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Reversal Fist (300 OM - Requires Physical Strength and Debuff) (1 Use Per Battle)
In appearance, it looks like Gin's normal Shield Fist, with the only difference being that the shield turns orange instead of green. As the name implies, the opponent's movements are reversed for 1 turn. For example, if someone wants to swing a weapon to the right, they must swing to the left and vice versa. This move only does half the damage as Shield fist, and MUST make contact in order for it to take effect. This move can only be used with one hand (as opposed to Shield Fist, which takes up both hands), meaning the user does not have a second chance to hit.
"A waking dream of life and light."
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ADAPT Memory Expansion (Requires Mimic) (300 OM)
Toybox Girl's ADAPT system allows for long term storage of copied weapons and moves. For any move Toybox Girl has gained through Mimic, she can choose to copy it into permanent storage as long as she has the proficiencies/powers to use that move without Mimic. This storage is limited to the amount of OM spent on ADAPT Memory Expansion (300) and cannot copy moves which cost more OM than ADAPT Memory Expansion costs though it may copy multiple low cost moves whose combined cost do not exceed ADAPT Memory Expansion's cost. Moves kept through ADAPT Memory Expansion still count as Mimicked, and still have Mimicked penalties (Less skillful usage) and can be overwritten. Writing to ADAPT Memory Expansion takes some minutes to complete and will be unable to focus on other tasks until it is finished or she interrupts the process (Interruptions corrupt the memory and erase everything stored in this Memory). Sufficient bodily damage may also corrupt ADAPT Memory Expansion, especially Electricity based damage.
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Naxi(Requires Ranged Proficiency, Area Attack Proficiency, Ranged Materialization-300 OM): Naxi starts off as a black ball that has a radius of four feet. Naxi can spawn anywhere in the sky, however it takes four seconds for Naxi to completely form into the black ball. When charging up in the sky it starts off at the size of a softball and grows longer stopping at it's maximum size. Once Naxi finishes forming it's able to launch ten spikes from the ball at the command of Eudocia. The spikes have a two inch radius. Once the spikes get going their course cannot be changed, Eudocia decides where the spikes are supposed to go ahead of time before their launched. The spikes are fast enabling small but precise strikes.
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Throwing Dagger- Suprise! (Requires: Ranged Proficiency, Area Attack) 300 OM
A dagger is thrown at the enemy, taking a short amount of time for her to align them in her sights, but looks are not as they appear as when the dagger hits any object, or is deflected by an object) the second it hits- it ignites with a small explosion! (Much like a grenade) The balance of the dagger’s mechanism as it hits, the initial deployed momentum is stopped or suddenly a force is upon it, initiates the explosion. Taking foes by surprise, the small explosion expands on impact, but has no other uses. Range: explosion has a radius of approximately one meter.
It’s no surprise these are to be handled with extreme care, when unsheathed from the secure dagger pouch they become active (Caira will be equipped with a set of two either on her hips or boots). After removing one from the pouch and using, ten minutes after the dagger leaves the pouch another one reconstructs or ‘spawns’ there regardless of whether or not the ‘grenade in disguise’ ignites.
(Think: sticky grenade, but it explodes on impact.)
(A small extra on the move for clearity’s sake) As the dagger is flying toward the enemy, its ‘tell’ of having an exploding factor is distinguishable with insight. With its speed in the air it is harder to recognize the distinctions it has from an regular throwing dagger.
The drawback is that Caira must be quick on the draw, for if it idles too long it will explode in her hand! (Length before explosion if idling I would approximate 5-9 seconds but if you think that isn’t much it takes at least one to unhitch the little button that secures the dagger on the hilt. It’s literally three seconds or bust!)
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FOR ROLEPLAYING PURPOSES ONLY: The ability to use Firebending, Waterbending, and Earthbending moves can only be unlocked by finding a teacher of sorts who can set Aang on the right path to learning them. These aren't moves, but act more similarly to proficiencies, in that they don't do anything by themselves and merely allow access to related moves.
Firebending: Firebending moves work best with high ATK, and without at least 3 ATK, the user is prone to hurting himself with them.
Waterbending: Waterbending moves are stronger at night, and especially during the full moon (If there even is one?). Also required in order to purchase the Regeneration power.
Earthbending: Earthbending moves are highly reliant on standing one's ground, and as such don't tend to sync well with Aang's battle style or a low DEF. However, then CAN be very powerful in a pinch where movement is highly restricted.
Eye of the Storm (requires Area Shield Proficiency, Buff Proficiency): (600)
Aang summons a spherical, spinning wind-wall around himself or an ally (Most effective up to about 6ft diameter) that cuts at and pushes away at anything just outside of its perimeter. Only a particularly effective shield in combination with Aang's staff or similar efforts of his protected ally, as there is not an actual physical shield and the pushing effect is relatively mild, but can also work to keep away small debris, harsh weather conditions, and the like. Can easily be power-walked through by a determined opponent, and will have little effect on any enemy who comes at it more quickly than an average run. Must be channelled, to a degree - Aang can still fight with his staff while using this move, but cannot use any other bending or move faster than a jog, and if his concentration is broken, e.g. by being knocked over, it will dissipate. Mildly fatiguing to use, so it cannot be used for extended periods of time, but the fatigue factor is not prominent in the heat of a short battle, especially as Aang's battle style doesn't allow him to use it for long anyway.
Rising draft (requires Ranged Attack proficiency, Remote Control proficiency, Debuff Proficiency): (300)
Pulls air up from under an opponent's raised foot in an attempt to trip them. This move is nearly instantaneous and requires little planning or concentration, but is generally only effective if at least 3 of the following are true: A) The opponent is running. B) The opponent is facing Aang. C) The move has not yet been used this battle. D) Aang has a perfectly clear view of the area under the opponent's raised front foot. This move is also more effective the closer the opponent's foot is to the peak of its arc of tragectory. Cannot be used on floating or otherwise airborne targets.
Water Whip (requires Ranged Attack proficiency, Waterbending, Remote Control proficiency): (300)
Aang calls upon a small amount of water from nearby to control as a stream of floating water, controlled much as he would Gust, as a sort of weapon of its own. Unlike gust, it is used primarily to deal damage by "whipping" an opponent with it. It will cease to retain its shape and splash to the ground as soon as its controller ceases to actively control it, which can be triggered by strong hits, trying to bend any other material, or simply letting it go. More powerful at night, and especially during a full moon. Requires Ranged Materialize proficiency if the water is gleaned straight from the air as opposed to a more standard source.
Rising Tide (requires Ranged Attack proficiency, Waterbending, Remote Control Proficiency, Area Attack proficiency, Debuff proficiency): (600) - Once per battle
Pulls a large amount of water from a nearby reservoir (e.g. a lake, river, water tank) and then pushes it all at once in a target direction (e.g. at the enemy). Will knock over all but the sturdiest and most willful of targets, especially with the more powerful version. Requires channeling for the full duration of the move, but can be performed in a few seconds. The user can either continually cast the spell, so that after the first couple of seconds of channeling, water is continuously pulled from the source and towards the target location, or be used with greater power but less duration by pushing harder and forcing all of the collected water to move all at once. Can only be used once per battle, and is quite physically draining.
Flare (requires Ranged Attack proficiency, Firebending, Area Attack proficiency): (300)
Creates an arc of flame traveling 5 feet out from the user. The user waves an arm from close to his body as though performing a backhanded slap, and the thin band of flame eminates from his fingertips, traveling quickly as a single arc parallel to the tragectory set out by the user's arm until dissipating, and burning any targets it may hit. Only requires one arm's motion and can be quickly thrown out as a filler move at any point in a fight, but not a very heavy attack on its own.
Redirect Lightning (requires Firebending, Ranged Attack proficiency): (300)
Takes in lightning (or lightning energy from an electric-based attack, as it may be) through the tip of the index and middle fingers, then redirects it through the user's body (up through the arm, down through the stomach, and back out the other arm and index finger) as a single, powerful zap in a target direction. Requires 1.5 seconds of complete concentration to complete. If interrupted, this move can seriously harm the insides of the user.
Zap (Requires Redirect Lightning, Homing Proficiency): (300)
Zaps a target with a relatively weak bolt of lightning out of one's touching middle and index fingers. This lightning bolt travels straight and nearly instantaneously in the direction indicated, but when it gets near an enemy it homes in on them. Requires a .5 second still charge-up, which if interrupted causes the skill to backfire.
Yip yip!: Tier 1 Super Move (required Ranged Attack proficiency, Area attack proficiency?): 600 OM
Aang blows on his Bison Whistle. Appa, a giant sky bison, is summoned behind him, and then flies overhead in order to swoop down at and ram into an opponent on the ground. Appa is a large, pale, furry beast that floats seemingly by its own willpower. What he lacks in natural weaponry, he makes up for by being huge and meaty, and can hit just as hard as a similarly sized truck that can fly and wants you dead. He is a few feet wider, a few feet shorter in length, and about 2/3 the height of a Coca-Cola truck.
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Thanks Atelos
Impact punch: yeah I think I will o:
-Revised-
(I figured I'd put the modification at the bottom and the change in bold)
The following is it reworded for runes alike:
Impact Punch (Requires: Physical Strength/Debuff Proficiency) Variable 600 OM
Charged for around two seconds, used as a hand to hand combat move. When her charged fist hits flesh, armor or target, at impact, energy is released and erupts from the knuckle and packs a burst of power to the punch! It can be distinguished by a blueish static light emitted from the silhouette of the fist.
Recoil: After Caira made contact with the enemy, from her fist, the wave of impact energy ripples aggressively through the enemy. Like lightening, the static travels and leaves the opponent pushed back (simultaneously with the wave of energy/ corresponding to the strike) by the impact of the punch at least one foot from sheer force. This coincides with the sheer force of the punch.
While used to push back an enemy, Caira too is pushed back by the amount of sheer force. When used against an enemy the punch can be used once per post.
(The second way this move may be used):
When impact punch makes contact with an abiotic material (I use this term basically to signify that whatever it has collided with isn’t or was never alive, so imagine a boulder or wall), the force of the punch will cause the material to move, rippled by energy, if just slightly. The material shaken and weakened by the energy. Used repeatedly the material will crumble, but using this move repeatedly (in this way) exudes excess energy causing fatigue. Useful for something that might be considered a ‘breach’ as in to break in or out of an entrapment. Used repeatedly would weaken structure of the abiotic material allowing escape from a jail or containment. Her punch charged with energy, has the ability to punch through spells and runes that are meant for her containment, and like walls, have already been set with her trapped inside. When breaking (free from) a spell or rune, traces of the energy/ spell weigh on her shoulders and she gets increasingly dizzy for one post
(I figured I'd put the modification at the bottom and the change in bold)
-
Throwing daggers regarding area attack proficiency: no problem I was planning on buying it anyway. (Just bought, good to invest early i'd say) -
____
I'll reword "connecting the stars" as well:
-revised-
Connecting the Stars (Requires: Ranged Proficiency and probably Debuff Proficiency) 300
(Note I changed the price because not only can the rope contain, but it can also crush them like a cobra though this is mainly as incentive)
Caira extends a hand, and does an ‘x’ shaped motion, only to have a condensed ‘line of rope’ laced with bright yellow energy of enchantment extend from the motion traced in the air and propel forward to wrap around a foe in front of her. The bewitched rope can only hold one person (or creature) at a time.
When a foe is captured, Caira bears fifteen pounds of gravity on her shoulders until the foe is released or escapes, the weight impedes her speed and mobility.
Coiling (as attack 300 om)While trapped in the coiling rope the foe can attack her, however will be subjected to coiling and the rope tightening around the person. This coiling limits their movement but does not stop attacks.
The coiling can be used as an attack, as it is strong enough to crack ribs on weaker foes, like a cobra it wraps around the captured and crushes them. This can be used once per battle.
To escape: there are two ways to escape, one is at the very beginning of the cast, where there is a quick moment where the coil has yet to tighten and is loose enough to either jump out of or slip out of. The other is if they exert an extreme amount of force to one segment of the rope, so that it breaks in that segment.
When broke the enchantment is as well and the rope falls to the ground and the spell must be recast.
(I hope the revised escape is better, if not I'll do it again.)
As for the rp fodder I wasn't sure if that cost om?
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I'm just going to hope I'm correct on these profs and such. All Guns Blazing! shouldn't need Ranged Materialize since it's less than five feet away when each copy's summoned.
Cursed Memory: (300 OM, Requires Ranged Materialize Prof)
Alain conjures a shadow-ish copy of himself that copies a move that he has already performed. It only works on moves that have been recently used, recently being about ten minutes, the copied attack is half as powerful if even that, Super Moves cannot be copied, and the copy can only be conjured nearby the place the move was originally used. Multiple copies can be summoned at the same time. Weapon attacks are a bit different. For example, say Alain does a stab then a slash with the same weapon. Only one of those can be copied and used by a Memory, and the one that wasn't is erased, though that restriction can be bypassed with separate moves. The copies also cannot be destroyed, but they can be blocked and dodged.
All Guns Blazing! (Offensive Tier One Super Move, 800 OM, Requires Physical Prof, Burst Movement, Area Attack, Stealth and Super Jumping)
Alain rapidly slashes a single opponent, continuously bursting around them to attack from different directions and summoning watered down versions of Cursed Memories to the position as he does each attack. Each strike is then copied by an invisible Memory, but they barely deal any damage at all, merely serving as a decoy. Alain, while the opponent is distracted, conjures a circular barrier behind him and backflips onto it. He takes one to three seconds to jump off at an incredibly high speed, going straight at the original opponent before the barrier shatters and a gigantic explosion of flame follows behind. Instead of hitting the target, however, he merely flips over them, though the explosion hits said opponent directly. Time spent on the barrier is dependant on the tier of super jumping used. Basic Super Jumping is just normal flames. Advanced is black flames. Master is white flames with purple electricity coursing through it. Though mostly visual changes, higher tiers of the jump also slightly affect damage. The lightning effect of Master Jumping does also hurt the opponent with electricity damage if that matters at all, though it doesn't hit them with any type of debuff. Only the explosion itself can hit others, and the memories won't move from their positions to attack an opponent that flees.. Friendly "fire", is very possible.
Super Buu Wrote:Omni points at Mickey. "Now you are a porpoise." Retane Wrote:IM annoyed and I have to go make babies Doomguy Wrote:@ Guu, Because we're talking about sticky white stuff and chaos gods Dante Wrote:When all else fails, kick 'em in the dick Demetri Malius Wrote:I wish I kept fucking Guu
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Gate of Babylon(Tier One Offensive Super Move, Requires Ranged Proficiency, Area Proficiency) 800 OM:
Gilgamesh opens a golden portal behind him where many weapons, ranging from spears to axes to swords, appear ready for Gilgamesh to use as if they were arrows. The weapons propel themselves out of the portal to hit their target. The portal is above Gilgamesh is the size of a two story building. Gilgamesh can fire up to eighty weapons with respective accuracy and the numerous amount of weapons make it seem like there is an endless barrage. Once the weapons hit they ground the dissipate into golden dust. Gilgamesh cannot move or use melee moves while using this move.
Runes of Babylon(Tier One Power Up) 1000 OM:
ATK: +2
DEF: N/A
SPD: +2
TEC: +1
[spoiler] ![[Image: EYnz2tQ.jpg]](http://i.imgur.com/EYnz2tQ.jpg) [/spoiler]
Gilgamesh takes off his armor to reveal red, glowing tattoos that cover his upper body. This often signals that he is actually trying during a battle and will not hold back during a fight. He will use all at his arsenal to destroy his enemy, however this is a once in a lifetime event for the people that he meets are too boring and do not deserve this pleasure.
Ea(Requires Physical Proficiency) 300 OM
Gilgamesh opens a golden portal behind him to draw out his most prized possession, Ea. While it has a grip, hand guard, and is the same length as a longsword, the section that should contain a blade deviates from the normal form of an edged weapon. The black "blade" itself and the tip of the sword, spun in a spiral shape, are dull. It has the shape of a cylindrical, drill-shaped pillar made up of three independently rotating segments engraved with crimson cuneiform lettering that spin slowly in alternating direction like querns, the middle segment spinning clockwise and the top and bottom segments spinning counterclockwise. Even with its dull tip, it is able to pierce directly through an opponent's chest and slowly grind at their vitals inside.
[spoiler] ![[Image: attachmentsfate61ea.jpg]](http://www.cosplayisland.co.uk/files/costumes/1434/51675/attachmentsfate61ea.jpg) [/spoiler]
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Ea(Tier One Super Move, Requires Physical Proficiency) 600 OM
Gilgamesh opens a golden portal behind him to draw out his most prized possession, Ea. While it has a grip, hand guard, and is the same length as a longsword, the section that should contain a blade deviates from the normal form of an edged weapon. The black "blade" itself and the tip of the sword, spun in a spiral shape, are dull. It has the shape of a cylindrical, drill-shaped pillar made up of three independently rotating segments engraved with crimson cuneiform lettering that spin slowly in alternating direction like querns, the middle segment spinning clockwise and the top and bottom segments spinning counterclockwise. Even with its dull tip, it is able to pierce directly through an opponent's chest and slowly grind at their vitals inside. Gilgamesh never likes to draw out Ea and will use it sparingly, only for worthy opponents.
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Kopie(Requires Time Manipulation, Area Shield Proficiency-300 OM): A black disc appears floating above Homura's palm. The disc is five feet across and completely black. The disk acts as a portal letting weapons and incoming moves to come inside it. Once something has entered the portal, say a barrage of bullets, then Homura can spend the barrage of bullets out of the disk back at a target. Once the barrage of bullets is used she cannot reuse it. For a move to be able to go inside the portal it must enter the portal from the front. Say if a sword swipe along the sides of the portal cutting it horizontally then the portal couldn't copy the sword swipe, thus destroying the portal. If a strong enough move, such as a super move were to come into contact with the shield it would break the shield ending the move. She can only take in moves that will fit inside the portal or else they would not register, thus destroying the portal and damaging Homura. The portal cannot move from Homura's hand, nor can it be summoned more than a few inches away from Homura's body. If a weapon or beam attack would enter the portal then it would come out the same it looked. If a person's limb entered the portal, say a arm for instance, than the portal would copy the punch. The arm would be able to come out of the portal taking no damage from it. The arm would punch with the same strength it was going to punch with.
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Good point. Quick revision:
--Michael’s Shield (300 OM) [Requires: Area Shield Proficiency]
Contrary to what the name suggests Michael’s Shield is not just a shield he carries on his person. Instead, it’s a static, floating shield he can summon at any time, as long as it is less than five feet away from him. Any farther would require other proficiencies. The shield itself is around 4 and a half feet in diameter, with a slight curve to its front. A swirl design spirals down from its outer edge to its center, and four large, flat, triangular prongs stick out of its sides. Each of these prongs is wide enough to meet the other at its base, and the prongs are about 2 feet in length each. The downsides to this move are that it takes approximately one whole second to form the shield completely, and it cannot be moved after its creation, simply floating in place. While it's up Michael can move, although the shield will not continue with him, and after walking approximately five feet away from the shield it will dissipate. It is also possible to break, requiring around 4 ATK in total to cause it to shatter and dissipate. Were such conditions to be met the attacker would just continue on through, momentum unhindered. If they did not have enough power to shatter it, the shield would not budge until Michael removed it himself, and he's only able to have one of these shields up at a time. The remove time for one of these shields is half a second as well, and another one can't be formed until the first is completely gone, making it take two seconds in total to remove and replace a shield. Typically Michael holds out a hand whenever he creates one of these shields, although it's mostly out of reflex and entirely unnecessary.
Also added and changed some details I thought would be necessary.
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Tartaken Blades - Shang shapeshifts one or both of his arms into Tartaken arms, complete with the retractable 3-foot blades. While they look like the metallic bones they are, they function identically to a sword of the same size. The strength and durability of the blades allows Shang to use them to effectively parry blows and deflect visible projectiles as if it was a fully functional shield. Shang may dual wield his Jian and a Tartaken blade (as a weapon or shield) - 600 OM (Functions as weapon and shield) (300 OM)
Assist - Tartaken Maruader - 1000 OM
Shang enjoys the 'company' of Tartaken soldiers due to their multiple 'talents.' Unfortunately, they're rather ineffective against primes and more powerful secondaries, so to mitigate this, Shang infuses any nearby Tartaken with one of the countless souls he has taken over the years. This turns a simple Tartaken into a 'Tartaken Maruader,' giving them a fleeting amount of strength that lets them fight against Shang's most formidable adversaries.
ATK 2
DEF 1
SPD 1
TEC 1
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Materialization (Shapeshifting, Ranged Prof) - Mainly used as RP fodder, Retane is able to manipulate, or create his own or another clothing. It can allow him to repair his or another's clothing. If him or another desires something to represent something, he also can create it. He can do so, only if he has seen it, or is able to visualize it however. It gives no extra protection, and while he can replicate armor, it gives no physical bonuses. It takes a few moments usually to concentrate and do such a thing. (300 OM)
I refuse to lose this battle,
Let whatever come my way.
I am stronger then my rival,
No, I will not fall today...
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Shadow Dagger (Physical Proficiency, Debuff Proficiency) (600 OM): Whirda possesses the dagger of the shade Ahn'Thrix, a twelve-inch blade of enchanted obsidian, jet black and coarse in texture, nevertheless razor sharp. The dagger has two abilities: 1) It can leave a trail of opaque ash equal to the length of the blade. 2) If the dagger draws blood, the victim is infected with shadow contagion. Shadow contagion turns the veins and whites of the eyes temporarily black. Those infected with the shadow contagion begin to find they have an aversion to light and control over shadows, performing basic abilities such as creating clones, teleporting from shadow to shadow, or becoming invisible in shadowy areas. Lasts roughly as long as the common cold, 24-72 hours. Prolonged exposure to your blood can cause these symptoms permanently. (This function cannot be used on other Primes without their consent.) Otherwise, it's just a normal, lethal dagger.
Shadow Serpents (Physical Proficiency, Debuff Proficiency) (300 OM): Whirda can summon a pair of shadow serpents that wrap around her wrists. The serpents cannot do damage, but can independently try to block incoming projectiles or grab enemies and weapons. They must be summoned at the beginning of every fight, and can typically be sustained for the duration of any fight. Damage to the serpents will shred them, rendering them temporarily useless as they reform. The serpents will disappear in the presence of particularly bright light or fire.
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Stun Knife: (900) A snyth-steel blade forged as an all-purpose combat tool. From its base to the end of its blade it measures 13 and a half inches with the blade itself taking up the majority. The branding of the Mega-corp is engraved in its hilt.
In addition to its martial use, this armament allows the user to activate an electrical field around its blade that can stun targets. It takes five seconds for this to fully charge, but afterwards can be dispersed instantly upon a simple touch. If successfully struck, the subject will be disabled for one post.
Lastly, the blade itself can be used in conjunction with the electrical field – to both damage and stun a target. Through a combination of swipes and stabs the current is applied directly into the subject’s body with the blade serving as a conduit of sorts. This still requires the user to power up the field for five seconds and likewise will disable an opponent for one post if successful.
To generate enough energy to power the electrical current, some of the user’s own energy must be tapped. After fully charging the knife once, a fatigue drain equal to that of a sprint occurs.
The stunning electrical field may only be used once per battle as its battery life is drained after one usage.
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Shadow Dagger (Physical Proficiency) (300 OM): Whirda possesses the dagger of the shade Ahn'Thrix, a twelve-inch blade of enchanted obsidian, jet black and coarse in texture, nevertheless razor sharp. The dagger can leave a trail of opaque ash equal to the length of the blade, indefinitely. Otherwise, it's just a normal, lethal dagger.
Shadow Serpents (Physical Proficiency, Debuff Proficiency) (600 OM): Whirda can summon a pair of shadow serpents with a couple seconds of concentration that wrap around her wrists. The serpents cannot do damage, but can independently try to block incoming projectiles or grab enemies and weapons. Enemies with an ATK or DEF of 2 or higher can break the serpents' hold after a couple seconds, otherwise they will hold on for 10 seconds before shredding. They must be summoned at the beginning of every fight, and can typically be sustained for the duration of any fight. Damage to the serpents will shred them, rendering them temporarily useless for 10 seconds as they reform. The serpents will disappear in the presence of particularly bright light or fire.
Shadow Clone Distraction (300 OM): Whirda can create a clone using her shadow after about five seconds of concentration. This clone is identical to Whirda in every way, except it cannot do damage, and is defeated by a single hit at ATK 3 or higher. The clone will carry out a simple mission until destroyed, and does not respond to commands from Whirda once created. A clone lasts for about five minutes before dissipating, and Whirda can only have one clone at a time. Whirda's clone tries to distract all enemies around it, making a spectacle of itself. Otherwise, it can only perform the basic functions of standing still or running in one direction until it disappears.
And after doing some OM math, a simple new one.
Shadow Knives (Ranged Proficiency) (300 OM): Whirda can create shadow knives, each taking about one second of concentration. By coalescing surrounding shadows, Whirda creates jet black knives roughly six inches long and resembling throwing knives from Naruto, with a ring as the pommel for holding one on each finger. These knives have no special function except to be used as throwing knives. The shadow knives only deal shallow cuts, nothing life threatening, and are intended as distractions and annoyances, easily deflected by armor and even heavy clothing.
In addition, shadow knives that land on the ground will create a pool of shadow to which Whirda can teleport using Shadow Step. The pool lasts for 10 seconds before disappearing.
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Savior- Jack Frost walks with a staff. It is hooked with a frozen ice design around it and a wooden core. With it, he can freeze a stand still pond or even create a sturdy bridge across a slow moving current of water .Anyone that touches the staff gets a chill. Without the staff, he has no power.
Deadpool Wrote:Another moment -- Jack saving Retane's ass. That was OG.
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Inlumia Wrote:Bardic Singing (300) (Requires area attack and Telepathy)
Inlumia knows bardic magic, and using his singing can guide people's emotions to how he wants them to be. He can only guide their emotions, and not implant emotions. He could not make a group who are grieving a loved one's death suddenly party and feel great. He could, however, help the grieving people come to terms with their grief, drive them to depression, or drive them to a rage if they blame something for the death.
The range is around 20 meters, but can be blocked by anything that stops the sound of his singing, such as thick walls and loud noise.
Takes about 10 minutes to affect a crowd of people, if they are sober. 3 if drunk.
The songs must be fitting for what he is trying. A song about the joys of killing would not work to encourage love between most couples.
The magical effect starts to wear off as soon as he stops playing or singing, or something stops the targets from being able to hear the song. However, if he does something like help bring inner peace to a troubled person, then unless something stires it up, the feeling can remain.
Can't just be recorded and played latter, or over a speaker system
Due to the fact he has to be singing and playing to use this, he can't be fighting at the same time. After some thought, I think this only needs buff, debuff and telepathy. All of which you have. I will price it at 600 though, since it has some versatility. 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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Shadow Step - phasing, stealth, time manipulation (300 OM)
Magus channels his powers from an immaterial plane of existence overflowing with negative energy. But the channel is not a one-way street. With some concentration, Magus can send himself through the channel, and slip between planes, seemingly vanishing from existence in the material plane. This places Magus in a shadowy, distorted version of reality which he can travel through before slipping back into the material plane. The effect appears as teleportation - he can disappear from one place and show up in another, and can seem instantaneous, as time moves much more slowly in the immaterial plane.
Magus can also 'hide' in this plane, but the Black Wind, a strange metaphysical force that few can experience, is much stronger here. Even for someone as experienced as Magus, the Black Wind can wear him down, twist his mind and body, leave him doubtful, tired, sickly, even mad. For this reason, Magus cannot resist its effects for more than ten minutes, or one minute in the material plane (or Verse), without succumbing to them. Even then, strange forces exist in and beyond the warped shadows - every use of Shadow Step is a potentially fatal one.
Shadow Step can be used in quick succession, or as a method to evade an incoming attack, but the more quickly or frequently Magus steps into the plane immaterial, the more exponential the effects on his body and psyche become.
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Super Shotgun (300 OMs) (Required Proficiency: Range Prof, AoE Prof)
What is quite literally a double barreled, break action shotgun, in comparison to it's normal equivalent the Super Shotgun fire two powerful blasts in a very wide pattern, filling the air with more than twice as many pellets as the shotgun's. At a distance, this can be used to hit targets close together or very fast enemies that would normally dodge his attacks. At point blank range, the shotgun is a terror as it pulps whatever it hits. However, the damage drops significantly the farther away the target is, requiring Doomguy to get in close enough for an enemy to reach out and hit him back. And missing is devastating, as the weapon need to be reloaded after one shot.
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