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Forge of Solus Prime (900, Mimic, Buff, Physical Strength):
The Forge of Solus Prime was a weapon of the Primes that could be used by Solus Prime and was, in fact, her signature relic. This allowed her to Smith fine blades like the Star Saber, armor such as the Apex Armor, and many other weapons. The Forge of Solus Prime has retained that power in the Omniverse, allowing Jack to craft weapons for others, and even transfer a copy of his moves to his allies. To do this, he takes five seconds to quickly summon the hammer and an anvil, taking a singular weapon and setting it on the anvil before charging up with an overhead smash. This adjusts the weapon to be able to be used by a specified ally. This is not without drawbacks. First, and foremost, Jack is unable to use any move that is connected to one that he has transferred, such as for example if he were to use a Green Lantern Ring as the transferred move, he'd be unable to use any connected that for 2 minutes.
The move allows whoever he copies a move to in this fashion to use one of his moves for 1 minute. However, they also receive a temporary copy of any powers and proficiency needed, but only when applied to the move(s) transferred.
The hammer also allows him to absorb moves that are shot at him, and recreate them with his own aesthetic, though functionally the moves would still be the same.
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06-17-2018, 06:25 PM
(This post was last modified: 06-17-2018, 06:25 PM by Dane Regan.)
@Jack: If you want to add new functions into your weapon, please go back to the workshop or make sure they're polished off first. I'll help you with things you've already got a basis for in the move, but I'm not going to fix up every new variant if you keep adding more things in.
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Alright. Noted. I'm taking it back to the workshop.
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06-17-2018, 06:41 PM
(This post was last modified: 06-18-2018, 08:48 AM by Dane Regan.)
Quote:Forge of Solus Prime (300, Mimic, Buff):
The Forge of Solus Prime was a weapon of the Primes that could be used by Solus Prime and was, in fact, her signature relic. This allowed her to Smith fine blades like the Star Saber, armor such as the Apex Armor, and many other weapons. The Forge of Solus Prime has retained that power in the Omniverse, allowing Jack to craft weapons for others by transfer a copy of his moves (or a move he has mimicked) to one of his allies. To do this, he stands still and focuses for five seconds to summon the hammer and an anvil, taking a singular weapon and setting it on the anvil before charging it up with an overhead smash. This adjusts the weapon to be able to be used by a specified ally. This is not without drawbacks. First, and foremost, Jack is unable to use any move that is connected to one that he has transferred, such as for example if he were to use a Green Lantern Ring as the transferred move, he'd be unable to use any connected that for 1 minutes.
The move allows whoever he copies a move to in this fashion to use one of his moves for 1 minute, as well as any moves connected to it. However, they also receive a temporary copy of any powers and proficiency needed, but only when applied to the move(s) transferred.
The hammer and anvil disappear after they are used to transfer something and cannot be used to attack with (they just shatter). Jack can transfer as many objects as he wants, but must summon the hammer and anvil again each time.
I fixed up the basic move for you. You can link this post and consider the above approved. If you want to add in other stuff, you can upgrade it later via approval.
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Rosie's Rivet Gun: The basic ranged weapon used by Alpha Series Big Daddies, the rivet gun is a hefty rifle that fires rivets (pictured below) which cause a moderate amount of piercing damage. They can break skin and dent armor, but are not powerful enough to go all the way through most things at their current, non-upgraded state. The rivets travel at the speed of a normal bullet from a pistol, but are not automatic; they must be fired one at a time, and there's a reload period of approximately a second in between each shot; an enemy with high SPD might be able to simply avoid the shots. The rivet gun's chamber can hold approximately 60 of these normal, non-upgraded rivets before the full thing must be reloaded. (300 OM)
[spoiler]Rivet Gun:
![[Image: latest?cb=20131126144033]](https://vignette.wikia.nocookie.net/bioshock/images/c/c7/Rivetgunworld_bs2.png/revision/latest?cb=20131126144033)
Rivet:
![[Image: latest?cb=20150215150337]](https://vignette.wikia.nocookie.net/bioshock/images/e/e8/Rivet.png/revision/latest?cb=20150215150337) [/spoiler]
Drill: The iconic melee weapon of a Big Daddy, Eleanor has the ability to transform the attachment on her left arm (normally the syringe) into a gigantic drill. The drill has two functions -- when turned off, it can be used as a simple melee weapon to bludgeon enemies. It weighs approximately ten pounds, is about two feet long, and is equivalent to a rather large hammer, and to enemies with a low DEF, it can cause a good bit of damage. Its second function occurs when Eleanor activates it, and it begins to spin at about half the speed of a normal drill. It can drill very slowly into normal skill and is mostly useless against any type of metallic armor; in those instances, it reverts essentially back to a bludgeoning weapon. (600 OM)
[spoiler]Drill:
![[Image: 640?cb=20100528160326]](https://vignette.wikia.nocookie.net/bioshock/images/7/78/Drill_plain.png/revision/latest/scale-to-width-down/640?cb=20100528160326) [/spoiler]
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(06-17-2018, 07:05 PM)Eleanor Lamb Wrote: Rosie's Rivet Gun: The basic ranged weapon used by Alpha Series Big Daddies, the rivet gun is a hefty rifle that fires rivets (pictured below) which cause a moderate amount of piercing damage. They can break skin and dent armor, but are not powerful enough to go all the way through most things at their current, non-upgraded state. The rivets travel at the speed of a normal bullet from a pistol, but are not automatic; they must be fired one at a time, and there's a reload period of approximately a second in between each shot; an enemy with high SPD might be able to simply avoid the shots. The rivet gun's chamber can hold approximately 60 of these normal, non-upgraded rivets before the full thing must be reloaded. (300 OM)
[spoiler]Rivet Gun:
![[Image: latest?cb=20131126144033]](https://vignette.wikia.nocookie.net/bioshock/images/c/c7/Rivetgunworld_bs2.png/revision/latest?cb=20131126144033)
Rivet:
[/spoiler]
Drill: The iconic melee weapon of a Big Daddy, Eleanor has the ability to transform the attachment on her left arm (normally the syringe) into a gigantic drill. The drill has two functions -- when turned off, it can be used as a simple melee weapon to bludgeon enemies. It weighs approximately ten pounds, is about two feet long, and is equivalent to a rather large hammer, and to enemies with a low DEF, it can cause a good bit of damage. Its second function occurs when Eleanor activates it, and it begins to spin at about half the speed of a normal drill. It can drill very slowly into normal skill and is mostly useless against any type of metallic armor; in those instances, it reverts essentially back to a bludgeoning weapon. (600 OM)
[spoiler]Drill:
[/spoiler]
Avoid phrases like:
"They can break skin and dent armor, but are not powerful enough to go all the way through most things at their current, non-upgraded state."
And
"It can drill very slowly into normal skill and is mostly useless against any type of metallic armor; in those instances, it reverts essentially back to a bludgeoning weapon"
As it's dependant on your ATK vs their DEF. For the latter, if you had like 10 ATK from a powerup, you could drill through literal armoured tanks with it. Either leave it vague and say "moderately strong". Or that it usually does "moderate damage". Or you could be more specific and say "she uses it to drill into people. This is usually fairly slow, with effectiveness based on her ATK and their DEF."
Anyway, for the Rivet Gun:
>How long does it take to reload the whole thing?
>Add in that it needs ranged proficiency.
>Add a rough size of the rivets (bullet-sized could work, as could a rough measurement in cm/inches).
For the Drill, just add in that it needs physical attack proficiency, and state that the effectiveness of drilling into people is based on your ATK and their DEF.
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(06-17-2018, 05:35 PM)Dane Regan Wrote: The super attacks are approved.
Thanks. ^_^
(06-17-2018, 05:35 PM)Dane Regan Wrote: For your super defences, can you add a rough distance you'd expect Hijiri to travel, since you specified it lets him go faster than usual. Super defences can be used without dodging a specific attack - so if you used this to quickly zoom away and begin an escape or something that'd be useful information. Even if your distance is more implicit like with "he can travel as far as could normally move in 2 seconds (with super speed), or just far enough to avoid a super move - whichever is furthest".
Okay, cool. The way I had written it previously meant that (unlike other SDs) it couldn't actually work that way (as it specifically said that he could only activate it when an SA was heading his way)... but if it's fine to have it able to be activated just whenever... then sure, I'll change that up.
(06-17-2018, 05:35 PM)Dane Regan Wrote: Just note that You Can’t Match My Speed doesn't technically need a SPD requirement.
Okay, sure, I'll edit that bit out.
[spoiler]
Quote:You Can’t Match My Speed I (600) [Tier One Super Defence]
(Burst Movement, Super Speed)
The other Movement Powers (Master Acrobat & Super Jumping/Flight) can also be used in conjunction with this Super Move in order to make it more effective (and/or cooler-looking), but are not actually requirements for its use.
Whenever Hijiri notices a Super Move headed his way, even if he has only a fraction of a second left before it should strike him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it... or, alternatively, he can just use this whenever he feels like it, to show off. This tremendous boost can last no more than one second, during which time he can cover anything up to the distance he normally would be able to traverse using Super Speed for two seconds or just enough distance to get out of the way of the Super Move, whichever is furthest. Also, after this Move's effect ends he can choose how much he slows down: he can continue moving at his fastest ordinarily possible speed (using Super Speed) if he wishes, can come to a complete stop, or anything in between.
In the case of Tier Two or higher Super Attacks, he will not manage to dodge quite quickly enough and will still take partial damage from being grazed by the attack.
————
You Can’t Match My Speed II (800) [Tier Two Super Defence]
(Burst Movement, Super Speed)
The other Movement Powers (Master Acrobat & Super Jumping/Flight) can also be used in conjunction with this Super Move in order to make it more effective (and/or cooler-looking), but are not actually requirements for its use.
Whenever Hijiri notices a Super Move headed his way, even if he has only a fraction of a second left before it should strike him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it... or, alternatively, he can just use this whenever he feels like it, to show off. This tremendous boost can last no more than one second, during which time he can cover anything up to the distance he normally would be able to traverse using Super Speed for two seconds or just enough distance to get out of the way of the Super Move, whichever is furthest. Also, after this Move's effect ends he can choose how much he slows down: he can continue moving at his fastest ordinarily possible speed (using Super Speed) if he wishes, can come to a complete stop, or anything in between.
In the case of Tier Three Super Attacks, he will not manage to dodge quite quickly enough and will still take partial damage from being grazed by the attack.
[/spoiler]
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06-18-2018, 08:41 AM
(This post was last modified: 06-18-2018, 08:46 AM by Trixie.)
Succumb to Abeloth - Tier 2 Powered Up Form 1500 OM
Stat Points to Distribute: 22
ATK: 10
DEF: 4
SPD: 4
TEC: 4
Abeloth, also known as the Bringer of Chaos and Beloved Queen of the Stars, was a being very powerful in the dark side of the Force and the light side of the Force. She had no equal in power and only with the combined effort of the Jedi and Sith were they able to beat her into submission. Being a pawn of both Diablo and Palpatine has worn on the Beatrix's psyche. The voices of Abeloth whisper to her through the force and during moments of extreme duress or severe anger the Sith Mistress snaps and the two sides of the force that violently clash within the universe find balance within her body. Through this union of Dark Side and Light Side, Trixie taps into the wealth of power that Abeloth had at her control and becomes the Queen of the Stars. Her irises become bright red, a huge change from their usual green color. Beatrix will only answer to "Queen of the Stars" while in this form and believes herself to be Abeloth reincarnated. While controlled by Abeloth her personality becomes much more aggressive, preferring ruthless scorched earth tactics to anything else.
Always Outnumbered, Never Outgunned
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(06-18-2018, 06:50 AM)Takanomiya Hijiri Wrote: [spoiler]
You Can’t Match My Speed I (600) [Tier One Super Defence]
(Burst Movement, Super Speed)
The other Movement Powers (Master Acrobat & Super Jumping/Flight) can also be used in conjunction with this Super Move in order to make it more effective (and/or cooler-looking), but are not actually requirements for its use.
Whenever Hijiri notices a Super Move headed his way, even if he has only a fraction of a second left before it should strike him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it... or, alternatively, he can just use this whenever he feels like it, to show off. This tremendous boost can last no more than one second, during which time he can cover anything up to the distance he normally would be able to traverse using Super Speed for two seconds or just enough distance to get out of the way of the Super Move, whichever is furthest. Also, after this Move's effect ends he can choose how much he slows down: he can continue moving at his fastest ordinarily possible speed (using Super Speed) if he wishes, can come to a complete stop, or anything in between.
In the case of Tier Two or higher Super Attacks, he will not manage to dodge quite quickly enough and will still take partial damage from being grazed by the attack.
————
You Can’t Match My Speed II (800) [Tier Two Super Defence]
(Burst Movement, Super Speed)
The other Movement Powers (Master Acrobat & Super Jumping/Flight) can also be used in conjunction with this Super Move in order to make it more effective (and/or cooler-looking), but are not actually requirements for its use.
Whenever Hijiri notices a Super Move headed his way, even if he has only a fraction of a second left before it should strike him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it... or, alternatively, he can just use this whenever he feels like it, to show off. This tremendous boost can last no more than one second, during which time he can cover anything up to the distance he normally would be able to traverse using Super Speed for two seconds or just enough distance to get out of the way of the Super Move, whichever is furthest. Also, after this Move's effect ends he can choose how much he slows down: he can continue moving at his fastest ordinarily possible speed (using Super Speed) if he wishes, can come to a complete stop, or anything in between.
In the case of Tier Three Super Attacks, he will not manage to dodge quite quickly enough and will still take partial damage from being grazed by the attack.
[/spoiler]
All approved.
(06-18-2018, 08:41 AM)Trixie Wrote: Succumb to Abeloth - Tier 2 Powered Up Form 1500 OM
[spoiler]Stat Points to Distribute: 22
ATK: 10
DEF: 4
SPD: 4
TEC: 4
Abeloth, also known as the Bringer of Chaos and Beloved Queen of the Stars, was a being very powerful in the dark side of the Force and the light side of the Force. She had no equal in power and only with the combined effort of the Jedi and Sith were they able to beat her into submission. Being a pawn of both Diablo and Palpatine has worn on the Beatrix's psyche. The voices of Abeloth whisper to her through the force and during moments of extreme duress or severe anger the Sith Mistress snaps and the two sides of the force that violently clash within the universe find balance within her body. Through this union of Dark Side and Light Side, Trixie taps into the wealth of power that Abeloth had at her control and becomes the Queen of the Stars. Her irises become bright red, a huge change from their usual green color. Beatrix will only answer to "Queen of the Stars" while in this form and believes herself to be Abeloth reincarnated. [/spoiler]
Approved.
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Thank you Dane!! Edits below:
Rosie's Rivet Gun: The basic ranged weapon used by Alpha Series Big Daddies, the rivet gun is a hefty rifle that fires rivets (pictured below) which cause a moderate amount of piercing damage. They they are about one square inch in size, and their effectiveness is based on Eleanor’s attack versus the opponent’s DEF, but these basic rivets aren’t really meant to be used against heavily armored enemies. The rivets travel at the speed of a normal bullet from a pistol, but are not automatic; they must be fired one at a time, and there's a reload period of approximately a second in between each shot; an enemy with high SPD might be able to simply avoid the shots. The rivet gun's chamber can hold approximately 60 of these normal, non-upgraded rivets before the full thing must be reloaded; this full reloading takes about a whole minute. (300 OM) (Needs Ranged Proficiency)
Drill: The iconic melee weapon of a Big Daddy, Eleanor has the ability to transform the attachment on her left arm (normally the syringe) into a gigantic drill. The drill has two functions -- when turned off, it can be used as a simple melee weapon to bludgeon enemies. It weighs approximately ten pounds, is about two feet long, and is equivalent to a rather large hammer, and to enemies with a low DEF, it can cause a good bit of damage. Its second function occurs when Eleanor activates it, and it begins to spin at about half the speed of a normal drill. It can drill very slowly into an adversary, it’s effectiveness based on her ATK versus their DEF. (600 OM) (Needs Physical Strength)
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(06-18-2018, 08:53 AM)Eleanor Lamb Wrote: Thank you Dane!! Edits below:
Rosie's Rivet Gun: The basic ranged weapon used by Alpha Series Big Daddies, the rivet gun is a hefty rifle that fires rivets (pictured below) which cause a moderate amount of piercing damage. They they are about one square inch in size, and their effectiveness is based on Eleanor’s attack versus the opponent’s DEF, but these basic rivets aren’t really meant to be used against heavily armored enemies. The rivets travel at the speed of a normal bullet from a pistol, but are not automatic; they must be fired one at a time, and there's a reload period of approximately a second in between each shot; an enemy with high SPD might be able to simply avoid the shots. The rivet gun's chamber can hold approximately 60 of these normal, non-upgraded rivets before the full thing must be reloaded; this full reloading takes about a whole minute. (300 OM) (Needs Ranged Proficiency)
Drill: The iconic melee weapon of a Big Daddy, Eleanor has the ability to transform the attachment on her left arm (normally the syringe) into a gigantic drill. The drill has two functions -- when turned off, it can be used as a simple melee weapon to bludgeon enemies. It weighs approximately ten pounds, is about two feet long, and is equivalent to a rather large hammer, and to enemies with a low DEF, it can cause a good bit of damage. Its second function occurs when Eleanor activates it, and it begins to spin at about half the speed of a normal drill. It can drill very slowly into an adversary, it’s effectiveness based on her ATK versus their DEF. (600 OM) (Needs Physical Strength)
Approved.
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(06-14-2018, 05:44 PM)Dane Regan Wrote: (06-08-2018, 11:00 AM)Dane Regan Wrote: T1SU - Charm (600): Physical, Debuff, Telepathy
[spoiler]Dane speaks a few words or a sentence to someone within 12ft of him over the course of 5 seconds (or so), during which he can't attack or defend himself but can still move to dodge and pursue. This breaches their mind if they don't immediately block him out (i.e. use a super defence). For the next 40 seconds, they fall desperately in love with him and are unable to act in a way that might harm him and his friends. They probably won't suddenly throw their own allies under the bus and fight for him, but the won't assist any of his enemies or hinder his allies - they're so in love with Dane than the idea of betraying him simply doesn't register, so they'll most likely abstain from combat. Some people may choose to help him and his allies or hinder their own allies in a fight situation, although this will typically be very minor and depends on the person (OOC permission is needed for more than them using one or two minor buffs or trying to stop the fight). However, this move will also end prematurely if the person under its effects takes damage from Dane or someone else they couldn't hurt during this move, or if they witness one of those people try to hurt them.
RP Notes: For targets who can't feel "love" (e.g. robots), or for those where Dane is far out of line with their "tastes", this will simply take the form of feelings like immense respect and devotion, or just act like a strong friendship - but has the same mechanical impacts. Some targets may experience lingering effects, but most probably won't (this is writing fodder). In non-combat situations, this move may last for longer durations (such as against some NPCs or with OOC permission).[/spoiler]
T2SU - Dominate (800): Physical, Debuff, Telepathy
[spoiler]Dane presses his palm against the head of his target for 5 seconds. This can be a full hold or just a touch, but, if not blocked (with a T2 super defence or higher), a barrage of information will flow directly into their mind from Dane, forcing his will upon them for the next 40 seconds. During this time, they cannot work in a way to harm or hinder Dane or his allies, nor aid Dane's enemies. Furthermore, they experience a very strong compulsion to assist Dane. Unlike Charm, they're still somewhat lucid, so have the ability to try and resist. This varies from person to person somewhat, but as a bare minimum, they will have to attack anyone Dane designates and work to protect him.
This won't be at full effectiveness: they could easily try to miss most strikes, opt not to use their more powerful or exerting attacks, and so on - however, their mind will always force them to attempt a method that could be lethal (so they can't "attack" someone with a feather). Setting up opportunities for Dane to attack more easily is considered to be under the lethality umbrella (as Dane attacking someone could be lethal). Even if they don't end up hurting anyone, they will hinder Dane's enemies to a good extent of their ability, such as blocking and obstructing their attacks. They still maintain a sense of self-preservation, so won't mindlessly tank attacks if they wouldn't normally, but will happily end up with some grazes.
In addition to this, they will be forced to obey any other basic order Dane gives them that doesn't directly put them in harm's way (e.g. he can ask them to drop a weapon, or try to execute a basic attack, but not to stab themselves, or get in the way of a strong enemy's attack). Dane cannot directly force them to use specific moves or powers (but could ask them to climb a wall - prompting them to use a wall climbing move), nor can he ask them to give up an item or artefact or lead them to spend sp. Lastly, this effect ends prematurely if they ever take more than a couple of moderate hits from either Dane or someone they're unable to attack. In some cases, this may have a longer duration - even spanning weeks and months, potentially even indefinitely (requires OOC permission). This is more prevalent when used against a defeated opponent or someone with a weaker mind (rp fodder).
[/spoiler]
Reposting these after some discussion in the staff forum about the appropriate duration of "stun/freeze/etc." super utilities as well as whether I can stretch "mind control" as far as I did. Haven't really changed much besides:
>adding minor quirks to the "mind control" (to stop shenanigans like stealing items and stuff - lemme know if there's another "exploit" I missed)
>changing Charm so it ends when Dane or his allies try to hurt the charmed person
>adding charge times to each of them
>adding in a bit of fluff regarding the rp side of the "love" thing
The basic consensus is that 40 seconds of bringing someone out of a fight for 1sp is fine if they can't be hurt (or it ends if they're attacked). Although technically, Charm doesn't bring someone out of a fight, it just stops them hurting Dane's team or aiding someone who wants to hurt Dane's team. I think it's fine - because it doesn't force them to fight for Dane or anything - but it has an interesting effect on a free-for-all worth considering.
Bump/reminder.
Pls notice me.
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06-20-2018, 01:04 AM
(This post was last modified: 06-20-2018, 01:07 AM by Tyson Renegade.)
Don't have enough OM for this moves at all but I want to try to get them approved first...
Bloodskal Blade: {Physical Strength} (1,000)
[spoiler] ![[Image: Bloodska_Blade.png]](https://s33.postimg.cc/w5f4i7gun/Bloodska_Blade.png) [/spoiler]
A legendary vampire sword, Remade from the vampire queen Lilith. The blade itself almost having the same strength also the same to an zanpakuto. What soul reapers called soul cutters. The original sword was retired and the ancient vampire remade the steel sword completely from Tyson's blood. Tyson's blade looks something close to an Roman gladiator sword, Having an long triangle shape looking like a great sword made to be sharp. With a blade length of about 29; 7/8 inches unlike regular greatswords this looks something sword and a katana wrapped into one. Tyson used the sword to kill his victims as somewhat the sword starts glowing red almost like it was licking the blood of it victims. As the blade is literally an extension of his soul, he wields it effortlessly, being capable of dealing blindingly fast slashes with apparent ease.
Chaos Blast: (300)Feeling immense anger, Tyson raises up a had summoning energy. Forming a volleyball-sized orb of demonic energy from either one of his hands. The demon will throw or concentrate of target and fire it and the explodes. If the attack it will feel like a small bomb just exploded right in front of you and your body was caught in the explosion. Having a range of about one kilometer almost with the speed of an sniper's bullet being struck. He'll only need a second to focus his anger into creating the attack again, but he can chain these together by alternating his hands.
Chaos Hell Burner: (300) A technique shown to him from other demons. He clenches his fist focus on his opponents feeling anger towards him. For just five seconds, Tyson's fist starts gathering opening the palm of hand form an unstable energy blast. He opens up his hand fully bringing it forward and firing and massive energy wave at once hits explodes on contact. His hand firing the remain complete motionless when gathering the energy for the attack or the attack power will be weaken by half.
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06-20-2018, 01:16 AM
(This post was last modified: 06-20-2018, 10:39 AM by Dane Regan.)
(06-20-2018, 01:04 AM)Tyson Renegade Wrote: Don't have enough OM for this moves at all but I want to try to get them approved first...
Bloodskal Blade: {Physical Strength} (1,000)
[spoiler] [/spoiler]
A legendary vampire sword, Remade from the vampire queen Lilith. The blade itself almost having the same strength also the same to an zanpakuto. What soul reapers called soul cutters. The original sword was retired and the ancient vampire remade the steel sword completely from Tyson's blood. Tyson's blade looks something close to an Roman gladiator sword, Having an long triangle shape looking like a great sword made to be sharp. With a blade length of about 29; 7/8 inches unlike regular greatswords this looks something sword and a katana wrapped into one. Tyson used the sword to kill his victims as somewhat the sword starts glowing red almost like it was licking the blood of it victims. As the blade is literally an extension of his soul, he wields it effortlessly, being capable of dealing blindingly fast slashes with apparent ease.
Chaos Blast: (300)Feeling immense anger, Tyson raises up a had summoning energy. Forming a volleyball-sized orb of demonic energy from either one of his hands. The demon will throw or concentrate of target and fire it and the explodes. If the attack it will feel like a small bomb just exploded right in front of you and your body was caught in the explosion. Having a range of about one kilometer almost with the speed of an sniper's bullet being struck. He'll only need a second to focus his anger into creating the attack again, but he can chain these together by alternating his hands.
Chaos Hell Burner: (300) A technique shown to him from other demons. He clenches his fist focus on his opponents feeling anger towards him. For just five seconds, Tyson's fist starts gathering opening the palm of hand form an unstable energy blast. He opens up his hand fully bringing it forward and firing and massive energy wave at once hits explodes on contact. His hand firing the remain complete motionless when gathering the energy for the attack or the attack power will be weaken by half.
Bloodskal Blade: This is approved for 300 OM. Just note that "he wields it effortlessly, being capable of dealing blindingly fast slashes with apparent ease" is somewhat dependant on your SPD, and quick and fast slashes will not be as strong as something slower with more weight behind it.
Edit, to clarify: You can't pay more OM for a move to make it stronger - the OM cost is purely based around variability and the number of functions a move has rather than its strength. If you want a move to be more damaging, it will need more drawbacks.
Chaos Blast:
>Needs Ranged Proficiency and likely area attack
>How long do they take to summon?
>How big is the explosion?
Chaos Hell Burner:
>How big is the energy wave? What shape is it? Like a cone? Or does it go out in all directions or in a straight line?
>How fast is the energy wave?
>How far does the energy wave travel?
"His hand firing the remain complete motionless when gathering the energy for the attack or the attack power will be weaken by half."
>This will make the move cost 300 more OM, as it adds some variability to the move.
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(06-18-2018, 08:47 AM)Dane Regan Wrote: (06-18-2018, 06:50 AM)Takanomiya Hijiri Wrote: [spoiler]
You Can’t Match My Speed I (600) [Tier One Super Defence]
(Burst Movement, Super Speed)
The other Movement Powers (Master Acrobat & Super Jumping/Flight) can also be used in conjunction with this Super Move in order to make it more effective (and/or cooler-looking), but are not actually requirements for its use.
Whenever Hijiri notices a Super Move headed his way, even if he has only a fraction of a second left before it should strike him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it... or, alternatively, he can just use this whenever he feels like it, to show off. This tremendous boost can last no more than one second, during which time he can cover anything up to the distance he normally would be able to traverse using Super Speed for two seconds or just enough distance to get out of the way of the Super Move, whichever is furthest. Also, after this Move's effect ends he can choose how much he slows down: he can continue moving at his fastest ordinarily possible speed (using Super Speed) if he wishes, can come to a complete stop, or anything in between.
In the case of Tier Two or higher Super Attacks, he will not manage to dodge quite quickly enough and will still take partial damage from being grazed by the attack.
————
You Can’t Match My Speed II (800) [Tier Two Super Defence]
(Burst Movement, Super Speed)
The other Movement Powers (Master Acrobat & Super Jumping/Flight) can also be used in conjunction with this Super Move in order to make it more effective (and/or cooler-looking), but are not actually requirements for its use.
Whenever Hijiri notices a Super Move headed his way, even if he has only a fraction of a second left before it should strike him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it... or, alternatively, he can just use this whenever he feels like it, to show off. This tremendous boost can last no more than one second, during which time he can cover anything up to the distance he normally would be able to traverse using Super Speed for two seconds or just enough distance to get out of the way of the Super Move, whichever is furthest. Also, after this Move's effect ends he can choose how much he slows down: he can continue moving at his fastest ordinarily possible speed (using Super Speed) if he wishes, can come to a complete stop, or anything in between.
In the case of Tier Three Super Attacks, he will not manage to dodge quite quickly enough and will still take partial damage from being grazed by the attack.
[/spoiler]
All approved.
I've bought the T1 SD now, but not the T2 yet ('cos I don't have the OM for it), so I figured I might as well ask before I do: would I be pushing my luck if I asked to upgrade the T2 so that he could run as far as he could in three seconds instead of just two (like the T1)? And, in the event that that is okay, would a T3 that let him move as far as he could in four seconds be okay?
I just ask because if it was then that'd mean that by using a T3 SD while in his T2 PUF, Hijiri would (for one, glorious second) be capable of running away faster than the speed of sound.
Which would be epic.
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Enhance Self - Tier 2 Powered Up Form 1500 OM
Stat Points to Distribute: 25
ATK: 8
DEF: 4
SPD: 3
TEC: 10
A common misconception about the Light Side is that it is incapable of granting the user great strength like the Dark Side is. Through great concentration, meditation, and study a Jedi Master may enhance ones’ own abilities far beyond their natural limits. To use such an ability requires great focus and concentration. Clarity of mind required throughout the process. Once used the Force grants the user the boon they need to overcome any challenge before them.
Always Outnumbered, Never Outgunned
Posts: 126
Threads: 5
Joined: Apr 2017
(06-21-2018, 05:07 AM)Trixie Wrote: Enhance Self - Tier 2 Powered Up Form 1500 OM
Stat Points to Distribute: 25
ATK: 8
DEF: 4
SPD: 3
TEC: 10
A common misconception about the Light Side is that it is incapable of granting the user great strength like the Dark Side is. Through great concentration, meditation, and study a Jedi Master may enhance ones’ own abilities far beyond their natural limits. To use such an ability requires great focus and concentration. Clarity of mind required throughout the process. Once used the Force grants the user the boon they need to overcome any challenge before them.
Approved. (Assuming they have 5 stat upgrades, or 3 and a power-up boost, or something like that to get the 25 stats)
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06-21-2018, 05:42 AM
(This post was last modified: 06-21-2018, 05:42 AM by Trixie.)
Force Push - T3 Super Attack (1000) - Jedi don't roam into the realm of the Dark Side when it comes to using the force to attack and to destroy things. However, one may concentrate enough force energy into one solid push forward, powerful enough to break bones, crumple steel, or just shove someone into an object. Force Push is your basic offensive Jedi tactic. If your lightsaber isn't keeping something at bay, maybe the Force breaking some ribs will do the trick.
Requires: Adv Telekinesis (Plus Reqs for that) and Ranged Prof
Always Outnumbered, Never Outgunned
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06-21-2018, 06:49 PM
(This post was last modified: 06-21-2018, 06:52 PM by Tyson Renegade.)
Dark Revenant: (Tier 1 Power-Up) (1000)
In this state, Tyson is seen having a dark blue aura emitting from his body. As his muscles are a bit stronger and and his eyes are pitch black almost close to a pure evil demon. With his physical abilities being increased within this dark evil state. Tyson's voice will more demonic sounded like he possessed by a evil spirit. Almost like two people talking at once.
Dark Revenant Power-Up
ATK: +2
DEF: +1
SPD: +1
TEC: +1
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06-21-2018, 08:05 PM
(This post was last modified: 06-21-2018, 08:06 PM by Roger Smith.)
I come with more things to approve. For the powered-up form, I will be purchasing two stat increases along with it, as a sidenote.
T1 Powered-Up Form -- Big O; SHOWTIME! -- 1000 OM
[spoiler]
Roger pulls back the sleeve on his left arm, bringing up his watch and giving the command in a clear voice, "Big O! SHOWTIME!" Within just a few seconds, the ground will begin to rumble, and then from behind him the massive form of the black Megadeus, the Big O, will erupt from below the ground. Rising up to a towering height of 30 meters in height, it will lift Roger in its hand and deposit him in the cockpit. Within ten seconds after the initial command, the giant mech is ready for combat. Its sheer size and bulk lend it considerable power, in terms of both offense and defense, and Roger's skill is not diminished in the slightest while piloting it, but its sheer bulk renders it somewhat plodding and slow, and far from agile. The power granted by the megadeus is formidable, but in the Omniverse Roger can only maintain the strain of piloting it for short periods (as SP allows).
ATK: 7
DEF: 7
SPD: 0
TEC: 3[/spoiler]
T1 Super Attack: Sudden Impact -- 600 OM (Requires: Physical Strength, Ranged Proficiency, Area Attack)
[spoiler]The Big O draws back one arm, readying a punch, as one of the pistons in its elbow cocks back. The process takes three seconds, during which immense amounts of air are drawn into the megadeus's arm and pressurized. When ready, the punch is unleashed, striking with a powerful blow, but that is only the setup for the true blow: whether the punch itself connects or now, the piston in the black megadeus's arm slams home like a piledriver, discharging the pressurized air all at once in a catastrophically powerful burst, approximately five meters in diameter. The force is strongest at point-blank range, but its sheer force can reach for up to 100 meters before its power begins to fall off. If used when not piloting the Big O, the megadeus's arm will burst from below the ground to deliver the blow, and sink out of sight again afterward. The sheer power is draining, both on the Big O's own power reserves and Roger's physical integrity and stamina, limiting its use (as SP allows).[/spoiler]
T1 Super Defense: Arm Shields -- 600 OM (Requires: Area Defense)
[spoiler]The forearms of the Big O are extremely bulky, and have heavy plating on the front much like bracers. At need, they can be deployed, expanded and energized with an electric current to serve as sturdy shields, capable of covering nearly the full size of the megadeus's frame when properly deployed. It takes two seconds to deploy and brace with the shields, at which point they can be maintained for up to thirty seconds or until they have withstood tremendous punishment, up to and including the power of a T1 Super Attack before they must be withdrawn to repair themselves and cool off. When used out of the Big O, the megadeus's arm will erupt out of the ground, curling around and in front of Roger to shield him, and sink below the ground again afterward. The powerful energy currents needed to energize the shields, and to repair them afterward, are highly taxing to use, and must be used sparingly (as SP allows).[/spoiler]
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