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Blizzard (tier one super ultility) (600) (requires debuff, area attack)
Cirno points her finger to the sky and her ice aura starts going berserk increasing in size and chilling factor significantly at the cost of energy and sanity due to how similar it is to Ice sign perfect freeze. the aura can move around with her. Her eyes turn a shade of ice blue and her hair turns whiter at the use of thermal control. It causes frostbite in a fifteen foot diameter circle (the time it lasts is about a minute) The temperature is around zero degrees Fahrenheit. anyone who is not prepared for such a attack will be debuffed in speed for thirty seconds for 20% debuff of there original speed stat. Note this move does not stack with the normal ice aura or snowball and over rides any existing debuff's that deal with speed (on anyone caught in it including allies).
Tan Cirno (1000) (tier one power up)
![[Image: xabh.jpg]](https://cdn.awwni.me/xabh.jpg) ![[Image: Cirno_2ae70f_6243277.jpg]](http://memestatic.fjcdn.com/pictures/Cirno_2ae70f_6243277.jpg)
Cirno gets a tan. She gains a sense of mental immortality and thinks she can do things she cant to a extreme point. She also becomes cruel and colder than normal to the people around her. She gains a boost in Defense and attack while being a bit more technical.
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Veritas
[spoiler]
(07-16-2017, 01:10 PM)V eritas Night Wrote: Rocket Blaster - (600, Ranged Proficiency.)
A replica of the weapon the RPM Rangers used known as the Rocket Blaster. This can hold up to 30 shots, per power pack and Veritas carries 3 power packs on him at a time. It can shoot 2 shots per second. This is a weapon that is kept in a pocket dimension when he is not using it. It's mildly taxing on his stamina, but can be used with other blaster type moves provided that he has at least one of his hands free. This takes seven seconds to summon, and 15 seconds to reload, per reload. This can be used with other moves, but using it on it’s own increases the accuracy because he can hold it with both hands, [i]slowing down his shots but making each on 'count' a little more than before (ie -- they hurt more!) This shoots bullets made out of energy out of it.
Dark Magic Whip– (600, Physical Strength, Ranged Prof.)
After creating a small orb of ki, Veritas grips it into his hand and creates a limp string of dark magic. The color varies (although it is usually purple), while the length and potency of the weapon depend on how much power Veritas decides to exert in its creation. Seventeen can wield dual wield at the cost of more energy expenditure. The weapon itself is mainly used as a medium-range melee weapon, but it can also be used to wrap around targets, living or nonliving. Although the weapon is merely a string of magic, its grip is rather powerful, and because of this, it can provide a vital edge in combat (because wrapping it around an opponent’s legs, arms, or neck could potentially destroy an opponent’s momentum).
Decided to use your shield move, with some modifications.
Black Barrier - (300,Area Shield, Area Attack) - An opaque purple shield of energy surrounds Veritas. The field is a complete sphere about a foot away from his body. Once the shield has been summoned, he can no longer move. Moving with the field open is too taxing, so he doesn't do that. The field will absorb/deflect a handful of low/middle-strength ranged attacks (bullets, blasts, whatnt), and it can dilute a powerful, non-Super attack before failing. Because the field isn't perfect, Veritas often uses it just to 'shrug' off a quick flurry of oncoming attacks or if he has no other means to deal with a powerful blast. That... and it has a secret. If the field is broken by a physical attack (be it a punch, kick, tail, horn, whatever), it will explode outward with a powerful hit. A 'popped' field will be unable to reformed (ie - used again) for a few minutes, but it's worth the surprise factor. This shield also has another downside when it is deployed, namely that it is Opaque meaning that while the shield is in use, he is effectively blind to the world around him, until it is popped.
Gokai Force Blaster - (600 OM, Ranged Proficiency, Physical Strength):
![[Image: latest?cb=20110205162907]](https://vignette3.wikia.nocookie.net/powerrangers/images/9/9d/Still_go-kaigun.jpg/revision/latest?cb=20110205162907)
A pistol that is a recreation of the blasters used by the members of the Gokai Force. It has six shots per power pack that is inside of it. The pistol comes with 3 spare power packs per minute, and it takes about 15 seconds to swap out the power packs. Each shot does medium damage and this is moderately draining on his stamina. Ideally this is done while moving, because it requires that he constantly keep a lock on his target in order to get an accurate shot. Takes him ten seconds to summon. This can also be used to pistol whip his opponent.
Power Sword - (600 OM, Physical Strength, Ranged, Area Attack, Area Shield):
A weapon that was wielded by the first Red Ranger, the MMPR Red. This reconstruction of the weapon allows Veritas to have yet another option in his arsenal of melee tricks. The sword takes seven seconds for him to summon, and is moderately taxing on his stamina to use. On the bright side however, the sword can absorb energy attacks that are directed at him, and then release a C shaped 3x3 foot wave of cutting energy at his opponents, that is usually colored purple. This sword is a foot and a half long.
![[Image: C4KjcdwXAAE9Obe.jpg]](https://pbs.twimg.com/media/C4KjcdwXAAE9Obe.jpg) Blaster - I made a change that I italicized, because 25% accuracy means nothing because you can't like, buff your TEC or something. I made a change so that wielding it "two-handed" slows the rate of fire but makes it 'hit for more damage'
Dark Magic Whip - Approved. Might want to edit the description so it describes your character though =p
Black Barrier - Approved at 600.
Gokai Blaster - Good
Power Sword - Size of the blade? Need more details on the energy attack
[/spoiler]
Doom
[spoiler]
(07-18-2017, 08:33 PM)Dr. Doom Wrote: (07-18-2017, 08:28 PM)Alex Wrote: You don't list whether they do damage or not? Edited Looks the same?
[/spoiler]
Repliku
[spoiler]
(07-18-2017, 10:43 PM)Repliku Wrote: Soul Eater (300, Physical Strength, Debuff):
The Soul Eater is a falchion-esque sword, with a white, black and gold blade shaped like a demonic wing. Its handle bears a blue eye shaped gemstone and the handle itself consists of dark braids. It has a striking resemblance to Way to the Dawn, as well as Void Gear The weapon can be summoned at will, appearing in Repliku's hand when he needs it. It's an intermediary of the key-blade, and while it does possess some of the same powers, such as being able to vanquish Heartless, it cannot lock/unlock anything, unfortunately. The blade has been purified of the darkness it once possessed, because he has determined that he will become a good guy here in the Omniverse. This is the reason that the blade's color scheme has changed, to one that is more visually appealing. This is the size of a hand and a half sword, but is a Falchion. The blade has 37.5 inches (95.25 centimetres) length,31.5 inches (80.01 cm) are the straight blade which bears a cusped or flare-clipped tip similar to the much later kilij of Turkey. This sword is his go to melee weapon usually.
Good. [/spoiler]
Ash
[spoiler]
(07-19-2017, 04:26 AM)Ash Wrote: T1 POWER UP: STORM DEMON(1000 OM)
Blue lightning crackles across Ash's entire body, her horns and eyes glow bright neon blue as the electricity supercharges her, she wears a wicked grin the whole time.
ATK: 2 + 2 = 4
DEF: 1
SPD: 3 + 2 = 5
TEC: 4 +1 = 5
Still won't help you against the Emperor's finest. Approved.
[/spoiler]
Cirno
[spoiler]
(07-19-2017, 08:55 PM)Cirno Wrote: Blizzard (tier one super ultility) (600) (requires debuff, area attack)
Cirno points her finger to the sky and her ice aura starts going berserk increasing in size and chilling factor significantly at the cost of energy and sanity due to how similar it is to Ice sign perfect freeze. the aura can move around with her. Her eyes turn a shade of ice blue and her hair turns whiter at the use of thermal control. It causes frostbite in a fifteen foot diameter circle (the time it lasts is about a minute) The temperature is around zero degrees Fahrenheit. anyone who is not prepared for such a attack will be debuffed in speed for thirty seconds for 20% debuff of there original speed stat. Note this move does not stack with the normal ice aura or snowball and over rides any existing debuff's that deal with speed (on anyone caught in it including allies).
Tan Cirno (1000) (tier one power up)
![[Image: xabh.jpg]](https://cdn.awwni.me/xabh.jpg) ![[Image: Cirno_2ae70f_6243277.jpg]](http://memestatic.fjcdn.com/pictures/Cirno_2ae70f_6243277.jpg)
Cirno gets a tan. She gains a sense of mental immortality and thinks she can do things she cant to a extreme point. She also becomes cruel and colder than normal to the people around her. She gains a boost in Defense and attack while being a bit more technical.
4 (2)
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2 (1) So the Power Up is +2, +2, +0, +1? You wrote it all goofy. Approved.
Super Move -- ...This is a Super Attack. Just to be clear -- this only applies a SPD debuff? (also just remove the percentages and say "It slows them down significantly") Does this obscure vision?
[/spoiler]
Leftovers
Proto Man
Ghidorah
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Blizzard (tier one super attack) (600) (requires debuff, area attack)
Cirno points her finger to the sky and her ice aura starts going berserk increasing in size and chilling factor significantly at the cost of energy and sanity due to how similar it is to Ice sign perfect freeze. the aura can move around with her. Her eyes turn a shade of ice blue and her hair turns whiter at the use of thermal control. It causes frostbite in a fifteen foot diameter circle (the time it lasts is about a minute) The temperature is around zero degrees Fahrenheit. anyone who is not prepared for such a attack will be debuffed in speed for thirty seconds.It slows them down significantly. Note this move does not stack with the normal ice aura or snowball and over rides any existing debuff's that deal with speed (on anyone caught in it including allies). This Causes a blinding effect that lasts till the original move ends (note this blinding can't be stacked or extended and is not that effective due to the lack of time the move is in effect and how small the diameter is).
Should be fixed now.
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07-19-2017, 10:34 PM
(This post was last modified: 07-20-2017, 09:00 PM by The Vision.)
iceman.exe (300) Requires Ranged, Debuff
The Vision sticks out his hands (or with one hand, it don't matter) and releases a 2.5-meter beam of cryogenic fog, which very lightly damages and slowly freezes one target over time. If you are frozen, you will be slowed. The more frozen you are, the slower you will be, until after 4 seconds passes, you stop moving entirely. No matter how frozen you are, the debuff lasts for 2 seconds, starting after the last damage taken from this attack. He can sustain this attack for 8 seconds at a time before needing to recharge, which takes 4 seconds and a lot of effort. This move has an Adaptoid cooldown of 1 second.
jerichoarrow.exe (300) Requires Ranged, Area Attack (?)
Vision spawns Hawkeye's bow and quiver, which takes 4 seconds. He can't spawn prior to a fight, but only need to spawn it once. Each time he uses this move afterwards, he aims, which takes around two seconds. He then chooses up to three targets and fires. If he takes damage while aiming, the accuracy of the each arrow decreases significantly. The arrow explodes in mid-air almost immediately after it fires (flavor - doesn't do anything extra) and splits into three smaller arrows. They move slightly slower than normal arrows do, moving more like a fastball than an arrow. Each arrow does a fairly small amount of damage - if more than one arrow hits you, it just adds up. These arrows will land very accurately (courtesy of Hawkeye) to exactly where the targets where at the time of the choosing. However, since they move (relatively) slowly, it is possible to deflect or even catch them. The Vision has four of these arrows per fight. The bow and quiver disappear after the fourth arrow and cannot be used for anything besides shooting. This Move has no Adaptoid cooldown.
nitro.exe (300) Requires Area Attack
Vision explodes. The explosion is a spherical attack with radius 4 meters. It does decent damage and throws all people back exactly 1 meter away from where they were. However, using this move is EXTREMELY exhausting, since he has to spend four seconds collecting his molecules together again Humpty-Dumpty style. While he's reforming, he can't do anything, not even move. Theoretically, he could use this move repeatedly, but he'd probably collapse in the middle of the fight from lack of energy. This move has an Adaptoid cooldown of 4 seconds.
grootroot.exe (300) Requires Area Attack, Debuff
Vision spawns tree roots like tentacles from the ground, which grapple and ensnare any non-friendly targets. This does no damage, but slows enemies and disrupts their focus. The area-of-effect is a cylinder, centering around the Vision, with radius 1meter and height 2 meters. It lasts for (the entire fight? Can I do that?) one minute and can only be used once. This Move is very exhausting and has an Adaptoid cooldown of 10 seconds.
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07-20-2017, 10:52 PM
(This post was last modified: 07-20-2017, 10:58 PM by Luci.)
Graffiti Jaunt (300 OM, Phasing, Shapeshifting)
Luci phases into a wall, but instead of exiting on the other side, she appears on the wall as a graffiti picture, entering ‘the Graffiti Plane’.
While in the Graffiti Plane, Luci can move but cannot affect the world around her, she can only affect things in the two dimensional graffiti plane. She appears to run from wall to wall, and if she wants to move between buildings she has to jump through empty space to do it. Luci is exactly as vulnerable in the Graffiti Realm as she is normally; for example if Luci is on a brick wall and is stabbed, she will bleed even if the wall is undamaged. It’s takes basically no time to enter or exit the Graffiti Plane. It does not drain Luci’s energy to enter or exit the Graffiti Plane, or to stay in it.
While in the Graffiti Plane, Luci cannot use Superspeed or Burst Movement, but she can run at her normal top speed without becoming tired.
Graffiti Blink (600 OM, Phasing, Burst Movement, Buff Proficiency)
VERSION 1: Luci spends two seconds to paint a door on a wall in a building, creating a portal. When she opens the door, it will lead out of any other door in that building. Only Luci can walk through this door, which seals behind her when it closes. This move is not very draining to Luci, but can exhaust her if she uses it multiple times quickly.
VERSION 2. Luci spends five seconds to paint a door on a wall in a building, creating a portal. When she opens the door, it will lead out of any other door in that building. She can hold the door open up to five seconds, allowing up to five other people through the door. When she closes the door, it seals behind her, leaving only a crude painting of a door. This move is extremely draining to Luci, and can only be used once per day.
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Is That Supposed To Hurt? - Tier 2 Super Defense
Requires Physical Strength, Aura Projection(Move)
Amber hardens her body to tank anything her enemies think can hurt her, holding still and digging her feet into the ground beneath her. Her body flashes with an immensely bright pinking aura, shinning gloriously. While active, she is able to take hits that could crush a giants skull like a walnut, or otherwise disintegrate fully grown trees to dust. Only to be used with extremely cause and care.
"I've been neglected, harassed, beaten, and diminished all my life. What motivates me to continue? The glory of proving people wrong. Being worth more than the numbing existence offered me. To be a hero." - Amber
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07-22-2017, 02:11 AM
(This post was last modified: 07-22-2017, 04:32 AM by All Might.)
Tier One Super Attack: OKLAHOMA SMASH! - Physical Strength, Area Attack, Master Acrobat, Master Super Jumping, Burst Movement - 600 OM
[spoiler] ![[Image: latest?cb=20160510000845]](https://vignette3.wikia.nocookie.net/bokunoheroacademia/images/f/f2/Oklahoma_Smash.png/revision/latest?cb=20160510000845) [/spoiler]
All Might concentrates on directing his power into all four of his limbs for three seconds. He then leaps from the ground, spinning at high speed as he does so, making a flying tackle at his target in an arc of up to sixty meters. Between jumping and landing, he's in the air for about a full second. He flails out with all four of his limbs as he spins through the air, channeling his strength into them to radiate an extremely destructive shockwave in every direction around him as he makes his arc. The sphere of destructive power dissipates about ten feet from his body. Most things weaker than solid rock will get severely battered just being caught in the sphere.
The tackle itself, and not just its shockwaves, is also dangerous. Due to his spinning, he will land a hit with each of his limbs within a second of colliding with his target. He makes about three impacts with each limb before he loses his momentum, and the hold on his power. As such, within three seconds of colliding with his target, the pummeling and the shockwaves will end.
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(07-20-2017, 10:52 PM)Luci Wrote: Graffiti Jaunt (300 OM, Phasing, Shapeshifting)
Luci phases into a wall, but instead of exiting on the other side, she appears on the wall as a graffiti picture, entering ‘the Graffiti Plane’.
While in the Graffiti Plane, Luci can move but cannot affect the world around her, she can only affect things in the two dimensional graffiti plane. She appears to run from wall to wall, and if she wants to move between buildings she has to jump through empty space to do it. Luci is exactly as vulnerable in the Graffiti Realm as she is normally; for example if Luci is on a brick wall and is stabbed, she will bleed even if the wall is undamaged. It’s takes basically no time to enter or exit the Graffiti Plane. It does not drain Luci’s energy to enter or exit the Graffiti Plane, or to stay in it.
While in the Graffiti Plane, Luci cannot use Superspeed or Burst Movement, but she can run at her normal top speed without becoming tired. This seems okay, approved.
Quote:Graffiti Blink (600 OM, Phasing, Burst Movement, Buff Proficiency)
VERSION 1: Luci spends two seconds to paint a door on a wall in a building, creating a portal. When she opens the door, it will lead out of any other door in that building. Only Luci can walk through this door, which seals behind her when it closes. This move is not very draining to Luci, but can exhaust her if she uses it multiple times quickly.
VERSION 2. Luci spends five seconds to paint a door on a wall in a building, creating a portal. When she opens the door, it will lead out of any other door in that building. She can hold the door open up to five seconds, allowing up to five other people through the door. When she closes the door, it seals behind her, leaving only a crude painting of a door. This move is extremely draining to Luci, and can only be used once per day.
Sorry but that's teleportation, and would require that.
My staff notes for those curious:
Quote:I think the first one is okay, it sidesteps the EXCLUSIVE use of integration, which is the self-buff using nearby objects. It does include some phasing functionality overlap, but I think what she's doing is fine with just phasing.
The second move, though, is teleportation. I know she's trying to justify it with Burst Movement, but ... that would limit her to how far she can actually move with Burst Movement, not real teleportation (as the Burst Movement description itself states).
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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07-22-2017, 01:01 PM
(This post was last modified: 07-22-2017, 05:44 PM by James Knight.)
*Scrapping all moves prior to this, except Gokai Force Blaster.
ECG - Tendrils:
The ECG - Tendrils is a device based off of his Shield Generator. While his shield generator was purely made for defensive purposes, the mechanic of the tendrils is that they are made to be used as both a tool, and an offensive item, as well as a defensive item. Should he be attacked he can use the tendrils to grasp things that are headed his way, so long as their durability doesn't exceed that of the tendrils (Atk of the player, versus DEF) in this case. They can also be used to grab someone, and throw them away from Veritas likely giving them a concussion for about ten seconds. Furthermore, they can also be used to restrict the airway of an individual if the individual is close enough, (IE within 30 feet) as it were. However, the tendrils will let go before they do any real harm, as these are made as more of a warning to individuals to leave him alone when he isn't home. The tendrils can also be used to pick up items, and hurl them at an opponent.
Another use of the tendrils is that they can be used to "grasp" into a wall, or anchor into it as it were, preventing him from falling to his death should someone fling him off of a building, or some such nonsense.
Shield Generator:
A shoulder attached shield generator that looks similar to an arm-band. When worn by him this takes about ten seconds for him to charge up. Once this shield has been charged up, it can last for seven seconds. What the shield does is take kinetic impacts that are directed against it, doubles the force behind them and releases them back at the person who sent it. The debuff portion of the move is that it is likely to give a concussion for 3 seconds. This requires one hand, and is fairly draining on his stamina reserves. It cannot be used with other moves, and can only cover himself from head to toe. A super move would easily destroy the shield generator, and damage him requiring that he not only heal himself, but that he replace the shield generator with a new one which would take two minutes, or more.
Energy Saber- Training Model:
An energy saber was based off of information from the Library that he read on the blades known as "Lightsabers" but since he isn't a Jedi nor a Sith of any kind, he couldn't exactly follow the instructions needed to make one properly. So he did create his own variant of the blade, and added it to his tool-kit as it were. While this blade is non-lethal, and being struck by it will only give a mild stinging sensation instead of severing limbs off of a person, the blade can clash with all other blades, provided they are not of finer make. (Higher ATK or TEC than this.) It can also be used by him to parry attacks that are headed his way. This blade is about 24 inches long, and is styled similar to a Cutlass. The blade itself appears to be made out of black energy, while the hilt appears to be made of the purest silver.
Sonic Collar:
Created based off of information on Sonic Technology that was found in the library on Coruscant, Veritas too the sonic technology to the next level, and built a collar of sorts. This takes 10 seconds for him to turn on, and is moderately draining on his stamina. It has a range of 30 feet in any direction from him. The first use of the Sonic Collar is that by using his voice when he works this, he can create a barrier of soundwaves around his body, equivalent to his Shield Generator, except with one difference. While the Shield Generator could block energy based attacks solely, this can block the ones that are physical instead, so long as they are not super moves. Another use of the Sonic Collar is pin-point shouts capable of knocking an unwanted guest, or attacker back about 20 or so feet without hurting them severely, other than giving them a concussion for about 8 seconds. The collar can only be used for 2 minutes total, before the power pack must be changed out. Using the shield or blast feature for more than 20 seconds guarantees he will have to change the batteries which takes 30 seconds. The last function of the sonic collar is that the shouts are powerful enough to stop large vehicles that are coming his way.
Crudely made Explosive:
A crudely made explosive device that cannot wait to go off. As powerful as a firecracker in terms of explosive potential, this will only do low damage. The true purpose of the crudely made explosives is to debuff someone by essentially detonating a flash bang in their face which is what the crudely made explosives are made to do. These take about 20 seconds to summon three of, and he can only summon 6 every minute because of how much danger these could put him in. This requires his full concentration, and as such cannot be used with other moves. Each of these deals pitiful damage, but deals an additional penalty. For fifteen seconds, these can render an opponent blind and deaf.
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07-22-2017, 04:02 PM
(This post was last modified: 07-23-2017, 04:15 PM by Summer.)
[spoiler]Sonny (Alternate Form) (2000): Somerled and Sonny swap out, changing who is in control of their shared body. This can be done in one of two ways. With full cooperation from both of them, they simply overwrite Somerled’s form with Sonny’s or vice-versa, dissolving one and using the power to reconstruct the other. Or it can be done should one half stubbornly refuse, by materializing the second body and forcing the first to disperse. This takes twice as long, however, uses up much more energy than a cooperative change, and prevents form changing until the stubborn one calms down.
ATK: 0
DEF: 5
SPD: 0
TEC: 5[/spoiler]
[spoiler]T1 Super Defense: Two Bodies, One Mind (Alt Form, Area Shield) (600): A move that allows for both a defense and a swap. In the face of an oncoming attack, either Somerled or Sonny, depending upon who is the dominant half, relinquishes their permanence and grants the other half a large amount of magic. The now temporary body then acts as a decoy, taking the blow while the dominant half manifests in the new, permanent body, safely on the other side of the old over the course of five seconds. Once a T1 super worth of damage has been sustained, the non-dominant body fizzles away and the consciousness resides in their shared body once again. This move forces a form change, swapping Somerled with Sonny and vice-versa.[/spoiler]
[spoiler]Sun and Parhelia (Ranged, Ranged Materialize, Area Attack, Buff, Debuff) (600): Sonny stands still, channeling his powers as the spirit of sun and clear skies for three seconds, gathering brilliant sunlight around him. His body quickly begins to glow brightly, ramping up to full shine over the short charge session. Once his magic is fully channeled, it becomes much easier to hold, allowing Sonny to once again move around, fight, and even take hits as he maintains the spell. For as long as he chooses to hold onto his glow, he burns incredibly brightly, shining with a light that makes it very difficult, but not outright impossible, to look directly at him. Along with this light, he radiates an intense dry heat, making those who get within 2 meters of him feel like they’re standing under a midday desert sun; uncomfortable, but not immediately harmful. Sonny can maintain this spell for as long as he has the energy to. With its moderate magic drain, this means he can typically hold it for around a minute before the exhaustion becomes too great. Once he’s done with it, he simply stops the channel, snapping the light off in an instant. This sudden brightness change also happens to mess with people’s eyesight, causing slight hindrance to their vision for five seconds while their eyes adjust back to normal. The radiant heat also quickly cools off in this time, returning everything back to normal.
Parhelia: While he calls the self-affecting form of this move a "second sun," he also has a technique that allows him to grant this light to allies as well, known as "Parhelia," named after the suns companions. Sonny concentrates, channeling the sun’s powers and enveloping him and up to two allies within 10 meters in that solar brilliance, in a process that everyone affected must remain completely still for. Each target beyond him adds an extra 3 seconds to the charge time (making it 3 for him, 6 for him and an ally, and 9 for two). Dazzling sunlight slowly washes over the allies affected, and soon they’re fully enveloped by it, becoming almost as bright as a second sun. While in this state, they radiate all the effects of the spell normally, becoming difficult to look at and uncomfortable to be around. Due to a tweak to the way he grants this buff, it behaves more like a curse, feeding off the energy of the people he attaches it to rather than his own, though with twice the drain, preventing allies from holding onto it for more than half a minute without getting exhausted. An additional adjustment allows holders of the spell to break it when they want, preventing it from using up all of an ally’s energy, but also preventing him from placing it on an enemy and allowing it to just free-drain their energy without a fight. When the wielder is ready, the light simply snaps off just like the base version, messing with vision and cooling off quickly.
Would this be 600 or 900?[/spoiler]
[spoiler]T1 Super Defense: High Pressure Shield (Area Shield, Ranged, Ranged Materialize) (600): By concentrating the very same dispersive forces that envelop him, Sonny is able to create an incredibly compact and resilient high-pressure system. Over the course of about four seconds, Sonny concentrates, coalescing his repulsive magic around either himself or an ally within 30 meters of him, and creating a warm, glowing translucent bubble just large enough to completely cover whoever is being defended, but can only get up to 12 feet in diameter. This bubble lasts for up to ten seconds, or until a T1 Super worth of damage has been mitigated, deflecting glancing attacks and greatly diminishing the strength of direct attacks, like his own aura naturally does. [/spoiler]
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Demon Spear (Requires Physical Strength) (800) Offensive Tier 2 Super Move
Kuzuru raises his palm towards his target. After about a second a twisted and grooved spear of steel erupts from the center of his palm. The spear rockets forward as it grows longer and longer, piercing through almost anything in its path. Once it reaches around twelve feet in length it stops growing. The corrugated shaft of metal stays attached to Kuzuru’s palm and after a few seconds it is absorbed back into his body. The base of the spear is about three to four inches in diameter and narrows to a half-inch diameter at the tip.
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Cirno
[spoiler]
(07-19-2017, 10:28 PM)Cirno Wrote: Blizzard (tier one super attack) (600) (requires debuff, area attack)
Cirno points her finger to the sky and her ice aura starts going berserk increasing in size and chilling factor significantly at the cost of energy and sanity due to how similar it is to Ice sign perfect freeze. the aura can move around with her. Her eyes turn a shade of ice blue and her hair turns whiter at the use of thermal control. It causes frostbite in a fifteen foot diameter circle (the time it lasts is about a minute) The temperature is around zero degrees Fahrenheit. anyone who is not prepared for such a attack will be debuffed in speed for thirty seconds.It slows them down significantly. Note this move does not stack with the normal ice aura or snowball and over rides any existing debuff's that deal with speed (on anyone caught in it including allies). This Causes a blinding effect that lasts till the original move ends (note this blinding can't be stacked or extended and is not that effective due to the lack of time the move is in effect and how small the diameter is).
Be aware that anyone with Enhanced Senses will be able to navigate the blizzard (albeit not as efficiently as they would if they had access to their actual vision)
Good.
[/spoiler]
Vis
[spoiler]
(07-19-2017, 10:34 PM)The Vision Wrote: iceman.exe (300) Requires Ranged, Debuff
The Vision sticks out his hands (or with one hand, it don't matter) and releases a 2.5-meter beam of cryogenic fog, which very lightly damages and slowly freezes one target over time. If you are frozen, you will be slowed. The more frozen you are, the slower you will be, until after 4 seconds passes, you stop moving entirely. No matter how frozen you are, the debuff lasts for 2 seconds, starting after the last damage taken from this attack. He can sustain this attack for 8 seconds at a time before needing to recharge, which takes 4 seconds and a lot of effort. This move has an Adaptoid cooldown of 1 second.
Sounds good.
Quote:jerichoarrow.exe (300) Requires Ranged, Area Attack (?)
Vision spawns Hawkeye's bow and quiver, which takes 4 seconds. He can't spawn prior to a fight, but only need to spawn it once. Each time he uses this move afterwards, he aims, which takes around two seconds. He then chooses up to three targets and fires. If he takes damage while aiming, the accuracy of the each arrow decreases significantly. The arrow explodes in mid-air almost immediately after it fires (flavor - doesn't do anything extra) and splits into three smaller arrows. They move slightly slower than normal arrows do, moving more like a fastball than an arrow. Each arrow does a fairly small amount of damage - if more than one arrow hits you, it just adds up. These arrows will land very accurately (courtesy of Hawkeye) to exactly where the targets where at the time of the choosing. However, since they move (relatively) slowly, it is possible to deflect or even catch them. The Vision has four of these arrows per fight. The bow and quiver disappear after the fourth arrow and cannot be used for anything besides shooting. This Move has no Adaptoid cooldown.
So the arrow will ALWAYS split in three, even if he aims at one person? Dats 300.
Quote:nitro.exe (300) Requires Area Attack
Vision explodes. The explosion is a spherical attack with radius 4 meters. It does decent damage and throws all people back exactly 1 meter away from where they were. However, using this move is EXTREMELY exhausting, since he has to spend four seconds collecting his molecules together again Humpty-Dumpty style. While he's reforming, he can't do anything, not even move. Theoretically, he could use this move repeatedly, but he'd probably collapse in the middle of the fight from lack of energy. This move has an Adaptoid cooldown of 4 seconds.
...does Vision literally explode outward into tiny Vision pieces? Which then slink back together? Or does he just send out a giant shockwave and has to take a few seconds to mend exterior damage or somethin?
Quote:grootroot.exe (300) Requires Area Attack, Debuff
Vision spawns tree roots like tentacles from the ground, which grapple and ensnare any non-friendly targets. This does no damage, but slows enemies and disrupts their focus. The area-of-effect is a cylinder, centering around the Vision, with radius 1meter and height 2 meters. It lasts for (the entire fight? Can I do that?) one minute and can only be used once. This Move is very exhausting and has an Adaptoid cooldown of 10 seconds.
Can the roots be destroyed?
[/spoiler]
Zamber
[spoiler]
(07-21-2017, 12:51 PM)Amber Veritz Wrote: Is That Supposed To Hurt? - Tier 2 Super Defense
Requires Physical Strength, Aura Projection(Move)
Amber hardens her body to tank anything her enemies think can hurt her, holding still and digging her feet into the ground beneath her. Her body flashes with an immensely bright pinking aura, shinning gloriously. While active, she is able to take hits that could crush a giants skull like a walnut, or otherwise disintegrate fully grown trees to dust. Only to be used with extremely cause and care.
T2 Super Defense approved.[/spoiler]
All Might
[spoiler]
(07-22-2017, 02:11 AM)All Might Wrote: Tier One Super Attack: OKLAHOMA SMASH! - Physical Strength, Area Attack, Master Acrobat, Master Super Jumping, Burst Movement - 600 OM
[spoiler] [/spoiler]
All Might concentrates on directing his power into all four of his limbs for three seconds. He then leaps from the ground, spinning at high speed as he does so, making a flying tackle at his target in an arc of up to sixty meters. Between jumping and landing, he's in the air for about a full second. He flails out with all four of his limbs as he spins through the air, channeling his strength into them to radiate an extremely destructive shockwave in every direction around him as he makes his arc. The sphere of destructive power dissipates about ten feet from his body. Most things weaker than solid rock will get severely battered just being caught in the sphere.
The tackle itself, and not just its shockwaves, is also dangerous. Due to his spinning, he will land a hit with each of his limbs within a second of colliding with his target. He makes about three impacts with each limb before he loses his momentum, and the hold on his power. As such, within three seconds of colliding with his target, the pummeling and the shockwaves will end.
I won't lie, this description confused the crap out of me. A lot going on. But it's a T1 Super so regardless of shenanigans it does the same as any other T1 super. Approved.
[/spoiler]
Veritas
[spoiler]
(07-22-2017, 01:01 PM)Veritas Night Wrote: *Scrapping all moves prior to this, except Gokai Force Blaster.
Quote:ECG - Tendrils:
The ECG - Tendrils is a device based off of his Shield Generator. While his shield generator was purely made for defensive purposes, the mechanic of the tendrils is that they are made to be used as both a tool, and an offensive item, as well as a defensive item. Should he be attacked he can use the tendrils to grasp things that are headed his way, so long as their durability doesn't exceed that of the tendrils (Atk of the player, versus DEF) in this case. They can also be used to grab someone, and throw them away from Veritas likely giving them a concussion for about ten seconds. Furthermore, they can also be used to restrict the airway of an individual if the individual is close enough, (IE within 30 feet) as it were. However, the tendrils will let go before they do any real harm, as these are made as more of a warning to individuals to leave him alone when he isn't home. The tendrils can also be used to pick up items, and hurl them at an opponent.
Another use of the tendrils is that they can be used to "grasp" into a wall, or anchor into it as it were, preventing him from falling to his death should someone fling him off of a building, or some such nonsense.
Gonna need some extra information for this one. Let's start with the simple ones. Do they spawn from Veritas? Or do they spawn from the ground around him? Can they be destroyed? Can they then be reformed?
Quote:Shield Generator:
A shoulder attached shield generator that looks similar to an arm-band. When worn by him this takes about ten seconds for him to charge up. Once this shield has been charged up, it can last for seven seconds. What the shield does is take kinetic impacts that are directed against it, doubles the force behind them and releases them back at the person who sent it. The debuff portion of the move is that it is likely to give a concussion for 3 seconds. This requires one hand, and is fairly draining on his stamina reserves. It cannot be used with other moves, and can only cover himself from head to toe. A super move would easily destroy the shield generator, and damage him requiring that he not only heal himself, but that he replace the shield generator with a new one which would take two minutes, or more.
You need to make sure you list the proficiencies that a move requires. Also, 'a concussion' isn't a debuff, since it's not like everyone here has human brain chemistry. Just rephrase that in some manner that implies a more general stun/daze effect.
'can only cover him from head to toe' = Area Shield Proficiency
So he can use this move multiple times in combat, correct?
I would include some note that people with high attack can overwhelm the shield (for the purpose of balancing)
Quote:Energy Saber- Training Model:
An energy saber was based off of information from the Library that he read on the blades known as "Lightsabers" but since he isn't a Jedi nor a Sith of any kind, he couldn't exactly follow the instructions needed to make one properly. So he did create his own variant of the blade, and added it to his tool-kit as it were. While this blade is non-lethal, and being struck by it will only give a mild stinging sensation instead of severing limbs off of a person. It can also be used by him to parry attacks that are headed his way. This blade is about 24 inches long, and is styled similar to a Cutlass. The blade itself appears to be made out of black energy, while the hilt appears to be made of the purest silver.
I removed a line here because that stuff is built into the stat descriptions (someone with a much greater Tec is obviously going to school you in a sword fight). This is approved, 300 OM. Please make sure you add 'Physical Strength' the requirements here.
Quote:Sonic Collar:
Created based off of information on Sonic Technology that was found in the library on Coruscant, Veritas too the sonic technology to the next level, and built a collar of sorts. This takes 10 seconds for him to turn on, and is moderately draining on his stamina. It has a range of 30 feet in any direction from him. The first use of the Sonic Collar is that by using his voice when he works this, he can create a barrier of soundwaves around his body, equivalent to his Shield Generator, except with one difference. While the Shield Generator could block energy based attacks solely, this can block the ones that are physical instead, so long as they are not super moves. Another use of the Sonic Collar is pin-point shouts capable of knocking an unwanted guest, or attacker back about 20 or so feet without hurting them severely, other than giving them a concussion for about 8 seconds. The collar can only be used for 2 minutes total, before the power pack must be changed out. Using the shield or blast feature for more than 20 seconds guarantees he will have to change the batteries which takes 30 seconds. The last function of the sonic collar is that the shouts are powerful enough to stop large vehicles that are coming his way.
Limits on the shield use? Range on the attack part? Rephrase the Debuff (if you want it to be an actual Debuff). Add the needed proficiencies.
Quote:Crudely made Explosive:
A crudely made explosive device that cannot wait to go off. As powerful as a firecracker in terms of explosive potential, this will only do low damage. The true purpose of the crudely made explosives is to debuff someone by essentially detonating a flash bang in their face which is what the crudely made explosives are made to do. These take about 20 seconds to summon three of, and he can only summon 6 every minute because of how much danger these could put him in. This requires his full concentration, and as such cannot be used with other moves. Each of these deals pitiful damage, but deals an additional penalty. For fifteen seconds, these can render an opponent blind and deaf.
A fifteen second blind/defean is horribly not balanced. Plz add proficiencies.
Sommer
[spoiler]
(07-22-2017, 04:02 PM)Somerled Murdoch Wrote: Sonny (Alternate Form) (2000): Somerled and Sonny swap out, changing who is in control of their shared body. This can be done in one of two ways. With full cooperation from both of them, they simply overwrite Somerled’s form with Sonny’s or vice-versa, dissolving one and using the power to reconstruct the other. Or it can be done should one half stubbornly refuse, by materializing the second body and forcing the first to disperse. This takes twice as long, however, uses up much more energy than a cooperative change, and prevents form changing until the stubborn one calms down.
ATK: 0
DEF: 5
SPD: 0
TEC: 5[/oiler
[oiler]T1 Super Defense: Two Bodies, One Mind (Alt Form, Area Shield) (600): A move that allows for both a defense and a swap. In the face of an oncoming attack, either Somerled or Sonny, depending upon who is the dominant half, relinquishes their permanence and grants the other half a large amount of magic. The now temporary body then acts as a decoy, taking the blow while the dominant half manifests in the new, permanent body, safely on the other side of the old over the course of five seconds. Once a T1 super worth of damage has been sustained, the non-dominant body fizzles away and the consciousness resides in their shared body once again. This move forces a form change, swapping Somerled with Sonny and vice-versa.[/oiler]
[spoi]Sun and Parhelia (Ranged, Ranged Materialize, Area Attack, Buff, Debuff) (???): Sonny stands still, channeling his powers as the spirit of sun and clear skies for three seconds, gathering brilliant sunlight around him. His body quickly begins to glow brightly, ramping up to full shine over the short charge session. Once his magic is fully channeled, it becomes much easier to hold, allowing Sonny to once again move around, fight, and even take hits as he maintains the spell. For as long as he chooses to hold onto his glow, he burns incredibly brightly, shining with a light that makes it very difficult, but not outright impossible, to look directly at him. Along with this light, he radiates an intense dry heat, making those who get within 2 meters of him feel like they’re standing under a midday desert sun; uncomfortable, but not immediately harmful. Sonny can maintain this spell for as long as he has the energy to. With its moderate magic drain, this means he can typically hold it for around a minute before the exhaustion becomes too great. Once he’s done with it, he simply stops the channel, snapping the light off in an instant. This sudden brightness change also happens to mess with people’s eyesight, causing slight hindrance to their vision for five seconds while their eyes adjust back to normal. The radiant heat also quickly cools off in this time, returning everything back to normal.
Parhelia: While he calls the self-affecting form of this move a "second sun," he also has a technique that allows him to grant this light to allies as well, known as "Parhelia," named after the suns companions. Sonny concentrates, channeling the sun’s powers and enveloping him and up to two allies within 10 meters in that solar brilliance, in a process that everyone affected must remain completely still for. Each target beyond him adds an extra 3 seconds to the charge time (making it 3 for him, 6 for him and an ally, and 9 for two). Dazzling sunlight slowly washes over the allies affected, and soon they’re fully enveloped by it, becoming almost as bright as a second sun. While in this state, they radiate all the effects of the spell normally, becoming difficult to look at and uncomfortable to be around. Due to a tweak to the way he grants this buff, it behaves more like a curse, feeding off the energy of the people he attaches it to rather than his own, though with twice the drain, preventing allies from holding onto it for more than half a minute without getting exhausted. An additional adjustment allows holders of the spell to break it when they want, preventing it from using up all of an ally’s energy, but also preventing him from placing it on an enemy and allowing it to just free-drain their energy without a fight. When the wielder is ready, the light simply snaps off just like the base version, messing with vision and cooling off quickly.
ler]T1 Super Defense: High Pressure Shield (Area Shield, Ranged, Ranged Materialize) (600): By concentrating the very same dispersive forces that envelop him, Sonny is able to create an incredibly compact and resilient high-pressure system. Over the course of about four seconds, Sonny concentrates, coalescing his repulsive magic around either himself or an ally within 30 meters of him, and creating a warm, glowing translucent bubble just large enough to completely cover whoever is being defended, but can only get up to 12 feet in diameter. This bubble lasts for up to ten seconds, or until a T1 Super worth of damage has been mitigated, deflecting glancing attacks and greatly diminishing the strength of direct attacks, like his own aura naturally does. [/spoiler]
Would this be 600 or 900? Last move seems to be 600 to me (Two functions -- Self Aura or 3-person Aura, correct?)
The Supers/Alt forms are good.[/spoiler]
Renji
[spoiler]
(07-22-2017, 08:43 PM)Renji Wrote: Demon Spear (Requires Physical Strength) (800) Offensive Tier 2 Super Move
Kuzuru raises his palm towards his target. After about a second a twisted and grooved spear of steel erupts from the center of his palm. The spear rockets forward as it grows longer and longer, piercing through almost anything in its path. Once it reaches around twelve feet in length it stops growing. The corrugated shaft of metal stays attached to Kuzuru’s palm and after a few seconds it is absorbed back into his body. The base of the spear is about three to four inches in diameter and narrows to a half-inch diameter at the tip.
Good.
[/spoiler]
Miranda
[spoiler]
(07-22-2017, 09:34 PM)Miranda Frost Wrote: Calm (Alt Form) (2000):
Miranda steels herself, shoving away her emotion in return for clearer thought, allowing her to fight more skillfully in exchange for a loss in speed and defensive capabilities
Base stats:
ATK: 5
DEF: 1
SPD: 1
TEC: 5
People and this website and their need to make their characters have awfully low stats <_<
Approved!
[/spoiler]
That's all I got for today.
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(07-23-2017, 10:32 AM)Alex Wrote: Sommer
[spoiler]
(07-22-2017, 04:02 PM)Somerled Murdoch Wrote: Sonny (Alternate Form) (2000): Somerled and Sonny swap out, changing who is in control of their shared body. This can be done in one of two ways. With full cooperation from both of them, they simply overwrite Somerled’s form with Sonny’s or vice-versa, dissolving one and using the power to reconstruct the other. Or it can be done should one half stubbornly refuse, by materializing the second body and forcing the first to disperse. This takes twice as long, however, uses up much more energy than a cooperative change, and prevents form changing until the stubborn one calms down.
ATK: 0
DEF: 5
SPD: 0
TEC: 5
T1 Super Defense: Two Bodies, One Mind (Alt Form, Area Shield) (600): A move that allows for both a defense and a swap. In the face of an oncoming attack, either Somerled or Sonny, depending upon who is the dominant half, relinquishes their permanence and grants the other half a large amount of magic. The now temporary body then acts as a decoy, taking the blow while the dominant half manifests in the new, permanent body, safely on the other side of the old over the course of five seconds. Once a T1 super worth of damage has been sustained, the non-dominant body fizzles away and the consciousness resides in their shared body once again. This move forces a form change, swapping Somerled with Sonny and vice-versa.
Sun and Parhelia (Ranged, Ranged Materialize, Area Attack, Buff, Debuff) (600): Sonny stands still, channeling his powers as the spirit of sun and clear skies for three seconds, gathering brilliant sunlight around him. His body quickly begins to glow brightly, ramping up to full shine over the short charge session. Once his magic is fully channeled, it becomes much easier to hold, allowing Sonny to once again move around, fight, and even take hits as he maintains the spell. For as long as he chooses to hold onto his glow, he burns incredibly brightly, shining with a light that makes it very difficult, but not outright impossible, to look directly at him. Along with this light, he radiates an intense dry heat, making those who get within 2 meters of him feel like they’re standing under a midday desert sun; uncomfortable, but not immediately harmful. Sonny can maintain this spell for as long as he has the energy to. With its moderate magic drain, this means he can typically hold it for around a minute before the exhaustion becomes too great. Once he’s done with it, he simply stops the channel, snapping the light off in an instant. This sudden brightness change also happens to mess with people’s eyesight, causing slight hindrance to their vision for five seconds while their eyes adjust back to normal. The radiant heat also quickly cools off in this time, returning everything back to normal.
Parhelia: While he calls the self-affecting form of this move a "second sun," he also has a technique that allows him to grant this light to allies as well, known as "Parhelia," named after the suns companions. Sonny concentrates, channeling the sun’s powers and enveloping him and up to two allies within 10 meters in that solar brilliance, in a process that everyone affected must remain completely still for. Each target beyond him adds an extra 3 seconds to the charge time (making it 3 for him, 6 for him and an ally, and 9 for two). Dazzling sunlight slowly washes over the allies affected, and soon they’re fully enveloped by it, becoming almost as bright as a second sun. While in this state, they radiate all the effects of the spell normally, becoming difficult to look at and uncomfortable to be around. Due to a tweak to the way he grants this buff, it behaves more like a curse, feeding off the energy of the people he attaches it to rather than his own, though with twice the drain, preventing allies from holding onto it for more than half a minute without getting exhausted. An additional adjustment allows holders of the spell to break it when they want, preventing it from using up all of an ally’s energy, but also preventing him from placing it on an enemy and allowing it to just free-drain their energy without a fight. When the wielder is ready, the light simply snaps off just like the base version, messing with vision and cooling off quickly.
T1 Super Defense: High Pressure Shield (Area Shield, Ranged, Ranged Materialize) (600): By concentrating the very same dispersive forces that envelop him, Sonny is able to create an incredibly compact and resilient high-pressure system. Over the course of about four seconds, Sonny concentrates, coalescing his repulsive magic around either himself or an ally within 30 meters of him, and creating a warm, glowing translucent bubble just large enough to completely cover whoever is being defended, but can only get up to 12 feet in diameter. This bubble lasts for up to ten seconds, or until a T1 Super worth of damage has been mitigated, deflecting glancing attacks and greatly diminishing the strength of direct attacks, like his own aura naturally does.
Would this be 600 or 900?
Last move seems to be 600 to me (Two functions -- Self Aura or 3-person Aura, correct?)
The Supers/Alt forms are good.[/spoiler]
For Sun and Parhelia, I wasn't sure if it counted as "charging up" or if giving it to either 1, 2, or 3 people all counted as separate effects. Set at 600 for now.
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07-23-2017, 06:03 PM
(This post was last modified: 07-23-2017, 06:08 PM by James Knight.)
ECG - Tendrils:
The ECG - Tendrils is a device based off of his Shield Generator. While his shield generator was purely made for defensive purposes, the mechanic of the tendrils is that they are made to be used as both a tool, and an offensive item, as well as a defensive item. Should he be attacked he can use the tendrils to grasp things that are headed his way, so long as their durability doesn't exceed that of the tendrils (Atk of the player, versus DEF) in this case. They can also be used to grab someone, and throw them away from Veritas likely giving them a concussion for about ten seconds. Furthermore, they can also be used to restrict the airway of an individual if the individual is close enough, (IE within 30 feet) as it were. However, the tendrils will let go before they do any real harm, as these are made as more of a warning to individuals to leave him alone when he isn't home. The tendrils can also be used to pick up items, and hurl them at an opponent.
Another use of the tendrils is that they can be used to "grasp" into a wall, or anchor into it as it were, preventing him from falling to his death should someone fling him off of a building, or some such nonsense. The tendrils are spawned from his back, and can be regenerated, though doing so takes five minutes of uninterrupted concentration, in order to do so. The tendrils can be destroyed, IF someone were to cut them from his back, otherwise they would begin slowly regenerating on their own. The pain from having them cut off would debilitate him for a minute, leaving him completely vulnerable to all attacks.
This requires the Physical Strength, Remote Control, Telekinesis, Area Attack, and Area Defense Proficiencies.
Shield Generator:
A shoulder attached shield generator that looks similar to an arm-band. When worn by him this takes about ten seconds for him to charge up. Once this shield has been charged up, it can last for seven seconds. What the shield does is take kinetic impacts that are directed against it, doubles the force behind them and releases them back at the person who sent it. There are limitations, in that those with a higher ATK than his DEF would be able to penetrate the shield. The shield requires the Debuff Proficiency, the Physical Strength Proficiency, and the Area Shield Proficiency.
The shield redirecting the forces of energy attacks solely, such as blasters, fireballs, and many other such could likely have a dazing effect on an opponent. The nature of the shield leaves it with one glaring weakness. Physical attacks such as punches, kicks, real metal blades, actual guns and explosives could be of more use against the shield, and ignore it's existence entirely. It cannot be used with other moves, and requires ten seconds between uses of the shield for him to recharge, the shield lasting for eight seconds at a time.
Energy Saber- Training Model:
An energy saber was based off of information from the Library that he read on the blades known as "Lightsabers" but since he isn't a Jedi nor a Sith of any kind, he couldn't exactly follow the instructions needed to make one properly. So he did create his own variant of the blade, and added it to his tool-kit as it were. While this blade is non-lethal, and being struck by it will only give a mild stinging sensation instead of severing limbs off of a person. It can also be used by him to parry attacks that are headed his way. This blade is about 24 inches long, and is styled similar to a Cutlass. The blade itself appears to be made out of black energy, while the hilt appears to be made of the purest silver.
The Energy Saber requires the physical strength proficiency.
Sonic Collar:
Created based off of information on Sonic Technology that was found in the library on Coruscant, Veritas took the sonic technology to the next level, and built a collar of sorts. This takes 17 seconds for him to turn on. It has a range of 30 feet in any direction from him. The first use of the Sonic Collar is that by using his voice when he works this, he can create a barrier of soundwaves around his body, equivalent to his Shield Generator, except with one difference. While the Shield Generator could block energy based attacks solely, this can block the ones that are physical instead, so long as they are not super moves. Another use of the Sonic Collar is pin-point shouts capable of knocking an unwanted guest, or attacker back about 20 or so feet without hurting them severely, other than giving them a severe pounding headache due to being blasted by it for 5 seconds. The collar can only be used for 2 minutes total, before the power pack must be changed out. Using the shield or blast feature for more than 20 seconds guarantees he will have to change the batteries which takes 30 seconds. The last function of the sonic collar is that the shouts are powerful enough to stop large vehicles that are coming his way. The shield can only be used for ten seconds at a time, much like the Shield Generator.
The blast, and the shield share the same range of 30 feet in any direction from his body. This cannot be used with other moves. Heavily draining on his stamina to use for prolonged periods.
Required Profs: Remote Control, Area Attack, Debuff, Area Defense, Ranged Proficiency, Ranged Materialize.
Crudely made Explosive:
A crudely made explosive device that cannot wait to go off. The true purpose of the crudely made explosives is to debuff someone by essentially detonating a flash bang in their face which is what the crudely made explosives are made to do. Each of these deals less than pitiful damage to an opponent that they are used against. However, because of the lesser damage of the explosives he is capable of using, Veritas was able to rig them to be like a flash bang. Unfortunately, they can only sustain the effect of blinding and deafening an opponent temporarily, for about six seconds. They are heavily draining on his stamina to create more than one of these at a time, and so he is limited at 3 per battle, if he can even muster the energy to do that much with them.
This requires the Ranged Proficiency, the Remote Control Proficiency, Area Attack Proficiency, and Debuff Proficiency.
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(07-23-2017, 10:32 AM)Alex Wrote: (07-19-2017, 10:34 PM)The Vision Wrote: nitro.exe (300) Requires Area Attack
Vision explodes. The explosion is a spherical attack with radius 4 meters. It does decent damage and throws all people back exactly 1 meter away from where they were. However, using this move is EXTREMELY exhausting, since he has to spend four seconds collecting his molecules together again Humpty-Dumpty style. While he's reforming, he can't do anything, not even move. It is unclear why, but if you aim for the center of the explosion while the Vision is recovering, he will take damage. Also, he cannot repair any damage... while repairing himself... Theoretically, he could use this move repeatedly, but he'd probably collapse in the middle of the fight from lack of energy. This move has an Adaptoid cooldown of 4 seconds.
...does Vision literally explode outward into tiny Vision pieces? Which then slink back together? Or does he just send out a giant shockwave and has to take a few seconds to mend exterior damage or somethin?
I imagined him literally asploding. But functionally it's basically a giant shock wave with a recovery time. I added a little thingy which might be your concern.
Quote:Quote:grootroot.exe (300) Requires Area Attack, Debuff
Vision spawns tree roots like tentacles from the ground, which grapple and ensnare any non-friendly targets. This does no damage, but slows enemies and disrupts their focus. The roots can be damaged, and have Vision's DEF. The area-of-effect is a cylinder, centering around the Vision, with radius 1meter and height 2 meters. It lasts for the entire fight and can only be used once. This Move is pretty exhausting, can only be used once, and has an Adaptoid cooldown of 10 seconds.
Can the roots be destroyed?
01001101 01100001 01100100 01100101
01111001 01101111 01110101
01101100 01101111 01101111 01101011
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07-23-2017, 07:28 PM
(This post was last modified: 07-23-2017, 07:56 PM by Gildarts.)
Gil’s original stats (+ power ups for easy reference)
ATK: 6(+2) (+4)
DEF: 3 (+1) (+2)
SPD: 3 (+2) (+3)
TEC: 3 (+0) (+1)
(I have five stat increases, meaning 15 total to work with)
Alternate form: Shadow Gildarts (2000 OM)
ATK:2
DEF:2
SPD:4
TEC:7
Not yet qualified for, but I’ll get there eventually:
T3 Assist: Acnologia, the Dragon of Death 2000 om
(25 stats total, counting 5 SU’s)
ATK:8
DEF:6
SPD:4
TEC:7
[important question:] (this is my first assist and alternate form too!) Does my T3 assist have a baseline of Gildarts stats or is it more like a summoned alternate form where I can do whatever with? (Either or is fine but I would like to know for the way i put it on my roster) Also pertaining to the latter- what if I’m in an alternate form when I summon the assist?
T3 Transformation for Gildarts 2000 om
(30 Stats, plus 5 stat unlocks/upgrades =35 total)
ATK: 6 [+6] =12
DEF:3 [+3]= 6
SPD:3 [+5]=8
TEC:3 [+6]= 9
EDIT: had to edit the above one because I added incorrectly please doublecheck my math
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Stat Upgrades apply to your character, not Assists.
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Tier One Power Up:
110% ONE FOR ALL - 1000 OM
Red electric light crackles across All Might's body as he calls on the well of power granted for him by One For All, grabbing and utilizing more strength than his body can normally handle.
ATK +2
DEF +1
SPD +2
TEC +0
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(07-24-2017, 08:21 PM)All Might Wrote: Tier One Power Up:
110% ONE FOR ALL - 1000 OM
Red electric light crackles across All Might's body as he calls on the well of power granted for him by One For All, grabbing and utilizing more strength than his body can normally handle.
ATK +2
DEF +1
SPD +2
TEC +0
Approved!
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