, but at a base level the bindings will last for roughly five seconds before fading on their own. There is no functional limit to how many targets can be bound at a given time with this use of the sword's powers, save for its time limit, and a slightly 'cooldown' of two seconds between each swing which launches the binding ropes. While launching the binding golden ropes of energy from the blade takes but a simple swipe, it does require proper focus and so cannot be done while actively moving, requiring at least a moment to halt and 'sight in' at the intended target. Launching one or two volleys of the bindings is not terribly taxing, but using it repeatedly will quickly wear down the ancient sorcerer's energy reserves. While targets are bound by this maneuver, Mumm-Ra must keep the sword in-hand, precluding the use of any other moves which do not require the sword, or which require more than one hand.
(10-13-2016, 03:36 PM)Mumm-Ra Wrote:
(10-12-2016, 09:41 PM)Mark Wrote: Energy Storm: Can Mumm move around while doing this? How draining is it? Does the electricity debuff or anything? Can this be used with other moves?

Eye Bolt: What are the dimensions on these blasts, the size of his eyes or like a fist or larger? How fast do they move?

Sword of Plun-Darrrrrr: For the beam, how fast does it move? Can he move around and re-aim it? Does it require concentration? How draining is it? Can he maintain it until he chooses to stop or is there a set time? Can this be used with other moves?

For the binds, can this be used while moving? How draining is it to use? Can this be used with other moves?

AaaaaaAAAAAAH details I keep forgetting, and entire parts of moves I left out. Somehow. :froggonk: Updated versions below, changes marked in bold.


Energy Storm -- 300 OM (Requires: Ranged, Area Attack, Debuff proficiency)
Holding both hands before him, Mumm-Ra gathers energy between his palms in the form of a brightly glowing ball of red. After five seconds of gathering strength, he holds both hands over his head, spreading the gathered energy into a 'net' between his outspread fingers, and releases a blistering, crackling storm of red lightning across an area before him, reaching out to roughly ten meters from him and spreading into a virtual 180 degree cone in front of him. The storm of energy can be maintained for up to 10 seconds before running out of steam, and targets within it are violently electrocuted and burned by the wildly rampaging bolts. If Mumm-Ra is struck a powerful enough blow while preparing or actually casting this move, his focus can be broken and end it early. When the move has run its course, targets effected by it will have flickering red lightning arc over their body for several seconds afterward, for roughly 3 seconds, pending their relative toughness compared to Mumm-Ra's ATK, and will find themselves constantly in great pain and very sluggish. Mumm-Ra must remain stationary while unleashing this storm of energy, though he may slowly turn in place to try and catch targets who move to his sides, though it demands his entire focus and precludes the usage of other moves for its duration. When used for its full duration, it is moderately draining, and while it will not severely strain him to use it once or twice, it is best used only a few times during one encounter.


Eye Bolt -- 300 OM (Requires: Ranged proficiency)
A quick bolt of red energy fired from Mumm-Ra's eyes. It has an effective range of about 10 meters, and has virtually no prep time or charge behind it, the only indication being a slight glow to his eyes. It is thus not exceptionally powerful, serving as more of a surprise tactic than a viable offense. The blasts themselves are roughly the size of his eyes, though do have a slightly larger size at their front, similar to a comet, trailing a stream of energy. They are rather quick, moving at a speed analogous to an arrow in flight.


Sword of Plun-Darr -- 900 OM (Requires: Physical Strength, Ranged, Area Attack, Debuff)
[Image: Net8lhG.jpg]

An exceptionally powerful blade, equally suited to being wielded in a melee confrontation as a conduit for magic. When at rest and not in use, it appears as a pair of golden, two headed serpents coiled around each other. When readied for use, the serpent heads at either end open and spread, allowing the gleaming blades of the weapon to emerge in a flash of golden fire. With both blades fully extended, the weapon is nearly as tall as Mumm-Ra's feeble, decrepit state. It can be wielded with either one or both blades out in equal fashion, with little difference to its performance or capabilities.

When in its active state, the blade can be rapidly spun in one or both hands, creating a gleaming circle of golden flames over three seconds, from which a large beam roughly five feet in diameter can be fired, reaching out to nearly twenty meters before dissipating. The flames created in this manner are incredibly potent, and tend to strike with as much physical, concussive force as they do thermal energy, throwing targets hit by it aside and shoving them back as much as burning them. When fired, the stream of flames moves quite quickly, comparable once more to an arrow in flight, and can be slowly swept along an arc as it is maintained, though Mumm-Ra himself must remain stationary to keep proper momentum on the spinning blade. The stream of fire can theoretically be maintained as long as Mumm-Ra can maintain focus and has the strength to fuel it, though keeping it up for longer than six seconds will begin to return progressively diminishing returns in exchange for the energy required to maintain it and its power output.  Due to the focus required to keep proper dexterity and control of the blade, the use of other moves are precluded while maintaining the beam.

A quick swipe of the blade can unleash beams of golden energy to fire at a target, or multiple targets, within twelve meters. They move quickly, but have no tracking capability and are not terribly difficult to dodge for an aware or speedy foe. A foe hit by these beams will find themselves ensnared by golden 'ropes' of energy, binding them tightly and making even regular movement all but impossible. Stronger foes will be able to break free sooner, but at a base level the bindings will last for roughly five seconds before fading on their own. There is no functional limit to how many targets can be bound at a given time with this use of the sword's powers, save for its time limit, and a slightly 'cooldown' of two seconds between each swing which launches the binding ropes. While launching the binding golden ropes of energy from the blade takes but a simple swipe, it does require proper focus and so cannot be done while actively moving, requiring at least a moment to halt and 'sight in' at the intended target. Launching one or two volleys of the bindings is not terribly taxing, but using it repeatedly will quickly wear down the ancient sorcerer's energy reserves. While targets are bound by this maneuver, Mumm-Ra must keep the sword in-hand, precluding the use of any other moves which do not require the sword, or which require more than one hand.

[Image: giphy.gif]

(All approved)
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

Quote:Disable (Requires Ranged, Debuff Proficiencies) (300 OM)
A move used commonly by psychic Pokemon, and very dangerous weapon in a tactician's hands.

Disable is a move used on an opponent's move to, as the name says, disable it for 30 seconds. To do so Sabrina fires a basketball-sized purple psychic blast from just in front of her forehead with minimal preparation. The projectile has no solid mass (it won't knock back an opponent or physically harm them) but can be blocked by physical barriers. It flies nearly as fast as a bullet and dissipates after flying a maximum distance of ~100 meters, or hitting any obstacle.
Before Disable can be used effectively Sabrina must first witness the move that she intends to disable, after which point she is able to use Disable while it is used and for up to a minute after the last usage (or in the case of continuous moves, a minute after it was stopped using). Alternatively if she is aware of her opponent having that move with successful use of Telepathy or Insight, she can use Disable without needing to witness it first.
Someone under the influence of Disable will find themselves unable to remember how to use that specific move for 30 seconds, nor what that move does if used. Moves used in similar ways (e.g. an opponent using a pistol and a rifle, both are used by pulling the trigger) are not affected.

Further limitations are:
-Disable will not work on someone with only one move worth 300 OM, or no moves at all.
-It will also not work on moves that are essential to the character (such as someone with blades instead of fingers, as they couldn't not using their hands for a while).
-Sabrina cannot use Disable again for 2 minutes after firing a blast, regardless of whether or not it succeeds.
-An individual cannot be Disable'd for 2 minutes after having been successfully Disable'd.

-Only a single instance of the move may be disabled, not the entire thing if the move consists of multiple instances (i.e. it costs more than 300 OM). As an example, Sabrina uses Disable on an opponent who uses a gun with two types of ammunition (Type A and B, both with different effects) and which has a bayonet attached. Disable is used on Ammo type A. The opponent would still remember how to use Ammo type B and how to operate the rifle with that ammo in it, and the bayonet.
-Disable cannot be used to interrupt a move as it is being charged (even if Sabrina has witnessed its full use before). It can also not be used to disable Super Defense nor Super Utility moves (but can disable Super Attack Moves).
-Power-Ups, Assists, Alt forms etc. cannot be disabled at all.

Note that this is purely a mental attack: it does not actively prevent the victim from "rediscovering" how to use a move by deduction (e.g. they know that pulling a trigger on their pistol fires it, and deduce that pulling the trigger on their Disable'd rifle would do something similar), being reminded of how it's used by allies and "accidentally" using the move (e.g. flinching and pulling the trigger by clenching their fists) is also allowed. The move may however not be quite as effective as if used when not debuffed due to the missing knowledge on its effects. (Please don't abuse this)

The above was previously approved (thank you, Failz!), I want to make a pair of changes that are marked in red (with the old version struck through) because I want to change the balancing a bit (2 mins cooldown if it fails may have been excessive), remembered a few things I apparently forgot on the original submission, and decided to make the move even longer by clarifying a few things. Can I get approval for the reviews please?
"(Note to self: insert quote & picture once I find stuff)"

Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
Buying a combat version of Vinny's catdogfriend. Moves were approved during his NPC approval, but I figured I'd bring them through here just in case they need a second look. 

Nanaki (Tier 2 Assist; 1500)

 [Image: Bxp1T5R.png]

Nanaki, codename Red XIII, is a long-time friend and ally of Vincent from their home of Gaia. The two are 'brothers' of sorts, both being victims of experimentation at the hands of Professor Hojo. Following the defeat of Sephiroth and his remnants by Cloud's sect of Avalanche, some members of the group opted to go their separate ways. Vincent, sensing Nanaki's sorrow in being the last of his kind and having a very long lifespan, promised to meet with him yearly to discuss their travels. This friendship has carried over to the Omniverse, with the two kindred spirits finding themselves puppets at the hands of Omni.

Stats:
ATK: 3
DEF: 2
SPD: 3
TEC: 2

Moves

Claws (Physical Strength; 300): Being a predatory beast, Nanaki has a set of 2-inch (~5 cm) claws on each of his feet, the front set being retractable. All sets are quite sharp, easily able to lacerate weak foes and leave gouges in sturdy armor. The front claws can be readied in an instant, though if he is caught unaware by a fast enough foe, he could sustain damage before they were drawn.


Limit Break: Sled Fang (Physical Strength; 300)
[spoiler][Image: RYwZvZw.gif][/spoiler]
Summoning up vast amounts of magical energy within himself over a period of 5 seconds, Nanaki sprints toward an enemy and slams into them, unleashing the stored energy in a powerful blast. The charge-up time requires the user to remain motionless and maintain concentration, lest he lose his grip on the magical energies. If he fails to make contact with a foe (missing, being knocked back), the move will fail and the energy will dissipate. As this technique relies on speed, faster foes will find it easier to avoid taking damage. This technique is significantly draining, requiring Nanaki to rest for at least 10 seconds before doing anything energy intensive.
[float=left][Image: G3vODOp.png]
Dante's Abyss '15
Participant
Vincent Valentine

[/float][float=right][Image: oQAQ9Jn.png]
Dante's Abyss '16
Grand Champion
Nanaki/Red XIII

[/float]
[Image: sfSJ19f.jpg]
(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.
http://omniverse-rpg.com/showthread.php?...8#pid86028  Bump!

Also

Halt (300,  Debuff Proficiency,  Time Manipulation):
Halt is a defensive move that is employed by King Sombra. What this does is create a zone of 6 by 6 feet around him. This dome doesn’t block any damage that is headed his way, but instead it would slow it down massively. This slows attacks that normally take seconds to take minutes, and minutes to take fifteen-twenty minutes. However this spell only lasts about 2 minutes and takes 30 seconds for him to charge up. IN addition he cannot do other moves when performing this spell. Furthermore the spell requires that his mouth be uncovered as he must actually speak these words. “Chain the river of time, and bind the current. Seal the flow of time and make it obey my wishes,  HALT!”   This has a 1 minute cool down upon completion.
Jedi (Alternate Form) - 2000
Matrix focuses on the form he wants to take, double taps on the gold and black Icon on his chest plate with two fingers, and calls out the word “Reboot!” When he does so, a wave of green light washes over him and his fundamental coding is altered, allowing him to take a form based on one he has seen in the Games before. As a Jedi, he physically appears to be very similar to his normal form, with the exception of a longer beard. The main, noticeable difference is that his clothing shifts to black, light armor, and he gains a black cloak. His Icon remains visible, and in the same place, just over his heart. To revert to his normal form, he simply presses and holds his icon for four seconds. Only he can revert his form, an opponent cannot force him back to normal by interacting with his Icon.

[Image: luke_skywalker_by_saturnoarg-d5ttl97.jpg]

(two stat upgrades already purchased)
ATK: 3
DEF: 1
SPD: 3
TEC: 5


Lightsaber (requires Physical Strength) - 300
When deactivated, this weapon is a metal hilt, black in some places and silver in others, with brown leather wrapped around it. The hilt is approximately eleven inches long. When Matrix activates this weapon, a three-foot blade made of green energy ignites from the handle. The lightsaber is light and easy to move around, useful for sword play and deflecting projectiles, though it is significantly less powerful than in its home realm. When not in use, Matrix clips the deactivated hilt on his belt. He can draw and ignite it in under a second, and is capable of utilizing it alongside his other weapons. This weapon is instantly available to him when he is in his Jedi alternate form, and disappears when he reverts to his base form, or shifts to another.
48 hour bump!

10-15-2016, 10:05 PM (This post was last modified: 10-16-2016, 09:01 PM by King Sombra.)
http://omniverse-rpg.com/showthread.php?...8#pid86028

Halt (300, Debuff Proficiency, Time Manipulation):
Halt is a defensive move that is employed by King Sombra. What this does is create a zone of 6 by 6 feet around him. This dome doesn’t block any damage that is headed his way, but instead it would slow it down massively. This slows attacks that normally take seconds to take minutes, and minutes to take fifteen-twenty minutes. However this spell only lasts about 2 minutes and takes 30 seconds for him to charge up. IN addition he cannot do other moves when performing this spell. Furthermore the spell requires that his mouth be uncovered as he must actually speak these words. “Chain the river of time, and bind the current. Seal the flow of time and make it obey my wishes, HALT!” This has a 1 minute cool down upon completion.
Sending this one in for pre-approval.

BURST Mode: Phoenix's Gift (Tier One Power Up)

ATK: +2
DEF: +1
SPD: +2
TEC: N/A

Melding into her aura, the gift of the Phoenix continues to grant its eternal protection over her in a different form. Two powerful and massive auric wings spread unattached from her shoulder blades, while plumes of white peacock tailfeathers with iridescent eyes trail in threads down the lower curve of her backside. Invoking the initial image of an angel, this new ability siphons from her old gift of immortality, which is now an untapped store of mana in Omni's domain. The boost to Creatia's stats gives her a decent and balanced edge in battle.
Quote:[Today 08:58 AM] Creatia Weatherly : That is all I want to see in my life: dinosaurs with sniper rifles.
[Today 08:58 AM] Kalli : Creatia knows whats up
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
Taking over some of these with Elfailzalot's consent.

(10-12-2016, 08:24 PM)Strazio Rockwell Wrote:
(10-12-2016, 11:46 AM)ElFailzalot Wrote: Renji:[spoiler]
(10-06-2016, 10:06 PM)Renji Wrote: Malicious Presence (300)

This one I'm not sure if it would count as a fodder power or what I would need as prerequisites to make this work.

Having swallowed a countless number of souls Kuzuru’s very presence has become a tangible force. Anyone within 20 meters of Kuzuru can pinpoint his location as if they had basic enhanced senses. Anyone that is aware of his presence feels a tangible sense of danger emanating from him, and those without insight or a sufficiently high TEC skill feel he is stronger than he actually is. This feeling is more profound in secondaries and is used as an intimidation tool for Kuzuru. The demon can choose to increase the potency of this effect, but anyone within 40 meters can pinpoint his location and he can only keep this up for a minute or so before reverting back to the base effect.

Blackout (300) Requires Physical Strength, Debuff Proficiency

Having a potent mastery over raw energy Strazio is able to siphon energy directly from someone’s flesh. He grabs a target and for up to three seconds begins to sap energy from them. The closer to his target’s heart that he grabs the more effective blackout becomes, whereas grabbing a limb produces little effects beyond numbness or dull aching. During this process and for two seconds afterwards Strazio is unable to use any other moves. If he is able to grab his target for the full three seconds he will leave the target feeling groggy and winded for ten seconds, while anything less will last for a fraction of the time.

Malicious Presence: This one...I'm not really sure. I feel like the basic effect of it, beyond people being able to pinpoint his location could work as the way you employed the Suppression power if you ever picked it up, since it similarly masks his real power and such, TEC limit and all. So...that's one option, but I'm not entirely sure.

Blackout: You mention a charge at the end of the move, but nowhere else in the move. Clarify?[/spoiler]

Malicious Presence
- Yeah I'm not 100 percent sure either. I want the pinpoint location portion to be a major drawback for being able to seem much more dangerous that he actually is. I want PCs and NPCs to feel like a palpable wickedness emanating from him, more so than him just being a general dick. I almost feel like it would be a fodder power, but I'd like it to potentially be able to affect site NPCs and PCs and such. What would you suggest as the next step to making this a workable thingy?

Blackout - Changed the wording make a bit more sense yo.

Blackout is approved.

Re: Malicious Presence if I could offer an opinion I think that Elfailzalot is spot-on with Suppression since the dread-feeling also hides his true power. As long as the fear effect is purely a "oh that's a bad dude right there" and doesn't debuff I'd think you could just grab Suppression and have this be a fodder move. The site NPC bit might not fly for some of them since they’d have TEC high enough to totally see through whatever you wanna hide behind, but for some of the dimmer ones it could work.

(10-14-2016, 04:26 AM)Sabrina Wrote:
Quote:Disable (Requires Ranged, Debuff Proficiencies) (300 OM)
A move used commonly by psychic Pokemon, and very dangerous weapon in a tactician's hands.

Disable is a move used on an opponent's move to, as the name says, disable it for 30 seconds. To do so Sabrina fires a basketball-sized purple psychic blast from just in front of her forehead with minimal preparation. The projectile has no solid mass (it won't knock back an opponent or physically harm them) but can be blocked by physical barriers. It flies nearly as fast as a bullet and dissipates after flying a maximum distance of ~100 meters, or hitting any obstacle.
Before Disable can be used effectively Sabrina must first witness the move that she intends to disable, after which point she is able to use Disable while it is used and for up to a minute after the last usage (or in the case of continuous moves, a minute after it was stopped using). Alternatively if she is aware of her opponent having that move with successful use of Telepathy or Insight, she can use Disable without needing to witness it first.
Someone under the influence of Disable will find themselves unable to remember how to use that specific move for 30 seconds, nor what that move does if used. Moves used in similar ways (e.g. an opponent using a pistol and a rifle, both are used by pulling the trigger) are not affected.

Further limitations are:
-Disable will not work on someone with only one move worth 300 OM, or no moves at all.
-It will also not work on moves that are essential to the character (such as someone with blades instead of fingers, as they couldn't not using their hands for a while).
-Sabrina cannot use Disable again for 2 minutes after firing a blast, regardless of whether or not it succeeds.
-An individual cannot be Disable'd for 2 minutes after having been successfully Disable'd.

-Only a single instance of the move may be disabled, not the entire thing if the move consists of multiple instances (i.e. it costs more than 300 OM). As an example, Sabrina uses Disable on an opponent who uses a gun with two types of ammunition (Type A and B, both with different effects) and which has a bayonet attached. Disable is used on Ammo type A. The opponent would still remember how to use Ammo type B and how to operate the rifle with that ammo in it, and the bayonet.
-Disable cannot be used to interrupt a move as it is being charged (even if Sabrina has witnessed its full use before). It can also not be used to disable Super Defense nor Super Utility moves (but can disable Super Attack Moves).
-Power-Ups, Assists, Alt forms etc. cannot be disabled at all.

Note that this is purely a mental attack: it does not actively prevent the victim from "rediscovering" how to use a move by deduction (e.g. they know that pulling a trigger on their pistol fires it, and deduce that pulling the trigger on their Disable'd rifle would do something similar), being reminded of how it's used by allies and "accidentally" using the move (e.g. flinching and pulling the trigger by clenching their fists) is also allowed. The move may however not be quite as effective as if used when not debuffed due to the missing knowledge on its effects. (Please don't abuse this)

The above was previously approved (thank you, Failz!), I want to make a pair of changes that are marked in red (with the old version struck through) because I want to change the balancing a bit (2 mins cooldown if it fails may have been excessive), remembered a few things I apparently forgot on the original submission, and decided to make the move even longer by clarifying a few things. Can I get approval for the reviews please?

S’good.

(10-15-2016, 10:05 PM)King Sombra Wrote: http://omniverse-rpg.com/showthread.php?...8#pid86028  Bump!

Also

Halt (300,  Debuff Proficiency,  Time Manipulation):
Halt is a defensive move that is employed by King Sombra. What this does is create a zone of 6 by 6 feet around him. This dome doesn’t block any damage that is headed his way, but instead it would slow it down massively. This slows attacks that normally take seconds to take minutes, and minutes to take fifteen-twenty minutes. However this spell only lasts about 2 minutes and takes 30 seconds for him to charge up. IN addition he cannot do other moves when performing this spell. Furthermore the spell requires that his mouth be uncovered as he must actually speak these words. “Chain the river of time, and bind the current. Seal the flow of time and make it obey my wishes,  HALT!”   This has a 1 minute cool down upon completion.

Scythe Art moves and Justicebringer are approved with those changes. Halt puts you over your limit for pre-approved moves so I’d ask that you bump that when you buy one of the others.

(10-17-2016, 06:33 PM)Enzo Matrix Wrote: Jedi (Alternate Form) - 2000
Matrix focuses on the form he wants to take, double taps on the gold and black Icon on his chest plate with two fingers, and calls out the word “Reboot!” When he does so, a wave of green light washes over him and his fundamental coding is altered, allowing him to take a form based on one he has seen in the Games before. As a Jedi, he physically appears to be very similar to his normal form, with the exception of a longer beard. The main, noticeable difference is that his clothing shifts to black, light armor, and he gains a black cloak. His Icon remains visible, and in the same place, just over his heart. To revert to his normal form, he simply presses and holds his icon for four seconds. Only he can revert his form, an opponent cannot force him back to normal by interacting with his Icon.

[Image: luke_skywalker_by_saturnoarg-d5ttl97.jpg]

(two stat upgrades already purchased)
ATK: 3
DEF: 1
SPD: 3
TEC: 5


Lightsaber (requires Physical Strength) - 300
When deactivated, this weapon is a metal hilt, black in some places and silver in others, with brown leather wrapped around it. The hilt is approximately eleven inches long. When Matrix activates this weapon, a three-foot blade made of green energy ignites from the handle. The lightsaber is light and easy to move around, useful for sword play and deflecting projectiles, though it is significantly less powerful than in its home realm. When not in use, Matrix clips the deactivated hilt on his belt. He can draw and ignite it in under a second, and is capable of utilizing it alongside his other weapons. This weapon is instantly available to him when he is in his Jedi alternate form, and disappears when he reverts to his base form, or shifts to another.

Approved x2

(10-19-2016, 04:02 AM)Creatia Weatherly Wrote: Sending this one in for pre-approval.

BURST Mode: Phoenix's Gift (Tier One Power Up)

ATK: +2
DEF: +1
SPD: +2
TEC: N/A

Melding into her aura, the gift of the Phoenix continues to grant its eternal protection over her in a different form. Two powerful and massive auric wings spread unattached from her shoulder blades, while plumes of white peacock tailfeathers with iridescent eyes trail in threads down the lower curve of her backside. Invoking the initial image of an angel, this new ability siphons from her old gift of immortality, which is now an untapped store of mana in Omni's domain. The boost to Creatia's stats gives her a decent and balanced edge in battle.

You got it, peacock lady.



If I missed anyone, make with the bumping.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

Scrapping Justice Bringer as I have to rewrite it, find a picture and do a few other things to the move. So, bumping Halt!
(10-18-2016, 09:50 PM)King Sombra Wrote: Halt (300,  Debuff Proficiency,  Time Manipulation):
Halt is a defensive move that is employed by King Sombra. What this does is create a zone of 6 by 6 feet around him. This dome doesn’t block any damage that is headed his way, but instead it would slow it down massively. This slows attacks that normally take seconds to take minutes, and minutes to take fifteen-twenty minutes. However this spell only lasts about 2 minutes and takes 30 seconds for him to charge up. IN addition he cannot do other moves when performing this spell. Furthermore the spell requires that his mouth be uncovered as he must actually speak these words. “Chain the river of time, and bind the current. Seal the flow of time and make it obey my wishes,  HALT!”   This has a 1 minute cool down upon completion.

This move is a bit too powerful as-is, since it essentially makes Sombra un-hittable as long as he’s in the field; having two minutes to dodge things coming in at a crawl means you’ll be able to dodge anything. If you want to have the effect be this severe you’d have to make it only be in effect while he’s concentrating (and not able to use other moves like you said) and give it a fairly large stamina drain depending on what's entering the field. A weak bullet wouldn't need to wipe him out but slowing down a stronger move would take more effort (or cause the field to fall if you'd prefer). I’d also say that Sombra wouldn’t be able to do anything more than walk slowly while maintaining it, which would allow you to dodge but not like have a moving dome that can cheese moves aimed at other people. Also, since this move includes Debuff I'm assuming you're wanting to slow people entering the field to melee you as well, so expect that to be pretty draining on him in-general. Lastly, you would need Area Attack for this (I know you have it already but it should be listed in the requirements bit).
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

The purpose of the move it so slow "OHK" moves so they can be dodged. Like for example say summon rapid fired energy blasts at him or something. It could also slow down large missiles if one fired one of those in his general direction. The debuff is that it slows their attacks,  thus making it easier for him to dodge/block/evade. However if you believe it to be too powerful, I will rewrite the move from the getgo.
If you're looking to stop one-hit kills, that sounds more like a Super Move than a move. For the barrage and missile examples, those would both be fine if you had a concentration clause like I said; they would just wear his stamina down differently. If you really want to have it be a timed field you could shrink the duration down to like 30 seconds with a 5 second cast and have the field be immovable or something but you'd still need to address the power of the move and how draining it would be on Sombra. The cooldown for the move essentially doesn't matter for balancing the move, per Omni. So if you wanted to spend a decent chunk of energy and have the field slow weak moves drastically and medium strength moves by maybe half and strong moves slowed by like 1/4 or something, that would be okay. The analogy I'd make is that since this is basically a shield move (not exactly, but accomplishes the same thing), such moves should always have a "if hit enough it will not work" bit if it's independent of concentration because being able to block any number of moves would be unfair, especially in something like a 2v1.

It's up to you if you'd rather it be timed or channeled; there are pros and cons to both. Having it concentration-based would give you a faster cast and potentially less stamina intensive depending on who's shooting at you with what. Having it be a timed field would mean that you'd spend the same chunk of energy regardless of what's thrown at you and you can't move the field around. Feel free to type up whatever you think is fair and I'll take a look.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

Push (requires Telekinesis, Ranged, Ranged Materialise) (300) - Illidan charges his telekinetic magic for 2-3 seconds and fires it in a rippling, focused blast three feet in diameter at the speed of an arrow. Often used to knock targets backwards or to destroy walls. The power of the blast weakens in proportion to the limits of his Telekinesis distance. This will also affect any projectile that can be rebuffed by strong winds such as an arrow.

Traditionally Illidan will cast this from his hands, though he can also cast it from random directions to push objects towards him as well.

Confine (requires Telekinesis, Ranged, Remote Control) (300) - Illidan charges his telekinetic magic for 2- 3 seconds and fires a green orb the size of a baseball at the speed of an arrow. If it connects with its target, Illidan's telekinesis encapsulates it, stopping them from movement. Illidan can then move them about and throw them away, the strength of which is based on his ATK stat. Illidan has to focus while doing this, preventing him from using any other abilities or moving around. The longer he channels it, the more he will fatigue. Illidan can only Confine one target at a time.

Felfire Storm (Tier 2 Super Attack) (requires Ranged, Area Attack, Ranged Materialise) (800) - Illidan raises his hands and opens a portal in space-time, through which a shower of green fiery comets fall from the Twisting Nether, peppering an area fifty metres in diameter. This takes Illidan about three seconds to rip open the portal, and the shower lasts about ten seconds. (See https://www.youtube.com/watch?v=pLUOTNkGVho for an idea; from 1:23 to about 1:35, though instead of one huge comet, it's a whole bunch of smaller ones).
[Image: illidansig2.jpg]
(10-22-2016, 01:49 AM)Illidan Stormrage Wrote: Push (requires Telekinesis, Ranged, Ranged Materialise) (300) - Illidan charges his telekinetic magic for 2-3 seconds and fires it in a rippling, focused blast three feet in diameter at the speed of an arrow. Often used to knock targets backwards or to destroy walls. The power of the blast weakens in proportion to the limits of his Telekinesis distance. This will also affect any projectile that can be rebuffed by strong winds such as an arrow.

Traditionally Illidan will cast this from his hands, though he can also cast it from random directions to push objects towards him as well.

Confine (requires Telekinesis, Ranged, Remote Control) (300) - Illidan charges his telekinetic magic for 2- 3 seconds and fires a green orb the size of a baseball at the speed of an arrow. If it connects with its target, Illidan's telekinesis encapsulates it, stopping them from movement. Illidan can then move them about and throw them away, the strength of which is based on his ATK stat. Illidan has to focus while doing this, preventing him from using any other abilities or moving around. The longer he channels it, the more he will fatigue. Illidan can only Confine one target at a time.

Felfire Storm (Tier 2 Super Attack) (requires Ranged, Area Attack, Ranged Materialise) (800) - Illidan raises his hands and opens a portal in space-time, through which a shower of green fiery comets fall from the Twisting Nether, peppering an area fifty metres in diameter. This takes Illidan about three seconds to rip open the portal, and the shower lasts about ten seconds. (See https://www.youtube.com/watch?v=pLUOTNkGVho for an idea; from 1:23 to about 1:35, though instead of one huge comet, it's a whole bunch of smaller ones).

Push: How draining is this on Illidan's stamina? Does charging require concentration? Can it be used with other moves or while moving?

Confine: I'd drop a thing in there about the range being based on your Telekinesis level, but otherwise approved.

Felfire Storm: Very nice. Approved.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

(10-22-2016, 07:52 AM)Mark Wrote: Push: How draining is this on Illidan's stamina? Does charging require concentration? Can it be used with other moves or while moving?

Changes in bold.

Push (requires Telekinesis, Ranged, Ranged Materialise) (300) - Illidan charges his telekinetic magic for 2-3 seconds and fires it in a rippling, focused blast three feet in diameter at the speed of an arrow. Often used to knock targets backwards or to destroy walls, Illidan must focus when charging, preventing him from attacking or using other moves. The power of the blast weakens in proportion to the limits of his Telekinesis distance. This will also affect any projectile that can be rebuffed by strong winds such as an arrow. While he can cast this more than once, it will take a toll on him slowly, and it will reliably weaken him after fifth or six casting. He can avoid this by spacing out the attacks.

Traditionally Illidan will cast this from his hands, though he can also cast it from random directions to push objects towards him as well.
[Image: illidansig2.jpg]
Splendid. Good to go.
Daniel Wrote:gonna milk the shit out of those milkies

Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.

Alex Wrote:clowns don't have marriage rights

[spoiler]
(10-14-2016, 08:24 PM)Vincent Valentine Wrote: Buying a combat version of Vinny's catdogfriend. Moves were approved during his NPC approval, but I figured I'd bring them through here just in case they need a second look. 

Nanaki (Tier 2 Assist; 1500)

 [Image: Bxp1T5R.png]

Nanaki, codename Red XIII, is a long-time friend and ally of Vincent from their home of Gaia. The two are 'brothers' of sorts, both being victims of experimentation at the hands of Professor Hojo. Following the defeat of Sephiroth and his remnants by Cloud's sect of Avalanche, some members of the group opted to go their separate ways. Vincent, sensing Nanaki's sorrow in being the last of his kind and having a very long lifespan, promised to meet with him yearly to discuss their travels. This friendship has carried over to the Omniverse, with the two kindred spirits finding themselves puppets at the hands of Omni.

Stats:
ATK: 3
DEF: 2
SPD: 3
TEC: 2

Moves

Claws (Physical Strength; 300): Being a predatory beast, Nanaki has a set of 2-inch (~5 cm) claws on each of his feet, the front set being retractable. All sets are quite sharp, easily able to lacerate weak foes and leave gouges in sturdy armor. The front claws can be readied in an instant, though if he is caught unaware by a fast enough foe, he could sustain damage before they were drawn.


Limit Break: Sled Fang (Physical Strength; 300)
[Image: RYwZvZw.gif]
Summoning up vast amounts of magical energy within himself over a period of 5 seconds, Nanaki sprints toward an enemy and slams into them, unleashing the stored energy in a powerful blast. The charge-up time requires the user to remain motionless and maintain concentration, lest he lose his grip on the magical energies. If he fails to make contact with a foe (missing, being knocked back), the move will fail and the energy will dissipate. As this technique relies on speed, faster foes will find it easier to avoid taking damage. This technique is significantly draining, requiring Nanaki to rest for at least 10 seconds before doing anything energy intensive.
[/spoiler]
Bump!
[float=left][Image: G3vODOp.png]
Dante's Abyss '15
Participant
Vincent Valentine

[/float][float=right][Image: oQAQ9Jn.png]
Dante's Abyss '16
Grand Champion
Nanaki/Red XIII

[/float]
[Image: sfSJ19f.jpg]
(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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